spritekit

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SpriteKit

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.
使用SpriteKit和Swift 6.3为iOS 26+构建2D游戏与交互式动画。内容涵盖场景生命周期、节点层级、动作、物理系统、粒子特效、相机、触摸处理以及SwiftUI集成。

Contents

目录

Scene Setup

场景设置

SpriteKit renders content through
SKView
, which presents an
SKScene
-- the root node of a tree that the framework animates and renders each frame.
SpriteKit通过
SKView
渲染内容,
SKView
负责展示
SKScene
——这是一个节点树的根节点,框架会逐帧对其进行动画处理和渲染。

Creating a Scene

创建场景

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.
    }
}
继承
SKScene
并重写生命周期方法。默认情况下,坐标系原点位于左下角。
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) {
        // 在动作执行前每帧调用一次,用于处理游戏逻辑
    }
}

Presenting a Scene (UIKit)

在UIKit中展示场景

swift
guard let skView = view as? SKView else { return }
skView.ignoresSiblingOrder = true

let scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .resizeFill
skView.presentScene(scene)
swift
guard let skView = view as? SKView else { return }
skView.ignoresSiblingOrder = true

let scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .resizeFill
skView.presentScene(scene)

Scale Modes

缩放模式

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.
当场景需要适配视图尺寸变化(如旋转、多任务分屏)时,使用
.resizeFill
。固定设计的游戏场景可使用
.aspectFill
.aspectFit
会添加黑边;
.fill
会拉伸内容,可能导致变形。

Frame Cycle

帧循环

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.
每帧遵循以下顺序:
  1. update(_:)
    —— 处理游戏逻辑
  2. 执行动作
  3. didEvaluateActions()
    —— 动作执行后的逻辑处理
  4. 模拟物理效果
  5. didSimulatePhysics()
    —— 物理模拟后的调整
  6. 应用约束
  7. didApplyConstraints()
  8. didFinishUpdate()
    —— 渲染前的最终调整
仅在需要处理工作时重写对应的回调方法。

Nodes and Sprites

节点与精灵

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.
使用
SKNode
(无视觉效果)作为不可见的容器或布局组。子节点会继承父节点的位置、缩放、旋转、透明度和速度。
SKSpriteNode
是主要的视觉节点。

Common Node Types

常见节点类型

ClassPurpose
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
用途
SKSpriteNode
带纹理的图像或纯色图形
SKLabelNode
文本渲染
SKShapeNode
矢量路径(每次绘制调用开销较大)
SKEmitterNode
粒子特效
SKCameraNode
视口控制
SKTileMapNode
基于网格的瓦片地图
SKAudioNode
3D定位音频
SKCropNode
/
SKEffectNode
遮罩 / CIFilter滤镜
SK3DNode
嵌入SceneKit内容

Creating Sprites

创建精灵

swift
let player = SKSpriteNode(imageNamed: "hero")
player.position = CGPoint(x: frame.midX, y: frame.midY)
player.name = "player"
addChild(player)
swift
let player = SKSpriteNode(imageNamed: "hero")
player.position = CGPoint(x: frame.midX, y: frame.midY)
player.name = "player"
addChild(player)

Drawing Order

绘制顺序

Set
ignoresSiblingOrder = true
on
SKView
for better performance; SpriteKit then uses
zPosition
to determine order. Without it, nodes draw in tree order.
swift
background.zPosition = -1
player.zPosition = 0
foregroundUI.zPosition = 10
SKView
上设置
ignoresSiblingOrder = true
以提升性能;此时SpriteKit会使用
zPosition
来决定绘制顺序。若不设置,则节点会按照树的顺序进行绘制。
swift
background.zPosition = -1
player.zPosition = 0
foregroundUI.zPosition = 10

Naming and Searching

节点命名与查找

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.
swift
player.name = "player"
if let found = childNode(withName: "player") as? SKSpriteNode { /* ... */ }
为节点分配
name
,无需实例变量即可查找节点。使用
childNode(withName:)
,
enumerateChildNodes(withName:using:)
或下标进行查找。匹配模式:
//
搜索整个节点树,
*
匹配任意字符,
..
指代父节点。
swift
player.name = "player"
if let found = childNode(withName: "player") as? SKSpriteNode { /* ... */ }

Actions and Animation

动作与动画

SKAction
objects define changes applied to nodes over time. Actions are immutable and reusable. Run with
node.run(_:)
.
SKAction
对象定义了随时间应用于节点的变化。动作是不可变且可复用的。通过
node.run(_:)
执行动作。

Basic Actions

基础动作

swift
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()
swift
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()

