How can I make a function execute every second in swift?

You can use one like this: var timer = NSTimer() override func viewDidLoad() { scheduledTimerWithTimeInterval() } func scheduledTimerWithTimeInterval(){ // Scheduling timer to Call the function “updateCounting” with the interval of 1 seconds timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector(“updateCounting”), userInfo: nil, repeats: true) } func updateCounting(){ NSLog(“counting..”) } Swift 3: var timer = Timer() override … Read more

Setting up buttons in SKScene

you could use a SKSpriteNode as your button, and then when the user touches, check if that was the node touched. Use the SKSpriteNode’s name property to identify the node: //fire button – (SKSpriteNode *)fireButtonNode { SKSpriteNode *fireNode = [SKSpriteNode spriteNodeWithImageNamed:@”fireButton.png”]; fireNode.position = CGPointMake(fireButtonX,fireButtonY); fireNode.name = @”fireButtonNode”;//how the node is identified later fireNode.zPosition = 1.0; … Read more

Class does not implement its superclass’s required members

From an Apple employee on the Developer Forums: “A way to declare to the compiler and the built program that you really don’t want to be NSCoding-compatible is to do something like this:” required init(coder: NSCoder) { fatalError(“NSCoding not supported”) } If you know you don’t want to be NSCoding compliant, this is an option. … Read more