xcode - Using custom SKNodes in spritekit scene editor -


i want create level using custom subclasses of sknode. tried adding sknode scene editor , using "custom class" tab give class want did absolutely nothing. node still empty , nothing show when run simulator. also, make sure class works, added instance of scene programmatically see if shows , does.

how add custom nodes scene through scene editor?

here's custom class code:

class player: skspritenode {     required init?(coder adecoder: nscoder) {         super.init(coder: adecoder)         print("test")         self.addchild(skspritenode(imagenamed: "player.png"))     } } 

there 2 things need do:

1) when setting custom class have prefix class name app's name; my_app_name.myclass example, _ represents space.

2) sknode subclass needs implement required init?(coder adecoder: nscoder).


for example, in project called 'mygame':

enter image description here

class mynode: skspritenode {     // set after node has been initaliser init(coder:)     var somestat: int = 0      required init?(coder adecoder: nscoder) {         super.init(coder: adecoder)         // check worked:         print("yup, working")     } } 

Comments

Popular posts from this blog

php - Zend Framework / Skeleton-Application / Composer install issue -

c# - Better 64-bit byte array hash -

python - PyCharm Type error Message -