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SpriteKit Changes

SpriteKit (Added)

Added NSEvent.locationInNode(SKNode!) -> CGPoint
Added SK3DNode
Added SK3DNode.autoenablesDefaultLighting
Added SK3DNode.init(coder: NSCoder)
Added SK3DNode.hitTest(CGPoint, options:[NSObject: AnyObject]!) -> [AnyObject]!
Added SK3DNode.loops
Added SK3DNode.playing
Added SK3DNode.pointOfView
Added SK3DNode.sceneTime
Added SK3DNode.scnScene
Added SK3DNode.viewportSize
Added SK3DNode.init(viewportSize: CGSize)
Added SKAction
Added SKAction.animateWithTextures([AnyObject], timePerFrame: NSTimeInterval) -> SKAction [class]
Added SKAction.animateWithTextures([AnyObject], timePerFrame: NSTimeInterval, resize: Bool, restore: Bool) -> SKAction [class]
Added SKAction.colorizeWithColor(NSColor, colorBlendFactor: CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.colorizeWithColorBlendFactor(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.customActionWithDuration(NSTimeInterval, actionBlock:(SKNode!, CGFloat) -> Void) -> SKAction [class]
Added SKAction.duration
Added SKAction.fadeAlphaBy(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.fadeAlphaTo(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.fadeInWithDuration(NSTimeInterval) -> SKAction [class]
Added SKAction.fadeOutWithDuration(NSTimeInterval) -> SKAction [class]
Added SKAction.falloffBy(Float, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.falloffTo(Float, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.followPath(CGPath, asOffset: Bool, orientToPath: Bool, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.followPath(CGPath, asOffset: Bool, orientToPath: Bool, speed: CGFloat) -> SKAction [class]
Added SKAction.followPath(CGPath, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.followPath(CGPath, speed: CGFloat) -> SKAction [class]
Added SKAction.group([AnyObject]) -> SKAction! [class]
Added SKAction.hide() -> SKAction [class]
Added SKAction.moveBy(CGVector, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.moveByX(CGFloat, y: CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.moveTo(CGPoint, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.moveToX(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.moveToY(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.playSoundFileNamed(String, waitForCompletion: Bool) -> SKAction [class]
Added SKAction.reachTo(CGPoint, rootNode: SKNode, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.reachTo(CGPoint, rootNode: SKNode, velocity: CGFloat) -> SKAction [class]
Added SKAction.reachToNode(SKNode, rootNode: SKNode, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.reachToNode(SKNode, rootNode: SKNode, velocity: CGFloat) -> SKAction [class]
Added SKAction.removeFromParent() -> SKAction [class]
Added SKAction.repeatAction(SKAction, count: Int) -> SKAction [class]
Added SKAction.repeatActionForever(SKAction) -> SKAction [class]
Added SKAction.resizeByWidth(CGFloat, height: CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.resizeToHeight(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.resizeToWidth(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.resizeToWidth(CGFloat, height: CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.reversedAction() -> SKAction
Added SKAction.rotateByAngle(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.rotateToAngle(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.rotateToAngle(CGFloat, duration: NSTimeInterval, shortestUnitArc: Bool) -> SKAction [class]
