Add scan flow MVP and local Axiom skill workspace

This snapshot establishes the camera-to-result recognition flow and related tests while checking in the project skill/docs assets required for the configured local tooling.
This commit is contained in:
Matthias
2026-04-19 21:11:32 +02:00
parent 577214d474
commit a60a76b797
679 changed files with 138964 additions and 73 deletions

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{
"source": "CharlesWiltgen/Axiom",
"sourceType": "git",
"repoUrl": "https://github.com/CharlesWiltgen/Axiom",
"subpath": "axiom-codex/skills/axiom-spritekit",
"installedAt": "2026-04-12T08:06:38.641Z"
}

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---
name: axiom-spritekit
description: Use when building SpriteKit games, implementing physics, actions, scene management, or debugging game performance. Covers scene graph, physics engine, actions system, game loop, rendering optimization.
license: MIT
metadata:
version: "1.0.0"
---
# SpriteKit Game Development Guide
**Purpose**: Build reliable SpriteKit games by mastering the scene graph, physics engine, action system, and rendering pipeline
**iOS Version**: iOS 13+ (SwiftUI integration), iOS 11+ (SKRenderer)
**Xcode**: Xcode 15+
## When to Use This Skill
Use this skill when:
- Building a new SpriteKit game or interactive simulation
- Implementing physics (collisions, contacts, forces, joints)
- Setting up game architecture (scenes, layers, cameras)
- Optimizing frame rate or reducing draw calls
- Implementing touch/input handling in a game
- Managing scene transitions and data passing
- Integrating SpriteKit with SwiftUI or Metal
- Debugging physics contacts that don't fire
- Fixing coordinate system confusion
Do NOT use this skill for:
- SceneKit 3D rendering (`axiom-scenekit`)
- GameplayKit entity-component systems
- Metal shader programming (`axiom-metal-migration-ref`)
- General SwiftUI layout (`axiom-swiftui-layout`)
---
## 1. Mental Model
### Coordinate System
SpriteKit uses a **bottom-left origin** with Y pointing up. This differs from UIKit (top-left, Y down).
```
SpriteKit: UIKit:
┌─────────┐ ┌─────────┐
│ +Y │ │ (0,0) │
│ ↑ │ │ ↓ │
│ │ │ │ +Y │
│(0,0)──→+X│ │ │ │
└─────────┘ └─────────┘
```
**Anchor Points** define which point on a sprite maps to its `position`. Default is `(0.5, 0.5)` (center).
```swift
// Common anchor point trap:
// Anchor (0, 0) = bottom-left of sprite is at position
// Anchor (0.5, 0.5) = center of sprite is at position (DEFAULT)
// Anchor (0.5, 0) = bottom-center (useful for characters standing on ground)
sprite.anchorPoint = CGPoint(x: 0.5, y: 0)
```
**Scene anchor point** maps the view's frame to scene coordinates:
- `(0, 0)` — scene origin at bottom-left of view (default)
- `(0.5, 0.5)` — scene origin at center of view
### Node Tree
Everything in SpriteKit is an `SKNode` in a tree hierarchy. Parent transforms propagate to children.
```
SKScene
├── SKCameraNode (viewport control)
├── SKNode "world" (game content layer)
│ ├── SKSpriteNode "player"
│ ├── SKSpriteNode "enemy"
│ └── SKNode "platforms"
│ ├── SKSpriteNode "platform1"
│ └── SKSpriteNode "platform2"
└── SKNode "hud" (UI layer, attached to camera)
├── SKLabelNode "score"
└── SKSpriteNode "healthBar"
```
### Z-Ordering
`zPosition` controls draw order. Higher values render on top. Nodes at the same `zPosition` render in child array order (unless `ignoresSiblingOrder` is `true`).
