Draw circle in random place












2















The question is as follows:
1. It is necessary to realize circles on the screen in a random place. 2. Circles must be of different radii and do not overlap each other and do not go beyond the screen.



Created a separate file for View. Here is the code:



override func draw(_ rect: CGRect) {

var number = 1

while number <= 5 {
//1. Screen center coordinates
let viewMidX = self.bounds.size.height
let viewMidY = self.bounds.size.width

//2. Circle radius
let circleWidth = CGFloat(20 + arc4random_uniform(30))
let circleHeight = circleWidth

//3. Two random number
let randomNumberOne = CGFloat(arc4random_uniform(40))
let randomNumberTwo = CGFloat(arc4random_uniform(20))

//4. Coordinates and sizes of the circle
let rect = CGRect(x: viewMidX - randomNumberOne , y: viewMidY - randomNumberTwo , width: circleWidth, height: circleHeight)

//5. Draw circle
let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: circleWidth / 2)

//6. Circle color
myColor.setFill()
circlePath.fill()


myColor.setStroke()
circlePath.stroke()

number += 1
}


In the ViewController file, I’m doing some animation for this circle (pulsing)



//7.
self.view.transform = CGAffineTransform(scaleX: 1, y: 1)

//8. Animation
UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
self.view.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
}) { finished in
}


When I start, I draw 1 circle and nothing more.



enter image description here










share|improve this question




















  • 5





    What is your actual question? Solution for the criteria or why you see only 1 circle?

    – Peter Pajchl
    Nov 23 '18 at 11:29
















2















The question is as follows:
1. It is necessary to realize circles on the screen in a random place. 2. Circles must be of different radii and do not overlap each other and do not go beyond the screen.



Created a separate file for View. Here is the code:



override func draw(_ rect: CGRect) {

var number = 1

while number <= 5 {
//1. Screen center coordinates
let viewMidX = self.bounds.size.height
let viewMidY = self.bounds.size.width

//2. Circle radius
let circleWidth = CGFloat(20 + arc4random_uniform(30))
let circleHeight = circleWidth

//3. Two random number
let randomNumberOne = CGFloat(arc4random_uniform(40))
let randomNumberTwo = CGFloat(arc4random_uniform(20))

//4. Coordinates and sizes of the circle
let rect = CGRect(x: viewMidX - randomNumberOne , y: viewMidY - randomNumberTwo , width: circleWidth, height: circleHeight)

//5. Draw circle
let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: circleWidth / 2)

//6. Circle color
myColor.setFill()
circlePath.fill()


myColor.setStroke()
circlePath.stroke()

number += 1
}


In the ViewController file, I’m doing some animation for this circle (pulsing)



//7.
self.view.transform = CGAffineTransform(scaleX: 1, y: 1)

//8. Animation
UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
self.view.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
}) { finished in
}


When I start, I draw 1 circle and nothing more.



enter image description here










share|improve this question




















  • 5





    What is your actual question? Solution for the criteria or why you see only 1 circle?

    – Peter Pajchl
    Nov 23 '18 at 11:29














2












2








2








The question is as follows:
1. It is necessary to realize circles on the screen in a random place. 2. Circles must be of different radii and do not overlap each other and do not go beyond the screen.



Created a separate file for View. Here is the code:



override func draw(_ rect: CGRect) {

var number = 1

while number <= 5 {
//1. Screen center coordinates
let viewMidX = self.bounds.size.height
let viewMidY = self.bounds.size.width

//2. Circle radius
let circleWidth = CGFloat(20 + arc4random_uniform(30))
let circleHeight = circleWidth

//3. Two random number
let randomNumberOne = CGFloat(arc4random_uniform(40))
let randomNumberTwo = CGFloat(arc4random_uniform(20))

//4. Coordinates and sizes of the circle
let rect = CGRect(x: viewMidX - randomNumberOne , y: viewMidY - randomNumberTwo , width: circleWidth, height: circleHeight)

//5. Draw circle
let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: circleWidth / 2)

//6. Circle color
myColor.setFill()
circlePath.fill()


myColor.setStroke()
circlePath.stroke()

number += 1
}


In the ViewController file, I’m doing some animation for this circle (pulsing)



//7.
self.view.transform = CGAffineTransform(scaleX: 1, y: 1)

//8. Animation
UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
self.view.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
}) { finished in
}


When I start, I draw 1 circle and nothing more.



enter image description here










share|improve this question
















The question is as follows:
1. It is necessary to realize circles on the screen in a random place. 2. Circles must be of different radii and do not overlap each other and do not go beyond the screen.



