swiftship/internal/skills/data/features/spritekit-game/SKILL.md
SpriteKit 2D game development: SpriteView integration, scene architecture, entity-component system, physics, game loop. Use when building 2D games.
npx skillsauth add abdullah4ai/apple-dev-docs spritekit-gameInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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SpriteView is the bridge between SwiftUI and SpriteKit. It embeds an SKScene inside a SwiftUI view hierarchy.
import SpriteKit
import SwiftUI
struct GameView: View {
var body: some View {
SpriteView(scene: GameScene(size: CGSize(width: 390, height: 844)))
.ignoresSafeArea()
}
}
Key rules:
SpriteView per game screen — it owns and manages the SKScene lifecycleSpriteView(scene:, transition:, isPaused:, preferredFramesPerSecond:, options:, debugOptions:) for full control@Observable game state objectsEvery game scene uses a layer-based node hierarchy:
SKScene (GameScene)
├── backgroundLayer (SKNode) — z: -100, parallax backgrounds, sky
├── gameplayLayer (SKNode) — z: 0, player, enemies, items, platforms
└── hudLayer (SKNode) — z: 100, score, health bars, controls
Rules:
didMove(to:), add all game objects as children of the appropriate layerzPosition on layers, not on individual spritesSKCameraNode to the gameplay layer, set scene.cameraSKTransition for moving between scenesUse GKEntity + GKComponent for game object composition:
import GameplayKit
class PlayerEntity: GKEntity {
init(spriteNode: SKSpriteNode) {
super.init()
addComponent(SpriteComponent(node: spriteNode))
addComponent(HealthComponent(maxHealth: 100))
addComponent(MovementComponent(speed: 200))
}
}
Rules:
SKPhysicsBody with category bitmasks for collision detection:
struct PhysicsCategory {
static let player: UInt32 = 0x1 << 0
static let enemy: UInt32 = 0x1 << 1
static let item: UInt32 = 0x1 << 2
static let ground: UInt32 = 0x1 << 3
}
Rules:
categoryBitMask, contactTestBitMask, collisionBitMask on every physics bodySKPhysicsContactDelegate on the scene for contact callbacksphysicsWorld.gravity for platformers, set to .zero for top-down gamesThe update cycle runs every frame via update(_:):
override func update(_ currentTime: TimeInterval) {
let dt = currentTime - lastUpdateTime
lastUpdateTime = currentTime
componentSystem.update(deltaTime: dt)
}
Rules:
update() for game logic, didEvaluateActions() for post-action cleanupdidSimulatePhysics() for post-physics position correctionsDetailed references are available for each subsystem:
tools
Apple platform skill for docs, WWDC lookup, App Store Connect work, and SwiftUI app generation. Use repo-local `node cli.js` for Apple docs and WWDC search, `appledev store` for App Store Connect workflows, and `appledev build` for app scaffolding or fix loops on macOS. USE WHEN: Apple APIs, WWDC sessions, TestFlight/App Store tasks, or building/fixing Apple-platform apps. DON'T USE WHEN: non-Apple platforms, generic backend work, or general web research. EDGE CASES: docs-only queries use `node cli.js` in this repo, not `appledev`; release workflows use `appledev store`; app scaffolding uses `appledev build`; rules-only requests can read `references/ios-rules/` or `references/swiftui-guides/` progressively without invoking binaries.
tools
All-in-one Apple developer skill with three integrated tools shipped as a single unified binary. (1) Documentation search across Apple frameworks, symbols, and 1,267 WWDC sessions from 2014-2025. No credentials needed. (2) App Store Connect CLI with 120+ commands covering builds (find/wait/upload), TestFlight, pre-submission validate, submissions, signing, subscriptions (family-sharable), IAP, analytics, Xcode Cloud, metadata workflows, release pipeline dashboard, insights, win-back offers, promoted purchases, product pages, nominations, accessibility declarations, pre-orders, pricing filters, localizations update, diff, webhooks with local receiver, workflow automation, and more. Requires App Store Connect API key. (3) Multi-platform app builder (iOS/watchOS/tvOS/iPad/macOS/visionOS) that generates complete Swift/SwiftUI apps from natural language with auto-fix, simulator launch, interactive chat mode, and open-in-Xcode. Requires an LLM API key and Xcode. Includes 38 iOS development rules and 12 SwiftUI best practice guides for Liquid Glass, navigation, state management, and modern APIs. All three tools ship as one binary (appledev). USE WHEN: Apple API docs, App Store Connect management, WWDC lookup, or building iOS/watchOS/tvOS/macOS/visionOS apps from scratch. DON'T USE WHEN: non-Apple platforms or general coding.
testing
watchOS complications: WidgetKit complication families, accessory sizes, timeline providers for watch face. Use when implementing watchOS-specific patterns related to widgets.
development
watchOS haptic feedback: WKInterfaceDevice preset haptic types for wrist-based feedback. Use when implementing watchOS-specific patterns related to haptics.