How to add characters once you reach a score in a IOS game

I got this code from a web tutorial. Right now the code increase the spawn rate of the character once you reach a certain score in a game. But I want to add more characters once you reach a certain score in the game not just the spawn count. I have listed my code bellow.

import SpriteKit
var gameScore = 0
class GameScene: SKScene, SKPhysicsContactDelegate {
    let scoreLabel = SKLabelNode(fontNamed: "Georgia")
    var livesNumber = 5
    let livesLabel = SKLabelNode(fontNamed: "Georgia")
    var levelNumber = 0
    let player = SKSpriteNode(imageNamed: "playerShip")
    let bulletSound = SKAction.playSoundFileNamed("1.mp3", waitForCompletion: false)
    let explosionSound = SKAction.playSoundFileNamed("P.wav", waitForCompletion: false)
    let taptoStartLabel = SKLabelNode(fontNamed: "Georgia")
    enum gameState{
        case preGame
        case ingame
        case afteringame
        case aftergame
                            }
    var currentGameState = gameState.preGame
    struct PhysicsCategories {
        static let None: UInt32 = 0
        static let Player: UInt32 = 0b1
        static let Bullet: UInt32 = 0b10
        static let Enemy : UInt32 = 0b100
        static let Bullet1: UInt32 = 0b1000}
    var CurrentGameState = gameState.ingame
    func random() -> CGFloat{
        return CGFloat(Float(arc4random()) / 0xFFFFFFFF)}
    func random(min min: CGFloat, max: CGFloat) -> CGFloat {
        return random() * (max - min) + min}
    var gameArea: CGRect
    override init(size: CGSize) {
        let maxAspectRatio: CGFloat = 16.0/9.0
        let playablewidth = size.height / maxAspectRatio
        let margin = (size.width - playablewidth) / 2
        gameArea = CGRect(x: margin, y: 0, width: playablewidth, height: size.height)
        super.init(size: size)}
    required init?(coder aDecoder: NSCoder){
        fatalError("init(Coder:) has not been implemented")}
    override func didMoveToView(view: SKView) {
        gameScore = 0
        self.physicsWorld.contactDelegate = self
        for i in 0...1{
    let background = SKSpriteNode(imageNamed: "background")
    background.size = self.size
            background.anchorPoint = CGPoint(x: 0.5, y: 0)
        background.position = CGPoint(x: self.size.width/2, y: self.size.height*CGFloat(i))
        background.zPosition = 0
            background.name = "Background"
        self.addChild(background)}
        player.setScale(1)
        player.position = CGPoint(x: self.size.width/2, y: self.size.height/33222)
        player.zPosition = 2
        player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size)
        player.physicsBody!.affectedByGravity = false
        player.physicsBody!.categoryBitMask = PhysicsCategories.Player
        player.physicsBody!.collisionBitMask = PhysicsCategories.None
        player.physicsBody!.contactTestBitMask = PhysicsCategories.Enemy
        self.addChild(player)
        scoreLabel.text = " Score: 0"
        scoreLabel.fontSize = 70
        scoreLabel.fontColor = SKColor.whiteColor()
        scoreLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Left
        scoreLabel.position = CGPoint(x: self.size.width*0.15, y: self.size.height + scoreLabel.frame.size.height)
        scoreLabel.zPosition = 100
        self.addChild(scoreLabel)
        livesLabel.text = "LIVES: 5"
        livesLabel.fontSize = 70
        livesLabel.fontColor = SKColor.whiteColor()
        livesLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Right
        livesLabel.position = CGPoint(x: self.size.width*0.85, y: self.size.height + livesLabel.frame.size.height)
        livesLabel.zPosition = 100
        self.addChild(livesLabel)
        let moveontoscreenaction = SKAction.moveToY(self.size.height*0.9, duration: 0.3)
        scoreLabel.runAction(moveontoscreenaction)
        livesLabel.runAction(moveontoscreenaction)
        taptoStartLabel.text = "Tap To Begin"
        taptoStartLabel.fontSize = 100
        taptoStartLabel.fontColor = SKColor.whiteColor()
        taptoStartLabel.zPosition = 1
        taptoStartLabel.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
        taptoStartLabel.alpha = 0
        self.addChild(taptoStartLabel)
        let fadeinaction = SKAction.fadeInWithDuration(0.3)
        taptoStartLabel.runAction(fadeinaction)}
    var lastupdatetime: NSTimeInterval = 0
    var deltaFrameTime: NSTimeInterval = 0
    var amountomove: CGFloat = 600.00
    override func update(currentTime: NSTimeInterval) {
        if lastupdatetime == 0{
            lastupdatetime = currentTime}
        else{
            deltaFrameTime = currentTime - lastupdatetime
            lastupdatetime = currentTime}
        let amounttomovetobackground = amountomove * CGFloat(deltaFrameTime)
