Hello so what I'm trying to do is create a spriteNode programmatically and assign it a class. So that I can easily manage the nodes characteristics, such as custom level, guns, hp, etc... heres how I'm trying to do that.
let player = SKSpriteNode(imageNamed: "charcter") as? Dummyplayer
player.physicsBody?.affectedByGravity = false
player.physicsBody?.allowsRotation = false
player.size.height = 75
player.size.width = 75
addChild(player)
player.position.x = CGFloat(x)
player.position.y = CGFloat(y)
but it fails saying it cannot cast type SKSpriteNode to type game.Dummplayer,, the class Dummyplayer is of type SKSpriteNode so I'm not sure what I'm doing wrong.
You are creating a SKSpriteNode
and then you are casting it to DummyPlayer
. The cast will always fail because player is NOT a DummyPlayer
.
Given the Dummyplayer class defined as follow
class Dummyplayer: SKSpriteNode { }
You need to create a value of type Dummyplayer
if let player = Dummyplayer(imageNamed: "character") {
....
}