SpriteKit Changes for Swift
SpriteKit
Modified SKNode
Declaration | |
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From | class SKNode : UIResponder, NSCopying, NSCoding { init() init?(coder aDecoder: NSCoder) class func node() -> Self convenience init?(fileNamed filename: String) class func nodeWithFileNamed(_ filename: String) -> Self? var frame: CGRect { get } func calculateAccumulatedFrame() -> CGRect var position: CGPoint var zPosition: CGFloat var zRotation: CGFloat var xScale: CGFloat var yScale: CGFloat var speed: CGFloat var alpha: CGFloat var paused: Bool var hidden: Bool var userInteractionEnabled: Bool var parent: SKNode? { get } var children: [SKNode] { get } var name: String? var scene: SKScene? { get } var physicsBody: SKPhysicsBody? var userData: NSMutableDictionary? @NSCopying var reachConstraints: SKReachConstraints? var constraints: [SKConstraint]? func setScale(_ scale: CGFloat) func addChild(_ node: SKNode) func insertChild(_ node: SKNode, atIndex index: Int) func removeChildrenInArray(_ nodes: [SKNode]) func removeAllChildren() func removeFromParent() func moveToParent(_ parent: SKNode) func childNodeWithName(_ name: String) -> SKNode? func enumerateChildNodesWithName(_ name: String, usingBlock block: (SKNode, UnsafeMutablePointer<ObjCBool>) -> Void) func objectForKeyedSubscript(_ name: String) -> [SKNode] func inParentHierarchy(_ parent: SKNode) -> Bool func runAction(_ action: SKAction) func runAction(_ action: SKAction, completion block: () -> Void) func runAction(_ action: SKAction, withKey key: String) func hasActions() -> Bool func actionForKey(_ key: String) -> SKAction? func removeActionForKey(_ key: String) func removeAllActions() func containsPoint(_ p: CGPoint) -> Bool func nodeAtPoint(_ p: CGPoint) -> SKNode func nodesAtPoint(_ p: CGPoint) -> [SKNode] func convertPoint(_ point: CGPoint, fromNode node: SKNode) -> CGPoint func convertPoint(_ point: CGPoint, toNode node: SKNode) -> CGPoint func intersectsNode(_ node: SKNode) -> Bool func isEqualToNode(_ node: SKNode) -> Bool class func obstaclesFromSpriteTextures(_ sprites: [SKNode], accuracy accuracy: Float) -> [GKPolygonObstacle] class func obstaclesFromNodeBounds(_ nodes: [SKNode]) -> [GKPolygonObstacle] class func obstaclesFromNodePhysicsBodies(_ nodes: [SKNode]) -> [GKPolygonObstacle] } extension SKNode { subscript (_ name: String) -> [SKNode] { get } } extension SKNode { subscript (_ name: String) -> [SKNode] { get } } |
To | class SKNode : UIResponder, NSCopying, NSCoding { init() init?(coder aDecoder: NSCoder) class func node() -> Self convenience init?(fileNamed filename: String) class func nodeWithFileNamed(_ filename: String) -> Self? var frame: CGRect { get } func calculateAccumulatedFrame() -> CGRect var position: CGPoint var zPosition: CGFloat var zRotation: CGFloat var xScale: CGFloat var yScale: CGFloat var speed: CGFloat var alpha: CGFloat var paused: Bool var hidden: Bool var userInteractionEnabled: Bool var parent: SKNode? { get } var children: [SKNode] { get } var name: String? var scene: SKScene? { get } var physicsBody: SKPhysicsBody? var userData: NSMutableDictionary? @NSCopying var reachConstraints: SKReachConstraints? var constraints: [SKConstraint]? func setScale(_ scale: CGFloat) func addChild(_ node: SKNode) func insertChild(_ node: SKNode, atIndex index: Int) func removeChildrenInArray(_ nodes: [SKNode]) func removeAllChildren() func removeFromParent() func moveToParent(_ parent: SKNode) func childNodeWithName(_ name: String) -> SKNode? func enumerateChildNodesWithName(_ name: String, usingBlock block: (SKNode, UnsafeMutablePointer<ObjCBool>) -> Void) subscript (_ name: String) -> [SKNode] { get } func objectForKeyedSubscript(_ name: String) -> [SKNode] func inParentHierarchy(_ parent: SKNode) -> Bool func runAction(_ action: SKAction) func runAction(_ action: SKAction, completion block: () -> Void) func runAction(_ action: SKAction, withKey key: String) func hasActions() -> Bool func actionForKey(_ key: String) -> SKAction? func removeActionForKey(_ key: String) func removeAllActions() func containsPoint(_ p: CGPoint) -> Bool func nodeAtPoint(_ p: CGPoint) -> SKNode func nodesAtPoint(_ p: CGPoint) -> [SKNode] func convertPoint(_ point: CGPoint, fromNode node: SKNode) -> CGPoint func convertPoint(_ point: CGPoint, toNode node: SKNode) -> CGPoint func intersectsNode(_ node: SKNode) -> Bool func isEqualToNode(_ node: SKNode) -> Bool class func obstaclesFromSpriteTextures(_ sprites: [SKNode], accuracy accuracy: Float) -> [GKPolygonObstacle] class func obstaclesFromNodeBounds(_ nodes: [SKNode]) -> [GKPolygonObstacle] class func obstaclesFromNodePhysicsBodies(_ nodes: [SKNode]) -> [GKPolygonObstacle] } |