Why is init(coder:) being called when I provide an init() function - swift

I am using SpriteKit and I am loading a SceneKit file that contains a number of sprites with custom classes. The scene never actually loads though because it reaches the first custom class and throws the fatalerror from the required init?(coder:) initializer. The custom class implements an initializer though and I am having trouble pinning down why it is choosing that initializer over the one I provided.
Custom Class:
class Bat: SKSpriteNode, GameSprite {
var initialSize: CGSize = CGSize(width: 44, height: 24)
var textureAtlas: SKTextureAtlas = SKTextureAtlas(named: "Enemies")
var flyAnimation = SKAction()
init() {
super.init(texture: nil, color: .clear, size: initialSize)
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2)
self.physicsBody?.affectedByGravity = false
createAnimations()
self.run(flyAnimation)
}
required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") }
func createAnimations() {
let flyFrames: [SKTexture] = [textureAtlas.textureNamed("bat"),
textureAtlas.textureNamed("bat-fly")]
let flyAction = SKAction.animate(with: flyFrames, timePerFrame: 0.12)
flyAnimation = SKAction.repeatForever(flyAction)
}
func onTap() {}
}
And here is the code attempting to load the scene and then loop through the children and initialize them:
Encounter Manager:
class EncounterManager {
// Store encounter file names
let encounterNames: [String] = [
"EncounterA"
]
// Each encounter is a node, store an array
var encounters: [SKNode] = []
init() {
// Loop through each encounter scene and create a node for the encounter
for encounterFileName in encounterNames {
let encounterNode = SKNode()
// Load the scene file into a SKScene instance and loop through the children
if let encounterScene = SKScene(fileNamed: encounterFileName) {
for child in encounterScene.children {
// Create a copy of the scene's child node to add to our encounter node
// Copy the position, name, and then add to the encounter
let copyOfNode = type(of: child).init()
copyOfNode.position = child.position
copyOfNode.name = child.name
encounterNode.addChild(copyOfNode)
}
}
// Add the populated encounter node to the array
encounters.append(encounterNode)
}
}
// This function will be called from the GameScene to add all the encounter nodes to the world node
func addEncountersToScene(gameScene: SKNode) {
var encounterPosY = 1000
for encounterNode in encounters {
// Spawn the encounters behind the action, with increasing height so they do not collide
encounterNode.position = CGPoint(x: -2000, y: encounterPosY)
gameScene.addChild(encounterNode)
// Double Y pos for next encounter
encounterPosY *= 2
}
}
}
What I have noticed using breakpoints though is that it never gets past loading the scene. It fails on the line if let encounterScene = SKScene(fileNamed: encounterFileName) and the error is the fatal error in the initializer from the Bat class.
Any help understanding why it picks one initializer over the other would be greatly appreciated!

You are doing:
if let encounterScene = SKScene(fileNamed: encounterFileName)
Which calls SKScene's init(fileNamed:) which loads a file and decodes it with SKScene's coder init. That init loads the file and decodes each element in it with the node's coder init.
If you want to load from a file, you need to implement the coder init.

Related

Use multiple classes to control a single SKScene [duplicate]

