Make SKSpriteNode subclass using Swift
You have to call the designated initializer for SKSpriteNode
. I'm actually surprised you didn't get another error about not full implementing SKSpriteNode
, are you using an older Xcode6 beta maybe?
Since you have to use the designated initializer, you need to call super.init(texture: '', color: '', size: '')
.
It would be something like this:
class Ball: SKSpriteNode { init() { let texture = SKTexture(imageNamed: "ball") super.init(texture: texture, color: nil, size: texture.size()) } required init(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") }}
Note: I also added the init
for NSCoder
which Xcode will require.