Added SKAction.runAction(SKAction, onChildWithName: String) -> SKAction [class]
Added SKAction.runBlock(dispatch_block_t) -> SKAction [class]
Added SKAction.runBlock(dispatch_block_t, queue: dispatch_queue_t?) -> SKAction [class]
Added SKAction.scaleBy(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.scaleTo(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.scaleXBy(CGFloat, y: CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.scaleXTo(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.scaleXTo(CGFloat, y: CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.scaleYTo(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.sequence([AnyObject]) -> SKAction! [class]
Added SKAction.setTexture(SKTexture) -> SKAction [class]
Added SKAction.setTexture(SKTexture, resize: Bool) -> SKAction [class]
Added SKAction.speed
Added SKAction.speedBy(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.speedTo(CGFloat, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.strengthBy(Float, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.strengthTo(Float, duration: NSTimeInterval) -> SKAction [class]
Added SKAction.timingFunction
Added SKAction.timingMode
Added SKAction.unhide() -> SKAction [class]
Added SKAction.waitForDuration(NSTimeInterval) -> SKAction [class]
Added SKAction.waitForDuration(NSTimeInterval, withRange: NSTimeInterval) -> SKAction [class]
Added SKActionTimingMode [enum]
Added SKActionTimingMode.EaseIn
Added SKActionTimingMode.EaseInEaseOut
Added SKActionTimingMode.EaseOut
Added SKActionTimingMode.Linear
Added SKBlendMode [enum]
Added SKBlendMode.Add
Added SKBlendMode.Alpha
Added SKBlendMode.Multiply
Added SKBlendMode.MultiplyX2
Added SKBlendMode.Replace
Added SKBlendMode.Screen
Added SKBlendMode.Subtract
Added SKConstraint
Added SKConstraint.distance(SKRange!, toNode: SKNode!) -> Self! [class]
Added SKConstraint.distance(SKRange, toPoint: CGPoint) -> Self! [class]
Added SKConstraint.distance(SKRange, toPoint: CGPoint, inNode: SKNode) -> Self! [class]
Added SKConstraint.enabled
Added SKConstraint.orientToNode(SKNode, offset: SKRange) -> Self! [class]
Added SKConstraint.orientToPoint(CGPoint, inNode: SKNode, offset: SKRange) -> Self! [class]
Added SKConstraint.orientToPoint(CGPoint, offset: SKRange) -> Self! [class]
Added SKConstraint.positionX(SKRange) -> Self! [class]
Added SKConstraint.positionX(SKRange, y: SKRange) -> Self! [class]
Added SKConstraint.positionY(SKRange) -> Self! [class]
Added SKConstraint.referenceNode
Added SKConstraint.zRotation(SKRange) -> Self! [class]
Added SKCropNode
Added SKCropNode.maskNode
Added SKEffectNode
Added SKEffectNode.blendMode
Added SKEffectNode.filter
Added SKEffectNode.shader
Added SKEffectNode.shouldCenterFilter
Added SKEffectNode.shouldEnableEffects
Added SKEffectNode.shouldRasterize
Added SKEmitterNode
Added SKEmitterNode.advanceSimulationTime(NSTimeInterval)
Added SKEmitterNode.emissionAngle
Added SKEmitterNode.emissionAngleRange
Added SKEmitterNode.fieldBitMask
Added SKEmitterNode.numParticlesToEmit
Added SKEmitterNode.particleAction
Added SKEmitterNode.particleAlpha
Added SKEmitterNode.particleAlphaRange
Added SKEmitterNode.particleAlphaSequence
Added SKEmitterNode.particleAlphaSpeed
Added SKEmitterNode.particleBirthRate
Added SKEmitterNode.particleBlendMode
Added SKEmitterNode.particleColor
Added SKEmitterNode.particleColorAlphaRange
Added SKEmitterNode.particleColorAlphaSpeed
Added SKEmitterNode.particleColorBlendFactor
Added SKEmitterNode.particleColorBlendFactorRange
Added SKEmitterNode.particleColorBlendFactorSequence