Combining Actions

组合动作

swift
// 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)
    ])
)
swift
// 序列动作:按顺序执行
let dropAndRemove = SKAction.sequence([
    SKAction.moveBy(x: 0, y: -500, duration: 1.0),
    SKAction.removeFromParent()
])

// 组动作:同时执行
let scaleAndFade = SKAction.group([
    SKAction.scale(to: 0.0, duration: 0.3),
    SKAction.fadeOut(withDuration: 0.3)
])

// 重复动作
let pulse = SKAction.repeatForever(
    SKAction.sequence([
        SKAction.scale(to: 1.2, duration: 0.5),
        SKAction.scale(to: 1.0, duration: 0.5)
    ])
)

Texture Animation

纹理动画

swift
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:
swift
let easeIn = SKAction.moveTo(x: 300, duration: 1.0)
easeIn.timingMode = .easeInEaseOut

player.run(pulse, withKey: "pulse")
player.removeAction(forKey: "pulse") // stop later
swift
let walkFrames = (1...8).map { SKTexture(imageNamed: "walk_\($0)") }
let walkAction = SKAction.animate(with: walkFrames, timePerFrame: 0.1)
player.run(SKAction.repeatForever(walkAction))
通过
timingMode
控制速度曲线(
.linear
,
.easeIn
,
.easeOut
,
.easeInEaseOut
)。可为动作分配键以便后续访问:
swift
let easeIn = SKAction.moveTo(x: 300, duration: 1.0)
easeIn.timingMode = .easeInEaseOut

player.run(pulse, withKey: "pulse")
player.removeAction(forKey: "pulse") // 后续停止动作

Physics

物理系统

SpriteKit provides a built-in 2D physics engine. The scene's
physicsWorld
manages gravity and collision detection.
SpriteKit内置了2D物理引擎。场景的
physicsWorld
负责管理重力与碰撞检测。

Adding Physics Bodies

添加物理体

swift
// 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?.isDynamic = false

// Texture-based body for irregular shapes
player.physicsBody = SKPhysicsBody(texture: player.texture!, size: player.size)
swift
// 圆形物理体
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.restitution = 0.3

// 静态矩形物理体
ground.physicsBody = SKPhysicsBody(rectangleOf: ground.size)
ground.physicsBody?.isDynamic = false

// 基于纹理的不规则形状物理体
player.physicsBody = SKPhysicsBody(texture: player.texture!, size: player.size)

Category and Contact Masks

类别与碰撞掩码

Use bit masks to control collisions and contact callbacks:
swift
struct PhysicsCategory {
    static let player:  UInt32 = 0b0001
    static let enemy:   UInt32 = 0b0010
    static let ground:  UInt32 = 0b0100
}

player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
player.physicsBody?.collisionBitMask = PhysicsCategory.ground
categoryBitMask
identifies the body.
collisionBitMask
controls physics response (bouncing).
contactTestBitMask
triggers
didBegin
/
didEnd
.
使用位掩码控制碰撞与接触回调:
swift
struct PhysicsCategory {
    static let player:  UInt32 = 0b0001
    static let enemy:   UInt32 = 0b0010
    static let ground:  UInt32 = 0b0100
}

player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
player.physicsBody?.collisionBitMask = PhysicsCategory.ground
categoryBitMask
用于标识物理体。
collisionBitMask
控制物理响应(如弹跳)。
contactTestBitMask
触发
didBegin
/
didEnd
回调。

Contact Detection

碰撞检测

Implement
SKPhysicsContactDelegate
and set
physicsWorld.contactDelegate = self
in
didMove(to:)
:
swift
extension GameScene: SKPhysicsContactDelegate {
    func didBegin(_ contact: SKPhysicsContact) {
        let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
        if mask == PhysicsCategory.player | PhysicsCategory.enemy {
            handlePlayerHit(contact)
        }
    }
}
实现
SKPhysicsContactDelegate
并在
didMove(to:)
中设置
physicsWorld.contactDelegate = self
swift
extension GameScene: SKPhysicsContactDelegate {
    func didBegin(_ contact: SKPhysicsContact) {
        let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
        if mask == PhysicsCategory.player | PhysicsCategory.enemy {
            handlePlayerHit(contact)
        }
    }
}