Created a separate file for View. Here is the code:



override func draw(_ rect: CGRect) {

var number = 1

while number <= 5 {
//1. Screen center coordinates
let viewMidX = self.bounds.size.height
let viewMidY = self.bounds.size.width

//2. Circle radius
let circleWidth = CGFloat(20 + arc4random_uniform(30))
let circleHeight = circleWidth

//3. Two random number
let randomNumberOne = CGFloat(arc4random_uniform(40))
let randomNumberTwo = CGFloat(arc4random_uniform(20))

//4. Coordinates and sizes of the circle
let rect = CGRect(x: viewMidX - randomNumberOne , y: viewMidY - randomNumberTwo , width: circleWidth, height: circleHeight)

//5. Draw circle
let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: circleWidth / 2)

//6. Circle color
myColor.setFill()
circlePath.fill()


myColor.setStroke()
circlePath.stroke()

number += 1
}


In the ViewController file, I’m doing some animation for this circle (pulsing)



//7.
self.view.transform = CGAffineTransform(scaleX: 1, y: 1)

//8. Animation
UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
self.view.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
}) { finished in
}


When I start, I draw 1 circle and nothing more.



enter image description here







ios swift






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 23 '18 at 14:01







Рубен Раневский

















asked Nov 23 '18 at 11:19









Рубен РаневскийРубен Раневский

133




133








  • 5





    What is your actual question? Solution for the criteria or why you see only 1 circle?

    – Peter Pajchl
    Nov 23 '18 at 11:29














  • 5





    What is your actual question? Solution for the criteria or why you see only 1 circle?

    – Peter Pajchl
    Nov 23 '18 at 11:29








5




5





What is your actual question? Solution for the criteria or why you see only 1 circle?

– Peter Pajchl
Nov 23 '18 at 11:29





What is your actual question? Solution for the criteria or why you see only 1 circle?

– Peter Pajchl
Nov 23 '18 at 11:29












2 Answers
2






active

oldest

votes


















0














There are a few obvious things wrong right off the bat.



let viewMidX = self.bounds.size.height



should be



let viewMidX = self.bounds.size.width / 2



doing something similar for viewMidY



Next looking at the distance you are setting the random numbers for, the move is minimal. (40 and 20)
A Picture below represents where the circle should be getting drawn at.



enter image description here



So what I would recommend is something more like this.



import UIKit

class ViewController: UIViewController {

let circleView = CircleView()
let tapView = UIView()

override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(circleView)
view.addSubview(tapView)
}

override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
circleView.frame = view.frame
tapView.frame = view.frame
}

override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
animate()
}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
circleView.setNeedsDisplay()
}

// Animation
func animate() {
UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
self.circleView.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
}, completion: nil)
}

}

class CircleView: UIView {

var myColor = UIColor.red
var borderColor = UIColor.black
var usedRects: [CGRect] =
var usedDiameters: [CGFloat] =

init() {
super.init(frame: .zero)
backgroundColor = .lightGray
}

required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
setNeedsDisplay()
}

override func draw(_ rect: CGRect) {
usedRects =
usedDiameters =
for _ in 0..<5 {

//1. Circle Diameter
let diameter = getDiameter()

//2. Circle Rect
let rect = getRect(diameter: diameter)

//3. Circle Path
let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: diameter / 2)

//4. Circle Color
myColor.setFill()

//5. Draw Circle
circlePath.fill()

//6. Circle Border Color
borderColor.setStroke()

//7. Draw Circle Boder
circlePath.stroke()
}
}

func getDiameter() -> CGFloat {
let diameter = CGFloat(20 + arc4random_uniform(30))
for usedDiameter in usedDiameters
where usedDiameter == diameter {
return getDiameter()
}
usedDiameters.append(diameter)
return diameter
}

func getRect(diameter: CGFloat) -> CGRect {
let randomWidth = CGFloat(arc4random_uniform(UInt32(self.bounds.size.width)))
let randomHeight = CGFloat(arc4random_uniform(UInt32(self.bounds.size.height)))

let rect = CGRect(x: randomWidth, y: randomHeight, width: diameter, height: diameter)

for usedRect in usedRects
where usedRect.intersects(rect) {
return getRect(diameter: diameter)
}
usedRects.append(rect)
return rect
}

