我正在使用SwiftHSVColorPicker框架并需要在色轮上生成随机颜色。我目前的工作方式有效,但亮度偏离。这是我的代码
func generateRandomColor() -> UIColor {
let lowerx : UInt32 = UInt32(0.0)
let upperx : UInt32 = 707
let randomNumberx = arc4random_uniform(upperx - lowerx) + lowerx
let lowery : UInt32 = UInt32(0.0)
let uppery : UInt32 = 707
let randomNumbery = arc4random_uniform(upperx - lowerx) + lowerx
let c = Colorwheel.colorWheel.hueSaturationAtPoint(CGPoint(x: Double(randomNumberx), y: Double(randomNumbery)))
let brightness = 1.0
return UIColor(hue: c.hue, saturation: c.saturation, brightness: CGFloat(brightness), alpha: 1.0)
}
答案 0 :(得分:1)
为什么不使用像
这样的东西func getRandomColor() -> UIColor{
let randomRed:CGFloat = CGFloat(arc4random()) / CGFloat(UInt32.max)
let randomGreen:CGFloat = CGFloat(arc4random()) / CGFloat(UInt32.max)
let randomBlue:CGFloat = CGFloat(arc4random()) / CGFloat(UInt32.max)
return UIColor(red: randomRed, green: randomGreen, blue: randomBlue, alpha: 1.0)
}
修改强>
试试这个,在此hue
中,brightness
也在那里
func generateRandomColor() -> UIColor {
let hue : CGFloat = CGFloat(arc4random() % 256) / 256 // use 256 to get full range from 0.0 to 1.0
let saturation : CGFloat = CGFloat(arc4random() % 128) / 256 + 0.5 // from 0.5 to 1.0 to stay away from white
let brightness : CGFloat = CGFloat(arc4random() % 128) / 256 + 0.5 // from 0.5 to 1.0 to stay away from black
return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1)
}
SwiftHSVColorPicker 结果