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spritekitlisted

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.
dpearson2699/swift-ios-skills · ★ 730 · AI & Automation · score 80
Install: claude install-skill dpearson2699/swift-ios-skills
# 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. ```swift 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) ```swift guard let skView = view as? SKView else { return } skView.ignoresSiblingOrder = true let scene = GameScene(size: skView.bounds.s