Added SKEmitterNode.particleColorBlendFactorSpeed
Added SKEmitterNode.particleColorBlueRange
Added SKEmitterNode.particleColorBlueSpeed
Added SKEmitterNode.particleColorGreenRange
Added SKEmitterNode.particleColorGreenSpeed
Added SKEmitterNode.particleColorRedRange
Added SKEmitterNode.particleColorRedSpeed
Added SKEmitterNode.particleColorSequence
Added SKEmitterNode.particleLifetime
Added SKEmitterNode.particleLifetimeRange
Added SKEmitterNode.particlePosition
Added SKEmitterNode.particlePositionRange
Added SKEmitterNode.particleRotation
Added SKEmitterNode.particleRotationRange
Added SKEmitterNode.particleRotationSpeed
Added SKEmitterNode.particleScale
Added SKEmitterNode.particleScaleRange
Added SKEmitterNode.particleScaleSequence
Added SKEmitterNode.particleScaleSpeed
Added SKEmitterNode.particleSize
Added SKEmitterNode.particleSpeed
Added SKEmitterNode.particleSpeedRange
Added SKEmitterNode.particleTexture
Added SKEmitterNode.particleZPosition
Added SKEmitterNode.particleZPositionRange
Added SKEmitterNode.particleZPositionSpeed
Added SKEmitterNode.resetSimulation()
Added SKEmitterNode.shader
Added SKEmitterNode.targetNode
Added SKEmitterNode.xAcceleration
Added SKEmitterNode.yAcceleration
Added SKFieldNode
Added SKFieldNode.animationSpeed
Added SKFieldNode.categoryBitMask
Added SKFieldNode.dragField() -> SKFieldNode [class]
Added SKFieldNode.electricField() -> SKFieldNode [class]
Added SKFieldNode.enabled
Added SKFieldNode.exclusive
Added SKFieldNode.falloff
Added SKFieldNode.magneticField() -> SKFieldNode [class]
Added SKFieldNode.minimumRadius
Added SKFieldNode.noiseFieldWithSmoothness(CGFloat, animationSpeed: CGFloat) -> SKFieldNode [class]
Added SKFieldNode.radialGravityField() -> SKFieldNode [class]
Added SKFieldNode.region
Added SKFieldNode.smoothness
Added SKFieldNode.springField() -> SKFieldNode [class]
Added SKFieldNode.strength
Added SKFieldNode.texture
Added SKFieldNode.turbulenceFieldWithSmoothness(CGFloat, animationSpeed: CGFloat) -> SKFieldNode [class]
Added SKFieldNode.velocityFieldWithTexture(SKTexture) -> SKFieldNode [class]
Added SKFieldNode.vortexField() -> SKFieldNode [class]
Added SKInterpolationMode [enum]
Added SKInterpolationMode.Linear
Added SKInterpolationMode.Spline
Added SKInterpolationMode.Step
Added SKKeyframeSequence
Added SKKeyframeSequence.addKeyframeValue(AnyObject, time: CGFloat)
Added SKKeyframeSequence.init(capacity: Int)
Added SKKeyframeSequence.init(coder: NSCoder)
Added SKKeyframeSequence.count() -> Int
Added SKKeyframeSequence.getKeyframeTimeForIndex(Int) -> CGFloat
Added SKKeyframeSequence.getKeyframeValueForIndex(Int) -> AnyObject
Added SKKeyframeSequence.interpolationMode
Added SKKeyframeSequence.init(keyframeValues: [AnyObject], times:[AnyObject])
Added SKKeyframeSequence.removeKeyframeAtIndex(Int)
Added SKKeyframeSequence.removeLastKeyframe()
Added SKKeyframeSequence.repeatMode
Added SKKeyframeSequence.sampleAtTime(CGFloat) -> AnyObject!
Added SKKeyframeSequence.setKeyframeTime(CGFloat, forIndex: Int)
Added SKKeyframeSequence.setKeyframeValue(AnyObject, forIndex: Int)
Added SKKeyframeSequence.setKeyframeValue(AnyObject, time: CGFloat, forIndex: Int)
Added SKLabelHorizontalAlignmentMode [enum]
Added SKLabelHorizontalAlignmentMode.Center
Added SKLabelHorizontalAlignmentMode.Left
Added SKLabelHorizontalAlignmentMode.Right
Added SKLabelNode
Added SKLabelNode.blendMode
Added SKLabelNode.color
Added SKLabelNode.colorBlendFactor
Added SKLabelNode.fontColor
Added SKLabelNode.fontName
Added SKLabelNode.init(fontNamed: String!)
