From apple-kit-skills
Builds 2D games and animations for iOS using SpriteKit in Swift. Covers scenes, nodes, actions, physics simulation, particles, camera, touch handling, and SwiftUI integration.
npx claudepluginhub dpearson2699/swift-ios-skills --plugin all-ios-skillsThis skill uses the workspace's default tool permissions.
Build 2D games and interactive animations for iOS 26+ using SpriteKit and
Generates design tokens/docs from CSS/Tailwind/styled-components codebases, audits visual consistency across 10 dimensions, detects AI slop in UI.
Records polished WebM UI demo videos of web apps using Playwright with cursor overlay, natural pacing, and three-phase scripting. Activates for demo, walkthrough, screen recording, or tutorial requests.
Delivers idiomatic Kotlin patterns for null safety, immutability, sealed classes, coroutines, Flows, extensions, DSL builders, and Gradle DSL. Use when writing, reviewing, refactoring, or designing Kotlin code.
Build 2D games and interactive animations for iOS 26+ using SpriteKit and Swift 6.3. Covers scene lifecycle, node hierarchy, actions, physics, particles, camera, touch handling, and SwiftUI integration.
SpriteKit renders content through SKView, which presents an SKScene -- the
root node of a tree that the framework animates and renders each frame.
Subclass SKScene and override lifecycle methods. The coordinate system
origin is at the bottom-left by default.
import SpriteKit
final class GameScene: SKScene {
override func didMove(to view: SKView) {
backgroundColor = .darkGray
physicsWorld.contactDelegate = self
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
setupNodes()
}
override func update(_ currentTime: TimeInterval) {
// Called once per frame before actions are evaluated.
}
}
guard let skView = view as? SKView else { return }
skView.ignoresSiblingOrder = true
let scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .resizeFill
skView.presentScene(scene)
Use .resizeFill when the scene should adapt to view size changes (rotation,
multitasking). Use .aspectFill for fixed-design game scenes. .aspectFit
letterboxes; .fill stretches and may distort.
Each frame follows this order:
update(_:) -- game logicdidEvaluateActions() -- post-action logicdidSimulatePhysics() -- post-physics adjustmentsdidApplyConstraints()didFinishUpdate() -- final adjustments before renderingOverride only the callbacks where work is needed.
Use SKNode (without a visual) as an invisible container or layout group.
Child nodes inherit parent position, scale, rotation, alpha, and speed.
SKSpriteNode is the primary visual node.
| Class | Purpose |
|---|---|
SKSpriteNode | Textured image or solid color |
SKLabelNode | Text rendering |
SKShapeNode | Vector paths (expensive per draw call) |
SKEmitterNode | Particle effects |
SKCameraNode | Viewport control |
SKTileMapNode | Grid-based tiles |
SKAudioNode | Positional audio |
SKCropNode / SKEffectNode | Masking / CIFilter |
SK3DNode | Embedded SceneKit content |
let player = SKSpriteNode(imageNamed: "hero")
player.position = CGPoint(x: frame.midX, y: frame.midY)
player.name = "player"
addChild(player)
Set ignoresSiblingOrder = true on SKView for better performance; SpriteKit
then uses zPosition to determine order. Without it, nodes draw in tree order.
background.zPosition = -1
player.zPosition = 0
foregroundUI.zPosition = 10
Assign name to find nodes without instance variables. Use childNode(withName:),
enumerateChildNodes(withName:using:), or subscript. Patterns: // searches
the entire tree, * matches any characters, .. refers to the parent.
player.name = "player"
if let found = childNode(withName: "player") as? SKSpriteNode { /* ... */ }
SKAction objects define changes applied to nodes over time. Actions are
immutable and reusable. Run with node.run(_:).