I'm trying to learn how to make a GameManager type class, and making individual classes for each of my GameScenes... probably the wrong thing to do, but for the sake of this question, please accept this as the way to do things.
My GameManager looks like this, having a reference to each of the scenes, that's static:
import SpriteKit
class GM {
static let scene2 = SecondScene()
static let scene3 = ThirdScene()
static let home = SKScene(fileNamed: "GameScene")
}
How do I create a SKScene programmatically, without size info, since they're in a subclass of SKScene and don't have any idea what the view size is, and I don't want them to need worry about this:
I'm doing this, but getting a EXC_BAD_Access at convenience override init()
class SecondScene: SKScene {
override init(size: CGSize){
super.init(size: size)
}
convenience override init(){
self.init()
self.backgroundColor = SKColor.red
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
}
}
As I mentioned your question is a bit vague but lets do some examples of what a GameManager class can be.
Before I start lets differentiate between calling this
let scene = StartScene(size: ...)
and this
let scene = SKScene(fileNamed: "StartScene")
The 1st method, with size, is when you create your scenes all in code and you are not using the xCode visual level editor.
The 2nd method is when you are using the Xcode level editor, so you would need to create a StartScene.sks file. Its that .sks file that it looks for in fileNamed.
Now for some game manager example, lets first imagine we have 3 SKScenes.
class StartScene: SKScene {
override func didMove(to view: SKView) { ... }
}
class GameScene: SKScene {
override func didMove(to view: SKView) { ... }
}
class GameOverScene: SKScene {
override func didMove(to view: SKView) { ... }
}
Lets say you want to transition from StartScene to GameScene, you would add this code in your StartScene at the correct spot e.g when the play button is pressed. Thats the simplest way to move from one SKScene to the next, directly from the SKScene itself.
// Code only, no xCode level editor
let gameScene = GameScene(size: CGSize(...))
let transition = SKTransition...
gameScene.scaleMode = .aspectFill
view?.presentScene(gameScene, transition: transition)
// With xCode level editor (returns an optional so needs if let
// This will need the GameScene.sks file with the correct custom class set up in the inspector
// Returns optional
if let gameScene = SKScene(fileNamed: "GameScene") {
let transition = SKTransition...
gameScene.scaleMode = .aspectFill
view?.presentScene(gameScene, transition: transition)
}
Now for some actual examples of GameManagers, Im sure you know about some of them already.
EXAMPLE 1
Lets say we want a scene loading manager. You approach with static methods will not work because a new instance of SKScene needs be created when you transition to one, otherwise stuff like enemies etc will not reset. Your approach with static methods means you would use the same instance every time and that is no good.
I personally use a protocol extension for this.
Create a new .swift file and call it SceneLoaderManager or something and add this code
enum SceneIdentifier: String {
case start = "StartScene"
case game = "GameScene"
case gameOver = "GameOverScene"
}
private let sceneSize = CGSize(width: ..., height: ...)
protocol SceneManager { }
extension SceneManager where Self: SKScene {
// No xCode level editor
func loadScene(withIdentifier identifier: SceneIdentifier) {
let scene: SKScene
switch identifier {
case .start:
scene = StartScene(size: sceneSize)
case .game:
scene = GameScene(size: sceneSize)
case .gameOver:
scene = GameOverScene(size: sceneSize)
}
let transition = SKTransition...\
scene.scaleMode = .aspectFill
view?.presentScene(scene, transition: transition)
}
// With xCode level editor
func loadScene(withIdentifier identifier: SceneIdentifier) {
guard let scene = SKScene(fileNamed: identifier.rawValue) else { return }
scene.scaleMode = .aspectFill
let transition = SKTransition...
view?.presentScene(scene, transition: transition)
}
}
Now in the 3 scenes conform to the protocol
class StartScene: SKScene, SceneManager { ... }
and call the load method like so, using 1 of the 3 enum cases as the scene identifier.
loadScene(withIdentifier: .game)
EXAMPLE 2
Lets make a game manager class for game data using the Singleton approach.
class GameData {
static let shared = GameData()
private init() { } // Private singleton init
var highscore = 0
func updateHighscore(forScore score: Int) {
guard score > highscore else { return }
highscore = score
save()
}
func save() {
// Some code to save the highscore property e.g UserDefaults or by archiving the whole GameData class
}
}
Now anywhere in your project you can say
GameData.shared.updateHighscore(forScore: SOMESCORE)
You tend to use Singleton for things where you only need 1 instance of the class. A good usage example for Singleton classes would be things such as helper classes for Game Center, InAppPurchases, GameData etc
EXAMPLE 3
Generic helper for storing some values you might need across all scenes. This uses static method approach similar to what you were trying to do. I like to use this for things such as game settings, to have them in a nice centralised spot.
class GameHelper {
static let enemySpawnTime: TimeInterval = 5
static let enemyBossHealth = 5
static let playerSpeed = ...
}
Use them like so in your scenes
... = GameHelper.playerSpeed
EXAMPLE 4
A class to manage SKSpriteNodes e.g enemies
class Enemy: SKSpriteNode {
var health = 5
init(imageNamed: String) {
let texture = SKTexture(imageNamed: imageNamed)
super.init(texture: texture, color: SKColor.clear, size: texture.size())
}
func reduceHealth(by amount: Int) {
health -= amount
}
}
Than in your scene you can create enemies using this helper class and call the methods and properties on it. This way you can add 10 enemies easily and individually manage their health etc. e.g
let enemy1 = Enemy(imageNamed: "Enemy1")
let enemy2 = Enemy(imageNamed: "Enemy2")
enemy1.reduceHealth(by: 3)
enemy2.reduceHealth(by: 1)
Its a massive answer but I hope this helps.

