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.
963 lines
28 KiB
Markdown
963 lines
28 KiB
Markdown
---
|
|
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
|