In the iOS game flappy bird, there are pipes that generate after a certain distance and they generate at random heights
I am also trying to make flappy bird pipes (I called it a tree branch in my code instead of pipe). Except the pipes are moving vertically instead of horizontally because it is a vertical scrolling game (it scrolls like the game doodle jump)
This is a drawing of what I want it to be: https://docs.google.com/drawings/d/18bxsVsNOlScCvgi1mwuzD2At7R6xKM3QCh6BfAVMuMo/edit?usp=sharing
(The horizontal lines are the branches)
So this is what I have tried to do so far to make the vertical branches (or pipes)...
in my .h
CCSprite *branch;
NSMutableArray *_branches;
CCSprite *obstacle;
CCNode *previousBranch;
CGFloat previousBranchYPosition;
in my .m
#implementation HelloWorldLayer
static const CGFloat firstBranchPosition = 426.f;
static const CGFloat distanceBetweenBranches = 140.f;
#define ARC4RANDOM_MAX 0x100000000
static const CGFloat minimumXPositionRightBranch = 280.f;
static const CGFloat maximumXPositionLeftBranch = 50.f;
static const CGFloat pipeDistance = 100.f;
static const CGFloat maximumXPositionRightBranch = maximumXPositionLeftBranch - pipeDistance;
setBranchInitialPosition method
/* This is where I am setting the initial position of the branches.
So I am specifying the position of the first branch and the other branches after it so it gets placed every time a certain distance is passed. I have a left branch and a right branch*/
-(void) setBranchInitialPosition {
CGFloat random = ((double)arc4random() / ARC4RANDOM_MAX);
CGFloat range = maximumXPositionRightBranch - minimumXPositionRightBranch;
_rightBranch.position = ccp(minimumXPositionRightBranch + (random * range), _rightBranch.position.y);
_leftBranch.position = ccp(_rightBranch.position.x + pipeDistance, _leftBranch.position.y);
}
spawnNewBranches method
// This is how I want the branches to spawn and I want to add them to an array full of branches
- (void)spawnNewBranches {
previousBranch = [_branches lastObject];
previousBranchYPosition = previousBranch.position.y;
if (!previousBranch) {
// this is the first obstacle
previousBranchYPosition = firstBranchPosition;
}
_rightBranch = [CCSprite spriteWithFile:#"branch.png"];
_leftBranch = [CCSprite spriteWithFile:#"branch.png"];
[_leftBranch addChild:_rightBranch];
[self setBranchInitialPosition];
obstacle = [CCSprite node];
[obstacle addChild:_leftBranch];
obstacle.position = ccp(160, previousBranchYPosition + distanceBetweenBranches);
[self addChild:obstacle];
[_branches addObject:obstacle];
}
scroll method
-(void) scroll:(ccTime)dt
{
// moves the bg
background.position = ccp(screenCenter.x, background.position.y + [[NSUserDefaults standardUserDefaults] integerForKey:#"scrollSpeed"]*dt);
bg2.position = ccp(screenCenter.x, background.position.y-background.contentSize.height);
// it adds the new bg's to the screen before the old bg's move off the screen
if (background.position.y >= screenSize.height*1.5)
{
background.position = ccp(screenCenter.x, (screenCenter.y)-(background.size.height/2));
} else if (bg2.position.y >= screenSize.height*1.5) {
bg2.position = ccp(screenCenter.x, (screenCenter.y)-(bg2.size.height/2));
}
// This is where I want them to appear every certain distance and also move with the brackground
obstacle.position = ccp(obstacle.position.x, obstacle.position.y*[[NSUserDefaults standardUserDefaults] integerForKey:#"scrollSpeed"]*dt);
NSMutableArray *offScreenObstacles = nil;
if (obstacle.position.y >= screenSize.height*1.5) {
[offScreenObstacles addObject:obstacle];
}
for (CCNode *obstacleToRemove in offScreenObstacles) {
[obstacleToRemove removeFromParent];
[_branches removeObject:obstacleToRemove];
// for each removed obstacle, add a new one
[self spawnNewBranches];
}
}
Right now, the branches are appearing, but they stay in the bottom left corner and they dont move or spawn at all. I want to make them move with the background and spawn after a certain distance while also being generated in random heights. I provided you with all my code, do you know how I can make this work? Thanks in advance!
