SpriteKit - Create at random position without overlapping

試著忘記壹切 提交于 2019-11-30 15:56:55

I am sure there are a few different ways to attack the problem and this would be the closest to what you already wrote.

let 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)
}

Things to consider is if you don't already know where it is safe to add a sprite you run the risk of performance. For instance adding your last sprite may take 1,000,000 attempts before it randomly picks a point that doesn't intersect with others.

If you don't have to have them all added at once I would attack the problem on the update loop and do something like this...

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()
}

Kind of rough but the idea is every update it will try to add a sprite. This way if you run out of room it won't lock up. Hopefully that helps.

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