let moveUp = SKAction.moveBy(x: 0, y: 100, duration: 0.5)
let grow = SKAction.scale(to: 1.5, duration: 0.3)
let spin = SKAction.rotate(byAngle: .pi * 2, duration: 1.0)
let fadeOut = SKAction.fadeOut(withDuration: 0.3)
let remove = SKAction.removeFromParent()
// Sequential: run one after another
let dropAndRemove = SKAction.sequence([
SKAction.moveBy(x: 0, y: -500, duration: 1.0),
SKAction.removeFromParent()
])
// Parallel: run simultaneously
let scaleAndFade = SKAction.group([
SKAction.scale(to: 0.0, duration: 0.3),
SKAction.fadeOut(withDuration: 0.3)
])
// Repeat
let pulse = SKAction.repeatForever(
SKAction.sequence([
SKAction.scale(to: 1.2, duration: 0.5),
SKAction.scale(to: 1.0, duration: 0.5)
])
)
let walkFrames = (1...8).map { SKTexture(imageNamed: "walk_\($0)") }
let walkAction = SKAction.animate(with: walkFrames, timePerFrame: 0.1)
player.run(SKAction.repeatForever(walkAction))
Control the speed curve with timingMode (.linear, .easeIn, .easeOut,
.easeInEaseOut). Assign keys to actions for later access:
let easeIn = SKAction.moveTo(x: 300, duration: 1.0)
easeIn.timingMode = .easeInEaseOut
player.run(pulse, withKey: "pulse")
player.removeAction(forKey: "pulse") // stop later
SpriteKit provides a built-in 2D physics engine. The scene's physicsWorld
manages gravity and collision detection.
// Circle body
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.restitution = 0.3
// Static rectangle
ground.physicsBody = SKPhysicsBody(rectangleOf: ground.size)
ground.physicsBody?.isDynamic = false
// Texture-based body for irregular shapes
player.physicsBody = SKPhysicsBody(texture: player.texture!, size: player.size)
Use bit masks to control collisions and contact callbacks:
struct PhysicsCategory {
static let player: UInt32 = 0b0001
static let enemy: UInt32 = 0b0010
static let ground: UInt32 = 0b0100
}
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
player.physicsBody?.collisionBitMask = PhysicsCategory.ground
categoryBitMask identifies the body. collisionBitMask controls physics
response (bouncing). contactTestBitMask triggers didBegin/didEnd.
Implement SKPhysicsContactDelegate and set physicsWorld.contactDelegate = self
in didMove(to:):
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if mask == PhysicsCategory.player | PhysicsCategory.enemy {
handlePlayerHit(contact)
}
}
}
player.physicsBody?.applyForce(CGVector(dx: 0, dy: 50)) // continuous
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 200)) // instant
player.physicsBody?.applyAngularImpulse(0.5) // spin
Use .applyImpulse for jumps and projectile launches. Configure gravity with
physicsWorld.gravity = CGVector(dx: 0, dy: -9.8) and per-body with
affectedByGravity.
SKScene inherits from UIResponder. Override touchesBegan, touchesMoved,
touchesEnded on the scene. Use nodes(at:) to hit-test.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
let tappedNodes = nodes(at: location)
if tappedNodes.contains(where: { $0.name == "playButton" }) {
startGame()
}
}
For node-level touch handling, subclass the node and set
isUserInteractionEnabled = true. That node then receives touches directly
instead of the scene.
SKCameraNode controls the visible portion of the scene. Add it as a child
and assign to scene.camera.
let cameraNode = SKCameraNode()
addChild(cameraNode)
camera = cameraNode
cameraNode.position = CGPoint(x: frame.midX, y: frame.midY)
Update the camera position in didSimulatePhysics() or use constraints:
override func didSimulatePhysics() {
cameraNode.position = player.position
}
// Constrain camera to world bounds
let xRange = SKRange(lowerLimit: frame.midX, upperLimit: worldWidth - frame.midX)
let yRange = SKRange(lowerLimit: frame.midY, upperLimit: worldHeight - frame.midY)
cameraNode.constraints = [SKConstraint.positionX(xRange, y: yRange)]
Scale the camera node inversely: setScale(0.5) zooms in 2x, setScale(2.0)
zooms out 2x. Nodes added as children of the camera stay fixed on screen
(HUD elements):
let scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 0, y: frame.height / 2 - 40)
scoreLabel.fontName = "AvenirNext-Bold"
scoreLabel.fontSize = 24
cameraNode.addChild(scoreLabel)
SKEmitterNode generates particle effects. Design emitters in Xcode's
SpriteKit Particle File editor (.sks) or configure in code.
