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SpriteKit.swift
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@exported import SpriteKit.SKScene
@exported import SpriteKit.SKNode
@exported import SpriteKit.SKSpriteNode
@exported import SpriteKit.SKEmitterNode
@exported import SpriteKit.SKShapeNode
@exported import SpriteKit.SKEffectNode
@exported import SpriteKit.SKFieldNode
@exported import SpriteKit.SKLabelNode
@exported import SpriteKit.SKVideoNode
@exported import SpriteKit.SKCropNode
@exported import SpriteKit.SKLightNode
@exported import SpriteKit.SK3DNode
@exported import SpriteKit.SKRegion
@exported import SpriteKit.SKView
@exported import SpriteKit.SKTransition
@exported import SpriteKit.SKTexture
@exported import SpriteKit.SKMutableTexture
@exported import SpriteKit.SKTextureAtlas
@exported import SpriteKit.SKConstraint
@exported import SpriteKit.SKReachConstraints
@exported import SpriteKit.SKAction
@exported import SpriteKit.SKPhysicsBody
@exported import SpriteKit.SKPhysicsJoint
@exported import SpriteKit.SKPhysicsWorld
@availability(OSX, introduced=10.10) @objc(SK3DNode) class SK3DNode : SKNode {
@objc(initWithViewportSize:) init(viewportSize: CGSize)
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@availability(*, unavailable, message="use object construction 'SK3DNode(viewportSize:)'") @objc(nodeWithViewportSize:) class func nodeWithViewportSize(viewportSize: CGSize) -> Self!
@objc var viewportSize: CGSize {
@objc(viewportSize) get {}
@objc(setViewportSize:) set {}
}
@objc var sceneTime: NSTimeInterval {
@objc(sceneTime) get {}
@objc(setSceneTime:) set {}
}
@objc(hitTest:options:) func hitTest(thePoint: CGPoint, options: [NSObject : AnyObject]!) -> [AnyObject]!
@objc var playing: Bool {
@objc(isPlaying) get {}
@objc(setPlaying:) set {}
}
@objc var loops: Bool {
@objc(loops) get {}
@objc(setLoops:) set {}
}
@objc var autoenablesDefaultLighting: Bool {
@objc(autoenablesDefaultLighting) get {}
@objc(setAutoenablesDefaultLighting:) set {}
}
@objc(init) init()
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
}
@objc(SKAction) class SKAction : NSObject, NSCopying, NSCoding {
@objc var duration: NSTimeInterval {
@objc(duration) get {}
@objc(setDuration:) set {}
}
@objc var timingMode: SKActionTimingMode {
@objc(timingMode) get {}
@objc(setTimingMode:) set {}
}
@availability(OSX, introduced=10.10) @objc var timingFunction: SKActionTimingFunction? {
@objc(timingFunction) get {}
@objc(setTimingFunction:) set {}
}
@objc var speed: CGFloat {
@objc(speed) get {}
@objc(setSpeed:) set {}
}
@objc(reversedAction) func reversedAction() -> SKAction
@objc(init) init()
@objc(copyWithZone:) func copyWithZone(zone: NSZone) -> AnyObject
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
typealias SKActionTimingFunction = @objc_block (Float) -> Float
@availability(OSX, introduced=10.9) enum SKActionTimingMode : Int {
case Linear
case EaseIn
case EaseOut
case EaseInEaseOut
}
@availability(OSX, introduced=10.9) enum SKBlendMode : Int {
case Alpha
case Add
case Subtract
case Multiply
case MultiplyX2
case Screen
case Replace
}
@availability(OSX, introduced=10.10) @objc(SKConstraint) class SKConstraint : NSObject, NSCoding, NSCopying {
@objc var enabled: Bool {
@objc(enabled) get {}
@objc(setEnabled:) set {}
}
@objc var referenceNode: SKNode? {
@objc(referenceNode) get {}
@objc(setReferenceNode:) set {}
}
@objc(positionX:) class func positionX(range: SKRange) -> Self!
@objc(positionY:) class func positionY(range: SKRange) -> Self!
@objc(positionX:Y:) class func positionX(xRange: SKRange, y yRange: SKRange) -> Self!
@objc(distance:toNode:) class func distance(range: SKRange!, toNode node: SKNode!) -> Self!
@objc(distance:toPoint:) class func distance(range: SKRange, toPoint point: CGPoint) -> Self!
@objc(distance:toPoint:inNode:) class func distance(range: SKRange, toPoint point: CGPoint, inNode node: SKNode) -> Self!
@objc(zRotation:) class func zRotation(zRange: SKRange) -> Self!
@objc(orientToNode:offset:) class func orientToNode(node: SKNode, offset radians: SKRange) -> Self!
@objc(orientToPoint:offset:) class func orientToPoint(point: CGPoint, offset radians: SKRange) -> Self!
@objc(orientToPoint:inNode:offset:) class func orientToPoint(point: CGPoint, inNode node: SKNode, offset radians: SKRange) -> Self!
