This is my current code for the progress bar. In the GameScene I have set the var xProgress = 1. Shouldn't the empty image appear as the value should now = 0?
I'm trying to test the SKNode before making it the value decrease over time so it reduces slowly.
class IMProgressBar : SKNode{
var emptySprite : SKSpriteNode? = nil
var progressBar : SKCropNode
init(emptyImageName: String!,filledImageName : String)
{
    progressBar = SKCropNode()
    super.init()
    let filledImage  = SKSpriteNode(imageNamed: filledImageName)
    progressBar.addChild(filledImage)
    progressBar.maskNode = SKSpriteNode(color: UIColor.white,
                                        size: CGSize(width: filledImage.size.width * 2, height: filledImage.size.height * 2))
    progressBar.maskNode?.position = CGPoint(x: -filledImage.size.width / 2,y: -filledImage.size.height / 2)
    progressBar.zPosition = 0.1
    self.addChild(progressBar)
    if emptyImageName != nil{
        emptySprite = SKSpriteNode.init(imageNamed: emptyImageName)
        self.addChild(emptySprite!)
    }
}
func setXProgress(xProgress : CGFloat){
    var value = xProgress
    if xProgress < 0.1{
        value = 0
    }
    if xProgress > 0.1 {
        value = 0
    }
    progressBar.maskNode?.xScale = value
}
    required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
}
}
In my GameScene I also have:
let progressBar = IMProgressBar(emptyImageName: nil,filledImageName: "health")
    progressBar.position = CGPoint(x: self.frame.midX, y: self.frame.height / 3)
    self.addChild(progressBar)