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Home/ Questions/Q 8132433
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Editorial Team
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Editorial Team
Asked: June 6, 20262026-06-06T09:20:59+00:00 2026-06-06T09:20:59+00:00

ok…so i’m randomly generating a level in a class and then pass it to

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ok…so i’m randomly generating a level in a class and then pass it to the game.

The problem is that when i generate the level sometimes it gets stuck in a loop ( due to the checks i do when i generate it). I’ve tried to reduce the number of freezes by modifying the code..but it still gets stuck in like 1~2 % if the cases.

in RandomLevel i have this:

-(void)positionMonsters:(int)nrM{

int nrH=[randomHero count];

int rdm;
CGPoint randPt;
BOOL is;



while ([randomMonsters count]!=nrM) {
    rdm=arc4random()%(nrH-1);

    if (rdm!=nrH-1) {
    randPt=random_on_line([[randomHero objectAtIndex:rdm]position], [[randomHero objectAtIndex:rdm+1]position ], CCRANDOM_0_1());
    }else{
    randPt=random_on_line([[randomHero objectAtIndex:rdm]position], [[randomHero objectAtIndex:0]position ], CCRANDOM_0_1());
    }

    is=NO;
    for (Monster *mob in randomMonsters) {
        if (ccpFuzzyEqual(randPt, mob.position, 40)) {
            is=YES;
            break;
        }
    }

    if (!is) {
        Monster *mob=[[Monster alloc]initWithPosition:randPt];
        [randomMonsters addObject:mob];
    }




}

}

let me walk you through the code :

so i get the count of heros (how many there), as long as there aren’t as many monsters as i want to make, i chose a random line between 2 consecutive heros and generate a point on that line, then i check if the point generated is close to any other (i don’t want the to overlap).. if it is then it starts the loop again, if it’s not i add it to the random mobs

it get’s stuck when i check if the mob overlaps another …but i shouldn’t because the heros are always at least 200 px apart and i only make a handfull of mobs.

in my GameScene i do this:

-(id)init{
//stuff stuff
RandomLevel *rlv=[[RandomLevel alloc]initWithHeros:6 andMonsters:6]; *****

heros=rlv.randomHeros;
mobs=rlv.randomMonsters;
}

what i want is to stop / cancel the ***** line and try to get a random level again …as i said.. this only happens only 1% of the cases so it wouldn’t be such a big deal if the game “freezes” for 2 sec every week ..or something

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-06T09:21:00+00:00Added an answer on June 6, 2026 at 9:21 am

    Could you use performSelector:withDelay and cancel it within your loop if before it ends?

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