Added SKLabelNode.fontSize
Added SKLabelNode.horizontalAlignmentMode
Added SKLabelNode.text
Added SKLabelNode.init(text: String)
Added SKLabelNode.verticalAlignmentMode
Added SKLabelVerticalAlignmentMode [enum]
Added SKLabelVerticalAlignmentMode.Baseline
Added SKLabelVerticalAlignmentMode.Bottom
Added SKLabelVerticalAlignmentMode.Center
Added SKLabelVerticalAlignmentMode.Top
Added SKLightNode
Added SKLightNode.ambientColor
Added SKLightNode.categoryBitMask
Added SKLightNode.enabled
Added SKLightNode.falloff
Added SKLightNode.lightColor
Added SKLightNode.shadowColor
Added SKMutableTexture
Added SKMutableTexture.modifyPixelDataWithBlock((UnsafeMutablePointer<Void>, UInt) -> Void)
Added SKMutableTexture.init(size: CGSize)
Added SKMutableTexture.init(size: CGSize, pixelFormat: Int32)
Added SKNode
Added SKNode.init()
Added SKNode.actionForKey(String) -> SKAction?
Added SKNode.addChild(SKNode)
Added SKNode.alpha
Added SKNode.calculateAccumulatedFrame() -> CGRect
Added SKNode.childNodeWithName(String) -> SKNode?
Added SKNode.children
Added SKNode.init(coder: NSCoder)
Added SKNode.constraints
Added SKNode.containsPoint(CGPoint) -> Bool
Added SKNode.convertPoint(CGPoint, fromNode: SKNode) -> CGPoint
Added SKNode.convertPoint(CGPoint, toNode: SKNode) -> CGPoint
Added SKNode.enumerateChildNodesWithName(String, usingBlock:((SKNode!, UnsafeMutablePointer<ObjCBool>) -> Void)!)
Added SKNode.init(fileNamed: String)
Added SKNode.frame
Added SKNode.hasActions() -> Bool
Added SKNode.hidden
Added SKNode.inParentHierarchy(SKNode) -> Bool
Added SKNode.insertChild(SKNode!, atIndex: Int)
Added SKNode.intersectsNode(SKNode) -> Bool
Added SKNode.name
Added SKNode.nodeAtPoint(CGPoint) -> SKNode
Added SKNode.nodesAtPoint(CGPoint) -> [AnyObject]
Added SKNode.parent
Added SKNode.paused
Added SKNode.physicsBody
Added SKNode.position
Added SKNode.reachConstraints
Added SKNode.removeActionForKey(String!)
Added SKNode.removeAllActions()
Added SKNode.removeAllChildren()
Added SKNode.removeChildrenInArray([AnyObject]!)
Added SKNode.removeFromParent()
Added SKNode.runAction(SKAction!)
Added SKNode.runAction(SKAction!, completion:(() -> Void)!)
Added SKNode.runAction(SKAction, withKey: String!)
Added SKNode.scene
Added SKNode.setScale(CGFloat)
Added SKNode.speed
Added SKNode.userData
Added SKNode.userInteractionEnabled
Added SKNode.xScale
Added SKNode.yScale
Added SKNode.zPosition
Added SKNode.zRotation
Added SKPhysicsBody
Added SKPhysicsBody.affectedByGravity
Added SKPhysicsBody.allContactedBodies() -> [AnyObject]
Added SKPhysicsBody.allowsRotation
Added SKPhysicsBody.angularDamping
Added SKPhysicsBody.angularVelocity
Added SKPhysicsBody.applyAngularImpulse(CGFloat)
Added SKPhysicsBody.applyForce(CGVector)
Added SKPhysicsBody.applyForce(CGVector, atPoint: CGPoint)
Added SKPhysicsBody.applyImpulse(CGVector)
Added SKPhysicsBody.applyImpulse(CGVector, atPoint: CGPoint)
Added SKPhysicsBody.applyTorque(CGFloat)
Added SKPhysicsBody.area
Added SKPhysicsBody.init(bodies: [AnyObject])
Added SKPhysicsBody.categoryBitMask
Added SKPhysicsBody.charge
Added SKPhysicsBody.init(circleOfRadius: CGFloat)
Added SKPhysicsBody.init(circleOfRadius: CGFloat, center: CGPoint)
Added SKPhysicsBody.collisionBitMask
Added SKPhysicsBody.contactTestBitMask
Added SKPhysicsBody.density
Added SKPhysicsBody.dynamic
Added SKPhysicsBody.init(edgeChainFromPath: CGPath!)