Entity-Component in Swift

I am trying to build a simple iOS game using entity-component architecture similar to what is described here.
What I would like to achieve in my game is when a user touches the screen, detect where the touch occurred and move all entities of one type towards a specific direction (direction depends on where the user touched, right of screen = up, left of screen = down).
So far, the game is really simple and I am only getting started, but I am stuck in this simple functionality:
My issue is that an SKAction is supposed to run on all entities of a type, but happens at all.
Before I redesigned my game to an ECS approach, this worked fine.
Here is the GKEntity subclass that I declared in Lines.swift:
class Lines: GKEntity {
override init() {
super.init()
let LineSprite = SpriteComponent(color: UIColor.white, size: CGSize(width: 10.0, height: 300))
addComponent(LineSprite)
// Set physics body
if let sprite = component(ofType: SpriteComponent.self)?.node {
sprite.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: sprite.size.width, height: sprite.size.height))
sprite.physicsBody?.isDynamic = false
sprite.physicsBody?.restitution = 1.0
sprite.physicsBody?.friction = 0.0
sprite.physicsBody?.linearDamping = 0.0
sprite.physicsBody?.angularDamping = 0.0
sprite.physicsBody?.mass = 0.00
sprite.physicsBody?.affectedByGravity = false
sprite.physicsBody?.usesPreciseCollisionDetection = true
sprite.physicsBody?.categoryBitMask = 0b1
sprite.zPosition = 10
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
In TouchesBegan I am calling the function Move(XAxisPoint: t.location(in: self)) which is declared in GameScene and here is what Move() does:
///Determines direction of movement based on touch location, calls MoveUpOrDown for movement
func move(XAxisPoint: CGPoint){
let Direction: SKAction
let Key: String
if XAxisPoint.x >= 0 {
Direction = SKAction.moveBy(x: 0, y: 3, duration: 0.01)
Key = "MovingUp"
} else {
Direction = SKAction.moveBy(x: 0, y: -3, duration: 0.01)
Key = "MovingDown"
}
moveUpOrDown(ActionDirection: Direction, ActionKey: Key)
}
///Moves sprite on touch
func moveUpOrDown(ActionDirection: SKAction, ActionKey: String) {
let Line = Lines()
if let sprite = Line.component(ofType: SpriteComponent.self)?.node {
if sprite.action(forKey: ActionKey) == nil {
stopMoving()
let repeatAction = SKAction.repeatForever(ActionDirection)
sprite.run(repeatAction, withKey: ActionKey)
}
}
}
///Stops movement
func stopMoving() {
let Line = Lines()
if let sprite = Line.component(ofType: SpriteComponent.self)?.node {
sprite.removeAllActions()
}
}
I am guessing there is some issue with this line of code Line.component(ofType: SpriteComponent.self)?.node but the compiler doesn't throw any errors and I am not sure where my mistake is.
Any help/guidance will be greatly appreciated!
The issue is the following line in MoveUpOrDown and StopMoving
let Line = Lines()
It's creating a new Lines object then telling it to run an action. Since it's new, it hasn't been added to the scene so it isn't drawn or acted on.
You should be getting an existing Lines object and modifying that instead of creating a new one.
As a side note, the common convention for naming methods and variables is to use camelCase which means MoveUpOrDown should be moveUpOrDown. On the other hand SnakeCase is used For classes structs and protocols so SpriteComponent is current. That allows you to know at a glance whether your working with a type or a variable.