}





share|improve this answer































    -1














    You can maybe do a for-cicle to addSubview(circle) in your mainViewController and not in the draw function of your CircleView like this



    ViewController: UIViewController {

    override func viewDidLoad() {
    super.viewDidLoad()
    i = 0
    while i < 5 {
    let circleView = CircleView()
    self.view.addSubView(circleView)
    i += 1
    }
    }
    }


    And in function draw of your custom CircleView do not make a cicle and simply draw the view with random coordinates






    share|improve this answer
























    • Thanks, I will try

      – Рубен Раневский
      Nov 23 '18 at 17:09











    • This is not the right solution.

      – Sethmr
      Nov 23 '18 at 17:44











    • Yeah because i didn't understand the problem :) My solution was for another problem

      – Francesco Destino
      Nov 26 '18 at 8:27












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    2 Answers
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    active

    oldest

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    2 Answers
    2






    active

    oldest

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    active

    oldest

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    active

    oldest

    votes









    0














    There are a few obvious things wrong right off the bat.



    let viewMidX = self.bounds.size.height



    should be



    let viewMidX = self.bounds.size.width / 2



    doing something similar for viewMidY



    Next looking at the distance you are setting the random numbers for, the move is minimal. (40 and 20)
    A Picture below represents where the circle should be getting drawn at.



    enter image description here



    So what I would recommend is something more like this.



    import UIKit

    class ViewController: UIViewController {

    let circleView = CircleView()
    let tapView = UIView()

    override func viewDidLoad() {
    super.viewDidLoad()
    view.addSubview(circleView)
    view.addSubview(tapView)
    }

    override func viewDidLayoutSubviews() {
    super.viewDidLayoutSubviews()
    circleView.frame = view.frame
    tapView.frame = view.frame
    }

    override func viewDidAppear(_ animated: Bool) {
    super.viewDidAppear(animated)
    animate()
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    super.touchesEnded(touches, with: event)
    circleView.setNeedsDisplay()
    }

    // Animation
    func animate() {
    UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
    self.circleView.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
    }, completion: nil)
    }

    }

    class CircleView: UIView {

    var myColor = UIColor.red
    var borderColor = UIColor.black
    var usedRects: [CGRect] =
    var usedDiameters: [CGFloat] =

    init() {
    super.init(frame: .zero)
    backgroundColor = .lightGray
    }

    required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    super.touchesEnded(touches, with: event)
    setNeedsDisplay()
    }

    override func draw(_ rect: CGRect) {
    usedRects =
    usedDiameters =
    for _ in 0..<5 {

    //1. Circle Diameter
    let diameter = getDiameter()

    //2. Circle Rect
    let rect = getRect(diameter: diameter)

    //3. Circle Path
    let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: diameter / 2)

    //4. Circle Color
    myColor.setFill()

    //5. Draw Circle
    circlePath.fill()

    //6. Circle Border Color
    borderColor.setStroke()

    //7. Draw Circle Boder
    circlePath.stroke()
    }
    }

    func getDiameter() -> CGFloat {
    let diameter = CGFloat(20 + arc4random_uniform(30))
    for usedDiameter in usedDiameters
    where usedDiameter == diameter {
    return getDiameter()
    }
    usedDiameters.append(diameter)
    return diameter
    }

    func getRect(diameter: CGFloat) -> CGRect {
    let randomWidth = CGFloat(arc4random_uniform(UInt32(self.bounds.size.width)))
    let randomHeight = CGFloat(arc4random_uniform(UInt32(self.bounds.size.height)))

    let rect = CGRect(x: randomWidth, y: randomHeight, width: diameter, height: diameter)

    for usedRect in usedRects
    where usedRect.intersects(rect) {
    return getRect(diameter: diameter)
    }
    usedRects.append(rect)
    return rect
    }

    }





    share|improve this answer




























      0














      There are a few obvious things wrong right off the bat.