```swift
// Establish clear z-order layers
enum ZLayer {
static let background: CGFloat = -100
static let platforms: CGFloat = 0
static let items: CGFloat = 10
static let player: CGFloat = 20
static let effects: CGFloat = 30
static let hud: CGFloat = 100
}
```
---
## 2. Scene Architecture
### Scale Mode Decision
| Mode | Behavior | Use When |
|------|----------|----------|
| `.aspectFill` | Fills view, crops edges | Full-bleed games (most games) |
| `.aspectFit` | Fits in view, letterboxes | Puzzle games needing exact layout |
| `.resizeFill` | Stretches to fill | Almost never — distorts |
| `.fill` | Matches view size exactly | Scene adapts to any ratio |
```swift
class GameScene: SKScene {
override func sceneDidLoad() {
scaleMode = .aspectFill
// Design for a reference size, let aspectFill crop edges
}
}
```
### Camera Node Pattern
Always use `SKCameraNode` for viewport control. Attach HUD elements to the camera so they don't scroll.
```swift
let camera = SKCameraNode()
camera.name = "mainCamera"
addChild(camera)
self.camera = camera
// HUD follows camera automatically
let scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 0, y: size.height / 2 - 50)
camera.addChild(scoreLabel)
// Move camera to follow player
let follow = SKConstraint.distance(SKRange(constantValue: 0), to: playerNode)
camera.constraints = [follow]
```
### Layer Organization
```swift
// Create layer nodes for organization
let worldNode = SKNode()
worldNode.name = "world"
addChild(worldNode)
let hudNode = SKNode()
hudNode.name = "hud"
camera?.addChild(hudNode)
// All gameplay objects go in worldNode
worldNode.addChild(playerSprite)
worldNode.addChild(enemySprite)
// All UI goes in hudNode (moves with camera)
hudNode.addChild(scoreLabel)
```
### Scene Transitions
```swift
// Preload next scene for smooth transitions
guard let nextScene = LevelScene(fileNamed: "Level2") else { return }
nextScene.scaleMode = .aspectFill
let transition = SKTransition.fade(withDuration: 0.5)
view?.presentScene(nextScene, transition: transition)
```
**Data passing between scenes**: Use a shared game state object, not node properties.
```swift
class GameState {
static let shared = GameState()
var score = 0
var currentLevel = 1
var playerHealth = 100
}
// In scene transition:
let nextScene = LevelScene(size: size)
// GameState.shared is already accessible
view?.presentScene(nextScene, transition: .fade(withDuration: 0.5))
```
**Note**: A singleton works for simple games. For larger projects with testing needs, consider passing a `GameState` instance through scene initializers to avoid hidden global state.
**Cleanup in `willMove(from:)`**:
```swift
override func willMove(from view: SKView) {
removeAllActions()
removeAllChildren()
physicsWorld.contactDelegate = nil
}
```
---
## 3. Physics Engine
### Bitmask Discipline
**This is the #1 source of SpriteKit bugs.** Physics bitmasks use a 32-bit system where each bit represents a category.
```swift
struct PhysicsCategory {
static let none: UInt32 = 0
static let player: UInt32 = 0b0001 // 1
static let enemy: UInt32 = 0b0010 // 2
static let ground: UInt32 = 0b0100 // 4
static let projectile: UInt32 = 0b1000 // 8
static let powerUp: UInt32 = 0b10000 // 16
}
```
**Three bitmask properties** (all default to `0xFFFFFFFF` — everything):
| Property | Purpose | Default |
|----------|---------|---------|
| `categoryBitMask` | What this body IS | `0xFFFFFFFF` |
| `collisionBitMask` | What it BOUNCES off | `0xFFFFFFFF` |
| `contactTestBitMask` | What TRIGGERS delegate | `0x00000000` |
**The default `collisionBitMask` of `0xFFFFFFFF` means everything collides with everything.** This is the most common source of unexpected physics behavior.