3D Object is not visible in real view in Swift

I'm trying to display a 3D drone object in through my camera. I have create ARSceneView and configure it properly and created a scene. I have also properly pass the object to that sceneView but when i run my app the object does not show any where, i have set its positioning also but still not getting the object anywhere. How can i see my object?My code to set scene and configuration is this,
func setupScene(){
let scene = SCNScene()
arView.scene = scene
}
func setupConfiguration(){
let configure = ARWorldTrackingConfiguration()
arView.session.run(configure)
}
func addDrone() {
drone.loadModel()
arView.scene.rootNode.addChildNode(drone)
}
This is my drone class for making the object as a childnode,
class Drone: SCNNode {
func loadModel() {
guard let virtualObjectScene = SCNScene(named: "Drone.scn") else { return }
let wrapperNode = SCNNode()
for child in virtualObjectScene.rootNode.childNodes {
wrapperNode.addChildNode(child)
}
addChildNode(wrapperNode)
}
}
How can i get to see that?
Looking at your code it looks like your Drone Class never gets initialised.
If your SCNScene is in an .scnassets folder you also need to include that in your path.
Lets say therefore, that you have a folder named: ARAssets.scnassets
Your Drone Class should look like this:
class Drone: SCNNode{
override init() {
super.init()
guard let virtualObjectScene = SCNScene(named: "ARAssets.scnassets/Drone.scn") else { return }
let wrapperNode = SCNNode()
for child in virtualObjectScene.rootNode.childNodes {
wrapperNode.addChildNode(child)
}
self.addChildNode(wrapperNode)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
And to actually load it you should do something like this in your viewController:
func addDrone() {
let droneNode = Drone()
droneNode.position = SCNVector3(0, 0, -1.5)
self.augmentedRealityView.scene.rootNode.addChildNode(droneNode)
}
You may also need to adjust the scale property of your Drone Node as well e.g
droneNode.scale = SCNVector3(0.01, 0.01. 0.01)