You may want to try placement of the pipes based on a trigonometric curve like sine or cosine (https://en.wikipedia.org/wiki/Trigonometric_functions). It seems like you are placing the pipes within a fairly define random range though if you change this range to an offset from the plot of the trigonometric curve it would take into account the ability of the player to transition between the open gaps better. At least that's my feel. I think the code would be easier to follow as well as I'm a bit confused going through it. You can also easily vary the difficulty of the curve by changing the parameters such as increasing the amplitude or frequency.
I created a copy of Flappy Bird just for fun. I used this code to create the pipes:
-(void)createPipes{
//Create Random
int from = 65;
int max = [[UIScreen mainScreen] bounds].size.height - 124;
int delta = max - from - dy;
int y = from + arc4random() % (delta - from);
//Pipe Bottom
UIImageView *pipeBottom = [[UIImageView alloc] init];
[pipeBottom setContentMode:UIViewContentModeTop];
[pipeBottom setImage:[UIImage imageNamed:#"pipeBottom"]];
[pipeBottom setFrame:CGRectMake(320, y+dy, 60, max - y - dy)];
[pipeBottom setClipsToBounds:YES];
//Pipe Top
UIImageView *pipeTop = [[UIImageView alloc] init];
[pipeTop setFrame:CGRectMake(320, 0, 60, y)];
[pipeTop setContentMode:UIViewContentModeBottom];
[pipeTop setImage:[UIImage imageNamed:#"pipeTop"]];
[self.view insertSubview:pipeTop atIndex:1];
[self.view insertSubview:pipeBottom atIndex:1];
if (!self.pipes)
self.pipes = [[NSMutableArray alloc] init];
[self.pipes addObject:pipeBottom];
[self.pipes addObject:pipeTop];
}
and to move them:
-(void)moveArray:(NSMutableArray *)array{
float ds = dv * dt;
NSMutableArray *trash = [NSMutableArray array];
for (UIImageView *obj in array) {
CGRect frame = obj.frame;
frame.origin.x -= ds;
if (frame.origin.x < -frame.size.width) {
[obj removeFromSuperview];
[trash addObject:obj];
}else{
obj.frame = frame;
}
}
[array removeObjectsInArray:trash];
}
-(void)movePipes{
[self moveArray:self.pipes];
}
I call this function every 0.01 seconds, to run the game:
-(void)runGame{
_time += dt;
if (_time >= 180.0/dv) {
_time = 0;
[self createPipes];
}
[self movePipes];
[self moveEnemies];
[self moveYoshi];
[self moveBar];
[self verifyScore];
[self verifyCollision];
[self verifyState];
}
I defined dt = 0.01 and dv = 110.
You can see my parody in youtube: (http://www.youtube.com/watch?v=tTcYdpSIKJg)
I hope this help you.
Best, Rafael Castro.
Related
I have a chart with 3 SChartLineSeries. I would like to show 3 simultaneous target points (from the crosshair that corresponds to his serie) at the same time.
Like I have on this picture with dataPoints, but I would like have it on the same X position with Crosshairs.
How can I achieve that? I tried to recognize the 'long press' event in the delegate method, but I didn't figure out how to do it.
