Reputation: 188
I've two classes in separate files.
In the "main" file, where my scene is, I'm calling this function:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
character().spawnCharacter()
}
}
So, in my second file, character.swift
I've this code:
import SpriteKit
public func spawnCharacter() -> SKSpriteNode{
let charNode = SKSpriteNode(imageNamed: "Hero")
charNode.name = "Hero"
charNode.postion = CGPointZero
charNode.zPosition = 3
addChild(charNode)
print("Node added")
return charNode
}
So, the print line is printed, but the node is never added.
I've been over my code a couple of times, but I can't crack it.
Any clues?
Upvotes: 0
Views: 33
Reputation: 10136
I am not entirely sure how your main file is organised, but I think the problem is here:
for touch in touches {
character().spawnCharacter() // <- SKSpriteNode is created but not added
}
You create sprite-node in spawnCharacter()
but you do not use the returned object.
Potential fix would be:
for touch in touches {
let character = character().spawnCharacter()
scene.addChild(character)
}
Upvotes: 1