Added SKPhysicsBody.init(edgeFromPoint: CGPoint, toPoint: CGPoint)
Added SKPhysicsBody.init(edgeLoopFromPath: CGPath!)
Added SKPhysicsBody.init(edgeLoopFromRect: CGRect)
Added SKPhysicsBody.fieldBitMask
Added SKPhysicsBody.friction
Added SKPhysicsBody.joints
Added SKPhysicsBody.linearDamping
Added SKPhysicsBody.mass
Added SKPhysicsBody.node
Added SKPhysicsBody.pinned
Added SKPhysicsBody.init(polygonFromPath: CGPath!)
Added SKPhysicsBody.init(rectangleOfSize: CGSize)
Added SKPhysicsBody.init(rectangleOfSize: CGSize, center: CGPoint)
Added SKPhysicsBody.resting
Added SKPhysicsBody.restitution
Added SKPhysicsBody.init(texture: SKTexture!, alphaThreshold: Float, size: CGSize)
Added SKPhysicsBody.init(texture: SKTexture!, size: CGSize)
Added SKPhysicsBody.usesPreciseCollisionDetection
Added SKPhysicsBody.velocity
Added SKPhysicsContact
Added SKPhysicsContact.bodyA
Added SKPhysicsContact.bodyB
Added SKPhysicsContact.collisionImpulse
Added SKPhysicsContact.contactNormal
Added SKPhysicsContact.contactPoint
Added SKPhysicsContactDelegate
Added SKPhysicsContactDelegate.didBeginContact(SKPhysicsContact)
Added SKPhysicsContactDelegate.didEndContact(SKPhysicsContact)
Added SKPhysicsJoint
Added SKPhysicsJoint.bodyA
Added SKPhysicsJoint.bodyB
Added SKPhysicsJoint.reactionForce
Added SKPhysicsJoint.reactionTorque
Added SKPhysicsJointFixed
Added SKPhysicsJointFixed.jointWithBodyA(SKPhysicsBody!, bodyB: SKPhysicsBody!, anchor: CGPoint) -> SKPhysicsJointFixed! [class]
Added SKPhysicsJointLimit
Added SKPhysicsJointLimit.jointWithBodyA(SKPhysicsBody!, bodyB: SKPhysicsBody!, anchorA: CGPoint, anchorB: CGPoint) -> SKPhysicsJointLimit! [class]
Added SKPhysicsJointLimit.maxLength
Added SKPhysicsJointPin
Added SKPhysicsJointPin.frictionTorque
Added SKPhysicsJointPin.jointWithBodyA(SKPhysicsBody!, bodyB: SKPhysicsBody!, anchor: CGPoint) -> SKPhysicsJointPin! [class]
Added SKPhysicsJointPin.lowerAngleLimit
Added SKPhysicsJointPin.rotationSpeed
Added SKPhysicsJointPin.shouldEnableLimits
Added SKPhysicsJointPin.upperAngleLimit
Added SKPhysicsJointSliding
Added SKPhysicsJointSliding.jointWithBodyA(SKPhysicsBody!, bodyB: SKPhysicsBody!, anchor: CGPoint, axis: CGVector) -> SKPhysicsJointSliding! [class]
Added SKPhysicsJointSliding.lowerDistanceLimit
Added SKPhysicsJointSliding.shouldEnableLimits
Added SKPhysicsJointSliding.upperDistanceLimit
Added SKPhysicsJointSpring
Added SKPhysicsJointSpring.damping
Added SKPhysicsJointSpring.frequency
Added SKPhysicsJointSpring.jointWithBodyA(SKPhysicsBody!, bodyB: SKPhysicsBody!, anchorA: CGPoint, anchorB: CGPoint) -> SKPhysicsJointSpring! [class]
Added SKPhysicsWorld
Added SKPhysicsWorld.addJoint(SKPhysicsJoint)
Added SKPhysicsWorld.bodyAlongRayStart(CGPoint, end: CGPoint) -> SKPhysicsBody?
Added SKPhysicsWorld.bodyAtPoint(CGPoint) -> SKPhysicsBody?
Added SKPhysicsWorld.bodyInRect(CGRect) -> SKPhysicsBody?