@objc(init) init()
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
@objc(copyWithZone:) func copyWithZone(zone: NSZone) -> AnyObject
}
@objc(SKCropNode) class SKCropNode : SKNode {
@objc var maskNode: SKNode? {
@objc(maskNode) get {}
@objc(setMaskNode:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
}
@objc(SKEffectNode) class SKEffectNode : SKNode {
@objc var filter: CIFilter? {
@objc(filter) get {}
@objc(setFilter:) set {}
}
@objc var shouldCenterFilter: Bool {
@objc(shouldCenterFilter) get {}
@objc(setShouldCenterFilter:) set {}
}
@objc var shouldEnableEffects: Bool {
@objc(shouldEnableEffects) get {}
@objc(setShouldEnableEffects:) set {}
}
@objc var shouldRasterize: Bool {
@objc(shouldRasterize) get {}
@objc(setShouldRasterize:) set {}
}
@objc var blendMode: SKBlendMode {
@objc(blendMode) get {}
@objc(setBlendMode:) set {}
}
@objc var shader: SKShader? {
@objc(shader) get {}
@objc(setShader:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
}
@objc(SKEmitterNode) class SKEmitterNode : SKNode {
@objc(advanceSimulationTime:) func advanceSimulationTime(sec: NSTimeInterval)
@objc(resetSimulation) func resetSimulation()
@objc var particleTexture: SKTexture? {
@objc(particleTexture) get {}
@objc(setParticleTexture:) set {}
}
@objc var particleZPosition: CGFloat {
@objc(particleZPosition) get {}
@objc(setParticleZPosition:) set {}
}
@objc var particleZPositionRange: CGFloat {
@objc(particleZPositionRange) get {}
@objc(setParticleZPositionRange:) set {}
}
@objc var particleZPositionSpeed: CGFloat {
@objc(particleZPositionSpeed) get {}
@objc(setParticleZPositionSpeed:) set {}
}
@objc var particleBlendMode: SKBlendMode {
@objc(particleBlendMode) get {}
@objc(setParticleBlendMode:) set {}
}
@objc var particleColor: NSColor! {
@objc(particleColor) get {}
@objc(setParticleColor:) set {}
}
@objc var particleColorRedRange: CGFloat {
@objc(particleColorRedRange) get {}
@objc(setParticleColorRedRange:) set {}
}
@objc var particleColorGreenRange: CGFloat {
@objc(particleColorGreenRange) get {}
@objc(setParticleColorGreenRange:) set {}
}
@objc var particleColorBlueRange: CGFloat {
@objc(particleColorBlueRange) get {}
@objc(setParticleColorBlueRange:) set {}
}
@objc var particleColorAlphaRange: CGFloat {
@objc(particleColorAlphaRange) get {}
@objc(setParticleColorAlphaRange:) set {}
}
@objc var particleColorRedSpeed: CGFloat {
@objc(particleColorRedSpeed) get {}
@objc(setParticleColorRedSpeed:) set {}
}
@objc var particleColorGreenSpeed: CGFloat {
@objc(particleColorGreenSpeed) get {}
@objc(setParticleColorGreenSpeed:) set {}
}
@objc var particleColorBlueSpeed: CGFloat {
@objc(particleColorBlueSpeed) get {}
@objc(setParticleColorBlueSpeed:) set {}
}
@objc var particleColorAlphaSpeed: CGFloat {
@objc(particleColorAlphaSpeed) get {}
@objc(setParticleColorAlphaSpeed:) set {}
}
@objc var particleColorSequence: SKKeyframeSequence? {
@objc(particleColorSequence) get {}
@objc(setParticleColorSequence:) set {}
}
@objc var particleColorBlendFactor: CGFloat {
@objc(particleColorBlendFactor) get {}
@objc(setParticleColorBlendFactor:) set {}
}
@objc var particleColorBlendFactorRange: CGFloat {
@objc(particleColorBlendFactorRange) get {}
@objc(setParticleColorBlendFactorRange:) set {}
}
@objc var particleColorBlendFactorSpeed: CGFloat {
@objc(particleColorBlendFactorSpeed) get {}
@objc(setParticleColorBlendFactorSpeed:) set {}
}
@objc var particleColorBlendFactorSequence: SKKeyframeSequence? {
@objc(particleColorBlendFactorSequence) get {}
@objc(setParticleColorBlendFactorSequence:) set {}
}
@objc var particlePosition: CGPoint {
@objc(particlePosition) get {}
@objc(setParticlePosition:) set {}
}
@objc var particlePositionRange: CGVector {
@objc(particlePositionRange) get {}
@objc(setParticlePositionRange:) set {}
}
@objc var particleSpeed: CGFloat {
@objc(particleSpeed) get {}
@objc(setParticleSpeed:) set {}
}
@objc var particleSpeedRange: CGFloat {
@objc(particleSpeedRange) get {}
@objc(setParticleSpeedRange:) set {}
}
@objc var emissionAngle: CGFloat {
@objc(emissionAngle) get {}
@objc(setEmissionAngle:) set {}
}
@objc var emissionAngleRange: CGFloat {
@objc(emissionAngleRange) get {}
@objc(setEmissionAngleRange:) set {}
}
@objc var xAcceleration: CGFloat {
@objc(xAcceleration) get {}
@objc(setXAcceleration:) set {}
}
@objc var yAcceleration: CGFloat {
@objc(yAcceleration) get {}
@objc(setYAcceleration:) set {}
}
@objc var particleBirthRate: CGFloat {
@objc(particleBirthRate) get {}
@objc(setParticleBirthRate:) set {}
}
@objc var numParticlesToEmit: Int {
@objc(numParticlesToEmit) get {}
@objc(setNumParticlesToEmit:) set {}
}
@objc var particleLifetime: CGFloat {
@objc(particleLifetime) get {}
@objc(setParticleLifetime:) set {}
}
@objc var particleLifetimeRange: CGFloat {
@objc(particleLifetimeRange) get {}
@objc(setParticleLifetimeRange:) set {}
}
@objc var particleRotation: CGFloat {
@objc(particleRotation) get {}
@objc(setParticleRotation:) set {}
}
@objc var particleRotationRange: CGFloat {
@objc(particleRotationRange) get {}
@objc(setParticleRotationRange:) set {}
}
@objc var particleRotationSpeed: CGFloat {
@objc(particleRotationSpeed) get {}
