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Hi, I'm pretty new to programming, and I’m having a bit of trouble with Core Data. I have a list view that passes fetched data to a view that contains the individual objects in the list and another view where you can edit the data. However, when I edit the data, it doesn’t update it on the view until I quit and reopen the app. So how would I go about manually (or preferably automatically) refreshing the view? I’ve heard that @FetchRequest is supposed to automatically refresh the view when any of the data is updated, but that doesn’t seem to be the case (unless of course I somehow missed some crucial line of code). Any help would be greatly appreciated!
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So I created an SKSpriteNode subclass for my sprites. But whenever I retrieve the node(s) in the touched location (using nodes(at p: location), I can’t access the custom properties I that I had assigned to them earlier. Though I assume that’s because the retrieved node is of type SKSpriteNode as opposed to my custom type. So how would I go about either retrieving the node in my custom type or converting it to my custom type (while also retaining custom properties)? Here's my subclass: class Gift: SKSpriteNode { var imageName: String var giftColor: Color init(imageName: String, giftColor: Color) { self.imageName = imageName self.giftColor = giftColor let texture = SKTexture(imageNamed: imageName) super.init(texture: texture, color: .clear, size: texture.size()) } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } } Here's where I initialized the sprites: func initializeGifts() { for i in 0...7 { var giftRow: [Gift] = [] for j in 0...7 { let color = randomColor()                 let x: Int = (115 + 77 * j) - Int(size.width) / 2 let y: Int = -(205 + 85 * i) + Int(size.height) / 2 giftRow.append(Gift(imageName: "gift_\(color.rawValue)", giftColor: color)) giftRow[j].name = "\(color.rawValue)Gift" giftRow[j].position = CGPoint(x: x, y: y) giftRow[j].size = CGSize(width: 50, height: 58) addChild(giftRow[j]) } gifts.append(giftRow) //`gifts` is a 2d array } } And here's where I retrieved the nodes that were tapped: override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { guard let touch = touches.first else { return } let location = touch.location(in: self) let touchedNodes = nodes(at: location) for node in touchedNodes { print(node.giftColor) //Error: Value of type 'SKNode' has no member 'giftColor' } } Any help would be greatly appreciated!
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