Title: Name of Apple Game Frameworks and Technologies: why build SKRange and then use lowerLimit and UppoerLimit? (“Fixing the Drop Pattern”
I see the following pattern a couple of times,
let randomModifier = SKRange(lowerLimit: 50 + CGFloat(level), upperLimit: 60 * CGFloat(level))
let modifier = CGFloat.random(in: randomModifier.lowerLimit ... randomModifier.upperLimit)
Is there a reason to build an SKRange and then use it’s (lower|upper)Limit to create a rang for random() ??
I.e. why not this:
let modifier = CGFloat.random(in: 50 + CGFloat(level) ... 60 * CGFloat(level))
(which seems to work fine for me?)
The same thing was done for the dropRange and generation of randomX, but it snuck past me the first time.