@objc(setParticleRotationSpeed:) set {}
}
@objc var particleSize: CGSize {
@objc(particleSize) get {}
@objc(setParticleSize:) set {}
}
@objc var particleScale: CGFloat {
@objc(particleScale) get {}
@objc(setParticleScale:) set {}
}
@objc var particleScaleRange: CGFloat {
@objc(particleScaleRange) get {}
@objc(setParticleScaleRange:) set {}
}
@objc var particleScaleSpeed: CGFloat {
@objc(particleScaleSpeed) get {}
@objc(setParticleScaleSpeed:) set {}
}
@objc var particleScaleSequence: SKKeyframeSequence? {
@objc(particleScaleSequence) get {}
@objc(setParticleScaleSequence:) set {}
}
@objc var particleAlpha: CGFloat {
@objc(particleAlpha) get {}
@objc(setParticleAlpha:) set {}
}
@objc var particleAlphaRange: CGFloat {
@objc(particleAlphaRange) get {}
@objc(setParticleAlphaRange:) set {}
}
@objc var particleAlphaSpeed: CGFloat {
@objc(particleAlphaSpeed) get {}
@objc(setParticleAlphaSpeed:) set {}
}
@objc var particleAlphaSequence: SKKeyframeSequence? {
@objc(particleAlphaSequence) get {}
@objc(setParticleAlphaSequence:) set {}
}
@objc @NSCopying var particleAction: SKAction? {
@objc(particleAction) get {}
@objc(setParticleAction:) set {}
}
@objc var fieldBitMask: UInt32 {
@objc(fieldBitMask) get {}
@objc(setFieldBitMask:) set {}
}
@objc weak var targetNode: SKNode? {
@objc(targetNode) get {}
@objc(setTargetNode:) set {}
}
@objc var shader: SKShader? {
@objc(shader) get {}
@objc(setShader:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
}
@availability(OSX, introduced=10.10) @objc(SKFieldNode) class SKFieldNode : SKNode {
@objc var region: SKRegion! {
@objc(region) get {}
@objc(setRegion:) set {}
}
@objc var strength: Float {
@objc(strength) get {}
@objc(setStrength:) set {}
}
@objc var falloff: Float {
@objc(falloff) get {}
@objc(setFalloff:) set {}
}
@objc var minimumRadius: Float {
@objc(minimumRadius) get {}
@objc(setMinimumRadius:) set {}
}
@objc var enabled: Bool {
@objc(isEnabled) get {}
@objc(setEnabled:) set {}
}
@objc var exclusive: Bool {
@objc(isExclusive) get {}
@objc(setExclusive:) set {}
}
@objc var categoryBitMask: UInt32 {
@objc(categoryBitMask) get {}
@objc(setCategoryBitMask:) set {}
}
@objc var smoothness: Float {
@objc(smoothness) get {}
@objc(setSmoothness:) set {}
}
@objc var animationSpeed: Float {
@objc(animationSpeed) get {}
@objc(setAnimationSpeed:) set {}
}
@objc var texture: SKTexture! {
@objc(texture) get {}
@objc(setTexture:) set {}
}
@objc(dragField) class func dragField() -> SKFieldNode
@objc(vortexField) class func vortexField() -> SKFieldNode
@objc(radialGravityField) class func radialGravityField() -> SKFieldNode
@objc(velocityFieldWithTexture:) class func velocityFieldWithTexture(velocityTexture: SKTexture) -> SKFieldNode
@objc(noiseFieldWithSmoothness:animationSpeed:) class func noiseFieldWithSmoothness(smoothness: CGFloat, animationSpeed speed: CGFloat) -> SKFieldNode
@objc(turbulenceFieldWithSmoothness:animationSpeed:) class func turbulenceFieldWithSmoothness(smoothness: CGFloat, animationSpeed speed: CGFloat) -> SKFieldNode
@objc(springField) class func springField() -> SKFieldNode
@objc(electricField) class func electricField() -> SKFieldNode
@objc(magneticField) class func magneticField() -> SKFieldNode
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
}
enum SKInterpolationMode : Int {
case Linear
case Spline
case Step
}
@objc(SKKeyframeSequence) class SKKeyframeSequence : NSObject, NSCoding, NSCopying {
@objc(initWithKeyframeValues:times:) init!(keyframeValues values: [AnyObject], times: [AnyObject])
@objc(initWithCapacity:) convenience init(capacity numItems: Int)
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@objc(count) func count() -> Int
@objc(addKeyframeValue:time:) func addKeyframeValue(value: AnyObject, time: CGFloat)
@objc(removeLastKeyframe) func removeLastKeyframe()
@objc(removeKeyframeAtIndex:) func removeKeyframeAtIndex(index: Int)
@objc(setKeyframeValue:forIndex:) func setKeyframeValue(value: AnyObject, forIndex index: Int)
@objc(setKeyframeTime:forIndex:) func setKeyframeTime(time: CGFloat, forIndex index: Int)
@objc(setKeyframeValue:time:forIndex:) func setKeyframeValue(value: AnyObject, time: CGFloat, forIndex index: Int)
@objc(getKeyframeValueForIndex:) func getKeyframeValueForIndex(index: Int) -> AnyObject
@objc(getKeyframeTimeForIndex:) func getKeyframeTimeForIndex(index: Int) -> CGFloat
@objc(sampleAtTime:) func sampleAtTime(time: CGFloat) -> AnyObject!
@objc var interpolationMode: SKInterpolationMode {
@objc(interpolationMode) get {}
@objc(setInterpolationMode:) set {}
}
@objc var repeatMode: SKRepeatMode {
@objc(repeatMode) get {}
@objc(setRepeatMode:) set {}
}
@objc(init) convenience init()
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(copyWithZone:) func copyWithZone(zone: NSZone) -> AnyObject
}
@availability(OSX, introduced=10.9) enum SKLabelHorizontalAlignmentMode : Int {
case Center
case Left
case Right
}
@objc(SKLabelNode) class SKLabelNode : SKNode {
@objc(labelNodeWithText:) convenience init(text: String)
@availability(*, unavailable, message="use object construction 'SKLabelNode(text:)'") @objc(labelNodeWithText:) class func labelNodeWithText(text: String) -> Self!
