I am trying to generate circles that nearly border the edge of the screen. I tried creating my own coordinate generator, my issue is that the circles that I am randomly generating are only appearing at the top and bottom of the screen. Here is a screenshot of what it is doing:
http://imgur.com/oP5Wvne
I have no idea why this is happening because when I print the x and y coordinate of the circle's position, it says that both points are less than the frame's width and height. In my GameScene.swift I call this function.
private func generateRandomCoorindates() -> CGPoint {
let randomNumber = arc4random_uniform(2)
var xCoordinate: Double
var yCoordinate: Double
if randomNumber == 0 {
var _xCoordinate: Double {
let _randomNumber = arc4random_uniform(2)
//x-corrdinate either 50 or width-50
if _randomNumber == 0 {
return 50
} else {
return Double(self.frame.width - 50)
}
}
xCoordinate = _xCoordinate
//random y-coordinate from 50 to height-50
yCoordinate = Double.random(lower: 50, upper: Double(self.frame.height) - 50)
}
else {
//random x-coordinate from 50 to width-50
xCoordinate = Double.random(lower: 50, upper: Double(self.frame.width) - 50)
var _yCoordinate: Double {
//y-coordinate either 50 or height - 50
let _randomNumber = arc4random_uniform(2)
if _randomNumber == 0 {
return 50
} else {
return Double(self.frame.height - 50)
}
}
yCoordinate = _yCoordinate
}
return CGPoint(x: CGFloat(xCoordinate), y: CGFloat(yCoordinate))
}
My extensions are:
public func arc4random <T: IntegerLiteralConvertible> (type: T.Type) -> T {
var r: T = 0
arc4random_buf(&r, Int(sizeof(T)))
return r
}
public extension Double {
public static func random(lower lower: Double, upper: Double) -> Double {
let r = Double(arc4random(UInt64)) / Double(UInt64.max)
return (r * (upper - lower)) + lower
}
}
I'm not certain why you've chosen to extend Double when you only need one computed property - it seems to be overcomplicating things. Here's a function that will return a random point somewhere along the edge of the screen, and requires a lot less code.
let screenwidth = UIScreen.mainScreen().bounds.width
let screenheight = UIScreen.mainScreen().bounds.height
func randomCoordinates -> CGPoint {
var coordinates = CGPoint()
let randomX = arc4random(screenwidth) - screenwidth/2 // subtracting half of the screen to center it
let randomY = arc4random(screenheight) - screenheight/2
let randomDirection = arc4random_uniform(4)
switch randomDirection {
case 0: returnCoordinates = CGPoint(x: randomX, y: screenheight/2) // north edge
case 1: returnCoordinates = CGPoint(x: screenwidth/2, y: randomY) // east edge
case 2: returnCoordinates = CGPoint(x: randomX, y: -screenheight/2) // south edge
case 3: returnCoordinates = CGPoint(x: -screenwidth/2, y: randomY) // west edge
}
return coordinates
}
Related
The goal is to round the corners of an unconventional grid similar to the following:
https://s-media-cache-ak0.pinimg.com/564x/50/bc/e0/50bce0cb908913ebc2cf630d635331ef.jpg
https://s-media-cache-ak0.pinimg.com/564x/7e/29/ee/7e29ee80e957ec22bbba630ccefbfaa2.jpg
Instead of a grid with four corners like a conventional grid, these grids have multiple corners in need of rounding.
The brute force approach would be to identify tiles with corners exposed then round those corners either with a different background image or by clipping the corners in code.
Is there a cleaner approach?
The grid is rendered for an iOS app in a SpriteKit SKScene.
This is a really interesting question.You can build your matrix with different approaches but surely you must resolve everytime the changes about the 4 corners in background for each tiles.