Added SKPhysicsWorld.contactDelegate
Added SKPhysicsWorld.enumerateBodiesAlongRayStart(CGPoint, end: CGPoint, usingBlock:((SKPhysicsBody!, CGPoint, CGVector, UnsafeMutablePointer<ObjCBool>) -> Void)!)
Added SKPhysicsWorld.enumerateBodiesAtPoint(CGPoint, usingBlock:((SKPhysicsBody!, UnsafeMutablePointer<ObjCBool>) -> Void)!)
Added SKPhysicsWorld.enumerateBodiesInRect(CGRect, usingBlock:((SKPhysicsBody!, UnsafeMutablePointer<ObjCBool>) -> Void)!)
Added SKPhysicsWorld.gravity
Added SKPhysicsWorld.removeAllJoints()
Added SKPhysicsWorld.removeJoint(SKPhysicsJoint)
Added SKPhysicsWorld.speed
Added SKRange
Added SKRange.init(constantValue: CGFloat)
Added SKRange.lowerLimit
Added SKRange.init(lowerLimit: CGFloat)
Added SKRange.init(lowerLimit: CGFloat, upperLimit: CGFloat)
Added SKRange.rangeWithNoLimits() -> Self! [class]
Added SKRange.upperLimit
Added SKRange.init(upperLimit: CGFloat)
Added SKRange.init(value: CGFloat, variance: CGFloat)
Added SKReachConstraints
Added SKReachConstraints.lowerAngleLimit
Added SKReachConstraints.init(lowerAngleLimit: CGFloat, upperAngleLimit: CGFloat)
Added SKReachConstraints.upperAngleLimit
Added SKRegion
Added SKRegion.containsPoint(CGPoint) -> Bool
Added SKRegion.infiniteRegion() -> Self! [class]
Added SKRegion.inverseRegion() -> Self!
Added SKRegion.path
Added SKRegion.init(path: CGPath!)
Added SKRegion.init(radius: Float)
Added SKRegion.regionByDifferenceFromRegion(SKRegion) -> Self!
Added SKRegion.regionByIntersectionWithRegion(SKRegion!) -> Self!
Added SKRegion.regionByUnionWithRegion(SKRegion!) -> Self!
Added SKRegion.init(size: CGSize)
Added SKRepeatMode [enum]
Added SKRepeatMode.Clamp
Added SKRepeatMode.Loop
Added SKScene
Added SKScene.anchorPoint
Added SKScene.backgroundColor
Added SKScene.convertPointFromView(CGPoint) -> CGPoint
Added SKScene.convertPointToView(CGPoint) -> CGPoint
Added SKScene.delegate
Added SKScene.didApplyConstraints()
Added SKScene.didChangeSize(CGSize)
Added SKScene.didEvaluateActions()
Added SKScene.didFinishUpdate()
Added SKScene.didMoveToView(SKView)
Added SKScene.didSimulatePhysics()
Added SKScene.physicsWorld
Added SKScene.scaleMode
Added SKScene.size
Added SKScene.init(size: CGSize)
Added SKScene.update(NSTimeInterval)
Added SKScene.view
Added SKScene.willMoveFromView(SKView)
Added SKSceneDelegate
Added SKSceneDelegate.didApplyConstraintsForScene(SKScene)
Added SKSceneDelegate.didEvaluateActionsForScene(SKScene)
Added SKSceneDelegate.didFinishUpdateForScene(SKScene)
Added SKSceneDelegate.didSimulatePhysicsForScene(SKScene)
Added SKSceneDelegate.update(NSTimeInterval, forScene: SKScene)
Added SKSceneScaleMode [enum]
Added SKSceneScaleMode.AspectFill
Added SKSceneScaleMode.AspectFit
Added SKSceneScaleMode.Fill
Added SKSceneScaleMode.ResizeFill
Added SKShader
Added SKShader.addUniform(SKUniform)
Added SKShader.init(fileNamed: String)
Added SKShader.removeUniformNamed(String)
Added SKShader.source
Added SKShader.init(source: String!)
Added SKShader.init(source: String!, uniforms:[AnyObject]!)
