title: SKSpriteNode subclassing swift
body: <p>I have found a few posts on this but I'm still confused on how to do this.  I know I have to use the "designated initializer" which is the init(texture: SKTexture!, color: UIColor!, size: CGSize).  Really I won't use that anyway.  I'd like to just add some properties to the sprite nodes.</p>
  
  <pre><code>class Piece: SKSpriteNode {
  
  enum Type: Int {
      case type1 = 1, type2, type3, type4, type5
  }
  
      var piecetype : Type 
  
  init(texture: SKTexture!, color: UIColor!, size: CGSize)
  {
      self.piecetype = .type1
      super.init(texture: texture, color: color, size: size)
  
  }
  
  
  convenience init(imageNamed: String!, currentPiece: Type)
      {
          self.piecetype = currentPiece
          let color = UIColor()
          let texture = SKTexture(imageNamed: imageNamed)
          let size = CGSizeMake(100.0, 100.0)
          super.init(texture: texture, color: color, size: size)
      }
  </code></pre>
  
  <p>in the main code I try to add a piece by using</p>
  
  <pre><code>var newPiece : Piece = Piece(imageNamed: "image.png", currentPiece: .type1)
  self.addChild(newPiece)
  </code></pre>
  
  <p>It seems like I'm close, but I'm a bit confused on how to do the initializers.  </p>