我想在随机位置创建一些精灵而不会重叠,这是我的代码:
var sprites = [SKSpriteNode]() for index in 0...spriteArray { let sprite = SKSpriteNode(imageNamed: named) sprites.append(sprite) checkInterception(sprite,sprite2: sprites)// positioning using a function addChild(sprite) }
在这里我检查重叠:
func checkInterception(sprite1: SKSpriteNode,sprite2: [SKSpriteNode]) { let xPos = CGFloat( Float(arc4random()) / Float(UINT32_MAX)) * maxX let yPos = CGFloat( Float(arc4random()) / Float(UINT32_MAX)) * maxY sprite1.position = CGPoint(x: xPos,y: yPos ) for index in 0...sprite2.count-1 { if sprite1.intersectsNode(sprite2[index]) { let yPos = sprite1.position.y + sprite1.size.height sprite1.position = CGPoint(x: xPos,y: yPos ) } } }
但是一些精灵仍然会重叠.我知道for循环有一些不对的东西,但是无法弄明白.
我确信有几种不同的方法来解决问题,这将是你最接近你已经写的.
原文链接:https://www.f2er.com/swift/320173.htmllet sprites = [SKSpriteNode]() //loaded with your sprites to spawn let maxX = size.width //whatever your max is let maxY = size.height //whatever your max is var spritesAdded = [SKSpriteNode]() for currentSprite in sprites{ addChild(currentSprite) var intersects = true while (intersects){ let xPos = CGFloat( Float(arc4random()) / Float(UINT32_MAX)) * maxX let yPos = CGFloat( Float(arc4random()) / Float(UINT32_MAX)) * maxY currentSprite.position = CGPoint(x: xPos,y: yPos ) intersects = false for sprite in spritesAdded{ if (currentSprite.intersectsNode(sprite)){ intersects = true break } } } spritesAdded.append(currentSprite) }
需要考虑的是,如果您还不知道添加精灵的安全性,则会产生性能风险.例如,添加最后一个精灵可能需要1,000,000次尝试才能随机选择一个与其他精灵不相交的点.
如果您不必一次添加它们,我会在更新循环上攻击问题并执行类似的操作……
var sprites = [SKSpriteNode]() //loaded with your sprites to spawn var maxX : CGFloat = 0.0 //whatever your max is var maxY : CGFloat = 0.0 //whatever your max is var spritesAdded = [SKSpriteNode]() override func didMoveToView(view: SKView) { maxX = size.width //whatever your max is maxY = size.height //whatever your max is } func addSprite(){ if let currentSprite = sprites.first { let xPos = CGFloat( Float(arc4random()) / Float(UINT32_MAX)) * maxX let yPos = CGFloat( Float(arc4random()) / Float(UINT32_MAX)) * maxY currentSprite.position = CGPoint(x: xPos,y: yPos ) for sprite in spritesAdded{ if (currentSprite.intersectsNode(sprite)){ return } } addChild(currentSprite) spritesAdded.append(currentSprite) sprites.removeFirst() } } override func update(currentTime: NSTimeInterval) { addSprite() }
有点粗糙,但想法是每次更新它会尝试添加精灵.这样,如果你的房间用完,它就不会锁定.希望这会有所帮助.