Added SKShader.uniformNamed(String) -> SKUniform?
Added SKShader.uniforms
Added SKShapeNode
Added SKShapeNode.antialiased
Added SKShapeNode.blendMode
Added SKShapeNode.init(circleOfRadius: CGFloat)
Added SKShapeNode.init(ellipseInRect: CGRect)
Added SKShapeNode.init(ellipseOfSize: CGSize)
Added SKShapeNode.fillColor
Added SKShapeNode.fillShader
Added SKShapeNode.fillTexture
Added SKShapeNode.getMirror() -> MirrorType
Added SKShapeNode.glowWidth
Added SKShapeNode.lineCap
Added SKShapeNode.lineJoin
Added SKShapeNode.lineLength
Added SKShapeNode.lineWidth
Added SKShapeNode.miterLimit
Added SKShapeNode.path
Added SKShapeNode.init(path: CGPath!)
Added SKShapeNode.init(path: CGPath!, centered: Bool)
Added SKShapeNode.init(points: UnsafeMutablePointer<CGPoint>, count: UInt)
Added SKShapeNode.init(rect: CGRect)
Added SKShapeNode.init(rect: CGRect, cornerRadius: CGFloat)
Added SKShapeNode.init(rectOfSize: CGSize)
Added SKShapeNode.init(rectOfSize: CGSize, cornerRadius: CGFloat)
Added SKShapeNode.init(splinePoints: UnsafeMutablePointer<CGPoint>, count: UInt)
Added SKShapeNode.strokeColor
Added SKShapeNode.strokeShader
Added SKShapeNode.strokeTexture
Added SKSpriteNode
Added SKSpriteNode.anchorPoint
Added SKSpriteNode.blendMode
Added SKSpriteNode.centerRect
Added SKSpriteNode.init(coder: NSCoder)
Added SKSpriteNode.color
Added SKSpriteNode.init(color: NSColor!, size: CGSize)
Added SKSpriteNode.colorBlendFactor
Added SKSpriteNode.getMirror() -> MirrorType
Added SKSpriteNode.init(imageNamed: String)
Added SKSpriteNode.init(imageNamed: String, normalMapped: Bool)
Added SKSpriteNode.lightingBitMask
Added SKSpriteNode.normalTexture
Added SKSpriteNode.shader
Added SKSpriteNode.shadowCastBitMask
Added SKSpriteNode.shadowedBitMask
Added SKSpriteNode.size
Added SKSpriteNode.texture
Added SKSpriteNode.init(texture: SKTexture!)
Added SKSpriteNode.init(texture: SKTexture!, color: NSColor!, size: CGSize)
Added SKSpriteNode.init(texture: SKTexture!, normalMap: SKTexture?)
Added SKSpriteNode.init(texture: SKTexture!, size: CGSize)
Added SKTexture
Added SKTexture.init(CGImage: CGImage!)
Added SKTexture.init(data: NSData!, size: CGSize)
Added SKTexture.init(data: NSData!, size: CGSize, flipped: Bool)
Added SKTexture.init(data: NSData!, size: CGSize, rowLength: UInt32, alignment: UInt32)
Added SKTexture.filteringMode
Added SKTexture.getMirror() -> MirrorType
Added SKTexture.init(image: NSImage)
Added SKTexture.init(imageNamed: String)
Added SKTexture.init(noiseWithSmoothness: CGFloat, size: CGSize, grayscale: Bool)
Added SKTexture.preloadTextures([AnyObject]!, withCompletionHandler:(() -> Void)!) [class]
Added SKTexture.preloadWithCompletionHandler((() -> Void)!)
Added SKTexture.init(rect: CGRect, inTexture: SKTexture)
Added SKTexture.size() -> CGSize
Added SKTexture.textureByApplyingCIFilter(CIFilter) -> Self!
Added SKTexture.textureByGeneratingNormalMap() -> Self!
Added SKTexture.textureByGeneratingNormalMapWithSmoothness(CGFloat, contrast: CGFloat) -> Self!