@availability(*, unavailable, message="superseded by import of -[SKLabelNode initWithFontNamed:]") @objc(labelNodeWithFontNamed:) convenience init!(fontNamed fontName: String!)
@availability(*, unavailable, message="use object construction 'SKLabelNode(fontNamed:)'") @objc(labelNodeWithFontNamed:) class func labelNodeWithFontNamed(fontName: String!) -> Self!
@objc(initWithFontNamed:) init(fontNamed fontName: String!)
@objc var verticalAlignmentMode: SKLabelVerticalAlignmentMode {
@objc(verticalAlignmentMode) get {}
@objc(setVerticalAlignmentMode:) set {}
}
@objc var horizontalAlignmentMode: SKLabelHorizontalAlignmentMode {
@objc(horizontalAlignmentMode) get {}
@objc(setHorizontalAlignmentMode:) set {}
}
@objc var fontName: String! {
@objc(fontName) get {}
@objc(setFontName:) set {}
}
@objc var text: String {
@objc(text) get {}
@objc(setText:) set {}
}
@objc var fontSize: CGFloat {
@objc(fontSize) get {}
@objc(setFontSize:) set {}
}
@objc var fontColor: NSColor {
@objc(fontColor) get {}
@objc(setFontColor:) set {}
}
@objc var colorBlendFactor: CGFloat {
@objc(colorBlendFactor) get {}
@objc(setColorBlendFactor:) set {}
}
@objc var color: NSColor? {
@objc(color) get {}
@objc(setColor:) set {}
}
@objc var blendMode: SKBlendMode {
@objc(blendMode) get {}
@objc(setBlendMode:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
}
@availability(OSX, introduced=10.9) enum SKLabelVerticalAlignmentMode : Int {
case Baseline
case Center
case Top
case Bottom
}
@availability(OSX, introduced=10.10) @objc(SKLightNode) class SKLightNode : SKNode {
@objc var enabled: Bool {
@objc(isEnabled) get {}
@objc(setEnabled:) set {}
}
@objc var lightColor: NSColor {
@objc(lightColor) get {}
@objc(setLightColor:) set {}
}
@objc var ambientColor: NSColor! {
@objc(ambientColor) get {}
@objc(setAmbientColor:) set {}
}
@objc var shadowColor: NSColor! {
@objc(shadowColor) get {}
@objc(setShadowColor:) set {}
}
@objc var falloff: CGFloat {
@objc(falloff) get {}
@objc(setFalloff:) set {}
}
@objc var categoryBitMask: UInt32 {
@objc(categoryBitMask) get {}
@objc(setCategoryBitMask:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
}
@availability(OSX, introduced=10.10) @objc(SKMutableTexture) class SKMutableTexture : SKTexture {
@objc(initWithSize:) init(size: CGSize)
@availability(*, unavailable, message="use object construction 'SKMutableTexture(size:)'") @objc(mutableTextureWithSize:) class func mutableTextureWithSize(size: CGSize) -> Self!
@objc(initWithSize:pixelFormat:) init(size: CGSize, pixelFormat format: Int32)
@objc(modifyPixelDataWithBlock:) func modifyPixelDataWithBlock(block: (UnsafeMutablePointer<Void>, UInt) -> Void)
@objc(textureWithImageNamed:) convenience init!(imageNamed name: String)
@objc(textureWithRect:inTexture:) convenience init(rect: CGRect, inTexture texture: SKTexture)
@objc(textureVectorNoiseWithSmoothness:size:) convenience init!(vectorNoiseWithSmoothness smoothness: CGFloat, size: CGSize)
@objc(textureNoiseWithSmoothness:size:grayscale:) convenience init!(noiseWithSmoothness smoothness: CGFloat, size: CGSize, grayscale: Bool)
@objc(textureWithCGImage:) convenience init(CGImage image: CGImage!)
@objc(textureWithImage:) convenience init(image: NSImage)
@objc(textureWithData:size:) convenience init!(data pixelData: NSData!, size: CGSize)
@objc(textureWithData:size:flipped:) convenience init!(data pixelData: NSData!, size: CGSize, flipped: Bool)
@objc(textureWithData:size:rowLength:alignment:) convenience init!(data pixelData: NSData!, size: CGSize, rowLength: UInt32, alignment: UInt32)
@objc(init) init()
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKNode) class SKNode : NSResponder, NSCopying, NSCoding {
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)
@availability(*, unavailable, message="use object construction 'SKNode()'") @objc(node) class func node() -> Self!
@objc(nodeWithFileNamed:) convenience init!(fileNamed filename: String)
@availability(*, unavailable, message="use object construction 'SKNode(fileNamed:)'") @objc(nodeWithFileNamed:) class func nodeWithFileNamed(filename: String) -> Self!
