accessorysetupkit
Discover and configure Bluetooth and Wi-Fi accessories using AccessorySetupKit. Use when presenting a privacy-preserving accessory picker, defining discovery…
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
How this skill gets triggered: by you, by Claude, or both.
/spritekitContext preview
The summary Claude sees to decide when to auto-load this skill.
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,
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."
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:
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.
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?.
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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