      let viewMidX = self.bounds.size.height



      should be



      let viewMidX = self.bounds.size.width / 2



      doing something similar for viewMidY



      Next looking at the distance you are setting the random numbers for, the move is minimal. (40 and 20)
      A Picture below represents where the circle should be getting drawn at.



      enter image description here



      So what I would recommend is something more like this.



      import UIKit

      class ViewController: UIViewController {

      let circleView = CircleView()
      let tapView = UIView()

      override func viewDidLoad() {
      super.viewDidLoad()
      view.addSubview(circleView)
      view.addSubview(tapView)
      }

      override func viewDidLayoutSubviews() {
      super.viewDidLayoutSubviews()
      circleView.frame = view.frame
      tapView.frame = view.frame
      }

      override func viewDidAppear(_ animated: Bool) {
      super.viewDidAppear(animated)
      animate()
      }

      override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
      super.touchesEnded(touches, with: event)
      circleView.setNeedsDisplay()
      }

      // Animation
      func animate() {
      UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
      self.circleView.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
      }, completion: nil)
      }

      }

      class CircleView: UIView {

      var myColor = UIColor.red
      var borderColor = UIColor.black
      var usedRects: [CGRect] =
      var usedDiameters: [CGFloat] =

      init() {
      super.init(frame: .zero)
      backgroundColor = .lightGray
      }

      required init?(coder aDecoder: NSCoder) {
      fatalError("init(coder:) has not been implemented")
      }

      override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
      super.touchesEnded(touches, with: event)
      setNeedsDisplay()
      }

      override func draw(_ rect: CGRect) {
      usedRects =
      usedDiameters =
      for _ in 0..<5 {

      //1. Circle Diameter
      let diameter = getDiameter()

      //2. Circle Rect
      let rect = getRect(diameter: diameter)

      //3. Circle Path
      let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: diameter / 2)

      //4. Circle Color
      myColor.setFill()

      //5. Draw Circle
      circlePath.fill()

      //6. Circle Border Color
      borderColor.setStroke()

      //7. Draw Circle Boder
      circlePath.stroke()
      }
      }

      func getDiameter() -> CGFloat {
      let diameter = CGFloat(20 + arc4random_uniform(30))
      for usedDiameter in usedDiameters
      where usedDiameter == diameter {
      return getDiameter()
      }
      usedDiameters.append(diameter)
      return diameter
      }

      func getRect(diameter: CGFloat) -> CGRect {
      let randomWidth = CGFloat(arc4random_uniform(UInt32(self.bounds.size.width)))
      let randomHeight = CGFloat(arc4random_uniform(UInt32(self.bounds.size.height)))

      let rect = CGRect(x: randomWidth, y: randomHeight, width: diameter, height: diameter)

      for usedRect in usedRects
      where usedRect.intersects(rect) {
      return getRect(diameter: diameter)
      }
      usedRects.append(rect)
      return rect
      }

      }





      share|improve this answer


























        0












        0








        0







        There are a few obvious things wrong right off the bat.



        let viewMidX = self.bounds.size.height



        should be



        let viewMidX = self.bounds.size.width / 2



        doing something similar for viewMidY



        Next looking at the distance you are setting the random numbers for, the move is minimal. (40 and 20)
        A Picture below represents where the circle should be getting drawn at.



        enter image description here



        So what I would recommend is something more like this.



        import UIKit

        class ViewController: UIViewController {

        let circleView = CircleView()
        let tapView = UIView()

        override func viewDidLoad() {
        super.viewDidLoad()
        view.addSubview(circleView)
        view.addSubview(tapView)
        }

        override func viewDidLayoutSubviews() {
        super.viewDidLayoutSubviews()
        circleView.frame = view.frame
        tapView.frame = view.frame
        }

        override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        animate()
        }

        override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        super.touchesEnded(touches, with: event)
        circleView.setNeedsDisplay()
        }

        // Animation
        func animate() {
        UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
        self.circleView.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
        }, completion: nil)
        }

