Reputation: 65
I am trying to randomize circles falling for my rhythm game, but I can't seem to get it to work. This is the closest I have gotten:
var alternator = 0
var fallTimer:NSTimer?
var flag:Bool = true
let circleIndexes = (0..<5).map { return NSNumber(value: $0) }
let randomIndexes = GKRandomSource.sharedRandom().arrayByShufflingObjectsInArray(circleIndexes) as! [Int]
func fallCircleWrapper() {
if (flag == true) {
self.alternator += 1
} else {
self.alternator -= 1
}
if (self.alternator == 0) {
flag = true
} else if (self.alternator == 5) {
flag = false
}
self.hitAreaArray[randomIndexes[self.alternator]].emitNote(self.texture!)
}
The error occurs in this line:
let circleIndexes = (0..<5).map { return NSNumber(value: $0) }
I am new to this so forgive me if there is an easy solution I am not seeing, and please feel free to suggest a better way of going about this if you have one. Thanks.
Upvotes: 0
Views: 54
Reputation: 631
This is Swift 3 code.
NSNumber(value:)
Swift 2 version:
NSNumber(integer:)
You just need to change to this
let circleIndexes = (0..<5).map { return NSNumber(integer: $0) }
Upvotes: 1
Reputation: 3400
That's Swift 3 code. The initializer for Swift 2 NSNumber is:
NSNumber(integer: ...)
So, your line would become:
let circleIndexes = (0..<5).map { return NSNumber(integer: $0) }
Upvotes: 1