// Load from file
guard let emitter = SKEmitterNode(fileNamed: "Fire") else { return }
emitter.position = CGPoint(x: frame.midX, y: 100)
addChild(emitter)
Set numParticlesToEmit for finite effects and remove after completion:
func spawnExplosion(at position: CGPoint) {
guard let explosion = SKEmitterNode(fileNamed: "Explosion") else { return }
explosion.position = position
explosion.numParticlesToEmit = 100
addChild(explosion)
let wait = SKAction.wait(forDuration: TimeInterval(explosion.particleLifetime))
explosion.run(SKAction.sequence([wait, .removeFromParent()]))
}
Set targetNode to the scene so particles stay in world space when the
emitter moves: emitter.targetNode = self.
SpriteView embeds a SpriteKit scene in SwiftUI.
import SwiftUI
import SpriteKit
struct GameView: View {
@State private var scene: GameScene = {
let s = GameScene()
s.size = CGSize(width: 390, height: 844)
s.scaleMode = .resizeFill
return s
}()
var body: some View {
SpriteView(scene: scene)
.ignoresSafeArea()
}
}
Pass options: [.allowsTransparency] for transparent backgrounds,
.shouldCullNonVisibleNodes for offscreen culling, or .ignoresSiblingOrder
for zPosition-based draw order. Use debugOptions: [.showsFPS, .showsNodeCount]
during development.
Pass data through a shared @Observable object. Store the scene in @State
to avoid re-creation on view re-renders:
@Observable final class GameState {
var score = 0
var isPaused = false
}
struct GameContainerView: View {
@State private var gameState = GameState()
@State private var scene = GameScene()
var body: some View {
SpriteView(scene: scene, isPaused: gameState.isPaused)
.onAppear { scene.gameState = gameState }
}
}
// DON'T: Scene is recreated on every body evaluation
var body: some View {
SpriteView(scene: GameScene(size: CGSize(width: 390, height: 844)))
}
// DO: Create once and reuse
@State private var scene = GameScene(size: CGSize(width: 390, height: 844))
var body: some View {
SpriteView(scene: scene)
}
A node can only have one parent. Remove from the current parent first or create a separate instance. Adding a node that already has a parent crashes.
// DON'T: Bodies collide but didBegin is never called
player.physicsBody?.categoryBitMask = PhysicsCategory.player
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
// DO: Set contactTestBitMask to receive contact callbacks
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
SKShapeNode uses a separate draw call per instance. Prefer SKSpriteNode
with a texture for repeated elements to enable batched rendering.
// DON'T
enemy.run(SKAction.moveBy(x: -800, y: 0, duration: 3.0))
addChild(enemy)
// DO: Remove after leaving the visible area
enemy.run(SKAction.sequence([
SKAction.moveBy(x: -800, y: 0, duration: 3.0),
SKAction.removeFromParent()
]))
addChild(enemy)
Set physicsWorld.contactDelegate = self in didMove(to:), not in
update(_:) or after a delay.
didMove(to:) for setup, not initscaleMode chosen appropriately for the game's designignoresSiblingOrder set to true on SKView for performancezPosition used consistently when ignoresSiblingOrder is enabledcontactDelegate set in didMove(to:)contactTestBitMask set for any pair needing didBegin/didEnd callbacksisDynamic = falseSKShapeNode avoided in performance-critical paths; SKSpriteNode preferred.removeFromParent() in sequencetargetNode set when particles should stay in world space@State when used with SpriteView in SwiftUIupdate(_:) uses delta time for frame-rate-independent movement