Suppose you start with a GameViewController like this (without load SKS files and with anchorPoint equal to zero):
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .resizeFill
scene.anchorPoint = CGPoint.zero
view.presentScene(scene)
}
}
My idea is to build a matrix like this:
import SpriteKit
class GameScene: SKScene {
private var sideTile:CGFloat = 40
private var gridWidthTiles:Int = 5
private var gridHeightTiles:Int = 6
override func didMove(to view: SKView) {
self.drawMatrix()
}
func drawMatrix(){
var index = 1
let matrixPos = CGPoint(x:50,y:150)
for i in 0..<gridHeightTiles {
for j in 0..<gridWidthTiles {
let tile = getTile()
tile.name = "tile\(index)"
addChild(tile)
tile.position = CGPoint(x:matrixPos.x+(sideTile*CGFloat(j)),y:matrixPos.y+(sideTile*CGFloat(i)))
let label = SKLabelNode.init(text: "\(index)")
label.fontSize = 12
label.fontColor = .white
tile.addChild(label)
label.position = CGPoint(x:tile.frame.size.width/2,y:tile.frame.size.height/2)
index += 1
}
}
}
func getTile()->SKShapeNode {
let tile = SKShapeNode(rect: CGRect(x: 0, y: 0, width: sideTile, height: sideTile), cornerRadius: 10)
tile.fillColor = .gray
tile.strokeColor = .gray
return tile
}
}
Output:
Now we can construct a background for each tile of our matrix.
We can made the same tile node but with a different color (maybe more clear than the tile color) and without corner radius. If we split this background in 4 parts we have:
left - bottom background tile
left - top background tile
right - bottom background tile
right - top background tile
Code for a typical background tile:
func getBgTileCorner()->SKShapeNode {
let bgTileCorner = SKShapeNode(rect: CGRect(x: 0, y: 0, width: sideTile/2, height: sideTile/2))
bgTileCorner.fillColor = .lightGray
bgTileCorner.strokeColor = .lightGray
bgTileCorner.lineJoin = .round
bgTileCorner.isAntialiased = false
return bgTileCorner
}
Now with the SKSCropNode we can obtain only the corner using the background tile and the tile:
func getCorner(at angle:String)->SKCropNode {
let cropNode = SKCropNode()
let tile = getTile()
let bgTile = getBgTileCorner()
cropNode.addChild(bgTile)
tile.position = CGPoint.zero
let tileFrame = CGRect(x: 0, y: 0, width: sideTile, height: sideTile)
switch angle {
case "leftBottom": bgTile.position = CGPoint(x:tile.position.x,y:tile.position.y)
case "rightBottom": bgTile.position = CGPoint(x:tile.position.x+tileFrame.size.width/2,y:tile.position.y)
case "leftTop": bgTile.position = CGPoint(x:tile.position.x,y:tile.position.y+tileFrame.size.height/2)
case "rightTop": bgTile.position = CGPoint(x:tile.position.x+tileFrame.size.width/2,y:tile.position.y+tileFrame.size.height/2)
default:break
}
tile.fillColor = self.backgroundColor
tile.strokeColor = self.backgroundColor
tile.lineWidth = 0.0
bgTile.lineWidth = 0.0
tile.blendMode = .replace
cropNode.position = CGPoint.zero
cropNode.addChild(tile)
cropNode.maskNode = bgTile
return cropNode
}
Output for a typical corner:
let corner = getCorner(at: "leftBottom")
addChild(corner)
corner.position = CGPoint(x:50,y:50)
Now we can rebuild the drawMatrix function with the corners for each tile:
func drawMatrix(){
var index = 1
let matrixPos = CGPoint(x:50,y:150)
for i in 0..<gridHeightTiles {
for j in 0..<gridWidthTiles {
let tile = getTile()
tile.name = "tile\(index)"
let bgTileLB = getCorner(at:"leftBottom")
let bgTileRB = getCorner(at:"rightBottom")
let bgTileLT = getCorner(at:"leftTop")
let bgTileRT = getCorner(at:"rightTop")
bgTileLB.name = "bgTileLB\(index)"
bgTileRB.name = "bgTileRB\(index)"
bgTileLT.name = "bgTileLT\(index)"
bgTileRT.name = "bgTileRT\(index)"
addChild(bgTileLB)
addChild(bgTileRB)
addChild(bgTileLT)
addChild(bgTileRT)
addChild(tile)
tile.position = CGPoint(x:matrixPos.x+(sideTile*CGFloat(j)),y:matrixPos.y+(sideTile*CGFloat(i)))
let label = SKLabelNode.init(text: "\(index)")
label.fontSize = 12
label.fontColor = .white
tile.addChild(label)
label.position = CGPoint(x:tile.frame.size.width/2,y:tile.frame.size.height/2)
bgTileLB.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileRB.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileLT.position = CGPoint(x:tile.position.x,y:tile.position.y)
bgTileRT.position = CGPoint(x:tile.position.x,y:tile.position.y)
index += 1
}
}
}
Output:
Very similar to your screenshots (these are two tile example:)
Now when you want to remove a tile, you can decide what corner you want to remove or leave because for each tile you have also the relative 4 corners :
Output:
Okay, the grid creation process isn't really relative to this. You just need some way of differentiating between a blank spot in the grid and a filled spot. In my example I have a Tile object with a type of .blank or .regular. You need to have all 15 images (you can change the style to whatever you like, although they have to be in the same order and they have to be prefixed with 1..15). It uses bit calculation to figure out which image to use as a background and offsets the background image by 1/2 tile size for x and y. Other than that it is pretty self explanitory. Those background images were my tester images I created when developing this, so feel free to use them.