Forces and Impulses

力与冲量

swift
player.physicsBody?.applyForce(CGVector(dx: 0, dy: 50))      // continuous
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 200))   // instant
player.physicsBody?.applyAngularImpulse(0.5)                  // spin
Use
.applyImpulse
for jumps and projectile launches. Configure gravity with
physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
and per-body with
affectedByGravity
.
swift
player.physicsBody?.applyForce(CGVector(dx: 0, dy: 50))      // 持续力
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 200))   // 瞬时冲量
player.physicsBody?.applyAngularImpulse(0.5)                  // 旋转冲量
使用
.applyImpulse
处理跳跃和抛射物发射。通过
physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
配置全局重力,也可通过
affectedByGravity
为单个物理体设置是否受重力影响。

Touch Handling

触摸处理

SKScene
inherits from
UIResponder
. Override
touchesBegan
,
touchesMoved
,
touchesEnded
on the scene. Use
nodes(at:)
to hit-test.
swift
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    guard let touch = touches.first else { return }
    let location = touch.location(in: self)
    let tappedNodes = nodes(at: location)

    if tappedNodes.contains(where: { $0.name == "playButton" }) {
        startGame()
    }
}
For node-level touch handling, subclass the node and set
isUserInteractionEnabled = true
. That node then receives touches directly instead of the scene.
SKScene
继承自
UIResponder
。在场景中重写
touchesBegan
,
touchesMoved
,
touchesEnded
方法。使用
nodes(at:)
进行点击测试。
swift
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    guard let touch = touches.first else { return }
    let location = touch.location(in: self)
    let tappedNodes = nodes(at: location)

    if tappedNodes.contains(where: { $0.name == "playButton" }) {
        startGame()
    }
}
若要在节点层面处理触摸,可继承节点并设置
isUserInteractionEnabled = true
。此时节点会直接接收触摸事件,而非由场景接收。

Camera

相机

SKCameraNode
controls the visible portion of the scene. Add it as a child and assign to
scene.camera
.
swift
let cameraNode = SKCameraNode()
addChild(cameraNode)
camera = cameraNode
cameraNode.position = CGPoint(x: frame.midX, y: frame.midY)
SKCameraNode
控制场景的可见区域。将其添加为子节点并赋值给
scene.camera
swift
let cameraNode = SKCameraNode()
addChild(cameraNode)
camera = cameraNode
cameraNode.position = CGPoint(x: frame.midX, y: frame.midY)

Following a Character

跟随角色

Update the camera position in
didSimulatePhysics()
or use constraints:
swift
override func didSimulatePhysics() {
    cameraNode.position = player.position
}

// Constrain camera to world bounds
let xRange = SKRange(lowerLimit: frame.midX, upperLimit: worldWidth - frame.midX)
let yRange = SKRange(lowerLimit: frame.midY, upperLimit: worldHeight - frame.midY)
cameraNode.constraints = [SKConstraint.positionX(xRange, y: yRange)]
didSimulatePhysics()
中更新相机位置,或使用约束:
swift
override func didSimulatePhysics() {
    cameraNode.position = player.position
}

// 约束相机在世界范围内
let xRange = SKRange(lowerLimit: frame.midX, upperLimit: worldWidth - frame.midX)
let yRange = SKRange(lowerLimit: frame.midY, upperLimit: worldHeight - frame.midY)
cameraNode.constraints = [SKConstraint.positionX(xRange, y: yRange)]

Camera Zoom and HUD

相机缩放与HUD

Scale the camera node inversely:
setScale(0.5)
zooms in 2x,
setScale(2.0)
zooms out 2x. Nodes added as children of the camera stay fixed on screen (HUD elements):
swift
let scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 0, y: frame.height / 2 - 40)
scoreLabel.fontName = "AvenirNext-Bold"
scoreLabel.fontSize = 24
cameraNode.addChild(scoreLabel)
反向缩放相机节点:
setScale(0.5)
表示放大2倍,
setScale(2.0)
表示缩小2倍。添加为相机子节点的节点会固定在屏幕上(如HUD元素):
swift
let scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 0, y: frame.height / 2 - 40)
scoreLabel.fontName = "AvenirNext-Bold"
scoreLabel.fontSize = 24
cameraNode.addChild(scoreLabel)

Particle Effects

粒子特效

SKEmitterNode
generates particle effects. Design emitters in Xcode's SpriteKit Particle File editor (
.sks
) or configure in code.
swift
// Load from file
guard let emitter = SKEmitterNode(fileNamed: "Fire") else { return }
emitter.position = CGPoint(x: frame.midX, y: 100)
addChild(emitter)
SKEmitterNode
用于生成粒子特效。可在Xcode的SpriteKit粒子文件编辑器(
.sks
)中设计发射器,或通过代码配置。
swift
// 从文件加载
guard let emitter = SKEmitterNode(fileNamed: "Fire") else { return }
emitter.position = CGPoint(x: frame.midX, y: 100)
addChild(emitter)