        }

        class CircleView: UIView {

        var myColor = UIColor.red
        var borderColor = UIColor.black
        var usedRects: [CGRect] =
        var usedDiameters: [CGFloat] =

        init() {
        super.init(frame: .zero)
        backgroundColor = .lightGray
        }

        required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
        }

        override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        super.touchesEnded(touches, with: event)
        setNeedsDisplay()
        }

        override func draw(_ rect: CGRect) {
        usedRects =
        usedDiameters =
        for _ in 0..<5 {

        //1. Circle Diameter
        let diameter = getDiameter()

        //2. Circle Rect
        let rect = getRect(diameter: diameter)

        //3. Circle Path
        let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: diameter / 2)

        //4. Circle Color
        myColor.setFill()

        //5. Draw Circle
        circlePath.fill()

        //6. Circle Border Color
        borderColor.setStroke()

        //7. Draw Circle Boder
        circlePath.stroke()
        }
        }

        func getDiameter() -> CGFloat {
        let diameter = CGFloat(20 + arc4random_uniform(30))
        for usedDiameter in usedDiameters
        where usedDiameter == diameter {
        return getDiameter()
        }
        usedDiameters.append(diameter)
        return diameter
        }

        func getRect(diameter: CGFloat) -> CGRect {
        let randomWidth = CGFloat(arc4random_uniform(UInt32(self.bounds.size.width)))
        let randomHeight = CGFloat(arc4random_uniform(UInt32(self.bounds.size.height)))

        let rect = CGRect(x: randomWidth, y: randomHeight, width: diameter, height: diameter)

        for usedRect in usedRects
        where usedRect.intersects(rect) {
        return getRect(diameter: diameter)
        }
        usedRects.append(rect)
        return rect
        }

        }





        share|improve this answer













        There are a few obvious things wrong right off the bat.



        let viewMidX = self.bounds.size.height



        should be



        let viewMidX = self.bounds.size.width / 2



        doing something similar for viewMidY



        Next looking at the distance you are setting the random numbers for, the move is minimal. (40 and 20)
        A Picture below represents where the circle should be getting drawn at.



        enter image description here



        So what I would recommend is something more like this.



        import UIKit

        class ViewController: UIViewController {

        let circleView = CircleView()
        let tapView = UIView()

        override func viewDidLoad() {
        super.viewDidLoad()
        view.addSubview(circleView)
        view.addSubview(tapView)
        }

        override func viewDidLayoutSubviews() {
        super.viewDidLayoutSubviews()
        circleView.frame = view.frame
        tapView.frame = view.frame
        }

        override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        animate()
        }

        override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        super.touchesEnded(touches, with: event)
        circleView.setNeedsDisplay()
        }

        // Animation
        func animate() {
        UIView.animateKeyframes(withDuration: 1, delay: 0, options: [.autoreverse, .repeat], animations: {
        self.circleView.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
        }, completion: nil)
        }

        }

        class CircleView: UIView {

        var myColor = UIColor.red
        var borderColor = UIColor.black
        var usedRects: [CGRect] =
        var usedDiameters: [CGFloat] =

        init() {
        super.init(frame: .zero)
        backgroundColor = .lightGray
        }

        required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
        }

        override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        super.touchesEnded(touches, with: event)
        setNeedsDisplay()
        }

        override func draw(_ rect: CGRect) {
        usedRects =
        usedDiameters =
        for _ in 0..<5 {

        //1. Circle Diameter
        let diameter = getDiameter()

        //2. Circle Rect
        let rect = getRect(diameter: diameter)

        //3. Circle Path
        let circlePath = UIBezierPath(roundedRect: rect, cornerRadius: diameter / 2)

        //4. Circle Color
        myColor.setFill()

        //5. Draw Circle
        circlePath.fill()

        //6. Circle Border Color
        borderColor.setStroke()

        //7. Draw Circle Boder
        circlePath.stroke()
        }
        }

        func getDiameter() -> CGFloat {
        let diameter = CGFloat(20 + arc4random_uniform(30))
        for usedDiameter in usedDiameters
        where usedDiameter == diameter {
        return getDiameter()
        }
        usedDiameters.append(diameter)
        return diameter
        }

        func getRect(diameter: CGFloat) -> CGRect {
        let randomWidth = CGFloat(arc4random_uniform(UInt32(self.bounds.size.width)))
        let randomHeight = CGFloat(arc4random_uniform(UInt32(self.bounds.size.height)))

        let rect = CGRect(x: randomWidth, y: randomHeight, width: diameter, height: diameter)

        for usedRect in usedRects
        where usedRect.intersects(rect) {
        return getRect(diameter: diameter)
        }
        usedRects.append(rect)
        return rect
        }

