Arrays 如何从阵列中随机筛选和选择CGPoint
我有许多CGPoints数组,如下面的方法所示。我正在尝试为我的精灵筛选一个位置,该位置按上述顺序循环地向下、向左、向上和向右移动。如何从阵列组(向下、向左等)中随机选择一个阵列,然后从所选阵列中随机选择一个点,同时注意阵列组,以便在再次调用该方法时,将使用以下组进行生成(按照循环顺序)。例如,由于down是循环中的第一个,因此随机选择“down数组”,如果选择down2,则应从down2中随机选择一个点,例如p5。下次调用此方法时,应对“左数组”执行相同的过程,依此类推。这似乎相当复杂Arrays 如何从阵列中随机筛选和选择CGPoint,arrays,swift,sorting,filter,swift2,Arrays,Swift,Sorting,Filter,Swift2,我有许多CGPoints数组,如下面的方法所示。我正在尝试为我的精灵筛选一个位置,该位置按上述顺序循环地向下、向左、向上和向右移动。如何从阵列组(向下、向左等)中随机选择一个阵列,然后从所选阵列中随机选择一个点,同时注意阵列组,以便在再次调用该方法时,将使用以下组进行生成(按照循环顺序)。例如,由于down是循环中的第一个,因此随机选择“down数组”,如果选择down2,则应从down2中随机选择一个点,例如p5。下次调用此方法时,应对“左数组”执行相同的过程,依此类推。这似乎相当复杂 fun
func nextPosition ()->CGPoint {
let down1 = [p1, p2]
let down2 = [p3, p4, p5]
let left1 = [p6, p7]
let left2 = [p8, p9, p10]
let left3 = [p11, p12, p13]
let up1 = [p14, p15]
let up2 = [p16, p17]
let up3 = [p18, p19]
let right1 = [p20, p21]
let right2 = [p22, p23]
let right3 = [p24, p25]
let right4 = [p26, p27, p28, p29, p30]
//return point
}
这应该起作用:
func nextPosition () -> CGPoint {
var pointsArray:[[CGPoint]] = [[]]
let down1 = [p1, p2]
pointsArray.append(down1)
let down2 = [p3, p4, p5]
pointsArray.append(down2)
let left1 = [p6, p7]
pointsArray.append(left1)
let left2 = [p8, p9, p10]
pointsArray.append(left2)
let left3 = [p11, p12, p13]
pointsArray.append(left3)
let up1 = [p14, p15]
pointsArray.append(up1)
let up2 = [p16, p17]
pointsArray.append(up2)
let up3 = [p18, p19]
pointsArray.append(up3)
let right1 = [p20, p21]
pointsArray.append(right1)
let right2 = [p22, p23]
pointsArray.append(right2)
let right3 = [p24, p25]
pointsArray.append(right3)
let right4 = [p26, p27, p28, p29, p30]
pointsArray.append(right4)
let randomDirection: Int = Int(arc4random_uniform(UInt32(pointsArray.count)))
let randomPoint: Int = Int(arc4random_uniform(UInt32(pointsArray[randomDirection].count)))
return pointsArray[randomDirection][randomPoint]
}
我所做的基本上是创建一个二维阵列。第一个维度表示方向,第二个维度表示该方向上的点。这应该可以:
func nextPosition () -> CGPoint {
var pointsArray:[[CGPoint]] = [[]]
let down1 = [p1, p2]
pointsArray.append(down1)
let down2 = [p3, p4, p5]
pointsArray.append(down2)
let left1 = [p6, p7]
pointsArray.append(left1)
let left2 = [p8, p9, p10]
pointsArray.append(left2)
let left3 = [p11, p12, p13]
pointsArray.append(left3)
let up1 = [p14, p15]
pointsArray.append(up1)
let up2 = [p16, p17]
pointsArray.append(up2)
let up3 = [p18, p19]
pointsArray.append(up3)
let right1 = [p20, p21]
pointsArray.append(right1)
let right2 = [p22, p23]
pointsArray.append(right2)
let right3 = [p24, p25]
pointsArray.append(right3)
let right4 = [p26, p27, p28, p29, p30]
pointsArray.append(right4)
let randomDirection: Int = Int(arc4random_uniform(UInt32(pointsArray.count)))
let randomPoint: Int = Int(arc4random_uniform(UInt32(pointsArray[randomDirection].count)))
return pointsArray[randomDirection][randomPoint]
