GameSignalSender

public class GameSignalSender : GameStructureObject

A base class that determines an input.

STORED PROPERTIES

  • Whether the input is currently active. Defaults to false.

    Declaration

    Swift

    public var active: Bool
  • The method(s) that this input will activate. Default is only by player intervention.

    Declaration

    Swift

    public var activationMethod: [InputMethod]
  • The kind of sender. Defaults to a trigger.

    Declaration

    Swift

    public var kind: GameSignalKind
  • The input’s associated receiver.

    Declaration

    Swift

    var receivers: [GameSignalReceivable]
  • The name of the base texture for this input.

    Declaration

    Swift

    var baseTexture: String
  • The number of seconds it takes for the input to toggle.

    Declaration

    Swift

    var cooldown: Double
  • The position of this input in context with the level.

    Note

    Use self.position for position of the actual node.

    Important

    This property has been renamed to worldPosition.

    Declaration

    Swift

    @available(*, deprecated, renamed: "worldPosition")
    var levelPosition: CGPoint { get }

COMPUTED PROPERTIES

  • The texture for this input, accounting for active states.

    Declaration

    Swift

    var activeTexture: SKTexture { get }
  • The description for this class.

    Declaration

    Swift

    public override var description: String { get }
  • An enumeration that defines the different types of inputs that are used in the game.

    See more

    Declaration

    Swift

    public enum InputMethod

CONSTRUCTOR

  • Initialize the input.

    Declaration

    Swift

    public init(textureName: String, by inputMethods: [InputMethod], at position: CGPoint)

    Parameters

    textureName

    The name of the texture for this input.

    inputMethods

    The means of which this input will be activated by.

  • Initialize the input.

    Declaration

    Swift

    public init(
        textureName: String,
        by inputMethods: [InputMethod],
        at position: CGPoint,
        with timer: Double
    )

    Parameters

    textureName

    The name of the texture for this input.

    inputMethods

    The means of which this input will be activated by.

    timer

    The number of seconds it takes for this input to toggle states.

  • Initialize the input.

    Important

    This method is deprecated. Use an initializer with a list of input methods.

    Declaration

    Swift

    @available(*, deprecated, message: "Please use an initializer with a list of input methods.")
    public init(textureName: String, by inputMethod: InputMethod, at position: CGPoint)

    Parameters

    textureName

    The name of the texture for this input.

    inputMethod

    The means of which this input will be activated by.

  • Initialize the input.

    Important

    This method is deprecated. Use an initializer with a list of input methods.

    Declaration

    Swift

    @available(*, deprecated, message: "Please use an initializer with a list of input methods.")
    public init(
        textureName: String,
        by inputMethod: InputMethod,
        at position: CGPoint,
        with timer: Double
    )

    Parameters

    textureName

    The name of the texture for this input.

    inputMethod

    The means of which this input will be activated by.

    timer

    The number of seconds it takes for this input to toggle states.

  • Required initializer for this class. Will result in a fatal error if you initialize the object this way.

    Declaration

    Swift

    required init?(coder aDecoder: NSCoder)

METHODS

  • Activate the input given an event and player.

    Declaration

    Swift

    public func activate(with event: NSEvent?, player: Player?, objects: [SKSpriteNode?] = [])

    Parameters

    event

    The event handler to listen to and track.

    player

    The player to watch and track.

  • Whether the input should turn on/off based on player or object intervention.

    Important

    This method should be implemented on inputs that listen to player intervention. This will default to false otherwise.

    Declaration

    Swift

    public func shouldActivateOnIntervention(with player: Player?, objects: [SKSpriteNode?]) -> Bool

    Parameters

    player

    The player to listen to for intervention.

    objects

    The objects to listen to for intervention.

    Return Value

    Whether the input should activate given the intervention criteria.

  • Run any post-activation methods.

    Declaration

    Swift

    public func onActivate(with event: NSEvent?, player: Player?)

    Parameters

    event

    The event handler that triggered the activation.

    player

    The player that triggered the activation.

  • Run any post-deactivation methods.

    Declaration

    Swift

    public func onDeactivate(with event: NSEvent?, player: Player?)

    Parameters

    event

    The event handler that triggered the activation.

    player

    The player that triggered the activation.