One-Shot Emitters

一次性发射器

Set
numParticlesToEmit
for finite effects and remove after completion:
swift
func spawnExplosion(at position: CGPoint) {
    guard let explosion = SKEmitterNode(fileNamed: "Explosion") else { return }
    explosion.position = position
    explosion.numParticlesToEmit = 100
    addChild(explosion)

    let wait = SKAction.wait(forDuration: TimeInterval(explosion.particleLifetime))
    explosion.run(SKAction.sequence([wait, .removeFromParent()]))
}
Set
targetNode
to the scene so particles stay in world space when the emitter moves:
emitter.targetNode = self
.
设置
numParticlesToEmit
实现有限次数的特效,并在完成后移除节点:
swift
func spawnExplosion(at position: CGPoint) {
    guard let explosion = SKEmitterNode(fileNamed: "Explosion") else { return }
    explosion.position = position
    explosion.numParticlesToEmit = 100
    addChild(explosion)

    let wait = SKAction.wait(forDuration: TimeInterval(explosion.particleLifetime))
    explosion.run(SKAction.sequence([wait, .removeFromParent()]))
}
当发射器移动时,若希望粒子保持在世界空间中,可设置
targetNode = self

SwiftUI Integration

SwiftUI集成

SpriteView
embeds a SpriteKit scene in SwiftUI.
swift
import SwiftUI
import SpriteKit

struct GameView: View {
    @State private var scene: GameScene = {
        let s = GameScene()
        s.size = CGSize(width: 390, height: 844)
        s.scaleMode = .resizeFill
        return s
    }()

    var body: some View {
        SpriteView(scene: scene)
            .ignoresSafeArea()
    }
}
SpriteView
用于在SwiftUI中嵌入SpriteKit场景。
swift
import SwiftUI
import SpriteKit

struct GameView: View {
    @State private var scene: GameScene = {
        let s = GameScene()
        s.size = CGSize(width: 390, height: 844)
        s.scaleMode = .resizeFill
        return s
    }()

    var body: some View {
        SpriteView(scene: scene)
            .ignoresSafeArea()
    }
}

SpriteView Options

SpriteView选项

Pass
options: [.allowsTransparency]
for transparent backgrounds,
.shouldCullNonVisibleNodes
for offscreen culling, or
.ignoresSiblingOrder
for
zPosition
-based draw order. Use
debugOptions: [.showsFPS, .showsNodeCount]
during development.
传递
options: [.allowsTransparency]
实现透明背景,
.shouldCullNonVisibleNodes
实现屏幕外节点剔除,或
.ignoresSiblingOrder
启用基于
zPosition
的绘制顺序。开发期间可使用
debugOptions: [.showsFPS, .showsNodeCount]

Communicating Between SwiftUI and the Scene

SwiftUI与场景间的通信

Pass data through a shared
@Observable
object. Store the scene in
@State
to avoid re-creation on view re-renders:
swift
@Observable final class GameState {
    var score = 0
    var isPaused = false
}

struct GameContainerView: View {
    @State private var gameState = GameState()
    @State private var scene = GameScene()

    var body: some View {
        SpriteView(scene: scene, isPaused: gameState.isPaused)
            .onAppear { scene.gameState = gameState }
    }
}
通过共享的
@Observable
对象传递数据。将场景存储在
@State
中,避免视图重渲染时重新创建场景:
swift
@Observable final class GameState {
    var score = 0
    var isPaused = false
}

struct GameContainerView: View {
    @State private var gameState = GameState()
    @State private var scene = GameScene()

    var body: some View {
        SpriteView(scene: scene, isPaused: gameState.isPaused)
            .onAppear { scene.gameState = gameState }
    }
}

Common Mistakes

常见错误

Creating a new scene on every SwiftUI re-render

SwiftUI每次重渲染时创建新场景

swift
// DON'T: Scene is recreated on every body evaluation
var body: some View {
    SpriteView(scene: GameScene(size: CGSize(width: 390, height: 844)))
}

// DO: Create once and reuse
@State private var scene = GameScene(size: CGSize(width: 390, height: 844))
var body: some View {
    SpriteView(scene: scene)
}
swift
// 错误:每次body计算时都会重新创建场景
var body: some View {
    SpriteView(scene: GameScene(size: CGSize(width: 390, height: 844)))
}

// 正确:创建一次并复用
@State private var scene = GameScene(size: CGSize(width: 390, height: 844))
var body: some View {
    SpriteView(scene: scene)
}