With crosshairs, I only have this:
EDIT:
Ive tried:
- (void)sChart:(ShinobiChart *)chart toggledSelectionForPoint:(SChartDataPoint *)dataPoint inSeries:(SChartSeries *)series atPixelCoordinate:(CGPoint)pixelPoint
{
for (SChartLineSeries *serie in chart.series) {
for (SChartDataPoint *dp in serie.dataSeries.dataPoints){
if (dp.xValue == dataPoint.xValue){
dp.selected = YES;
serie.crosshairEnabled = YES;
serie.style.selectedPointStyle.color = [UIColor blackColor];
serie.style.selectedPointStyle.radius = [NSNumber numberWithInt:8];
serie.style.selectedPointStyle.showPoints = YES;
}
}
}
}
And subclassing the object 'SChartCrosshair' I recognize the long press event on 'crosshairChartGotLongPressAt'.
I already managed it, with the help of ShinobiControls team support.
On the 'SChartCrosshair' I subclassed, I had to loop over the points that matched with the 'Crosshair' X position touched, and adding the ones that mathed to an array for using them in 'drawCrosshairLines'. For that, I used, the pixel version of the point, through a method that understands the SChartAxis object: 'pixelValueForDataValue'.
I draw a vertical line on the chart as well.
#implementation CustomCrossHair
-(void)drawCrosshairLines
{
CGContextRef context = UIGraphicsGetCurrentContext();
SChartDataPoint *firstDataPixelPoint = arrayPixelPoints[0];
double xFirst = [firstDataPixelPoint.xValue doubleValue];
CGContextMoveToPoint(context,xFirst, 0.f);
CGContextAddLineToPoint(context,xFirst, self.chart.canvas.glView.frame.size.height);
for (SChartDataPoint *dataPixelPoint in arrayPixelPoints){
double yVal = [dataPixelPoint.yValue doubleValue];
double xVal = [dataPixelPoint.xValue doubleValue];
CGRect rectangle = CGRectMake(xVal,yVal, 7, 7);
CGContextAddEllipseInRect(context, rectangle);
}
CGContextStrokePath(context);
}
-(void)moveToPosition:(SChartPoint)coords andDisplayDataPoint:(SChartPoint)dataPoint fromSeries:(SChartCartesianSeries *)series andSeriesDataPoint:(id<SChartData>)dataseriesPoint
{
[super moveToPosition:coords andDisplayDataPoint:dataPoint fromSeries:series andSeriesDataPoint:dataseriesPoint];
arrayPixelPoints = [NSMutableArray array];
SChartDataPoint *dataSPoint = dataseriesPoint;
int i = 0;
for (SChartLineSeries *serie in self.chart.series){
i++;
for (SChartDataPoint *dp in serie.dataSeries.dataPoints){
if ([dp.xValue doubleValue] == [dataSPoint.xValue doubleValue]){
float yPixel = [self.chart.yAxis pixelValueForDataValue:dp.yValue];
float xPixel = [self.chart.xAxis pixelValueForDataValue:dp.xValue];
SChartDataPoint *dataPointPixel = [[SChartDataPoint alloc] init];
dataPointPixel.xValue = [NSNumber numberWithFloat:xPixel];
dataPointPixel.yValue = [NSNumber numberWithFloat:yPixel];
[arrayPixelPoints addObject:dataPointPixel];
}
}
}
if (i == self.chart.series.count) [self drawCrosshairLines];
}
Problem
As of right now, I've just realised a pretty major design flaw in my application..
So, the problem is:
A rifle shot is fired, and lands based on no trajectory as of right now, I'm toying with the idea. However, the bullets land and their marks are left as nodes.
-(void)applyShot:(int) posX with:(int) posY {
SKSpriteNode *impact = [[SKSpriteNode alloc] initWithColor:[UIColor grayColor] size:CGSizeMake(2, 2)];
impact.zPosition = 1;
impact.userInteractionEnabled = NO;
impact.position = CGPointMake(posX , posY);
[backgroundImage addChild:impact];
}
And posX / posY are sent this way.
//Find difference between centre and background moved distance.