```swift
// CORRECT: Explicit bitmask setup
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.enemy
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy | PhysicsCategory.powerUp
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
enemy.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.player
enemy.physicsBody?.contactTestBitMask = PhysicsCategory.player | PhysicsCategory.projectile
```
### Bitmask Checklist
For every physics body, verify:
1. `categoryBitMask` set to exactly one category
2. `collisionBitMask` set to only categories it should bounce off (NOT `0xFFFFFFFF`)
3. `contactTestBitMask` set to categories that should trigger delegate callbacks
4. Delegate is assigned: `physicsWorld.contactDelegate = self`
### Contact Detection
```swift
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
}
func didBegin(_ contact: SKPhysicsContact) {
// Sort bodies so bodyA has the lower category
let (first, second): (SKPhysicsBody, SKPhysicsBody)
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
(first, second) = (contact.bodyA, contact.bodyB)
} else {
(first, second) = (contact.bodyB, contact.bodyA)
}
// Now dispatch based on categories
if first.categoryBitMask == PhysicsCategory.player &&
second.categoryBitMask == PhysicsCategory.enemy {
guard let playerNode = first.node, let enemyNode = second.node else { return }
playerHitEnemy(player: playerNode, enemy: enemyNode)
}
}
}
```
**Modification rule**: You cannot modify the physics world inside `didBegin`/`didEnd`. Set flags and apply changes in `update(_:)`.
```swift
var enemiesToRemove: [SKNode] = []
func didBegin(_ contact: SKPhysicsContact) {
// Flag for removal don't remove here
if let enemy = contact.bodyB.node {
enemiesToRemove.append(enemy)
}
}
override func update(_ currentTime: TimeInterval) {
for enemy in enemiesToRemove {
enemy.removeFromParent()
}
enemiesToRemove.removeAll()
}
```
### Body Types
| Type | Created With | Responds to Forces | Use For |
|------|-------------|-------------------|---------|
| Dynamic volume | `init(circleOfRadius:)`, `init(rectangleOf:)`, `init(texture:size:)` | Yes | Players, enemies, projectiles |
| Static volume | Dynamic body + `isDynamic = false` | No (but collides) | Platforms, walls |
| Edge | `init(edgeLoopFrom:)`, `init(edgeFrom:to:)` | No (boundary only) | Screen boundaries, terrain |
```swift
// Screen boundary using edge loop
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
// Texture-based body for irregular shapes
guard let texture = enemy.texture else { return }
enemy.physicsBody = SKPhysicsBody(texture: texture, size: enemy.size)
// Circle for performance (cheapest collision detection)
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 5)
```
### Tunneling Prevention
Fast-moving objects can pass through thin walls. Fix:
```swift
// Enable precise collision detection for fast objects
bullet.physicsBody?.usesPreciseCollisionDetection = true
// Make walls thick enough (at least as wide as fastest object moves per frame)
// At 60fps, an object at velocity 600pt/s moves 10pt/frame
```
### Forces vs Impulses
```swift
// Force: continuous (applied per frame, accumulates)
body.applyForce(CGVector(dx: 0, dy: 100))
// Impulse: instant velocity change (one-time, like a jump)
body.applyImpulse(CGVector(dx: 0, dy: 50))
// Torque: continuous rotation
body.applyTorque(0.5)
// Angular impulse: instant rotation change
body.applyAngularImpulse(1.0)
```
---
## 4. Actions System
### Core Patterns
```swift
// Movement
let move = SKAction.move(to: CGPoint(x: 200, y: 300), duration: 1.0)
let moveBy = SKAction.moveBy(x: 100, y: 0, duration: 0.5)
// Rotation
let rotate = SKAction.rotate(byAngle: .pi * 2, duration: 1.0)
// Scale
let scale = SKAction.scale(to: 2.0, duration: 0.3)
// Fade
let fadeOut = SKAction.fadeOut(withDuration: 0.5)
let fadeIn = SKAction.fadeIn(withDuration: 0.5)
```
### Sequencing and Grouping
```swift
// Sequence: one after another
let moveAndFade = SKAction.sequence([
SKAction.move(to: target, duration: 1.0),
SKAction.fadeOut(withDuration: 0.3),
SKAction.removeFromParent()
])
// Group: all at once
let spinAndGrow = SKAction.group([
SKAction.rotate(byAngle: .pi * 2, duration: 1.0),
SKAction.scale(to: 2.0, duration: 1.0)
])
// Repeat
let pulse = SKAction.repeatForever(SKAction.sequence([
SKAction.scale(to: 1.2, duration: 0.3),
SKAction.scale(to: 1.0, duration: 0.3)
]))
```
### Named Actions (Critical for Management)
```swift
// Use named actions so you can cancel/replace them
node.run(pulse, withKey: "pulse")
// Later, stop the pulse:
node.removeAction(forKey: "pulse")
// Check if running:
if node.action(forKey: "pulse") != nil {
// Still pulsing
}
```
### Custom Actions with Weak Self
```swift
// WRONG: Retain cycle risk
node.run(SKAction.run {
self.score += 1 // Strong capture of self
})
// CORRECT: Weak capture
node.run(SKAction.run { [weak self] in
self?.score += 1
})
// For repeating actions, always use weak self
let spawn = SKAction.repeatForever(SKAction.sequence([
SKAction.run { [weak self] in self?.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
]))
scene.run(spawn, withKey: "enemySpawner")
```
### Timing Modes
```swift
action.timingMode = .linear // Constant speed (default)
action.timingMode = .easeIn // Accelerate from rest
action.timingMode = .easeOut // Decelerate to rest
action.timingMode = .easeInEaseOut // Smooth start and end
```
### Actions vs Physics
**Never use actions to move physics-controlled nodes.** Actions override the physics simulation, causing jittering and missed collisions.