        self.enumerateChildNodesWithName("Background"){
            background, stop in
            if self.currentGameState == gameState.ingame{
            background.position.y -= amounttomovetobackground}
            if background.position.y < -self.size.height{
                background.position.y += self.size.height*2}}}
    func startGame(){
        currentGameState = gameState.ingame
        let doa = SKAction.fadeOutWithDuration(0.5)
        let da = SKAction.removeFromParent()
        let ds = SKAction.sequence([doa, da])
        taptoStartLabel.runAction(ds)
        let msos = SKAction.moveToY(self.size.height*0.2, duration: 0.5)
        let sla = SKAction.runBlock(startNewLevel)
        let startgameseq = SKAction.sequence([msos, sla])
        player.runAction(startgameseq)}
    func loseAlife(){
        livesNumber -= 1
        livesLabel.text = "LIves: \(livesNumber)"
        let scaleUp = SKAction.scaleTo(1.5, duration: 0.2)
        let scaleDown = SKAction.scaleTo(1, duration: 0.2)
        let scaleSequence = SKAction.sequence([scaleUp, scaleDown])
        livesLabel.runAction(scaleSequence)
        if livesNumber == 0 {
            rungameover()}}
    func addScore(){
        gameScore += 1
        scoreLabel.text = "Score: \(gameScore)"
        if gameScore == 10 || gameScore == 25 || gameScore == 50 {
            startNewLevel()}}
    func rungameover(){
        CurrentGameState = gameState.aftergame
        self.removeAllActions()
        self.enumerateChildNodesWithName("Bullet"){
            bullet, stop in
            bullet.removeAllActions()}
        self.enumerateChildNodesWithName("Enemy"){
            enemy, stop in
            enemy.removeAllActions()}
    let changeSceneAction = SKAction.runBlock(changeScene)
        let waitTochangeScence = SKAction.waitForDuration(1)
        let changescencesequence = SKAction.sequence([waitTochangeScence,changeSceneAction])
        self.runAction(changescencesequence)}
    func changeScene(){
        let sceneToMoveTo = gameoverScene(size: self.size)
        sceneToMoveTo.scaleMode = self.scaleMode
        let mytransition = SKTransition.fadeWithDuration(0.5)
        self.view!.presentScene(sceneToMoveTo,transition: mytransition)}
    func didBeginContact(contact: SKPhysicsContact) {
        var body1 = SKPhysicsBody()
        var body2 = SKPhysicsBody()
        if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{
            body1 = contact.bodyA
            body2 = contact.bodyB}
        else{
            body1 = contact.bodyB
            body2 = contact.bodyA}
        if body1.categoryBitMask == PhysicsCategories.Player && body2.categoryBitMask == PhysicsCategories.Enemy{
            if body1.node != nil{
            spawnExplosioin(body1.node!.position)}
            if body2.node != nil{
            spawnExplosioin(body2.node!.position)}
            body1.node?.removeFromParent()
            body2.node?.removeFromParent()
            rungameover()}
        if body1.categoryBitMask == PhysicsCategories.Bullet && body2.categoryBitMask == PhysicsCategories.Enemy && body2.node?.position.y < self.size.height{
            addScore()
            if body2.node != nil {
            spawnExplosioin(body2.node!.position)}
            body1.node?.removeFromParent()
            body2.node?.removeFromParent()}}
    func spawnExplosioin (spawnPosition : CGPoint){
        let explosion = SKSpriteNode(imageNamed: "explosion")
        explosion.position = spawnPosition
        explosion.zPosition = 3
        self.addChild(explosion)
        let scaleIn = SKAction.scaleTo(1, duration: 0.1)
        let fadeOut = SKAction.fadeOutWithDuration(0.1)
        let delete = SKAction.removeFromParent()
        let explosionSequence = SKAction.sequence([explosionSound,scaleIn,fadeOut])
        explosion.runAction(explosionSequence)}
    func startNewLevel(){
        levelNumber += 1
        if self.actionForKey("spawningEnemies") != nil{
            self.removeActionForKey("spawningEnemies")}
        var levelDuration = NSTimeInterval()
        switch levelNumber{
        case 1: levelDuration = 1.2
        case 2: levelDuration = 1
        case 3: levelDuration = 0.8
        case 4: levelDuration = 0.5
        default:
            levelDuration = 0.5
            print("cannot find level info")}
        let spawn = SKAction.runBlock(spawnEnemy)
        let waitToSpawn = SKAction.waitForDuration(levelDuration)
        let spawnSequence = SKAction.sequence([waitToSpawn, spawn])
        let spawnForever = SKAction.repeatActionForever(spawnSequence)
        self.runAction(spawnForever)}
    func fireBullet(){
        let bullet = SKSpriteNode(imageNamed: "bullet")
        bullet.setScale(1)
        bullet.position = player.position
        bullet.zPosition = 1
        bullet.physicsBody = SKPhysicsBody(rectangleOfSize: bullet.size)