struct GridPosition {
var col: Int = 0
var row: Int = 0
}
class GameScene: SKScene {
private var backgroundLayer = SKNode()
private var tileLayer = SKNode()
private var gridSize: CGSize = CGSize.zero
private var gridRows: Int = 0
private var gridCols: Int = 0
private var gridBlanks = [Int]()
private var tiles = [[Tile]]()
var tileSize: CGFloat = 150
override func didMove(to view: SKView) {
backgroundLayer.zPosition = 1
addChild(backgroundLayer)
tileLayer.zPosition = 2
addChild(tileLayer)
gridRows = 8
gridCols = 11
gridBlanks = [0,1,3,4,5,6,7,9,10,11,12,13,15,16,17,19,20,21,22,23,31,32,33,36,40,43,56,64,67,69,70,71,72,73,75,77,78,79,82,85,86,87]
createGrid()
createBackgroundTiles()
}
func createGrid() {
for row in 0 ..< gridRows {
var rowContent = [Tile]()
for col in 0 ..< gridCols {
let currentTileLocation: Int = row * gridCols + col
var tile: Tile
if gridBlanks.contains(currentTileLocation) {
tile = Tile(row: row, col: col, type: .blank, tileSize: tileSize)
}
else {
tile = Tile(row: row, col: col, type: .regular, tileSize: tileSize)
}
tile.position = positionInGrid(column: col, row: row)
tile.zPosition = CGFloat(100 + gridRows - row)
tileLayer.addChild(tile)
rowContent.append(tile)
}
tiles.append(rowContent)
}
}
func tileByGridPosition(_ gridPos: GridPosition) -> Tile {
return (tiles[Int(gridPos.row)][Int(gridPos.col)])
}
func positionInGrid(column: Int, row: Int) -> CGPoint {
let startX = 0 - CGFloat(gridCols / 2) * tileSize
let startY = 0 - CGFloat(gridRows / 2) * tileSize + tileSize / 2
return CGPoint(
x: startX + CGFloat(column) * tileSize,
y: startY + CGFloat(row) * tileSize)
}
func createBackgroundTiles() {
for row in 0...gridRows {
for col in 0...gridCols {
let topLeft = (col > 0) && (row < gridRows) && tileByGridPosition(GridPosition(col: col - 1, row: row)).type == .regular
let bottomLeft = (col > 0) && (row > 0) && tileByGridPosition(GridPosition(col: col - 1, row: row - 1)).type == .regular
let topRight = (col < gridCols) && (row < gridRows) && tileByGridPosition(GridPosition(col: col, row: row)).type == .regular
let bottomRight = (col < gridCols) && (row > 0) && tileByGridPosition(GridPosition(col: col, row: row - 1)).type == .regular
// The tiles are named from 0 to 15, according to the bitmask that is made by combining these four values.