```swift
// WRONG: Action fights physics
playerNode.run(SKAction.moveTo(x: 200, duration: 0.5))
// CORRECT: Use forces/impulses for physics bodies
playerNode.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0))
// CORRECT: Use actions for non-physics nodes (UI, effects, decorations)
hudLabel.run(SKAction.scale(to: 1.5, duration: 0.2))
```
---
## 5. Input Handling
### Touch Handling
```swift
// CRITICAL: isUserInteractionEnabled must be true on the responding node
// SKScene has it true by default; other nodes default to false
class Player: SKSpriteNode {
init() {
super.init(texture: SKTexture(imageNamed: "player"), color: .clear, size: CGSize(width: 50, height: 50))
isUserInteractionEnabled = true // Required!
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Handle touch on this specific node
}
}
```
### Coordinate Space Conversion
```swift
// Touch location in SCENE coordinates (most common)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let locationInScene = touch.location(in: self)
// Touch location in a SPECIFIC NODE's coordinates
let locationInWorld = touch.location(in: worldNode)
// Hit test: what node was touched?
let touchedNodes = nodes(at: locationInScene)
}
```
**Common mistake**: Using `touch.location(in: self.view)` returns UIKit coordinates (Y-flipped). Always use `touch.location(in: self)` for scene coordinates.
### Game Controller Support
```swift
import GameController
func setupControllers() {
NotificationCenter.default.addObserver(
self, selector: #selector(controllerConnected),
name: .GCControllerDidConnect, object: nil
)
// Check already-connected controllers
for controller in GCController.controllers() {
configureController(controller)
}
}
```
---
## 6. Performance
### Performance Priorities
For detailed performance diagnosis, see `axiom-spritekit-diag` Symptom 3. Key priorities:
1. **Node count** — Remove offscreen nodes, use object pooling
2. **Draw calls** — Use texture atlases, replace SKShapeNode with pre-rendered textures
3. **Physics cost** — Prefer simple body shapes, limit `usesPreciseCollisionDetection`
4. **Particles** — Limit birth rate, set finite emission counts
### Debug Overlays (Always Enable During Development)
```swift
if let view = self.view as? SKView {
view.showsFPS = true
view.showsNodeCount = true
view.showsDrawCount = true
view.showsPhysics = true // Shows physics body outlines
// Performance: render order optimization
view.ignoresSiblingOrder = true
}
```
### Texture Atlas Batching
Sprites using textures from the same atlas render in a single draw call.
```swift
// Create atlas in Xcode: Assets New Sprite Atlas
// Or use .atlas folder in project
let atlas = SKTextureAtlas(named: "Characters")
let texture = atlas.textureNamed("player_idle")
let sprite = SKSpriteNode(texture: texture)
// Preload atlas to avoid frame drops
SKTextureAtlas.preloadTextureAtlases([atlas]) {
// Atlas ready present scene
}
```
### SKShapeNode Trap
**SKShapeNode generates one draw call per instance.** It cannot be batched. Use it for prototyping and debug visualization only.