Adding a child node that already has a parent

添加已有父节点的子节点

A node can only have one parent. Remove from the current parent first or create a separate instance. Adding a node that already has a parent crashes.
一个节点只能有一个父节点。在添加到新父节点前,需先从当前父节点移除,或创建独立实例。添加已有父节点的节点会导致崩溃。

Forgetting to set contactTestBitMask

忘记设置contactTestBitMask

swift
// DON'T: Bodies collide but didBegin is never called
player.physicsBody?.categoryBitMask = PhysicsCategory.player
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy

// DO: Set contactTestBitMask to receive contact callbacks
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
swift
// 错误:物体会碰撞,但didBegin永远不会被调用
player.physicsBody?.categoryBitMask = PhysicsCategory.player
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy

// 正确:设置contactTestBitMask以接收碰撞回调
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy

Using SKShapeNode for performance-critical rendering

在性能关键渲染中使用SKShapeNode

SKShapeNode
uses a separate draw call per instance. Prefer
SKSpriteNode
with a texture for repeated elements to enable batched rendering.
SKShapeNode
每个实例都会触发单独的绘制调用。对于重复元素,优先使用
SKSpriteNode
以启用批量渲染。

Not removing nodes that leave the screen

不移除离开屏幕的节点

swift
// DON'T
enemy.run(SKAction.moveBy(x: -800, y: 0, duration: 3.0))
addChild(enemy)

// DO: Remove after leaving the visible area
enemy.run(SKAction.sequence([
    SKAction.moveBy(x: -800, y: 0, duration: 3.0),
    SKAction.removeFromParent()
]))
addChild(enemy)
swift
// 错误
enemy.run(SKAction.moveBy(x: -800, y: 0, duration: 3.0))
addChild(enemy)

// 正确:离开可见区域后移除节点
enemy.run(SKAction.sequence([
    SKAction.moveBy(x: -800, y: 0, duration: 3.0),
    SKAction.removeFromParent()
]))
addChild(enemy)

Setting physicsWorld.contactDelegate too late

过晚设置physicsWorld.contactDelegate

Set
physicsWorld.contactDelegate = self
in
didMove(to:)
, not in
update(_:)
or after a delay.
应在
didMove(to:)
中设置
physicsWorld.contactDelegate = self
,而非在
update(_:)
中或延迟设置。

Review Checklist

检查清单

  • Scene subclass overrides
    didMove(to:)
    for setup, not
    init
  • scaleMode
    chosen appropriately for the game's design
  • ignoresSiblingOrder
    set to
    true
    on
    SKView
    for performance
  • zPosition
    used consistently when
    ignoresSiblingOrder
    is enabled
  • Physics
    contactDelegate
    set in
    didMove(to:)
  • Category, collision, and contact bit masks configured correctly
  • contactTestBitMask
    set for any pair needing
    didBegin
    /
    didEnd
    callbacks
  • Static bodies use
    isDynamic = false
  • SKShapeNode
    avoided in performance-critical paths;
    SKSpriteNode
    preferred
  • Actions that move nodes offscreen include
    .removeFromParent()
    in sequence
  • One-shot emitters remove themselves after particle lifetime expires
  • Emitter
    targetNode
    set when particles should stay in world space
  • Scene stored in
    @State
    when used with
    SpriteView
    in SwiftUI
  • Texture atlases used for related sprites to reduce draw calls
  • update(_:)
    uses delta time for frame-rate-independent movement
  • Nodes removed from parent before being re-added elsewhere
  • 场景子类重写
    didMove(to:)
    进行初始化,而非
    init
  • 根据游戏设计选择合适的
    scaleMode
  • SKView
    上设置
    ignoresSiblingOrder = true
    以提升性能
  • 启用
    ignoresSiblingOrder
    后,一致使用
    zPosition
  • didMove(to:)
    中设置物理系统的
    contactDelegate
  • 正确配置物理体的类别、碰撞与接触掩码
  • 为需要
    didBegin
    /
    didEnd
    回调的物理体对设置
    contactTestBitMask
  • 静态物理体设置
    isDynamic = false
  • 在性能关键路径中避免使用
    SKShapeNode
    ;优先使用
    SKSpriteNode
  • 使节点移出屏幕的动作序列中包含
    .removeFromParent()
  • 一次性发射器在粒子生命周期结束后自动移除
  • 当粒子需要保持在世界空间时,设置发射器的
    targetNode
  • 在SwiftUI中使用
    SpriteView
    时,将场景存储在
    @State
  • 为相关精灵使用纹理图集以减少绘制调用
  • update(_:)
    使用增量时间实现帧率无关的移动
  • 节点在重新添加到其他位置前,先从原父节点移除

References

参考资料