let value = Int(NSNumber(value: topLeft)) | Int(NSNumber(value: topRight)) << 1 | Int(NSNumber(value: bottomLeft)) << 2 | Int(NSNumber(value: bottomRight)) << 3
// Values 0 (no tiles)
if value != 0 {
var gridPosition = positionInGrid(column: col, row: row)
gridPosition.x -= tileSize / 2
gridPosition.y -= tileSize / 2
let backgroundNode = SKSpriteNode(imageNamed: ("background_tile_\(value)"))
backgroundNode.size = CGSize(width: tileSize, height: tileSize)
backgroundNode.alpha = 0.8
backgroundNode.position = gridPosition
backgroundNode.zPosition = 1
backgroundLayer.addChild(backgroundNode)
}
}
}
}
}
class Tile: SKSpriteNode {
private var row = 0
private var col = 0
var type: TileType = .blank
init(row: Int, col: Int, type: TileType, tileSize: CGFloat) {
super.init(texture: nil ,color: .clear, size:CGSize(width: tileSize, height: tileSize))
self.type = type
size = self.size
let square = SKSpriteNode(color: type.color, size: size)
square.zPosition = 1
addChild(square)
}
}
Only thing that comes to mind is when one node touches another node, at that moment in time evaluate the display of said node, as well as change the neighbors that are affected by it.
What we did was lay out the tiles then call this function to round the nodes of exposed tiles.
// Rounds corners of exposed tiles. UIKit inverts coordinates so top is bottom and vice-versa.
fileprivate func roundTileCorners() {
// Get all tiles
var tiles = [TileClass]()
tileLayer.enumerateChildNodes(withName: ".//*") { node, stop in
if node is TileClass {
tiles.append(node as! TileClass)
}
}
// Round corners for each exposed tile
for t in tiles {
// Convert tile's position to root coordinates
let convertedPos = convert(t.position, from: t.parent!)
// Set neighbor positions
var leftNeighborPos = convertedPos
leftNeighborPos.x -= tileWidth
var rightNeighborPos = convertedPos
rightNeighborPos.x += tileWidth
var topNeighborPos = convertedPos
topNeighborPos.y += tileHeight
var bottomNeighborPos = convertedPos
bottomNeighborPos.y -= tileHeight
// Set default value for rounding
var cornersToRound : UIRectCorner?
// No neighbor below & to left? Round bottom left.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.topLeft) ?? .topLeft
}
// No neighbor below & to right? Round bottom right.
if !isTileAtPoint(point: bottomNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.topRight) ?? .topRight
}
// No neightbor above & to left? Round top left.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: leftNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomLeft) ?? .bottomLeft
}
// No neighbor above & to right? Round top right.
if !isTileAtPoint(point: topNeighborPos) && !isTileAtPoint(point: rightNeighborPos) {
cornersToRound = cornersToRound?.union(.bottomRight) ?? .bottomRight
}
// Any corners to round?
if cornersToRound != nil {
t.roundCorners(cornersToRound: cornersToRound!)
}
}
}
// Returns true if a tile exists at <point>. Assumes <point> is in root node's coordinates.
fileprivate func isTileAtPoint(point: CGPoint) -> Bool {
return nodes(at: point).contains(where: {$0 is BoardTileNode })
}
I have an array of buttons and when I append them to a view I want the to be positioned around a image view which is in the center. Based on how many objects there are in the array, I want them to be evenly spaced around the whole circle. Below is my attempt to do so. What am I doing wrong and how should I fix it? There is more than one button behind the moose.
var userbutton = [UIButton]()
var upimage = [UIImage]()
var locationpic = [AnyObject]()
func locationsSet(){
for (index, users) in upimage.enumerate() {
let userbutton = UIButton()
userbutton.addTarget(self, action: "buttonAction:", forControlEvents: .TouchUpInside)
userbutton.frame = CGRectMake(100, 100, 50, 50)
userbutton.layer.cornerRadius = userbutton.frame.size.width/2
userbutton.clipsToBounds = true
userbutton.setImage(users, forState: .Normal)
let radians = CGFloat(M_PI) * 2.0 / CGFloat(upimage.count) * CGFloat(index)
let centerx = self.view.bounds.width / 2.0
let radius = currentuserpic.frame.size.width / 2.0
let centery = self.view.bounds.height / 2.0
let pointx = centerx + cos(radians) * (radius + 40)
let pointy = (centery) + (sin(radians)) * (radius + 40)
userbutton.center.x = pointx
userbutton.center.y = pointy
self.userbutton.append(userbutton)
self.view.addSubview(userbutton)
print("x\(pointx)")
print("y\(pointy)")
}
}
How I would do this:
Create an extension to UIView to get the diagonal and radius. These are handy because we want our "satellites" to have predictable placing even when the "planet" isn't square.
extension UIView {
var diagonal : CGFloat {
return sqrt(pow(self.frame.width, 2) + pow(self.frame.height, 2))
}
var radius : CGFloat {
return diagonal / 2
}
}
This will return a point based on an angle and a distance from an origin.