        bullet.physicsBody!.affectedByGravity = false
        bullet.physicsBody!.categoryBitMask = PhysicsCategories.Bullet
        bullet.physicsBody!.collisionBitMask = PhysicsCategories.None
        bullet.physicsBody!.contactTestBitMask = PhysicsCategories.Enemy
        self.addChild(bullet)
      let moveBUllet = SKAction.moveToY(self.size.height + bullet.size.height, duration: 0.3)
        let deletebullet = SKAction.removeFromParent()
        let bulletesequence = SKAction.sequence([bulletSound,moveBUllet,deletebullet])
        bullet.runAction(bulletesequence)}
    func fireBullet1(){
        let bullet = SKSpriteNode(imageNamed: "bullet")
        bullet.setScale(1)
        bullet.position = player.position
        bullet.zPosition = 1
        bullet.physicsBody = SKPhysicsBody(rectangleOfSize: bullet.size)
        bullet.physicsBody!.affectedByGravity = false
        bullet.physicsBody!.categoryBitMask = PhysicsCategories.Bullet
        bullet.physicsBody!.collisionBitMask = PhysicsCategories.None
        bullet.physicsBody!.contactTestBitMask = PhysicsCategories.Enemy
        self.addChild(bullet)
        let moveBUllet = SKAction.moveToY(self.size.height + bullet.size.height, duration: 0.3)
        let deletebullet = SKAction.removeFromParent()
        let bulletesequence = SKAction.sequence([bulletSound,moveBUllet,deletebullet])
        bullet.runAction(bulletesequence)}
    func spawnEnemy(){
        let randomXstart = random(min: CGRectGetMinX(gameArea), max:  CGRectGetMaxX(gameArea))
        let randomxend = random(min: CGRectGetMinX(gameArea), max:  CGRectGetMaxX(gameArea))
        let startPoint = CGPoint(x: randomXstart, y: self.size.height * 1.2)
        let endpoint = CGPoint(x: randomxend, y: -self.size.height * 0.2)
        let enemy = SKSpriteNode(imageNamed: "enemyShip")
        enemy.name = "Enemy"
        enemy.setScale(1)
        enemy.position = startPoint
        enemy.zPosition = 2
        enemy.physicsBody = SKPhysicsBody(rectangleOfSize: enemy.size)
        enemy.physicsBody!.affectedByGravity = false
        enemy.physicsBody!.categoryBitMask = PhysicsCategories.Enemy
        enemy.physicsBody!.collisionBitMask = PhysicsCategories.None
        enemy.physicsBody!.contactTestBitMask = PhysicsCategories.Player | PhysicsCategories.Bullet
        self.addChild(enemy)
        let moveEnemy = SKAction.moveTo(endpoint, duration: 5)
        let deleteEnemy = SKAction.removeFromParent()
        let LoseAlifeAction = SKAction.runBlock(loseAlife)
        let enemySequence = SKAction.sequence([moveEnemy, deleteEnemy, LoseAlifeAction])
        if CurrentGameState == gameState.ingame{
        enemy.runAction(enemySequence)}
        let dx = endpoint.x - startPoint.x
        let dy = endpoint.y - startPoint.y
        let amountToRotate = atan2(dy,dx)
        enemy.zRotation = amountToRotate}
    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
        if currentGameState == gameState.preGame{
            startGame()}
        if CurrentGameState == gameState.ingame{
            fireBullet()}}
    override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch: AnyObject in touches{
            let pointOfTouch = touch.locationInNode(self)
            let previouspointoftouch = touch.previousLocationInNode(self)
            let amountDragged = pointOfTouch.x - previouspointoftouch.x
            if CurrentGameState == gameState.ingame{
            player.position.x += amountDragged}
            if player.position.x > CGRectGetMaxX(gameArea) - player.size.width/2{
                player.position.x = CGRectGetMaxX(gameArea) - player.size.width/2}
            if player.position.x < CGRectGetMinX(gameArea) + player.size.width/2{
                player.position.x = CGRectGetMaxX(gameArea) + player.size.width/2}}}}

It’s kind of a huge thing you are asking someone to work out here. To get started you probably want to do something at the time the score is incremented, possibly in the function addScore(). But what exactly do you mean by adding characters? An extra life? That could be as simple as

if gameScore == extraLifeScore {
    livesNumber += 1
}

The code I have already spawns faster when you go up a certain level but I want to add more characters as well and have not be able to figure out how to do that? This line of code controls the when the spawn rate becomes faster but I have not been able to figure out how to add more characters to this line of code.

fun addScore(){
gameScore += 1
scoreLabel.text = “Score: (gameScore)”
if gameScore == 10 || gameScore == 25 || gameScore == 50 {
startNewLevel()}}

if gameScore == 10 || gameScore == 25 || gameScore == 50 {        
    livesNumber += 1    
    startNewLevel()
}

Does that work for you?

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