/spritekit
Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode,
$ npx -y skills add dpearson2699/swift-ios-skills --skill spritekit --agent claude-codeHow it fires
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/spritekit
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Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode,
SKILL.md
spritekit.SKILL.mdname: spritekit
description: "Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView."
SpriteKit
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.
Contents
- [Scene Setup](#scene-setup)
- [Nodes and Sprites](#nodes-and-sprites)
- [Actions and Animation](#actions-and-animation)
- [Physics](#physics)
- [Touch Handling](#touch-handling)
- [Camera](#camera)
- [Particle Effects](#particle-effects)
- [SwiftUI Integration](#swiftui-integration)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
Scene Setup
SpriteKit renders content through `SKView`, which presents an `SKScene` -- the root node of a tree that the framework animates and renders each frame.
Creating a Scene
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.
}
}Presenting a Scene (UIKit)
guard let skView = view as? SKView else { return }
skView.ignoresSiblingOrder = true
let scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .resizeFill
skView.presentScene(scene)Scale Modes
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.
Frame Cycle
Each frame follows this order:
1. `update(_:)` -- game logic 2. Evaluate actions 3. `didEvaluateActions()` -- post-action logic 4. Simulate physics 5. `didSimulatePhysics()` -- post-physics adjustments 6. Apply constraints 7. `didApplyConstraints()` 8. `didFinishUpdate()` -- final adjustments before rendering
Override only the callbacks where work is needed.
Nodes and Sprites
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.
Common Node Types
| 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 |
Creating Sprites
let player = SKSpriteNode(imageNamed: "hero")
player.position = CGPoint(x: frame.midX, y: frame.midY)
player.name = "player"
addChild(player)
Drawing Order
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
Naming and Searching
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 { /* ... */ }Actions and Animation
`SKAction` objects define changes applied to nodes over time. Actions are immutable and reusable. Run with `node.run(_:)`.
Basic Actions
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()
Combining Actions
// 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)
])
)Texture Animation
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
Physics
SpriteKit provides a built-in 2D physics engine. The scene's `physicsWorld` manages gravity and collision detection.
Adding Physics Bodies
// 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?.
Read more
name: spritekit description: "Build 2D games and animations using SpriteKit. Use when creating game scenes with SKScene and SKView, adding sprites with SKSpriteNode, animating with SKAction sequences, simulating physics with SKPhysicsBody and contact detection, creating particle effects with SKEmitterNode, building tile maps, using SKCameraNode, or integrating SpriteKit scenes in SwiftUI with SpriteView."
SpriteKit
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.
Contents
- [Scene Setup](#scene-setup)
- [Nodes and Sprites](#nodes-and-sprites)
- [Actions and Animation](#actions-and-animation)
- [Physics](#physics)
- [Touch Handling](#touch-handling)
- [Camera](#camera)
- [Particle Effects](#particle-effects)
- [SwiftUI Integration](#swiftui-integration)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
Scene Setup
SpriteKit renders content through `SKView`, which presents an `SKScene` -- the root node of a tree that the framework animates and renders each frame.
Creating a Scene
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.
}
}Presenting a Scene (UIKit)
guard let skView = view as? SKView else { return }
skView.ignoresSiblingOrder = true
let scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .resizeFill
skView.presentScene(scene)Scale Modes
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.
Frame Cycle
Each frame follows this order:
1. `update(_:)` -- game logic 2. Evaluate actions 3. `didEvaluateActions()` -- post-action logic 4. Simulate physics 5. `didSimulatePhysics()` -- post-physics adjustments 6. Apply constraints 7. `didApplyConstraints()` 8. `didFinishUpdate()` -- final adjustments before rendering
Override only the callbacks where work is needed.
Nodes and Sprites
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.
Common Node Types
| 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 |
Creating Sprites
let player = SKSpriteNode(imageNamed: "hero") player.position = CGPoint(x: frame.midX, y: frame.midY) player.name = "player" addChild(player)
Drawing Order
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
Naming and Searching
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 { /* ... */ }Actions and Animation
`SKAction` objects define changes applied to nodes over time. Actions are immutable and reusable. Run with `node.run(_:)`.
Basic Actions
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()
Combining Actions
// 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)
])
)Texture Animation
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
Physics
SpriteKit provides a built-in 2D physics engine. The scene's `physicsWorld` manages gravity and collision detection.
Adding Physics Bodies
// 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?.
86 agent skills optimized for iOS 26+ development with Swift 6.3 and modern Apple frameworks.
Repo: dpearson2699/swift-ios-skills
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