CGPoint positionNow = CGPointMake(backgroundImage.position.x, backgroundImage.position.y);
CGPoint positionPrev = CGPointMake(0.5, 0.5);
float xdiff = positionNow.x - positionPrev.x;
float ydiff = positionNow.y - positionPrev.y;
//Calculate ydrop
int newYDrop = yDrop * 10;
//
CGPoint newPositionOne = CGPointMake(0.5 - xdiff, 0.5 - ydiff);
newPositionOne = CGPointMake((newPositionOne.x + [self myRandom:15 withFieldLower:-15]), (newPositionOne.y - newYDrop));
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(secondsDelay * NSEC_PER_SEC)), dispatch_get_main_queue(), ^(void){
[self applyShot:newPositionOne.x with:newPositionOne.y];
});
Which seems to work fine, until I started toying with zoom.
Now, this application basically is a 1080p image for the reticle, and the background enlarges to give the (zoom) effect, then the background is touch-dragged/inverted to give the reticle moving effect.
Then I managed to get it to fire exactly where the crosshair was, which was good.. Then I started toying with zoom and noticed this.
So if it's not too easy to notice, the (bullet hits) are the grey marks, however, when you enlarge the backgroundImage they aren't tied to it. so they remain the same spread.
Solution
Now what I need is to either,
A: tie the nodes to the backgroundImage
B: enlarge the spread to the same factor as the enlargement.
But I'm pretty confused at how to achieve this.
Additional problem
When calibrating the drop, the drop will remain a burden no matter of the zoom as of right now. so if it's a 1 mil-dot drop on 6x zoom, it's also a 1 mil-dot drop at 10x zoom or 1x zoom ( I keep saying zoom when I mean enlargement )
How can I achieve a calibration for drop intensity no matter what enlargement the background image is at?
Thanks for reading and confusing yourself with my dire problems, it's appreciated!
What I've Tried
saving the children to a mutable array, then recreating them after a zoom change;
//recreate children
[backgroundImage removeAllChildren];
for (int i=0; i < [shotsHitX count]; i++) {
double posX = ([shotsHitX[i] doubleValue] / 5) * rifleZoom;
double posY = ([shotsHitY[i] doubleValue] / 5) * rifleZoom;
SKSpriteNode *impact = [[SKSpriteNode alloc] initWithColor:[UIColor grayColor] size:CGSizeMake(2, 2)];
impact.zPosition = 1;
impact.userInteractionEnabled = NO;
impact.position = CGPointMake(posX , posY);
[shotsHitX addObject:[NSNumber numberWithDouble:posX]];
[shotsHitY addObject:[NSNumber numberWithDouble:posY]];
[backgroundImage addChild:impact];
}
//end recreate children
Crash with memory error.
not so good at this!
[backgroundImage removeAllChildren];
for (int i=0; i < [shotsHitX count]; i++) {
double posX = ([shotsHitX[i] doubleValue] / 5) * rifleZoom;
double posY = ([shotsHitY[i] doubleValue] / 5) * rifleZoom;
SKSpriteNode *impact = [[SKSpriteNode alloc] initWithColor:[UIColor grayColor] size:CGSizeMake(2, 2)];
impact.zPosition = 1;
impact.userInteractionEnabled = NO;
impact.position = CGPointMake(posX , posY);
[backgroundImage addChild:impact];
}
//end recreate children
Works, however, now It doesn't just seem quite right..
I think the problem is when the initial zoom goes in it works, then when it reverts it's mixing zoom shots in the array with old shots.. Here we go again, MORE ARRAYS.
//recreate children
[backgroundImage removeAllChildren];
for (int i=0; i < [shotsHitRem count]; i+= 2) {
double posX = ([shotsHitRem[i] doubleValue] / 5) * rifleZoom;
double posY = ([shotsHitRem[i+1] doubleValue] / 5) * rifleZoom;
SKSpriteNode *impact = [[SKSpriteNode alloc] initWithColor:[UIColor grayColor] size:CGSizeMake(2, 2)];
impact.zPosition = 1;
impact.userInteractionEnabled = NO;
impact.position = CGPointMake(posX , posY);
[backgroundImage addChild:impact];
//add olds m4
if ([shotsHitM4 count] > 0) {
posX = ([shotsHitM4[i] doubleValue] / 2) * rifleZoom;
posY = ([shotsHitM4[i+1] doubleValue] / 2) * rifleZoom;
impact.position = CGPointMake(posX, posY);
[backgroundImage addChild:impact];
}
}
//end recreate children
Now I crash attempting to add a sknode which already has a parent
Confusing as it should removeAllChildren before looping
Well after some major messing around
[backgroundImage setScale:rifleZoom];
Programming is my favourite, oh yeah.. Five hours, Oh yeah.. For one line, oh yeah!