Circling the drain of Initialization in subclass: Swift and SpriteKit

I want to create a SKShapeNode at a higher level than the touchesBegan of a SpriteNode so when I want to add the SKShapeNode to the screen from the touchesBegun event on this sprite, the shape already exists, and I simply add it to the screen from within the touchesBegan override.
TL;DR, in my SKSpriteNode, I'm trying to pre-build the SKShapeNode that will be used as an animated ring when the Sprite is touched.
I'd like to create the SKShapeNode with variable/constants, so I can easily edit its values...
So in the root of the subclass I have variables for color, size, and linewidth, ready to be used in the creation of the SKShapeNode...
class Balls: SKSpriteNode {
var ringSize: CGFloat = 64
var ringColor: SKColor = SKColor.white
var ringWidth: CGFloat = 16
....
Further down, but still at the root of the class, I create my ring:
let ring = SKShapeNode(circleOfRadius: ringSize)
And am instantly greeted with the lovingly cryptic:
Can not use instance member 'ringSize' within property initializer,
property initializers run before 'self' is available.
Fine. Ok. I get it. You want to think that a functional call to a class to create a property should be done before values are assigned to self. Neither here nor there, I think I'm getting cunning and can get around that by wrapping everything in a function:
class Balls: SKSpriteNode {
var ringSize: CGFloat = 64
var ringColor: SKColor = SKColor.white
var ringWidth: CGFloat = 16
var myRing = SKShapeNode()
func createRing() -> SKShapeNode{
let ring = SKShapeNode(circleOfRadius: ringSize)
ring.strokeColor = ringColor
ring.lineWidth = ringWidth
return ring
}
This generates no errors, and my excitement builds.
So I add another line, to create the actual ring:
....
myRing = createRing()
Dead again:
! Expected
declaration
I have absolutely no idea what this means and began to randomly attempt weird things.
One of them is heading into my already messy convenience initializer and adding myRing = createRing() in there... and this WORKS!
How and why does this work, and is this the best/right/proper way to be circling the drain of initialization?
:: EDIT:: UPDATE :: Full Code Context ::
Here's the full class with my bizarre and misunderstood initialisers.
import SpriteKit
class Circle: SKSpriteNode {
var ringSize: CGFloat = 96
var ringColor: SKColor = SKColor.white
var ringWidth: CGFloat = 8
var myRing = SKShapeNode()
override init(texture: SKTexture?, color: UIColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
}
convenience init() {
self.init(color: SKColor.clear, size: CGSize(width: 100, height: 100))
myRing = createRing()
addChild(myRing)
print("I'm on the screen")
explodeGroup = create_explosionActionGroup()
}
convenience init(color: UIColor, size: CGSize, position: CGPoint) {
self.init(color: color, size: size)
self.position = position
myRing = createRing()
explodeGroup = create_explosionActionGroup()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func createRing() -> SKShapeNode{
let ring = SKShapeNode(circleOfRadius: ringSize)
ring.strokeColor = ringColor
ring.lineWidth = ringWidth
return ring
}
Your createRing() method is inside Ball class so you need to create an instance of Ball first.
Simple way - You can change creation of instance to
let ball = Balls()
let myRing = ball.createRing()
I'm slightly confused as to where you placed the
myRing = createRing()
line of code but I'm wondering if this setup would help solve your problem
lazy var myRing: SKShapeNode = {
let ring = SKShapeNode(circleOfRadius: ringSize)
ring.strokeColor = ringColor
ring.lineWidth = ringWidth
return ring
}()
This way myRing would be created when it was accessed which should be after the Balls class is instantiated which would mean that ringSize, ringColor and ringWidth would all exist.
Based on your update I think your best bet might be to just make your three ring variables ‘static let’ instead. That way they will exist and have the set value before initializing the main class. The errors you’re seeing are because you created instance variables. Those will only exist when the instance has been initialized. So if you tried to call the ring method as the declaration of the variable or if you did it within the init before self/super init is called then the instance variables wouldn’t be accessible. The most recent code you’ve added should be working because you create the instance before attempting to generate the ring. I hope that makes sense and helps.
And am instantly greeted with the lovingly cryptic:
Can not use instance member 'ringSize' within property initializer, property initializers run before 'self' is available.
So one way around this problem would be to make the default ringSize available another way, e.g.
static let defaultRingSize: CGFloat = 64
var ringSize: CGFloat = Circle.defaultRingSize
let ring = SKShapeNode(circleOfRadius: Circle.defaultRingSize)
... but I question why you even have a var ringSize property like that. Shouldn't you have a didSet observer on it, so that if you change its value, you can update the shape of ring?
Dead again:
! Expected declaration
You weren't clear, in your question, how you actually triggered this, but I guess you tried something like this:
class Circle: SKSpriteNode {
var ringSize: CGFloat = 96
var myRing = SKShapeNode()
myRing = createRing() // “Expected declaration” error on this line
The problem here is that you've placed a statement in the body of your class, but only declarations are allowed in the body.
One of them is heading into my already messy convenience initializer and adding myRing = createRing() in there... and this WORKS!
How and why does this work
All of your class's own instance variables must be initialized before a super.init call. Since myRing has a default value, the compiler effectively inserts the initialization of myRing before the call to super.init in your designated initializer, like this:
override init(texture: SKTexture?, color: UIColor, size: CGSize) {
// Compiler-inserted initialization of myRing to the default
// value you specified:
myRing = SKShapeNode()
super.init(texture: texture, color: color, size: size)
}
Since you declared var myRing, you can then change it later to the customized SKShapeNode you really want.
is this the best/right/proper way to be circling the drain of initialization?
Well, “circling the drain” means “failing”, so I guess you're asking if this is “the best/right/proper way” to fail at initialization… I suppose it's not the best way to fail, since you didn't actually fail in the end.
Or maybe you meant “I hate the way Swift does initialization so I'm going to throw some shade”, in which case, you ain't seen nothin' yet.
But maybe you really meant “is this the best/right/proper way to initialize my instance”, in which case, well, “best” and “right” and “proper” are pretty subjective.
But I can objectively point out that you're creating an SKShapeNode (as the default value of myRing) just to immediately throw it away and create another SKShapeNode. So that's a waste. You've also got calls to createRing in both of your convenience initializers, but you could factor them out into the designated initializer.
But I wouldn't even do it quite like that. SKShapeNode's path property is settable, so you can just create a default SKShapeNode and then change its path after the call to super.init. That also makes it easier to handle changes to ringSize and the other properties, because you can funnel all the changes through a single method that knows how to make myRing match the properties.
Here's how I'd probably write your class:
import SpriteKit
class Circle: SKSpriteNode {
var ringSize: CGFloat = 96 {
// Use an observer to update myRing if this changes.
didSet { configureMyRing() }
}
var ringColor = SKColor.white {
didSet { configureMyRing() }
}
var ringWidth: CGFloat = 8 {
didSet { configureMyRing() }
}
// This can be a let instead of a var because I'm never going to
// set it to a different object. Note that I'm not bothering to
// initialize myRing's path or any other property here, because
// I can just call configureMyRing in my init (after the call to
// super.init).
let myRing = SKShapeNode()
override init(texture: SKTexture?, color: SKColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
// Call this now to set up myRing's path and other properties.
configureMyRing()
}
convenience init() {
self.init(color: SKColor.clear, size: CGSize(width: 100, height: 100))
// No need to do anything to myRing now, because my designated
// initializer set it up completely.
addChild(myRing)
print("I'm on the screen")
// Commented out because you didn't provide this property
// or method in your question.
// explodeGroup = create_explosionActionGroup()
}
convenience init(color: SKColor, size: CGSize, position: CGPoint) {
self.init(color: color, size: size)
self.position = position
// Commented out because you didn't provide this property
// or method in your question.
// explodeGroup = create_explosionActionGroup()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func configureMyRing() {
myRing.path = CGPath(ellipseIn: CGRect(x: -ringSize / 2, y: -ringSize / 2, width: ringSize, height: ringSize), transform: nil)
myRing.strokeColor = ringColor
myRing.lineWidth = ringWidth
}
}

