I have found a few posts on this but I'm still confused on how to do this. I know I have to use the "designated initializer" which is the init(texture: SKTexture!, color: UIColor!, size: CGSize). Really I won't use that anyway. I'd like to just add some properties to the sprite nodes.
class Piece: SKSpriteNode {
enum Type: Int {
case type1 = 1, type2, type3, type4, type5
}
var piecetype : Type
init(texture: SKTexture!, color: UIColor!, size: CGSize)
{
self.piecetype = .type1
super.init(texture: texture, color: color, size: size)
}
convenience init(imageNamed: String!, currentPiece: Type)
{
self.piecetype = currentPiece
let color = UIColor()
let texture = SKTexture(imageNamed: imageNamed)
let size = CGSizeMake(100.0, 100.0)
super.init(texture: texture, color: color, size: size)
}
in the main code I try to add a piece by using
var newPiece : Piece = Piece(imageNamed: "image.png", currentPiece: .type1)
self.addChild(newPiece)
It seems like I'm close, but I'm a bit confused on how to do the initializers.
Just change your convenience initializer
to this:
convenience init(imageNamed: String!, currentPiece: Type) {
let color = UIColor()
let texture = SKTexture(imageNamed: imageNamed)
let size = CGSizeMake(100.0, 100.0)
self.init(texture: texture, color: color, size: size)
self.piecetype = currentPiece
}
In Swift, a convenience initializer
must:
self.init[...]
See the Swift Documentation on initializer for help: https://developer.apple.com/library/prerelease/ios/documentation/Swift/Conceptual/Swift_Programming_Language/Initialization.html#//apple_ref/doc/uid/TP40014097-CH18-XID_323
Hope this helps,
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