title: How: class that inherits SKSpriteNode with init, that can call init(color:, size:)
body: <p>I prototype games using shapes, and spritekit was awesome for that before swift.</p>
  
  <p>Now when i try to extend a SKSpriteNode and add my init function, I can't call super.init(color, size).</p>
  
  <p>I have no way to call the code that creates the shape texture.</p>
  
  <p>I need to know how to either call that init function, or how to create the shape texture, so I can override the designated init, then call it using my shape texture.</p>
  
  <p>EDIT:
  Here is the exact code I'm doing and I do almost the exact same thing in another SKSprite node extended class:</p>
  
  <pre><code>class TetrisCell : SKSpriteNode
  {
      let length = 10;
      convenience init(color:UIColor) {
          var size = CGSize(width: length, height: length);
  
          //Not allowed to call a super's convenience init, must call non-convenience init
          super.init(color: color, size: size);
      }
  }
  </code></pre>
  
  <p>I understand why it won't let me, so I'm looking for another way around. For now, the TetrisCell doesn't have a texture. I'd like to simply use shapes for convenience.</p>
  
  <p>From what I can tell I HAVE to call super.init(texture:,color:,size:) in order to initialize my SKSpriteNode. If there is no way to do the above code, then I'd like to know what they set their SKTexture to, so I can mimic it. Something like super.init(texture: SKTexture.blankTexture) or something. Whatever they put as the texture is manipulated by the color: attribute, while my 1x1 pixel doesn't seem to be affected by the color: attribute.</p>