```swift
// WRONG: 100 SKShapeNodes = 100 draw calls
for _ in 0..<100 {
let dot = SKShapeNode(circleOfRadius: 5)
addChild(dot)
}
// CORRECT: Pre-render to texture, use SKSpriteNode
let shape = SKShapeNode(circleOfRadius: 5)
shape.fillColor = .red
guard let texture = view?.texture(from: shape) else { return }
for _ in 0..<100 {
let dot = SKSpriteNode(texture: texture)
addChild(dot)
}
```
### Object Pooling
For frequently spawned/destroyed objects (bullets, particles, enemies):
```swift
class BulletPool {
private var available: [SKSpriteNode] = []
private let texture: SKTexture
init(texture: SKTexture, initialSize: Int = 20) {
self.texture = texture
for _ in 0..<initialSize {
available.append(createBullet())
}
}
private func createBullet() -> SKSpriteNode {
let bullet = SKSpriteNode(texture: texture)
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 3)
bullet.physicsBody?.categoryBitMask = PhysicsCategory.projectile
bullet.physicsBody?.collisionBitMask = PhysicsCategory.none
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
return bullet
}
func spawn() -> SKSpriteNode {
if available.isEmpty {
available.append(createBullet())
}
let bullet = available.removeLast()
bullet.isHidden = false
bullet.physicsBody?.isDynamic = true
return bullet
}
func recycle(_ bullet: SKSpriteNode) {
bullet.removeAllActions()
bullet.removeFromParent()
bullet.physicsBody?.isDynamic = false
bullet.physicsBody?.velocity = .zero
bullet.isHidden = true
available.append(bullet)
}
}
```
### Offscreen Node Removal
```swift
// Manual removal is faster than shouldCullNonVisibleNodes
override func update(_ currentTime: TimeInterval) {
enumerateChildNodes(withName: "bullet") { node, _ in
if !self.frame.intersects(node.frame) {
self.bulletPool.recycle(node as! SKSpriteNode)
}
}
}
```
---
## 7. Game Loop
### Frame Cycle (8 Phases)
```
1. update(_:) ← Your game logic here
2. didEvaluateActions() ← Actions completed
3. [Physics simulation] ← SpriteKit runs physics
4. didSimulatePhysics() ← Physics done, adjust results
5. [Constraint evaluation] ← SKConstraints applied
6. didApplyConstraints() ← Constraints done
7. didFinishUpdate() ← Last chance before render
8. [Rendering] ← Frame drawn
```
### Delta Time
```swift
private var lastUpdateTime: TimeInterval = 0
override func update(_ currentTime: TimeInterval) {
let dt: TimeInterval
if lastUpdateTime == 0 {
dt = 0
} else {
dt = currentTime - lastUpdateTime
}
lastUpdateTime = currentTime
// Clamp delta time to prevent spiral of death
// (when app returns from background, dt can be huge)
let clampedDt = min(dt, 1.0 / 30.0)
updatePlayer(deltaTime: clampedDt)
updateEnemies(deltaTime: clampedDt)
}
```
### Pause Handling
```swift
// Pause the scene (stops actions, physics, update loop)
scene.isPaused = true
// Pause specific subtree only
worldNode.isPaused = true // Game paused but HUD still animates
// Handle app backgrounding
NotificationCenter.default.addObserver(
self, selector: #selector(pauseGame),
name: UIApplication.willResignActiveNotification, object: nil
)
```
---
## 8. Particle Effects
### Emitter Best Practices
```swift
// Load from .sks file (designed in Xcode Particle Editor)
guard let emitter = SKEmitterNode(fileNamed: "Explosion") else { return }
emitter.position = explosionPoint
addChild(emitter)
// CRITICAL: Auto-remove after emission completes
let duration = TimeInterval(emitter.numParticlesToEmit) / TimeInterval(emitter.particleBirthRate)
+ TimeInterval(emitter.particleLifetime + emitter.particleLifetimeRange / 2)
emitter.run(SKAction.sequence([
SKAction.wait(forDuration: duration),
SKAction.removeFromParent()
]))
```
### Target Node for Trails
Without `targetNode`, particles move with the emitter. For trails (like rocket exhaust), set `targetNode` to the scene:
```swift
let trail = SKEmitterNode(fileNamed: "RocketTrail")!
