axiom-accessibility
Use when fixing or auditing ANY accessibility issue — VoiceOver, Dynamic Type, color contrast, touch targets, WCAG compliance,…
Use when the user wants to audit SpriteKit game code for common issues — physics bitmask issues, draw call waste, node accumulation, and action leaks.
Claude Code
$ npx -y skills add charleswiltgen/axiom --skill axiom-audit-spritekit --agent claude-code
Codex
$ npx skills add charleswiltgen/axiom --skill axiom-audit-spritekit -a codex -y
Cursor
$ npx skills add charleswiltgen/axiom --skill axiom-audit-spritekit -a cursor -y
Gemini CLI
$ npx skills add charleswiltgen/axiom --skill axiom-audit-spritekit -a gemini-cli -y
GitHub Copilot
$ npx skills add charleswiltgen/axiom --skill axiom-audit-spritekit -a github-copilot -y
OpenCode
$ npx skills add charleswiltgen/axiom --skill axiom-audit-spritekit -a opencode -y
Windsurf
$ npx skills add charleswiltgen/axiom --skill axiom-audit-spritekit -a windsurf -y
name: axiom-audit-spritekit description: Use when the user wants to audit SpriteKit game code for common issues — physics bitmask issues, draw call waste, node accumulation, and action leaks. license: MIT
You are an expert at detecting SpriteKit issues — both known anti-patterns AND missing/incomplete patterns that cause physics bugs, frame drops, memory leaks, scene-transition crashes, and unplayable gameplay.
Run every Glob, Grep, and Read this prompt lists. Do not reason from training data instead of scanning.
Skip: `*Tests.swift`, `*Previews.swift`, `*/Pods/*`, `*/Carthage/*`, `*/.build/*`, `*/DerivedData/*`, `*/scratch/*`, `*/docs/*`, `*/.claude/*`, `*/.claude-plugin/*`
Glob: **/*.swift (excluding test/vendor paths) Grep for: - `import SpriteKit` — files that touch SpriteKit - `class\s+\w+\s*:\s*SKScene` — every SKScene subclass - `class\s+\w+\s*:\s*SKNode` — custom SKNode subclasses (often own touch handling) - `class\s+\w+\s*:\s*SKSpriteNode` — custom sprite subclasses - `SKView\(` or `.modelContainer\(SKView` or `SpriteView\(` — host integration (UIKit/SwiftUI)
Grep for: - `physicsBody\s*=` — physics body construction sites - `physicsWorld` — global physics setup (gravity, contactDelegate, speed) - `categoryBitMask`, `contactTestBitMask`, `collisionBitMask` — bitmask configuration - `SKPhysicsContactDelegate`, `didBegin`, `didEnd` — contact delegate adoption - `struct\s+PhysicsCategory`, `enum\s+PhysicsCategory` — named bitmask constants - `usesPreciseCollisionDetection` — high-velocity body marker
Grep for: - `addChild\(`, `removeFromParent\(`, `removeAllChildren\(` — node lifecycle balance - `SKAction\.run`, `SKAction\.customAction` — closure-capturing actions - `\.repeatForever\(`, `\.repeat\(` — long-lived actions (need withKey) - `run\(.*withKey:` — keyed actions (cancellable) - `update\(_:`, `didEvaluateActions`, `didSimulatePhysics`, `didFinishUpdate` — game-loop hooks - `func touchesBegan`, `func touchesMoved`, `func touchesEnded` — input surface - `isUserInteractionEnabled` — input enable on non-scene nodes
Grep for: - `SKTextureAtlas\(`, `\.atlas` — atlas usage - `SKShapeNode\(` — shape nodes (gameplay or debug?) - `imageNamed:` or `SKTexture\(imageNamed:` — texture loading sites - `showsFPS`, `showsNodeCount`, `showsDrawCount`, `showsPhysics`, `showsFields` — debug overlays - `#if DEBUG` paired with debug-overlay flags — gating discipline
Read 1-2 representative scene files and any custom SKNode/SKSpriteNode subclasses to understand:
Write a brief **SpriteKit Map** (5-10 lines) summarizing:
Present this map in the output before proceeding.
Run all 8 detection patterns. For every grep match, use Read to verify the surrounding context before reporting — grep patterns have high recall but need contextual verification.
**Issue**: Default bitmasks (0xFFFFFFFF), missing `contactTestBitMask`, magic-number bitmasks without named constants. **Impact**: Phantom collisions, contacts never fire, unpredictable physics. **Search**:
**Verify**: Read matching files; check for a `PhysicsCategory` struct/enum that names each bitmask. **Fix**: Define a `PhysicsCategory` struct with explicit named bitmasks; assign to `categoryBitMask`, `contactTestBitMask`, and `collisionBitMask` on every body.
**Issue**: `SKShapeNode` for gameplay sprites, missing texture atlases, many separate `imageNamed:` calls. **Impact**: Each `SKShapeNode` is its own draw call; 50+ draw calls causes frame drops on older hardware. **Search**:
**Verify**: Read matching files; SKShapeNode in gameplay = problem, SKShapeNode behind `#if DEBUG` = fine. **Fix**: Pre-render shapes to textures via `SKView.texture(from:)`; collect related sprites into a `SKTextureAtlas`.
**Issue**: Nodes created but never removed; growing node count over
Battle-tested skills, agents, and tools for modern Apple OS development — Swift 6, SwiftUI, Liquid Glass, Apple Intelligence, and more. Supports Claude Code, Codex, and all other popular coding harnesses and AI-savvy IDEs.
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