It uses dreadful trigonometry.
func getPoint(fromPoint point: CGPoint, atDistance distance: CGFloat, withAngleRadians angle:CGFloat) -> CGPoint {
let x = point.x
let y = point.y
let dx = (distance * cos(angle))
let dy = (distance * sin(angle))
return CGPoint(x: (dx + x), y: (dy + y))
}
Now the real function. Generate a bunch of points in a circle pattern. I used a running sum for the angle instead of multiplying each time by the index. This just returns the centre points for the views.
func encirclePoint(point : CGPoint, distance:CGFloat, inParts parts: Int) -> [CGPoint] {
let angle = 2 * CGFloat(M_PI) / CGFloat(parts) // critical part, you need radians for trigonometry
var runningAngle : CGFloat = -(CGFloat(M_PI) / 2) // start at the top
var points : [CGPoint] = []
for _ in 0..<parts {
let circlePoint = getPoint(fromPoint: point, atDistance: distance, withAngleRadians: runningAngle)
points.append(circlePoint)
runningAngle += angle
}
return points
}
Now you can create a simple function that takes a view, a margin and an array of "satellite" views. It will set their centre and add them to the superview of the view we used to input. It makes sense not to add them to the view itself since they might not be placed inside it.
func encircleView(view : UIView, withSubViews subViews : [UIView], withMargin margin : CGFloat) {
guard !(subViews.isEmpty) else { // if there are no subviews : abort
return
}
let distance = view.radius + margin
let points = encirclePoint(view.center, distance: distance, inParts: subViews.count)
guard subViews.count == points.count, let uberView = view.superview else { // if the count is not the same or there is no superview: abort
return
}
for (point, subView) in zip(points, subViews) { subView.center = point }
}
Notice how I did nothing except for the centre calculations in these functions. Styling them goes in another function. This makes it super easy to maintain and debug.
I might even let the last function just return the subviews with updated frames and add them later.
Or negative margin :)
Gist
A full circle is 2 * pi radians. You need to divide that by the number of items you have and multiply that by the index of the item you are currently processing. Use trig to find the location on the circle:
for (index, users) in upimage.enumerate() {
let radians = CGFloat(M_PI) * 2.0 / CGFloat(upimage.count) * CGFloat(index)
......
let centerx = self.view.bounds.width / 2.0
let radius = currentuserpic.frame.size.width / 2.0
let centery = self.view.bounds.height / 2.0
let pointx = centerx + cos(radians) * radius
let pointy = centery + sin(radians) * radius
......
}
I have an array of buttons and when I append them to a view I want the to be positioned around a image view which is in the center. Based on how many objects there are in the array, I want them to be evenly spaced around the whole circle. Below is my attempt to do so. What am I doing wrong and how should I fix it? There is more than one button behind the moose.
var userbutton = [UIButton]()
var upimage = [UIImage]()
var locationpic = [AnyObject]()
func locationsSet(){
for (index, users) in upimage.enumerate() {
let userbutton = UIButton()
userbutton.addTarget(self, action: "buttonAction:", forControlEvents: .TouchUpInside)
userbutton.frame = CGRectMake(100, 100, 50, 50)
userbutton.layer.cornerRadius = userbutton.frame.size.width/2
userbutton.clipsToBounds = true
userbutton.setImage(users, forState: .Normal)
let radians = CGFloat(M_PI) * 2.0 / CGFloat(upimage.count) * CGFloat(index)
let centerx = self.view.bounds.width / 2.0
let radius = currentuserpic.frame.size.width / 2.0
let centery = self.view.bounds.height / 2.0
let pointx = centerx + cos(radians) * (radius + 40)
let pointy = (centery) + (sin(radians)) * (radius + 40)
userbutton.center.x = pointx
userbutton.center.y = pointy
self.userbutton.append(userbutton)
self.view.addSubview(userbutton)
print("x\(pointx)")
print("y\(pointy)")
}
}
How I would do this:
Create an extension to UIView to get the diagonal and radius. These are handy because we want our "satellites" to have predictable placing even when the "planet" isn't square.
extension UIView {
var diagonal : CGFloat {
return sqrt(pow(self.frame.width, 2) + pow(self.frame.height, 2))
}
var radius : CGFloat {
return diagonal / 2
}
}
This will return a point based on an angle and a distance from an origin.