trail.targetNode = scene // Particles stay where emitted
rocketNode.addChild(trail)
```
### Infinite Emitter Cleanup
```swift
// WRONG: Infinite emitter never cleaned up
let fire = SKEmitterNode(fileNamed: "Fire")!
fire.numParticlesToEmit = 0 // 0 = infinite
addChild(fire)
// Memory leak particles accumulate forever
// CORRECT: Set emission limit or remove when done
fire.numParticlesToEmit = 200 // Stops after 200 particles
// Or manually stop and remove:
fire.particleBirthRate = 0 // Stop new particles
fire.run(SKAction.sequence([
SKAction.wait(forDuration: TimeInterval(fire.particleLifetime)),
SKAction.removeFromParent()
]))
```
---
## 9. SwiftUI Integration
### SpriteView (Recommended, iOS 14+)
The simplest way to embed SpriteKit in SwiftUI. Use this unless you need custom SKView configuration.
```swift
import SpriteKit
import SwiftUI
struct GameView: View {
var body: some View {
SpriteView(scene: {
let scene = GameScene(size: CGSize(width: 390, height: 844))
scene.scaleMode = .aspectFill
return scene
}(), debugOptions: [.showsFPS, .showsNodeCount])
.ignoresSafeArea()
}
}
```
### UIViewRepresentable (Advanced)
Use when you need full control over SKView configuration (custom frame rate, transparency, or multiple scenes).
```swift
import SwiftUI
import SpriteKit
struct SpriteKitView: UIViewRepresentable {
let scene: SKScene
func makeUIView(context: Context) -> SKView {
let view = SKView()
view.showsFPS = true
view.showsNodeCount = true
view.ignoresSiblingOrder = true
return view
}
func updateUIView(_ view: SKView, context: Context) {
if view.scene == nil {
view.presentScene(scene)
}
}
}
```
### SKRenderer for Metal Hybrid
Use `SKRenderer` when SpriteKit is one layer in a Metal pipeline:
```swift
let renderer = SKRenderer(device: metalDevice)
renderer.scene = gameScene
// In your Metal render loop:
renderer.update(atTime: currentTime)
renderer.render(
withViewport: viewport,
commandBuffer: commandBuffer,
renderPassDescriptor: renderPassDescriptor
)
```
---
## 10. Anti-Patterns
### Anti-Pattern 1: Default Bitmasks
**Time cost**: 30-120 minutes debugging phantom collisions
```swift
// WRONG: Default collisionBitMask is 0xFFFFFFFF
let body = SKPhysicsBody(circleOfRadius: 10)
node.physicsBody = body
// Collides with EVERYTHING even things it shouldn't
// CORRECT: Always set all three masks explicitly
body.categoryBitMask = PhysicsCategory.player
body.collisionBitMask = PhysicsCategory.ground
body.contactTestBitMask = PhysicsCategory.enemy
```
### Anti-Pattern 2: Missing contactTestBitMask
**Time cost**: 30-60 minutes wondering why didBegin never fires
```swift
// WRONG: contactTestBitMask defaults to 0 no contacts ever fire
player.physicsBody?.categoryBitMask = PhysicsCategory.player
// Forgot contactTestBitMask!
// CORRECT: Both bodies need compatible masks
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
```
### Anti-Pattern 3: Actions on Physics Bodies
**Time cost**: 1-3 hours of jittering and missed collisions
```swift
// WRONG: SKAction.move overrides physics position each frame
playerNode.run(SKAction.moveTo(x: 200, duration: 1.0))
// Physics body position is set by action, ignoring forces/collisions
// CORRECT: Use physics for physics-controlled nodes
playerNode.physicsBody?.applyForce(CGVector(dx: 100, dy: 0))
```
### Anti-Pattern 4: SKShapeNode for Gameplay
**Time cost**: Hours diagnosing frame drops
Each SKShapeNode is a separate draw call that cannot be batched. 50 shape nodes = 50 draw calls. See the pre-render-to-texture pattern in Section 6 (SKShapeNode Trap) for the fix.