@objc var frame: CGRect {
@objc(frame) get {}
}
@objc(calculateAccumulatedFrame) func calculateAccumulatedFrame() -> CGRect
@objc var position: CGPoint {
@objc(position) get {}
@objc(setPosition:) set {}
}
@objc var zPosition: CGFloat {
@objc(zPosition) get {}
@objc(setZPosition:) set {}
}
@objc var zRotation: CGFloat {
@objc(zRotation) get {}
@objc(setZRotation:) set {}
}
@objc var xScale: CGFloat {
@objc(xScale) get {}
@objc(setXScale:) set {}
}
@objc var yScale: CGFloat {
@objc(yScale) get {}
@objc(setYScale:) set {}
}
@objc var speed: CGFloat {
@objc(speed) get {}
@objc(setSpeed:) set {}
}
@objc var alpha: CGFloat {
@objc(alpha) get {}
@objc(setAlpha:) set {}
}
@objc var paused: Bool {
@objc(isPaused) get {}
@objc(setPaused:) set {}
}
@objc var hidden: Bool {
@objc(isHidden) get {}
@objc(setHidden:) set {}
}
@objc var userInteractionEnabled: Bool {
@objc(isUserInteractionEnabled) get {}
@objc(setUserInteractionEnabled:) set {}
}
@objc var parent: SKNode? {
@objc(parent) get {}
}
@objc var children: [AnyObject] {
@objc(children) get {}
}
@objc var name: String? {
@objc(name) get {}
@objc(setName:) set {}
}
@objc var scene: SKScene? {
@objc(scene) get {}
}
@objc var physicsBody: SKPhysicsBody? {
@objc(physicsBody) get {}
@objc(setPhysicsBody:) set {}
}
@objc var userData: NSMutableDictionary? {
@objc(userData) get {}
@objc(setUserData:) set {}
}
@objc @NSCopying var reachConstraints: SKReachConstraints? {
@objc(reachConstraints) get {}
@objc(setReachConstraints:) set {}
}
@objc var constraints: [AnyObject]? {
@objc(constraints) get {}
@objc(setConstraints:) set {}
}
@objc(setScale:) func setScale(scale: CGFloat)
@objc(addChild:) func addChild(node: SKNode)
@objc(insertChild:atIndex:) func insertChild(node: SKNode!, atIndex index: Int)
@objc(removeChildrenInArray:) func removeChildrenInArray(nodes: [AnyObject]!)
@objc(removeAllChildren) func removeAllChildren()
@objc(removeFromParent) func removeFromParent()
@objc(childNodeWithName:) func childNodeWithName(name: String) -> SKNode?
@objc(enumerateChildNodesWithName:usingBlock:) func enumerateChildNodesWithName(name: String, usingBlock block: ((SKNode!, UnsafeMutablePointer<ObjCBool>) -> Void)!)
@availability(*, unavailable, message="use subscripting") @availability(OSX, introduced=10.10) @objc(objectForKeyedSubscript:) func objectForKeyedSubscript(name: String) -> [AnyObject]
@objc(inParentHierarchy:) func inParentHierarchy(parent: SKNode) -> Bool
@objc(runAction:) func runAction(action: SKAction!)
@objc(runAction:completion:) func runAction(action: SKAction!, completion block: (() -> Void)!)
@objc(runAction:withKey:) func runAction(action: SKAction, withKey key: String!)
@objc(hasActions) func hasActions() -> Bool
@objc(actionForKey:) func actionForKey(key: String) -> SKAction?
@objc(removeActionForKey:) func removeActionForKey(key: String!)
@objc(removeAllActions) func removeAllActions()
@objc(containsPoint:) func containsPoint(p: CGPoint) -> Bool
@objc(nodeAtPoint:) func nodeAtPoint(p: CGPoint) -> SKNode
@objc(nodesAtPoint:) func nodesAtPoint(p: CGPoint) -> [AnyObject]
@objc(convertPoint:fromNode:) func convertPoint(point: CGPoint, fromNode node: SKNode) -> CGPoint
@objc(convertPoint:toNode:) func convertPoint(point: CGPoint, toNode node: SKNode) -> CGPoint
@objc(intersectsNode:) func intersectsNode(node: SKNode) -> Bool
@objc(copyWithZone:) func copyWithZone(zone: NSZone) -> AnyObject
}
@objc(SKPhysicsBody) class SKPhysicsBody : NSObject, NSCopying, NSCoding {
@objc(bodyWithCircleOfRadius:) init(circleOfRadius r: CGFloat) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(circleOfRadius:)'") @objc(bodyWithCircleOfRadius:) class func bodyWithCircleOfRadius(r: CGFloat) -> SKPhysicsBody
@objc(bodyWithCircleOfRadius:center:) init(circleOfRadius r: CGFloat, center: CGPoint) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(circleOfRadius:center:)'") @objc(bodyWithCircleOfRadius:center:) class func bodyWithCircleOfRadius(r: CGFloat, center: CGPoint) -> SKPhysicsBody
@objc(bodyWithRectangleOfSize:) init!(rectangleOfSize s: CGSize) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(rectangleOfSize:)'") @objc(bodyWithRectangleOfSize:) class func bodyWithRectangleOfSize(s: CGSize) -> SKPhysicsBody!
@objc(bodyWithRectangleOfSize:center:) init!(rectangleOfSize s: CGSize, center: CGPoint) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(rectangleOfSize:center:)'") @objc(bodyWithRectangleOfSize:center:) class func bodyWithRectangleOfSize(s: CGSize, center: CGPoint) -> SKPhysicsBody!
@objc(bodyWithPolygonFromPath:) init!(polygonFromPath path: CGPath!) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(polygonFromPath:)'") @objc(bodyWithPolygonFromPath:) class func bodyWithPolygonFromPath(path: CGPath!) -> SKPhysicsBody!
@objc(bodyWithEdgeFromPoint:toPoint:) init(edgeFromPoint p1: CGPoint, toPoint p2: CGPoint) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(edgeFromPoint:toPoint:)'") @objc(bodyWithEdgeFromPoint:toPoint:) class func bodyWithEdgeFromPoint(p1: CGPoint, toPoint p2: CGPoint) -> SKPhysicsBody
@objc(bodyWithEdgeChainFromPath:) init(edgeChainFromPath path: CGPath!) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(edgeChainFromPath:)'") @objc(bodyWithEdgeChainFromPath:) class func bodyWithEdgeChainFromPath(path: CGPath!) -> SKPhysicsBody
@objc(bodyWithEdgeLoopFromPath:) init(edgeLoopFromPath path: CGPath!) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(edgeLoopFromPath:)'") @objc(bodyWithEdgeLoopFromPath:) class func bodyWithEdgeLoopFromPath(path: CGPath!) -> SKPhysicsBody
@objc(bodyWithEdgeLoopFromRect:) init(edgeLoopFromRect rect: CGRect) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(edgeLoopFromRect:)'") @objc(bodyWithEdgeLoopFromRect:) class func bodyWithEdgeLoopFromRect(rect: CGRect) -> SKPhysicsBody
@objc(bodyWithTexture:size:) init!(texture: SKTexture!, size: CGSize) -> SKPhysicsBody
@availability(OSX, introduced=10.10) @availability(*, unavailable, message="use object construction 'SKPhysicsBody(texture:size:)'") @objc(bodyWithTexture:size:) class func bodyWithTexture(texture: SKTexture!, size: CGSize) -> SKPhysicsBody!
