Using SKAction move will only make your node move to a specific point. If you want your player node to be moved in the direction of the touchPoint, then you need to use applyImpulse. Here's how you can achieve that:
Look up the shooting projectiles section in the tutorial by Ray Wenderlich here:
http://www.raywenderlich.com/42699/spritekit-tutorial-for-beginners
Copy the rwAdd, rwSub, rwMult, rwLength and the rwNormalize methods from the tutorial.
Then, in your -touchesEnded
method:
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
// 1 - Choose one of the touches to work with
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
// 2 - Set up initial location of projectile
SKSpriteNode * projectile = [self childNodeWithName:@"desirednode"];
//make projectile variable point to your desired node.
// 3- Determine offset of location to projectile
CGPoint offset = rwSub(location, projectile.position);
// 4 - Get the direction of where to shoot
CGPoint direction = rwNormalize(offset);
// 5 - Make it shoot far enough to be guaranteed off screen
float forceValue = 200; //Edit this value to get the desired force.
CGPoint shootAmount = rwMult(direction, forceValue);
//6 - Convert the point to a vector
CGVector impulseVector = CGVectorMake(shootAmount.x, shootAmount.y);
//This vector is the impulse you are looking for.
//7 - Make the node ignore it's previous velocity (ignore if not required)
projectile.physicsBody.velocity = CGVectorMake(0.0, 0.0);
//9 - Apply impulse to node.
[projectile.physicsBody applyImpulse:impulseVector];
}
The projectile object in the code represents your node. Also, you will need to edit the forceValue to get the desired impulse.