How to properly animate SKSpriteNode subclasses

I designed a SKSpriteNode subclass Ship, and I want to know how to go about animating it with a couple different images. I'm currently passing in an original image with:
class Ship:SKSpriteNode{
static var shipImage = SKTexture(imageNamed:"Sprites/fullShip.png")
init(startPosition startPos:CGPoint, controllerVector:CGVector){
super.init(texture: Ship.shipImage, color: UIColor.clearColor(), size: Ship.shipImage.size())
but I'm not sure how to loop through an image atlas afterwards. I first attempted using a method inside the class that was then called in the update function:
func animateShip() {
self.runAction(SKAction.repeatActionForever(
SKAction.animateWithTextures(shipAnimationFrames,
timePerFrame: 0.2,
resize: false,
restore: true)),
withKey:"shipBlink")
print("animate")
}
var shipAnimationFrames : [SKTexture]! is declared right above GameScene, and this block is located in didMoveToView
//Ship animation
let shipAnimatedAtlas = SKTextureAtlas(named: "ShipImages")
var blinkFrames = [SKTexture]()
let numImages = shipAnimatedAtlas.textureNames.count
for var i=1; i<=numImages; i += 1 {
let shipTextureName = "samShip\(i).png"
blinkFrames.append(shipAnimatedAtlas.textureNamed(shipTextureName))
}
shipAnimationFrames = blinkFrames
Any help would be awesome!
Texture Atlas
First of all you need to create a texture atlas into Assets.xcassets. You'll put here the images related to the frames of your character.
Subclassing SKSpriteNode
This is how you create you own sprite with a beginAnimation method
class Croc: SKSpriteNode {
init() {
let texture = SKTexture(imageNamed: "croc_walk01")
super.init(texture: texture, color: .clearColor(), size: texture.size())
}
func beginAnimation() {
let textureAtlas = SKTextureAtlas(named: "croc")
let frames = ["croc_walk01", "croc_walk02", "croc_walk03", "croc_walk04"].map { textureAtlas.textureNamed($0) }
let animate = SKAction.animateWithTextures(frames, timePerFrame: 0.1)
let forever = SKAction.repeatActionForever(animate)
self.runAction(forever)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
As you can see the beginAnimation method creates a texture atlas using the same name of the texture atlas I previously created in Assets.xcassets.
Then the an array of textures is created (frames) and used as parameter to create the animate action.
Starting the animation
Now you need to create your sprite and invoke beginAnimation just once. You do NOT have to invoke beginAnimations inside any update method otherwise you will create a new animation every new frame. The is wrong. beginAnimation must be called only once.
Here's an example
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let croc = Croc()
croc.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
addChild(croc)
croc.beginAnimation()
}
}