hello,
My game is simple, yet it reads as "HIgh energy" usage. I am cleaning the code. the current code I have works, but when i try to access one of the nodes i added it does not work.
var GameCenterBtn: SKSpriteNode!;
var newGameBtn: SKSpriteNode!;
var StoreBtn: SKSpriteNode!;
var ModeBtn: SKSpriteNode!;
var Flip: SKSpriteNode!;
var RemoveAdsBtn: SKSpriteNode!;
var Flop: SKSpriteNode!;
var background1: SKSpriteNode!;
var background2: SKSpriteNode!;
override func didMove(to view: SKView) {
SKNode.connectNode(names: [RemoveAdsBtn , ModeBtn , GameCenterBtn , newGameBtn , StoreBtn , Flop , Flip , background1 , background2 ] , nodeName: [ "RemoveAds" , "GameMode" , "GameCenter" , "StartGame" , "UpGrade" , "FlopText" , "FlipText" , "Background1" , "Background2" ], selector: self)
print("finished")
RemoveAdsBtn.removeFromParent()
print("got this far")
public extension SKNode{
public static func connectNode( names: [SKSpriteNode?] , nodeName: [String] , selector: SKScene){
var names = names
for i in 0...8{
print(i)
print(names[i] as SKSpriteNode!)
print(nodeName[i])
names[i] = selector.childNode(withName: nodeName[i]) as! SKSpriteNode!;
print("done", i)
}
}
}
it only prints out "finished". But i do not know why I cannot access the nodes I've added with connectNodes func