It uses dreadful trigonometry.
func getPoint(fromPoint point: CGPoint, atDistance distance: CGFloat, withAngleRadians angle:CGFloat) -> CGPoint {
let x = point.x
let y = point.y
let dx = (distance * cos(angle))
let dy = (distance * sin(angle))
return CGPoint(x: (dx + x), y: (dy + y))
}
Now the real function. Generate a bunch of points in a circle pattern. I used a running sum for the angle instead of multiplying each time by the index. This just returns the centre points for the views.
func encirclePoint(point : CGPoint, distance:CGFloat, inParts parts: Int) -> [CGPoint] {
let angle = 2 * CGFloat(M_PI) / CGFloat(parts) // critical part, you need radians for trigonometry
var runningAngle : CGFloat = -(CGFloat(M_PI) / 2) // start at the top
var points : [CGPoint] = []
for _ in 0..<parts {
let circlePoint = getPoint(fromPoint: point, atDistance: distance, withAngleRadians: runningAngle)
points.append(circlePoint)
runningAngle += angle
}
return points
}
Now you can create a simple function that takes a view, a margin and an array of "satellite" views. It will set their centre and add them to the superview of the view we used to input. It makes sense not to add them to the view itself since they might not be placed inside it.
func encircleView(view : UIView, withSubViews subViews : [UIView], withMargin margin : CGFloat) {
guard !(subViews.isEmpty) else { // if there are no subviews : abort
return
}
let distance = view.radius + margin
let points = encirclePoint(view.center, distance: distance, inParts: subViews.count)
guard subViews.count == points.count, let uberView = view.superview else { // if the count is not the same or there is no superview: abort
return
}
for (point, subView) in zip(points, subViews) { subView.center = point }
}
Notice how I did nothing except for the centre calculations in these functions. Styling them goes in another function. This makes it super easy to maintain and debug.
I might even let the last function just return the subviews with updated frames and add them later.
Or negative margin :)
Gist
A full circle is 2 * pi radians. You need to divide that by the number of items you have and multiply that by the index of the item you are currently processing. Use trig to find the location on the circle:
for (index, users) in upimage.enumerate() {
let radians = CGFloat(M_PI) * 2.0 / CGFloat(upimage.count) * CGFloat(index)
......
let centerx = self.view.bounds.width / 2.0
let radius = currentuserpic.frame.size.width / 2.0
let centery = self.view.bounds.height / 2.0
let pointx = centerx + cos(radians) * radius
let pointy = centery + sin(radians) * radius
......
}
What would be the best way to draw a grid like this by using the SpriteKit 2D game engine?
Requirements:
Input programatically the number of columns and rows (5x5, 10x3, 3x4 etc.).
Draw it programmatically using something like SKSpriteNode or SKShapeNode, since just using images of a square like this doesn't seem very efficient to me.
The squares should have a fixed size (let's say each is 40x40).
The grid should be vertically and horizontally centred in the view.
I'm planning to use a SKSpriteNode (from an image) as a player moving in different squares in this grid.
So, I'll save in a 2 dimensional array the central point (x,y) of each square and then move from the player's current position to that position. If you have a better suggestion for this too, I'd like to hear it.
I would appreciate a solution in Swift (preferably 2.1), but Objective-C would do too. Planning on using this only on iPhone devices.
My question is close to this one. Any help is appreciated.