I wasn't scaling before, I was creating a new cgsize. and that was my problem.
I now have the issue of scaling and trying to render a new centrepoint as it still remembers the centrepoint of scale = 1 and scale = 2, nightmare.
I can't find any helpful tutorials or explanation on how to use a CCScrollView. I have a grid-layout of sprites and labels (listing achievements for an iOS game). There are more than can fit on the screen so I want the user to be able to scroll.
To scroll, the user would swipe/pan upwards, to reveal the sprites etc which are lower.
I've found a few code samples and they seem to indicate you just need to add your content node to the scroll node and it will take care of the rest.
It doesn't seem to work. There's no scroll, and the pan/touch events on the scroll layer never seem to fire. The close button I have at the same child (sibling to the scroll view) no longer works as well.
I'm not using SpriteBuilder.
// Node to hold all sprites/labels
scrollContents = [CCNode node];
// I add a bunch of sprites/labels in a grid view
for( NSString *key in badgeKeys ){
// logic to load the sprite would be here
CCSprite *badge = [CCSprite spriteWithSpriteFrame:frame];
badge.positionType = CCPositionTypeNormalized;
badge.position = ccp(xPos,yPos);
[scrollContents addChild:badge];
// some logic to increment x/y position logic, for grid layout
}
// Scroll view
scrollView = [[CCScrollView alloc] initWithContentNode:scrollContents];
scrollView.horizontalScrollEnabled = NO;
scrollView.verticalScrollEnabled = YES;
[scrollView setBounces:NO];
// My sprites never even show unless I manually set this
scrollContents.contentSize = CGSizeMake(self.contentSize.width,960);
NSLog(#"scrollContents contentsize: %f %f", scrollContents.contentSize.width,scrollContents.contentSize.height);
[self addChild:scrollView];
ok, here is a working example (i deconstructed part of my code to give you a fully working code sample) of a scrolling menu with 'live' buttons inside. I just tested this 'deconstruction' , it works
- (void) scrollingMenuWithCharmsTest {
// setup something to scroll
GameInventory *gi = [GameInventory sharedGameInventory];
while (gi.armorCharms.count < 20) {
[gi addArmorCharm:[ArmorCharm createRandomArmorCharm]];
}
CCNode *contentNode = [self charmsContentNodeFor:gi.armorCharms
showEquiped:NO
spacingBetweenMenuItems:8
target:self
selector:#selector(onArmorCharmSelected:)];
// setup a clipping node to crop out the CCScrollingMenu
CCNodeColor *ccn = [CCNodeColor nodeWithColor:[CCColor blackColor] width:180 height:200];
ccn.anchorPoint = ccp(0, 0);
CCClippingNode *cn = [CCClippingNode clippingNodeWithStencil:ccn];
cn.alphaThreshold = 0.05f;
[self addChild:cn];
cn.inverted = NO;
cn.positionInPointsV = ccp(50, 50);
cn.anchorPoint = ccp(0, 0);
cn.contentSizeInPoints = CGSizeMake(180, 200);
// setup scrolling menu
CCScrollView * bsm = [[CCScrollView alloc] initWithContentNode:contentNode];
bsm.contentSize=CGSizeMake(180,200);
[cn addChild:bsm];
bsm.position = ccp(0, 0);
bsm.bounces = YES;
bsm.pagingEnabled = NO;
bsm.verticalScrollEnabled = YES;
