Make SKSpriteNode subclass using Swift Make SKSpriteNode subclass using Swift ios ios

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.