        }






        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 23 '18 at 17:39









        SethmrSethmr

        1,82311334




        1,82311334

























            -1














            You can maybe do a for-cicle to addSubview(circle) in your mainViewController and not in the draw function of your CircleView like this



            ViewController: UIViewController {

            override func viewDidLoad() {
            super.viewDidLoad()
            i = 0
            while i < 5 {
            let circleView = CircleView()
            self.view.addSubView(circleView)
            i += 1
            }
            }
            }


            And in function draw of your custom CircleView do not make a cicle and simply draw the view with random coordinates






            share|improve this answer
























            • Thanks, I will try

              – Рубен Раневский
              Nov 23 '18 at 17:09











            • This is not the right solution.

              – Sethmr
              Nov 23 '18 at 17:44











            • Yeah because i didn't understand the problem :) My solution was for another problem

              – Francesco Destino
              Nov 26 '18 at 8:27
















            -1














            You can maybe do a for-cicle to addSubview(circle) in your mainViewController and not in the draw function of your CircleView like this



            ViewController: UIViewController {

            override func viewDidLoad() {
            super.viewDidLoad()
            i = 0
            while i < 5 {
            let circleView = CircleView()
            self.view.addSubView(circleView)
            i += 1
            }
            }
            }


            And in function draw of your custom CircleView do not make a cicle and simply draw the view with random coordinates






            share|improve this answer
























            • Thanks, I will try

              – Рубен Раневский
              Nov 23 '18 at 17:09











            • This is not the right solution.

              – Sethmr
              Nov 23 '18 at 17:44











            • Yeah because i didn't understand the problem :) My solution was for another problem

              – Francesco Destino
              Nov 26 '18 at 8:27














            -1












            -1








            -1







            You can maybe do a for-cicle to addSubview(circle) in your mainViewController and not in the draw function of your CircleView like this



            ViewController: UIViewController {

            override func viewDidLoad() {
            super.viewDidLoad()
            i = 0
            while i < 5 {
            let circleView = CircleView()
            self.view.addSubView(circleView)
            i += 1
            }
            }
            }


            And in function draw of your custom CircleView do not make a cicle and simply draw the view with random coordinates






            share|improve this answer













            You can maybe do a for-cicle to addSubview(circle) in your mainViewController and not in the draw function of your CircleView like this



            ViewController: UIViewController {

            override func viewDidLoad() {
            super.viewDidLoad()
            i = 0
            while i < 5 {
            let circleView = CircleView()
            self.view.addSubView(circleView)
            i += 1
            }
            }
            }


            And in function draw of your custom CircleView do not make a cicle and simply draw the view with random coordinates







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered Nov 23 '18 at 16:06









            Francesco DestinoFrancesco Destino

            16313




            16313













            • Thanks, I will try

              – Рубен Раневский
              Nov 23 '18 at 17:09











            • This is not the right solution.

              – Sethmr
              Nov 23 '18 at 17:44











            • Yeah because i didn't understand the problem :) My solution was for another problem

              – Francesco Destino
              Nov 26 '18 at 8:27



















            • Thanks, I will try

              – Рубен Раневский
              Nov 23 '18 at 17:09











            • This is not the right solution.

              – Sethmr
              Nov 23 '18 at 17:44











            • Yeah because i didn't understand the problem :) My solution was for another problem

              – Francesco Destino
              Nov 26 '18 at 8:27

















            Thanks, I will try

            – Рубен Раневский
            Nov 23 '18 at 17:09





            Thanks, I will try

            – Рубен Раневский
            Nov 23 '18 at 17:09













            This is not the right solution.

            – Sethmr
            Nov 23 '18 at 17:44





            This is not the right solution.

            – Sethmr
            Nov 23 '18 at 17:44













            Yeah because i didn't understand the problem :) My solution was for another problem

            – Francesco Destino
            Nov 26 '18 at 8:27





            Yeah because i didn't understand the problem :) My solution was for another problem

            – Francesco Destino
            Nov 26 '18 at 8:27


















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