bsm.horizontalScrollEnabled = NO;
bsm.contentSizeInPoints = CGSizeMake(180, 200); // inPoints only after the node has a parent
for (CharmAbstractBoxMenuItem *lmi in bsm.contentNode.children) {
TRACE(#"item %# is at %#", lmi.item.description, NSStringFromCGPoint(lmi.positionInPointsV));
}
TRACE(#"number of pages : %i", bsm.numVerticalPages);
}
- (CCNode *)charmsContentNodeFor:(NSDictionary *)keyedItems
showEquiped:(BOOL)isShowEquiped
spacingBetweenMenuItems:(float)inSpacing
target:(id)inTarget
selector:(SEL)inSelector {
NSSortDescriptor *sortOrder = [NSSortDescriptor sortDescriptorWithKey:#"self" ascending:YES];
NSArray *sortedKeys = [[keyedItems allKeys] sortedArrayUsingDescriptors:[NSArray arrayWithObject:sortOrder]];
float initialY = 0;
float currentY = initialY;
NSUInteger itemNumber = 0;
CGFloat width = 0;
CGFloat height = 0;
CCNode *contentNode = [CCNode node];
for (NSUInteger loopi = 0; loopi < [sortedKeys count]; loopi++) {
NSString *key = [sortedKeys objectAtIndex:loopi];
CharmAbstract *ci = [keyedItems objectForKey:key];
if (ci) {
CharmAbstractBoxMenuItem *cmi = [CharmAbstractBoxMenuItem itemBoxFor:ci
target:inTarget
selector:inSelector
];
cmi.toolTip = ci.toolTip;
cmi.position = ccp(deviceOffset(0), currentY);
cmi.key = key;
[contentNode addChild:cmi z:0 name:[NSString stringWithFormat:#"%li", (long) itemNumber]];
currentY += cmi.contentSizeInPoints.height + inSpacing;
itemNumber++;
if (cmi.contentSize.width > width) width = cmi.contentSize.width;
height += cmi.contentSize.height;
if (loopi < sortedKeys.count - 1) height += inSpacing;
}
else {
MPLOG(#"*** Key [%#] yielded no items.", key);
}
}
contentNode.contentSizeType = CCSizeTypePoints;
contentNode.contentSize = CGSizeMake(width, height);
return contentNode;
}
some notes :
i gave you my 'build content node' routine so you know the ins and outs of positions and sizes.
my charmBoxMenuItemss derive from 'CCButton' and are hot ... In the full version of this code snippet, i extended CCScrollView to prevent the buttons from being 'hot' outside the crop area (although they are cropped out from view, they are still 'visible' by default, and could respond when a random tap occurs above or below the crop area).
For clipping node with stencil, you need to add this in your setupCocos2dWithOptions line:
CCSetupDepthFormat : [NSNumber numberWithUnsignedInt:GL_DEPTH24_STENCIL8_OES]
I am trying to make an iPhone game and I am trying to add random images in different position.
Here is what I want to do
There is 6 different color oval nodes (enemy)
When the game starts I want there to be 5 enemy nodes.
When the player node contacts enemy node, enemy node will disappear and then right away another
enemy node will be added in different location.
But some times some nodes appear in same location so it looks like there is 4 nodes instead of 5.
If there is a node already in a specific location how can I not add another node there but some other location?
Below I added a part of the code I wrote.
It might be something very easy but I am new to programming and I could not figure that out.
