Assigning texture to SKSpriteNode is not working





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Changing the texture of a SKSpriteNode is not working



I'm trying to learn SpriteKit and am running into something that is puzzling me. I am trying to display a sprite. I try two methods that should work, but only one is actually causing the sprite to be displayed on the screen! I would really like to actually understand why. Can anybody help?



This works:
func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode(imageNamed: "Block_blue")
block.position = point
self.addChild(block)


}



This does not:



func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode()
block.position = point
block.texture = SKTexture(imageNamed: "Block_blue")
self.addChild(block)


}



I would expect both functions to result in displaying the sprite, but only the first works? I would like to understand what is going on here.










share|improve this question























  • Welcome to stackoverflow. Please reformat your code using the linked guide.

    – anothermh
    Jan 3 at 22:14











  • You're not setting the size property in the second function. SpriteKit uses the image size to create the sprite in the first function.

    – 0x141E
    Jan 4 at 8:44











  • As @0x141E said before, you need to set your size in order to see the object. On the method you used, the object is indeed created, but because you didn't set the block.size with your custom values, he will use the default ones CGSize(width: 0, height: 0). If you will change the block.size = CGSize(width: custom_width, height: custom_height) you should see the object.

    – Alexandru Vasiliu
    Jan 16 at 7:44


















0















Changing the texture of a SKSpriteNode is not working



I'm trying to learn SpriteKit and am running into something that is puzzling me. I am trying to display a sprite. I try two methods that should work, but only one is actually causing the sprite to be displayed on the screen! I would really like to actually understand why. Can anybody help?



This works:
func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode(imageNamed: "Block_blue")
block.position = point
self.addChild(block)


}



This does not:



func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode()
block.position = point
block.texture = SKTexture(imageNamed: "Block_blue")
self.addChild(block)


}



I would expect both functions to result in displaying the sprite, but only the first works? I would like to understand what is going on here.










share|improve this question























  • Welcome to stackoverflow. Please reformat your code using the linked guide.

    – anothermh
    Jan 3 at 22:14











  • You're not setting the size property in the second function. SpriteKit uses the image size to create the sprite in the first function.

    – 0x141E
    Jan 4 at 8:44











  • As @0x141E said before, you need to set your size in order to see the object. On the method you used, the object is indeed created, but because you didn't set the block.size with your custom values, he will use the default ones CGSize(width: 0, height: 0). If you will change the block.size = CGSize(width: custom_width, height: custom_height) you should see the object.

    – Alexandru Vasiliu
    Jan 16 at 7:44














0












0








0








Changing the texture of a SKSpriteNode is not working



I'm trying to learn SpriteKit and am running into something that is puzzling me. I am trying to display a sprite. I try two methods that should work, but only one is actually causing the sprite to be displayed on the screen! I would really like to actually understand why. Can anybody help?



This works:
func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode(imageNamed: "Block_blue")
block.position = point
self.addChild(block)


}



This does not:



func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode()
block.position = point
block.texture = SKTexture(imageNamed: "Block_blue")
self.addChild(block)


}



I would expect both functions to result in displaying the sprite, but only the first works? I would like to understand what is going on here.










share|improve this question














Changing the texture of a SKSpriteNode is not working



I'm trying to learn SpriteKit and am running into something that is puzzling me. I am trying to display a sprite. I try two methods that should work, but only one is actually causing the sprite to be displayed on the screen! I would really like to actually understand why. Can anybody help?



This works:
func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode(imageNamed: "Block_blue")
block.position = point
self.addChild(block)


}



This does not:



func loadLevel() {



    let point: CGPoint = CGPoint(x:300,y:300)
var block = SKSpriteNode()
block.position = point
block.texture = SKTexture(imageNamed: "Block_blue")
self.addChild(block)


}



I would expect both functions to result in displaying the sprite, but only the first works? I would like to understand what is going on here.







swift sprite-kit






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Jan 3 at 22:12









Marc EngelenMarc Engelen

11




11













  • Welcome to stackoverflow. Please reformat your code using the linked guide.

    – anothermh
    Jan 3 at 22:14











  • You're not setting the size property in the second function. SpriteKit uses the image size to create the sprite in the first function.

    – 0x141E
    Jan 4 at 8:44











  • As @0x141E said before, you need to set your size in order to see the object. On the method you used, the object is indeed created, but because you didn't set the block.size with your custom values, he will use the default ones CGSize(width: 0, height: 0). If you will change the block.size = CGSize(width: custom_width, height: custom_height) you should see the object.

    – Alexandru Vasiliu
    Jan 16 at 7:44



















  • Welcome to stackoverflow. Please reformat your code using the linked guide.

    – anothermh
    Jan 3 at 22:14











  • You're not setting the size property in the second function. SpriteKit uses the image size to create the sprite in the first function.

    – 0x141E
    Jan 4 at 8:44











  • As @0x141E said before, you need to set your size in order to see the object. On the method you used, the object is indeed created, but because you didn't set the block.size with your custom values, he will use the default ones CGSize(width: 0, height: 0). If you will change the block.size = CGSize(width: custom_width, height: custom_height) you should see the object.

    – Alexandru Vasiliu
    Jan 16 at 7:44

















Welcome to stackoverflow. Please reformat your code using the linked guide.

– anothermh
Jan 3 at 22:14





Welcome to stackoverflow. Please reformat your code using the linked guide.

– anothermh
Jan 3 at 22:14













You're not setting the size property in the second function. SpriteKit uses the image size to create the sprite in the first function.

– 0x141E
Jan 4 at 8:44





You're not setting the size property in the second function. SpriteKit uses the image size to create the sprite in the first function.

– 0x141E
Jan 4 at 8:44













As @0x141E said before, you need to set your size in order to see the object. On the method you used, the object is indeed created, but because you didn't set the block.size with your custom values, he will use the default ones CGSize(width: 0, height: 0). If you will change the block.size = CGSize(width: custom_width, height: custom_height) you should see the object.

– Alexandru Vasiliu
Jan 16 at 7:44





As @0x141E said before, you need to set your size in order to see the object. On the method you used, the object is indeed created, but because you didn't set the block.size with your custom values, he will use the default ones CGSize(width: 0, height: 0). If you will change the block.size = CGSize(width: custom_width, height: custom_height) you should see the object.

– Alexandru Vasiliu
Jan 16 at 7:44












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