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SpriteKit Changes for Swift

SpriteKit

Modified SKNode
Declaration
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]
}