SpriteKit functionality can be implemented in a subclass of SKScene. For example, a game may implement the main game functionality within an SKScene subclass called GameScene.
In Swift:
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Code here to setup the scene when it is first shown. E.g. add sprites. */
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
/* Code here to respond to a user touch in the scene at location */
}
}
override func update(currentTime: CFTimeInterval) {
/* Code here to perform operations before each frame is updated */
}
}
Secondary functionality could then be implemented in subclasses of the SKSpriteNodes that are used within the scene (see Subclassing SKSpriteNode).