I suggest you implement the grid as a texture of an SKSpriteNode because Sprite Kit will renders the grid in a single draw call. Here's a example of how to do that:
class Grid:SKSpriteNode {
var rows:Int!
var cols:Int!
var blockSize:CGFloat!
convenience init?(blockSize:CGFloat,rows:Int,cols:Int) {
guard let texture = Grid.gridTexture(blockSize: blockSize,rows: rows, cols:cols) else {
return nil
}
self.init(texture: texture, color:SKColor.clear, size: texture.size())
self.blockSize = blockSize
self.rows = rows
self.cols = cols
}
class func gridTexture(blockSize:CGFloat,rows:Int,cols:Int) -> SKTexture? {
// Add 1 to the height and width to ensure the borders are within the sprite
let size = CGSize(width: CGFloat(cols)*blockSize+1.0, height: CGFloat(rows)*blockSize+1.0)
UIGraphicsBeginImageContext(size)
guard let context = UIGraphicsGetCurrentContext() else {
return nil
}
let bezierPath = UIBezierPath()
let offset:CGFloat = 0.5
// Draw vertical lines
for i in 0...cols {
let x = CGFloat(i)*blockSize + offset
bezierPath.move(to: CGPoint(x: x, y: 0))
bezierPath.addLine(to: CGPoint(x: x, y: size.height))
}
// Draw horizontal lines
for i in 0...rows {
let y = CGFloat(i)*blockSize + offset
bezierPath.move(to: CGPoint(x: 0, y: y))
bezierPath.addLine(to: CGPoint(x: size.width, y: y))
}
SKColor.white.setStroke()
bezierPath.lineWidth = 1.0
bezierPath.stroke()
context.addPath(bezierPath.cgPath)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return SKTexture(image: image!)
}
func gridPosition(row:Int, col:Int) -> CGPoint {
let offset = blockSize / 2.0 + 0.5
let x = CGFloat(col) * blockSize - (blockSize * CGFloat(cols)) / 2.0 + offset
let y = CGFloat(rows - row - 1) * blockSize - (blockSize * CGFloat(rows)) / 2.0 + offset
return CGPoint(x:x, y:y)
}
}
And here's how to create a grid and add a game piece to the grid
class GameScene: SKScene {
override func didMove(to: SKView) {
if let grid = Grid(blockSize: 40.0, rows:5, cols:5) {
grid.position = CGPoint (x:frame.midX, y:frame.midY)
addChild(grid)
let gamePiece = SKSpriteNode(imageNamed: "Spaceship")
gamePiece.setScale(0.0625)
gamePiece.position = grid.gridPosition(row: 1, col: 0)
grid.addChild(gamePiece)
}
}
}
Update:
To determine which grid square was touched, add this to init
self.isUserInteractionEnabled = true
and this to the Grid class:
override func touchesBegan(_ touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let position = touch.location(in:self)
let node = atPoint(position)
if node != self {
let action = SKAction.rotate(by:CGFloat.pi*2, duration: 1)
node.run(action)
}
else {
let x = size.width / 2 + position.x
let y = size.height / 2 - position.y
let row = Int(floor(x / blockSize))
let col = Int(floor(y / blockSize))
print("\(row) \(col)")
}
}
}
I've been racking my brain and searching here and all over to try to find out how to generate a random position on screen to spawn a circle. I'm hoping someone here can help me because I'm completely stumped. Basically, I'm trying to create a shape that always spawns in a random spot on screen when the user touches.
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)
}
If you all need more of my code, there really isn't any more. But thank you for whatever help you can give! (Just to reiterate, this code kind of works... But a majority of the spawned balls seem to spawn offscreen)
The problem there is that you scene is bigger than your screen bounds
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)
First: Determine the area that will be valid. It might not be the frame of the superview because perhaps the ball (let's call it ballView) might be cut off. The area will likely be (in pseudocode):
CGSize( Width of the superview - width of ballView , Height of the superview - height of ballView)
Once you have a view of that size, just place it on screen with the origin 0, 0.
Secondly: Now you have a range of valid coordinates. Just use a random function (like the one you are using) to select one of them.
Create a swift file with the following:
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
}
}
And now you can specify a random number as follows:
Int.random(1...1000) //generate a random number integer somewhere from 1 to 1000.
You can generate the values for the x and y coordinates now using this function.
Given the following random generators:
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
}
}
You can paste the following into a playground:
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])))
(Just make sure to also paste in the random generators, too, or to copy them to the playground's Sources, as well as to open the assistant editor so you can see the animation.)