swiftsprite-kitskspritenodesksceneskreferencenode

Add SKReferenceNode/SKScene to another SKScene in SpriteKit


I would like to add a SKScene to my main GameScene. SKReferenceNode seems to be a good solution.

I have : - GameScene.sks (main scene) - Countdown.sks (scene to add to GameScene) - Countdown.swift (Custom class, how does to init it? SKScene ? SKReferenceNode ? SKNode)

I don't know how to add programmatically my countdown using my class Countdown.

I tried:

 let path = Bundle.main.path(forResource: "Countdown", ofType: "sks")
 let cd = SKReferenceNode (url: NSURL (fileURLWithPath: path!) as URL) as! Countdown
 cd.name = "countdown"
 self.addChild(cd)

But I have the following error :

 Could not cast value of type 'SKReferenceNode' (0x10d97ad88) to 'LYT.Countdown' (0x10a5709d0

I also tried something more simple like:

 let cd=Countdown(scene:self) 
 self.addChild(cd)

But I don't know how to init the class using the Countdown.sks file.

I know I also have the possibility to create a SKNode class, and init it 100% programmatically, but it really important for me to use the associated .sks file in order to use the Xcode scene editor.


Solution

  • I do that, I don't know if is the best way to do this, but works:

    I've 2 file Dragon.swift and sks

    enter image description here

    I've added a "main" node like DragonNode and other node children of this

    enter image description here

    Now, the DragonNode is a custom class, set it in sks file:

    enter image description here

    The DragonNode is a normal SKSpriteNode

    class DragonNode: SKSpriteNode, Fly, Fire {
    
        var head: SKSpriteNode!
        var body: SKSpriteNode!
        var shadow: SKSpriteNode!
        var dragonVelocity: CGFloat = 250
    
        required init?(coder aDecoder: NSCoder) {        
            super.init(coder: aDecoder)
    
            //Example other node from sks file
            body = self.childNodeWithName("Body") as! SKSpriteNode
            head = body.childNodeWithName("Head") as! SKSpriteNode
            shadow = self.childNodeWithName("Shadow") as! SKSpriteNode
            shadow.name = "shadow"
        }
    
        //Dragon Func
        func fireAction () {}
        func flyAction () {}
    }
    

    Inside the scene, add a SKReferenceNode:

    enter image description here

    In the SKScene code:

        let dragonReference = self.childNodeWithName("DragonReference") as! SKReferenceNode
    
        let dragonNode = dragonReference.getBasedChildNode() as! DragonNode
        print(dragonNode)
        //Now you can use the Dragon func
        dragonNode.flyAction()
    

    getBasedChildNode() is an extension to find your based node (the first one)

    extension SKReferenceNode {
        func getBasedChildNode () -> SKNode? {
            if let child = self.children.first?.children.first {return child}
            else {return nil}
        }
    }