@objc(bodyWithTexture:alphaThreshold:size:) init!(texture: SKTexture!, alphaThreshold: Float, size: CGSize) -> SKPhysicsBody
@availability(OSX, introduced=10.10) @availability(*, unavailable, message="use object construction 'SKPhysicsBody(texture:alphaThreshold:size:)'") @objc(bodyWithTexture:alphaThreshold:size:) class func bodyWithTexture(texture: SKTexture!, alphaThreshold: Float, size: CGSize) -> SKPhysicsBody!
@objc(bodyWithBodies:) init(bodies: [AnyObject]) -> SKPhysicsBody
@availability(*, unavailable, message="use object construction 'SKPhysicsBody(bodies:)'") @objc(bodyWithBodies:) class func bodyWithBodies(bodies: [AnyObject]) -> SKPhysicsBody
@objc var dynamic: Bool {
@objc(isDynamic) get {}
@objc(setDynamic:) set {}
}
@objc var usesPreciseCollisionDetection: Bool {
@objc(usesPreciseCollisionDetection) get {}
@objc(setUsesPreciseCollisionDetection:) set {}
}
@objc var allowsRotation: Bool {
@objc(allowsRotation) get {}
@objc(setAllowsRotation:) set {}
}
@availability(OSX, introduced=10.10) @objc var pinned: Bool {
@objc(pinned) get {}
@objc(setPinned:) set {}
}
@objc var resting: Bool {
@objc(isResting) get {}
@objc(setResting:) set {}
}
@objc var friction: CGFloat {
@objc(friction) get {}
@objc(setFriction:) set {}
}
@availability(OSX, introduced=10.10) @objc var charge: CGFloat {
@objc(charge) get {}
@objc(setCharge:) set {}
}
@objc var restitution: CGFloat {
@objc(restitution) get {}
@objc(setRestitution:) set {}
}
@objc var linearDamping: CGFloat {
@objc(linearDamping) get {}
@objc(setLinearDamping:) set {}
}
@objc var angularDamping: CGFloat {
@objc(angularDamping) get {}
@objc(setAngularDamping:) set {}
}
@objc var density: CGFloat {
@objc(density) get {}
@objc(setDensity:) set {}
}
@objc var mass: CGFloat {
@objc(mass) get {}
@objc(setMass:) set {}
}
@objc var area: CGFloat {
@objc(area) get {}
}
@objc var affectedByGravity: Bool {
@objc(affectedByGravity) get {}
@objc(setAffectedByGravity:) set {}
}
@availability(OSX, introduced=10.10) @objc var fieldBitMask: UInt32 {
@objc(fieldBitMask) get {}
@objc(setFieldBitMask:) set {}
}
@objc var categoryBitMask: UInt32 {
@objc(categoryBitMask) get {}
@objc(setCategoryBitMask:) set {}
}
@objc var collisionBitMask: UInt32 {
@objc(collisionBitMask) get {}
@objc(setCollisionBitMask:) set {}
}
@objc var contactTestBitMask: UInt32 {
@objc(contactTestBitMask) get {}
@objc(setContactTestBitMask:) set {}
}
@objc var joints: [AnyObject] {
@objc(joints) get {}
}
@objc weak var node: SKNode? {
@objc(node) get {}
}
@objc var velocity: CGVector {
@objc(velocity) get {}
@objc(setVelocity:) set {}
}
@objc var angularVelocity: CGFloat {
@objc(angularVelocity) get {}
@objc(setAngularVelocity:) set {}
}
@objc(applyForce:) func applyForce(force: CGVector)
@objc(applyForce:atPoint:) func applyForce(force: CGVector, atPoint point: CGPoint)
@objc(applyTorque:) func applyTorque(torque: CGFloat)
@objc(applyImpulse:) func applyImpulse(impulse: CGVector)
@objc(applyImpulse:atPoint:) func applyImpulse(impulse: CGVector, atPoint point: CGPoint)
@objc(applyAngularImpulse:) func applyAngularImpulse(impulse: CGFloat)
@objc(allContactedBodies) func allContactedBodies() -> [AnyObject]
@objc(init) init()
@objc(copyWithZone:) func copyWithZone(zone: NSZone) -> AnyObject
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKPhysicsContact) class SKPhysicsContact : NSObject {
@objc var bodyA: SKPhysicsBody! {
@objc(bodyA) get {}
}
@objc var bodyB: SKPhysicsBody! {
@objc(bodyB) get {}
}
@objc var contactPoint: CGPoint {
@objc(contactPoint) get {}
}
@objc var contactNormal: CGVector {
@objc(contactNormal) get {}
}
@objc var collisionImpulse: CGFloat {
@objc(collisionImpulse) get {}
}
@objc(init) init()
}
@objc(SKPhysicsContactDelegate) protocol SKPhysicsContactDelegate : NSObjectProtocol {
@objc(didBeginContact:) optional func didBeginContact(contact: SKPhysicsContact)
@objc(didEndContact:) optional func didEndContact(contact: SKPhysicsContact)
}
@objc(SKPhysicsJoint) class SKPhysicsJoint : NSObject, NSCoding {
@objc var bodyA: SKPhysicsBody! {
@objc(bodyA) get {}
@objc(setBodyA:) set {}
}
@objc var bodyB: SKPhysicsBody! {
@objc(bodyB) get {}
@objc(setBodyB:) set {}
}
@objc var reactionForce: CGVector {
@objc(reactionForce) get {}
}
@objc var reactionTorque: CGFloat {
@objc(reactionTorque) get {}
}
@objc(init) init()
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKPhysicsJointFixed) class SKPhysicsJointFixed : SKPhysicsJoint {
@objc(jointWithBodyA:bodyB:anchor:) class func jointWithBodyA(bodyA: SKPhysicsBody!, bodyB: SKPhysicsBody!, anchor: CGPoint) -> SKPhysicsJointFixed!