Thank you,
-(void) addWaterBall {
for (int i = 0; i < 5; i++) {
NSUInteger randomWaterBall = [Util randomWithMin:0 max:8];
WaterBall *waterBall = [WaterBall waterBallOfType:randomWaterBall];
float y = self.frame.size.height - ((((self.frame.size.height/2)-10)/10) * [Util randomWithMin:1 max:10]);
float x = (self.frame.size.width/10) * [Util randomWithMin:1 max:10];
waterBall.position = CGPointMake(x, y);
waterBall.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:waterBall.size.width/2];
waterBall.physicsBody.dynamic = YES;
waterBall.physicsBody.affectedByGravity = NO;
waterBall.physicsBody.categoryBitMask = waterBallCategory;
waterBall.physicsBody.contactTestBitMask = sharkCategory ;
//waterBall.physicsBody.collisionBitMask = ;
[self addChild:waterBall];
}
}
What I would do is stick in a [self enumerateChildNodesWithName…….] after generating the random co-ordinates and compare the random x and y co-ordinates with those on each enumerated node, if they are the same or too close then generate new random co-ordinates. This is probably best done in a while loop.
-(void)addWaterBall
{
NSUInteger randomWaterBall = [Util randomWithMin:0 max:8];
WaterBall *waterBall = [WaterBall waterBallOfType:randomWaterBall];
waterBall.name = #"WaterBall";
[self enumerateChildNodesWithName:#"WaterBall" usingBlock:^(SKNode *node, BOOL *stop) {
float y = self.frame.size.height - ((((self.frame.size.height/2)-10)/10) * [Util randomWithMin:1 max:10]);
float x = (self.frame.size.width/10) * [Util randomWithMin:1 max:10];
node.position = CGPointMake(x, y);
node.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:waterBall.size.width/2];
node.physicsBody.dynamic = YES;
node.physicsBody.affectedByGravity = NO;
node.physicsBody.categoryBitMask = waterBallCategory;
node.physicsBody.contactTestBitMask = sharkCategory ;
//waterBall.physicsBody.collisionBitMask = ;
[self addChild:waterBall];
}];
}
Basically, I have an app where a user dodges bombs and collects coins. When a user collects a coin, another coin is spawned. I want each coin to not spawn on a bomb. (By the way these are all uiimageviews). In the code below, I have an array of my bombs called bombArray and the UIImageview called "one" is the coin UIImageView. I know the code below doesn't work, but what other method(s) could I use? Thanks, and here is the code:
UIImageView *one = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"goldCoin.png"]];
CGRect rectOne = CGRectMake(arc4random() % (900), arc4random() % (700), 40, 40);
[one setFrame:rectOne];
[self.view addSubview:one];
for (UIImageView* two in bombArray)
{
while (CGRectIntersectsRect(two.frame, one.frame))
{
one.center=CGPointMake(arc4random() % (900), arc4random() % (700));
}
}
*Note: I completely understand why the code above does not work, but I cannot find another solution to my problem.
First of all to make such a thing I'd use the new SpriteKit that gives you physics (and thus collision detection) out of the box.
But if you want to do this with standard UIViews what you can do for being absolutely sure that images don't collide between them is to divide the container in a grid and then loop through each cell of your grid and "flip a coin" to randomly put a coin or not in that cell. Then if you want to fill more space instead of dividing for rectangular cells you can divide for hexagonal cells, in this way you will cover more space.
So a fast and absolutely not too much checked version could be something like this:
int x = 0;
int y = 0;
int side = 40;
int it = 0;
do {
do {
CGRect imageFrame = CGRectMake(x, y, side, side);
UIImageView* imageView = [[UIImageView alloc] initWithFrame:imageFrame];
imageView.layer.borderColor = [UIColor blackColor].CGColor;
imageView.layer.borderWidth = 1.0;
imageView.layer.cornerRadius = side / 2;
imageView.layer.masksToBounds = YES;
[self.containerView addSubview:imageView];
BOOL flip = arc4random() & 0x1;
if (flip) {
[imageView setImage:[UIImage imageNamed:#"coin_image"]];
}
} while ((x+=side) < (self.containerView.frame.size.width - side / 2));
it++;
if (it % 2 != 0) {
x = side / 2;
} else {
x = 0;
}
} while ((y+=(side * 0.85)) < (self.containerView.frame.size.height - side) );
Mind that this is NOT efficient, it is executed in the main thread and doesn't take in account possible (actually probable) memory constraints.