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class GameScene: SKScene {
let rocket = SKSpriteNode(imageNamed: "rocket")
override func didMoveToView(view: SKView) {
    rocket.position = CGPoint(x: self.frame.width/2, y: self.frame.height * 0.8)
    self.addChild(rocket)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
    for touch in touches {
        let location = touch.locationInNode(self)
        rocket.position = location
    }
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    for touch in touches {
        let location = touch.locationInNode(self)
        let moveAction = SKAction.moveTo(location, duration: 1/*Or as long as you want it to move*/)
        rocket.runAction(moveAction)
    }
}
}

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