@objc(init) init()
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKPhysicsJointLimit) class SKPhysicsJointLimit : SKPhysicsJoint {
@objc var maxLength: CGFloat {
@objc(maxLength) get {}
@objc(setMaxLength:) set {}
}
@objc(jointWithBodyA:bodyB:anchorA:anchorB:) class func jointWithBodyA(bodyA: SKPhysicsBody!, bodyB: SKPhysicsBody!, anchorA: CGPoint, anchorB: CGPoint) -> SKPhysicsJointLimit!
@objc(init) init()
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKPhysicsJointPin) class SKPhysicsJointPin : SKPhysicsJoint {
@objc(jointWithBodyA:bodyB:anchor:) class func jointWithBodyA(bodyA: SKPhysicsBody!, bodyB: SKPhysicsBody!, anchor: CGPoint) -> SKPhysicsJointPin!
@objc var shouldEnableLimits: Bool {
@objc(shouldEnableLimits) get {}
@objc(setShouldEnableLimits:) set {}
}
@objc var lowerAngleLimit: CGFloat {
@objc(lowerAngleLimit) get {}
@objc(setLowerAngleLimit:) set {}
}
@objc var upperAngleLimit: CGFloat {
@objc(upperAngleLimit) get {}
@objc(setUpperAngleLimit:) set {}
}
@objc var frictionTorque: CGFloat {
@objc(frictionTorque) get {}
@objc(setFrictionTorque:) set {}
}
@objc var rotationSpeed: CGFloat {
@objc(rotationSpeed) get {}
@objc(setRotationSpeed:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKPhysicsJointSliding) class SKPhysicsJointSliding : SKPhysicsJoint {
@objc(jointWithBodyA:bodyB:anchor:axis:) class func jointWithBodyA(bodyA: SKPhysicsBody!, bodyB: SKPhysicsBody!, anchor: CGPoint, axis: CGVector) -> SKPhysicsJointSliding!
@objc var shouldEnableLimits: Bool {
@objc(shouldEnableLimits) get {}
@objc(setShouldEnableLimits:) set {}
}
@objc var lowerDistanceLimit: CGFloat {
@objc(lowerDistanceLimit) get {}
@objc(setLowerDistanceLimit:) set {}
}
@objc var upperDistanceLimit: CGFloat {
@objc(upperDistanceLimit) get {}
@objc(setUpperDistanceLimit:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKPhysicsJointSpring) class SKPhysicsJointSpring : SKPhysicsJoint {
@objc(jointWithBodyA:bodyB:anchorA:anchorB:) class func jointWithBodyA(bodyA: SKPhysicsBody!, bodyB: SKPhysicsBody!, anchorA: CGPoint, anchorB: CGPoint) -> SKPhysicsJointSpring!
@objc var damping: CGFloat {
@objc(damping) get {}
@objc(setDamping:) set {}
}
@objc var frequency: CGFloat {
@objc(frequency) get {}
@objc(setFrequency:) set {}
}
@objc(init) init()
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@objc(SKPhysicsWorld) class SKPhysicsWorld : NSObject, NSCoding {
@objc var gravity: CGVector {
@objc(gravity) get {}
@objc(setGravity:) set {}
}
@objc var speed: CGFloat {
@objc(speed) get {}
@objc(setSpeed:) set {}
}
@objc unowned(unsafe) var contactDelegate: SKPhysicsContactDelegate! {
@objc(contactDelegate) get {}
@objc(setContactDelegate:) set {}
}
@objc(addJoint:) func addJoint(joint: SKPhysicsJoint)
@objc(removeJoint:) func removeJoint(joint: SKPhysicsJoint)
@objc(removeAllJoints) func removeAllJoints()
@objc(bodyAtPoint:) func bodyAtPoint(point: CGPoint) -> SKPhysicsBody?
@objc(bodyInRect:) func bodyInRect(rect: CGRect) -> SKPhysicsBody?
@objc(bodyAlongRayStart:end:) func bodyAlongRayStart(start: CGPoint, end: CGPoint) -> SKPhysicsBody?
@objc(enumerateBodiesAtPoint:usingBlock:) func enumerateBodiesAtPoint(point: CGPoint, usingBlock block: ((SKPhysicsBody!, UnsafeMutablePointer<ObjCBool>) -> Void)!)
@objc(enumerateBodiesInRect:usingBlock:) func enumerateBodiesInRect(rect: CGRect, usingBlock block: ((SKPhysicsBody!, UnsafeMutablePointer<ObjCBool>) -> Void)!)
@objc(enumerateBodiesAlongRayStart:end:usingBlock:) func enumerateBodiesAlongRayStart(start: CGPoint, end: CGPoint, usingBlock block: ((SKPhysicsBody!, CGPoint, CGVector, UnsafeMutablePointer<ObjCBool>) -> Void)!)
