在屏幕上的随机位置生成一个圆圈

Spawning a circle in a random spot on screen

我一直在绞尽脑汁,到处搜索,试图找出如何在屏幕上生成一个随机位置来生成一个圆圈。我希望这里有人可以帮助我,因为我完全被难住了。基本上,我试图创建一个形状,当用户触摸时,它总是在屏幕上的随机位置生成。

    override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
        let screenSize: CGRect = UIScreen.mainScreen().bounds
        let screenHeight = screenSize.height
        let screenWidth = screenSize.width

        let currentBall = SKShapeNode(circleOfRadius: 100)
        currentBall.position = CGPointMake(CGFloat(arc4random_uniform(UInt32(Float(screenWidth)))), CGFloat(arc4random_uniform(UInt32(Float(screenHeight)))))

        self.removeAllChildren()
        self.addChild(currentBall)
}

如果你们都需要我的更多代码,那真的没有了。但是感谢您提供的任何帮助! (重申一下,这段代码可以工作......但是大多数生成的球似乎都在屏幕外生成)

问题是你的场景比你的屏幕边界大

let viewMidX = view!.bounds.midX
let viewMidY = view!.bounds.midY
print(viewMidX)
print(viewMidY)

let sceneHeight = view!.scene!.frame.height
let sceneWidth = view!.scene!.frame.width
print(sceneWidth)
print(sceneHeight)

let currentBall = SKShapeNode(circleOfRadius: 100)
currentBall.fillColor = .green

let x = view!.scene!.frame.midX - viewMidX + CGFloat(arc4random_uniform(UInt32(viewMidX*2)))
let y = view!.scene!.frame.midY - viewMidY + CGFloat(arc4random_uniform(UInt32(viewMidY*2)))
print(x)
print(y)

currentBall.position = CGPoint(x: x, y: y)
view?.scene?.addChild(currentBall)

self.removeAllChildren()
self.addChild(currentBall)

首先:确定有效区域。它可能不是父视图的框架,因为球(我们称之为 ballView)可能被切断了。该区域可能是(在伪代码中):

CGSize( Width of the superview - width of ballView , Height of the superview - height of ballView)

查看该尺寸后,只需将其放置在屏幕上 origin 0、0。

其次:现在您有了一系列有效坐标。只需使用一个随机函数(就像您正在使用的函数) select 其中之一。

使用以下内容创建 swift 文件:

extension Int
{
    static func random(range: Range<Int>) -> Int
    {
        var offset = 0

        if range.startIndex < 0   // allow negative ranges
        {
            offset = abs(range.startIndex)
        }

        let mini = UInt32(range.startIndex + offset)
        let maxi = UInt32(range.endIndex   + offset)

        return Int(mini + arc4random_uniform(maxi - mini)) - offset
    }
}

现在您可以指定一个随机数,如下所示:

Int.random(1...1000) //generate a random number integer somewhere from 1 to 1000.

您现在可以使用此函数生成 x 和 y 坐标的值。

给定以下随机生成器:

public extension CGFloat {
    public static var random: CGFloat { return CGFloat(arc4random()) / CGFloat(UInt32.max) }

    public static func random(between x: CGFloat, and y: CGFloat) -> CGFloat {
        let (start, end) = x < y ? (x, y) : (y, x)
        return start + CGFloat.random * (end - start)
    }
}

public extension CGRect {
    public var randomPoint: CGPoint {
        var point = CGPoint()
        point.x = CGFloat.random(between: origin.x, and: origin.x + width)
        point.y = CGFloat.random(between: origin.y, and: origin.y + height)
        return point
    }
}

您可以将以下内容粘贴到 playground 中:

import XCPlayground
import SpriteKit

let view = SKView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
XCPShowView("game", view)

let scene = SKScene(size: view.frame.size)
view.presentScene(scene)

let wait = SKAction.waitForDuration(0.5)
let popIn = SKAction.scaleTo(1, duration: 0.25)
let popOut = SKAction.scaleTo(0, duration: 0.25)
let remove = SKAction.removeFromParent()

let popInAndOut = SKAction.sequence([popIn, wait, popOut, remove])

let addBall = SKAction.runBlock { [unowned scene] in
    let ballRadius: CGFloat = 25
    let ball = SKShapeNode(circleOfRadius: ballRadius)
    var popInArea = scene.frame
    popInArea.inset(dx: ballRadius, dy: ballRadius)
    ball.position = popInArea.randomPoint
    ball.xScale = 0
    ball.yScale = 0
    ball.runAction(popInAndOut)
    scene.addChild(ball)
}

scene.runAction(SKAction.repeatActionForever(SKAction.sequence([addBall, wait])))

(确保也粘贴随机生成器,或者将它们复制到 playground 的 Sources,以及打开辅助编辑器以便您可以看到动画。)