Added SKTexture.textureRect() -> CGRect
Added SKTexture.usesMipmaps
Added SKTexture.init(vectorNoiseWithSmoothness: CGFloat, size: CGSize)
Added SKTextureAtlas
Added SKTextureAtlas.init(dictionary: [NSObject: AnyObject])
Added SKTextureAtlas.getMirror() -> MirrorType
Added SKTextureAtlas.init(named: String)
Added SKTextureAtlas.preloadTextureAtlases([AnyObject]!, withCompletionHandler:(() -> Void)!) [class]
Added SKTextureAtlas.preloadWithCompletionHandler(() -> Void)
Added SKTextureAtlas.textureNamed(String) -> SKTexture!
Added SKTextureAtlas.textureNames
Added SKTextureFilteringMode [enum]
Added SKTextureFilteringMode.Linear
Added SKTextureFilteringMode.Nearest
Added SKTransition
Added SKTransition.init(CIFilter: CIFilter, duration: NSTimeInterval)
Added SKTransition.crossFadeWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.doorsCloseHorizontalWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.doorsCloseVerticalWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.doorsOpenHorizontalWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.doorsOpenVerticalWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.doorwayWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.fadeWithColor(NSColor, duration: NSTimeInterval) -> SKTransition [class]
Added SKTransition.fadeWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.flipHorizontalWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.flipVerticalWithDuration(NSTimeInterval) -> SKTransition [class]
Added SKTransition.moveInWithDirection(SKTransitionDirection, duration: NSTimeInterval) -> SKTransition [class]
Added SKTransition.pausesIncomingScene
Added SKTransition.pausesOutgoingScene
Added SKTransition.pushWithDirection(SKTransitionDirection, duration: NSTimeInterval) -> SKTransition [class]
Added SKTransition.revealWithDirection(SKTransitionDirection, duration: NSTimeInterval) -> SKTransition [class]
Added SKTransitionDirection [enum]
Added SKTransitionDirection.Down
Added SKTransitionDirection.Left
Added SKTransitionDirection.Right
Added SKTransitionDirection.Up
Added SKUniform
Added SKUniform.floatValue
Added SKUniform.name
Added SKUniform.init(name: String!)
Added SKUniform.init(name: String!, float: Float)
Added SKUniform.init(name: String!, texture: SKTexture!)
Added SKUniform.textureValue
Added SKUniform.uniformType
Added SKUniformType [enum]
Added SKUniformType.Float
Added SKUniformType.FloatMatrix2
Added SKUniformType.FloatMatrix3
Added SKUniformType.FloatMatrix4
Added SKUniformType.FloatVector2
Added SKUniformType.FloatVector3
Added SKUniformType.FloatVector4
Added SKUniformType.None
Added SKUniformType.Texture
Added SKVideoNode
Added SKVideoNode.init(AVPlayer: AVPlayer!)
Added SKVideoNode.anchorPoint
Added SKVideoNode.init(coder: NSCoder)
Added SKVideoNode.pause()
Added SKVideoNode.play()
Added SKVideoNode.size
Added SKVideoNode.init(videoFileNamed: String!)
Added SKVideoNode.init(videoFileNamed: String)
Added SKVideoNode.init(videoURL: NSURL!)
Added SKVideoNode.init(videoURL: NSURL)
Added SKView
Added SKView.allowsTransparency
Added SKView.asynchronous
Added SKView.convertPoint(CGPoint, fromScene: SKScene) -> CGPoint
Added SKView.convertPoint(CGPoint, toScene: SKScene) -> CGPoint
Added SKView.frameInterval
Added SKView.ignoresSiblingOrder
Added SKView.paused
Added SKView.presentScene(SKScene?)
Added SKView.presentScene(SKScene?, transition: SKTransition?)
Added SKView.scene
Added SKView.shouldCullNonVisibleNodes
Added SKView.showsDrawCount
Added SKView.showsFPS
Added SKView.showsFields
Added SKView.showsNodeCount
Added SKView.showsPhysics
Added SKView.showsQuadCount
Added SKView.textureFromNode(SKNode) -> SKTexture!
Added SKView.textureFromNode(SKNode, crop: CGRect) -> SKTexture!
Added SKActionTimingFunction
Added SKColor