@objc(init) init()
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@availability(OSX, introduced=10.10) @objc(SKRange) class SKRange : NSObject, NSCoding, NSCopying {
@objc(initWithLowerLimit:upperLimit:) init(lowerLimit lower: CGFloat, upperLimit upper: CGFloat)
@availability(*, unavailable, message="use object construction 'SKRange(lowerLimit:upperLimit:)'") @objc(rangeWithLowerLimit:upperLimit:) class func rangeWithLowerLimit(lower: CGFloat, upperLimit upper: CGFloat) -> Self!
@objc(rangeWithLowerLimit:) convenience init(lowerLimit lower: CGFloat)
@availability(*, unavailable, message="use object construction 'SKRange(lowerLimit:)'") @objc(rangeWithLowerLimit:) class func rangeWithLowerLimit(lower: CGFloat) -> Self!
@objc(rangeWithUpperLimit:) convenience init(upperLimit upper: CGFloat)
@availability(*, unavailable, message="use object construction 'SKRange(upperLimit:)'") @objc(rangeWithUpperLimit:) class func rangeWithUpperLimit(upper: CGFloat) -> Self!
@objc(rangeWithConstantValue:) convenience init(constantValue value: CGFloat)
@availability(*, unavailable, message="use object construction 'SKRange(constantValue:)'") @objc(rangeWithConstantValue:) class func rangeWithConstantValue(value: CGFloat) -> Self!
@objc(rangeWithValue:variance:) convenience init(value: CGFloat, variance: CGFloat)
@availability(*, unavailable, message="use object construction 'SKRange(value:variance:)'") @objc(rangeWithValue:variance:) class func rangeWithValue(value: CGFloat, variance: CGFloat) -> Self!
@objc(rangeWithNoLimits) class func rangeWithNoLimits() -> Self!
@objc var lowerLimit: CGFloat {
@objc(lowerLimit) get {}
@objc(setLowerLimit:) set {}
}
@objc var upperLimit: CGFloat {
@objc(upperLimit) get {}
@objc(setUpperLimit:) set {}
}
@objc(init) convenience init()
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
@objc(copyWithZone:) func copyWithZone(zone: NSZone) -> AnyObject
}
@availability(OSX, introduced=10.10) @objc(SKReachConstraints) class SKReachConstraints : NSObject, NSCoding {
@objc var lowerAngleLimit: CGFloat {
@objc(lowerAngleLimit) get {}
@objc(setLowerAngleLimit:) set {}
}
@objc var upperAngleLimit: CGFloat {
@objc(upperAngleLimit) get {}
@objc(setUpperAngleLimit:) set {}
}
@objc(initWithLowerAngleLimit:upperAngleLimit:) init(lowerAngleLimit: CGFloat, upperAngleLimit: CGFloat)
@objc(init) convenience init()
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
@availability(OSX, introduced=10.10) @objc(SKRegion) class SKRegion : NSObject, NSCopying, NSCoding {
@objc var path: CGPath? {
@objc(path) get {}
}
@objc(infiniteRegion) class func infiniteRegion() -> Self!
@objc(initWithRadius:) init(radius: Float)
@objc(initWithSize:) init(size: CGSize)
@objc(initWithPath:) init(path: CGPath!)
@objc(inverseRegion) func inverseRegion() -> Self!
@objc(regionByUnionWithRegion:) func regionByUnionWithRegion(region: SKRegion!) -> Self!
@objc(regionByDifferenceFromRegion:) func regionByDifferenceFromRegion(region: SKRegion) -> Self!
@objc(regionByIntersectionWithRegion:) func regionByIntersectionWithRegion(region: SKRegion!) -> Self!
@objc(containsPoint:) func containsPoint(point: CGPoint) -> Bool
@objc(init) init()
@objc(copyWithZone:) func copyWithZone(zone: NSZone) -> AnyObject
@objc(encodeWithCoder:) func encodeWithCoder(aCoder: NSCoder)
@objc(initWithCoder:) required init(coder aDecoder: NSCoder)
}
enum SKRepeatMode : Int {
case Clamp
case Loop
}
@objc(SKScene) class SKScene : SKEffectNode {
@objc(initWithSize:) init(size: CGSize)
@availability(*, unavailable, message="use object construction 'SKScene(size:)'") @objc(sceneWithSize:) class func sceneWithSize(size: CGSize) -> Self!
@objc var size: CGSize {
@objc(size) get {}
@objc(setSize:) set {}
}
@objc var scaleMode: SKSceneScaleMode {
@objc(scaleMode) get {}
@objc(setScaleMode:) set {}
}
@objc var backgroundColor: NSColor {
@objc(backgroundColor) get {}
@objc(setBackgroundColor:) set {}
}
@availability(OSX, introduced=10.10) @objc unowned(unsafe) var delegate: SKSceneDelegate? {
@objc(delegate) get {}
@objc(setDelegate:) set {}
}
@objc var anchorPoint: CGPoint {
@objc(anchorPoint) get {}
@objc(setAnchorPoint:) set {}
}
@objc var physicsWorld: SKPhysicsWorld {
@objc(physicsWorld) get {}
}
@objc(convertPointFromView:) func convertPointFromView(point: CGPoint) -> CGPoint
@objc(convertPointToView:) func convertPointToView(point: CGPoint) -> CGPoint
@objc weak var view: SKView? {
@objc(view) get {}
}
@objc(update:) func update(currentTime: NSTimeInterval)
@objc(didEvaluateActions) func didEvaluateActions()
@objc(didSimulatePhysics) func didSimulatePhysics()
@availability(OSX, introduced=10.10) @objc(didApplyConstraints) func didApplyConstraints()
@availability(OSX, introduced=10.10) @objc(didFinishUpdate) func didFinishUpdate()
@objc(didMoveToView:) func didMoveToView(view: SKView)
@objc(willMoveFromView:) func willMoveFromView(view: SKView)
@objc(didChangeSize:) func didChangeSize(oldSize: CGSize)
@objc(init) init()
@objc(initWithCoder:) required init?(coder aDecoder: NSCoder)