### Anti-Pattern 5: Strong Self in Action Closures
**Time cost**: Memory leaks, eventual crash
```swift
// WRONG: Strong capture in repeating action
node.run(SKAction.repeatForever(SKAction.sequence([
SKAction.run { self.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
])))
// CORRECT: Weak capture
node.run(SKAction.repeatForever(SKAction.sequence([
SKAction.run { [weak self] in self?.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
])))
```
---
## 11. Code Review Checklist
### Physics
- [ ] Every physics body has explicit `categoryBitMask` (not default)
- [ ] Every physics body has explicit `collisionBitMask` (not `0xFFFFFFFF`)
- [ ] Bodies needing contact detection have `contactTestBitMask` set
- [ ] `physicsWorld.contactDelegate` is assigned
- [ ] No world modifications inside `didBegin`/`didEnd` callbacks
- [ ] Fast objects use `usesPreciseCollisionDetection`
### Actions
- [ ] No `SKAction.move`/`rotate` on physics-controlled nodes
- [ ] Repeating actions use `withKey:` for cancellation
- [ ] `SKAction.run` closures use `[weak self]`
- [ ] One-shot emitters are removed after emission
### Performance
- [ ] Debug overlays enabled during development
- [ ] `ignoresSiblingOrder = true` on SKView
- [ ] No SKShapeNode in gameplay sprites (use pre-rendered textures)
- [ ] Texture atlases used for related sprites
- [ ] Offscreen nodes removed manually
### Scene Management
- [ ] `willMove(from:)` cleans up actions, children, delegates
- [ ] Scene data passed via shared state, not node properties
- [ ] Camera used for viewport control
---
## 12. Pressure Scenarios
### Scenario 1: "Physics Contacts Don't Work — Ship Tonight"
**Pressure**: Deadline pressure to skip systematic debugging
**Wrong approach**: Randomly changing bitmask values, adding `0xFFFFFFFF` everywhere, or disabling physics
**Correct approach** (2-5 minutes):
1. Enable `showsPhysics` — verify bodies exist and overlap
2. Print all three bitmasks for both bodies
3. Verify `contactTestBitMask` on body A includes category of body B (or vice versa)
4. Verify `physicsWorld.contactDelegate` is set
5. Verify you're not modifying the world inside the callback
**Push-back template**: "Let me run the 5-step bitmask checklist. It takes 2 minutes and catches 90% of contact issues. Random changes will make it worse."
### Scenario 2: "Frame Rate Is Fine on My Device"
**Pressure**: Authority says "it runs at 60fps for me, ship it"
**Wrong approach**: Shipping without profiling on minimum-spec device
**Correct approach**:
1. Enable `showsFPS`, `showsNodeCount`, `showsDrawCount`
2. Test on oldest supported device
3. If >200 nodes or >30 draw calls, investigate
4. Check for SKShapeNode in gameplay
5. Verify offscreen nodes are being removed
**Push-back template**: "Performance varies by device. Let me check node count and draw calls — takes 30 seconds with debug overlays. If counts are low, we're safe to ship."
### Scenario 3: "Just Use SKShapeNode, It's Faster to Code"
**Pressure**: Sunk cost — already built with SKShapeNode, don't want to redo
**Wrong approach**: Shipping with 100+ SKShapeNodes causing frame drops
**Correct approach**:
1. Check `showsDrawCount` — each SKShapeNode adds a draw call
2. If >20 shape nodes in gameplay, pre-render to textures
3. Use `view.texture(from:)` to convert once, reuse as SKSpriteNode
4. Keep SKShapeNode only for debug visualization
**Push-back template**: "Each SKShapeNode is a separate draw call. Converting to pre-rendered textures is a 15-minute refactor that can double frame rate. SKSpriteNode from atlas = 1 draw call for all of them."
## Resources
**WWDC**: 2014-608, 2016-610, 2017-609, 2013-502
**Docs**: /spritekit, /spritekit/skscene, /spritekit/skphysicsbody, /spritekit/maximizing-node-drawing-performance
**Skills**: axiom-spritekit-ref, axiom-spritekit-diag

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@@ -0,0 +1,3 @@
interface:
display_name: "SpriteKit"
short_description: "Building SpriteKit games, implementing physics, actions, scene management, or debugging game performance"