}
我所做的基本上是创建一个二维阵列。第一个维度表示方向,第二个维度表示该方向上的点。试试这个。函数返回是一个由4个CG点组成的数组-接下来的四个点,每个方向一个,即第一个是下降点,下一个是左侧点等。函数返回的示例可以是
[p3,p7,p19,p25]
func nextPosition() -> [CGPoint] {
// Make a separate array for each group of points in each direction
let down1 = [p1, p2]
let down2 = [p3, p4, p5]
let left1 = [p6, p7]
let left2 = [p8, p9, p10]
let left3 = [p11, p12, p13]
let up1 = [p14, p15]
let up2 = [p16, p17]
let up3 = [p18, p19]
let right1 = [p20, p21]
let right2 = [p22, p23]
let right3 = [p24, p25]
let right4 = [p26, p27, p28, p29, p30]
// Make separate arrays for each direction which contains the previous arrays
let dArray = [down1, down2]
let lArray = [left1, left2, left3]
let uArray = [up1, up2, up3]
let rArray = [right1, right2, right3, right4]
// Make an array to group all the directions
let array = [dArray, lArray, uArray, rArray]
var nextPositions = [CGPoint]()
// loop through dArray, lArray etc.
for arr in array {
// pick random direction array
var length = UInt32(arr.count)
let random = Int(arc4random_uniform(length))
// pick random point from sub array
length = UInt32(arr[random].count)
let random2 = Int(arc4random_uniform(length))
// print final random point
print(arr[random][random2])
nextPositions.append(arr[random][random2])
}
return nextPositions
}
试试这个。函数返回是一个由4个CG点组成的数组-接下来的四个点,每个方向一个,即第一个是下降点,下一个是左侧点等。函数返回的示例可以是
[p3,p7,p19,p25]
func nextPosition() -> [CGPoint] {
// Make a separate array for each group of points in each direction
let down1 = [p1, p2]
let down2 = [p3, p4, p5]
let left1 = [p6, p7]
let left2 = [p8, p9, p10]
let left3 = [p11, p12, p13]
let up1 = [p14, p15]
let up2 = [p16, p17]
let up3 = [p18, p19]
let right1 = [p20, p21]
let right2 = [p22, p23]
let right3 = [p24, p25]
let right4 = [p26, p27, p28, p29, p30]
// Make separate arrays for each direction which contains the previous arrays
let dArray = [down1, down2]
let lArray = [left1, left2, left3]
let uArray = [up1, up2, up3]
let rArray = [right1, right2, right3, right4]
// Make an array to group all the directions
let array = [dArray, lArray, uArray, rArray]
var nextPositions = [CGPoint]()
// loop through dArray, lArray etc.
for arr in array {
// pick random direction array
var length = UInt32(arr.count)
let random = Int(arc4random_uniform(length))
// pick random point from sub array
length = UInt32(arr[random].count)
let random2 = Int(arc4random_uniform(length))
// print final random point
print(arr[random][random2])
nextPositions.append(arr[random][random2])
}
return nextPositions
}
追加的第一个数组应该是
up1
而不是up11
。可能会建议编辑,但它只有一个字符。是的,对不起,打字错误,我修复了它。这个函数也适用于从每个点中选择一个随机变量,但不会按顺序返回4个不同的点(一个从下、左、上和右)。也许我不太理解这个问题。但由此看来,选择4个不同的点并返回一个数组并不成问题。首先追加数组的应该是up1
而不是up11
。可能会建议编辑,但它只有一个字符。是的,对不起,打字错误,我修复了它。这个函数也适用于从每个点中选择一个随机变量,但不会按顺序返回4个不同的点(一个从下、左、上和右)。也许我不太理解这个问题。但是从这一点来看,选择4个不同的点并返回一个数组并不成问题。