UIImageView is moving back after new UIView is created - ios

Hi I am trying to make a game using swift but am currently very stuck. My game has two buttons that move a UIImageView left and right which works perfectly although when my NSTimer calls to my animateBalls function every 2.5 seconds the UIImageView that was moved goes back to its original position. How would I be able to still be able to create a New UIView every 2.5 seconds but keep the UIIMageViews current position? Thanks for any help that you can give me, Here is my code:
import UIKit
class ViewController: UIViewController {
let speed = 10.0
#IBOutlet weak var mainBar: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
_ = NSTimer.scheduledTimerWithTimeInterval(2.5, target: self, selector: Selector("animateBalls"), userInfo: nil, repeats: true)
}
#IBAction func moveRightIsTapped(sender: AnyObject) {
if(mainBar.frame.origin.x < -158.5)
{
let xPosition = mainBar.frame.origin.x + 38.5
let yPosition = mainBar.frame.origin.y
let height = mainBar.frame.height
let width = mainBar.frame.width
mainBar.frame = CGRectMake(xPosition, yPosition, width, height)
}
}
#IBAction func moveLeftIsTapped(sender: AnyObject) {
if(mainBar.frame.origin.x > -389.5)
{
let xPosition = mainBar.frame.origin.x - 38.5
let yPosition = mainBar.frame.origin.y
let height = mainBar.frame.height
let width = mainBar.frame.width
mainBar.frame = CGRectMake(xPosition, yPosition, width, height)
}
}
#IBAction func playButtonTapped(sender: AnyObject) {
animateBalls()
}
func animateBalls() {
randomNum = Int(arc4random_uniform(1))
if(randomNum == 0)
{
let ball1 = UIView()
ball1.frame = CGRect(x: 121, y: -20, width: 20, height: 20)
ball1.layer.cornerRadius = 10
ball1.clipsToBounds = true
ball1.backgroundColor = UIColor.purpleColor()
self.view.addSubview(ball1)
UIView.animateWithDuration(speed, animations:{ ball1.frame = CGRect(x: 121, y: 705, width: ball1.frame.width, height: ball1.frame.height) })
}
if(randomNum == 1)
{
let ball2 = UIView()
ball2.frame = CGRect(x: 159, y: -20, width: 20, height: 20)
ball2.layer.cornerRadius = 10
ball2.clipsToBounds = true
ball2.backgroundColor = UIColor.greenColor()
self.view.addSubview(ball2)
UIView.animateWithDuration(speed, animations:{ ball2.frame = CGRect(x: 159, y: 705, width: ball2.frame.width, height: ball2.frame.height) })
}

Related

Could not access custom view from UIViewController using Swift

I am working credit card scanner using custom view. I have tried below code and could not able to access custom class. Could you please anyone help me to fix this issue. Attached error screenshot below. Thanks...
let BUTTON_SIZE = CGSize(width: 100, height: 20)
let BUTTON_BUFFER = 10
protocol GymCreditCardScannerViewDelegate: class {
func creditCardScannerDidCancel(_ scanner: Any?)
func creditCardScanner(_ scanner: Any?, scannedNumber number: String?)
}
import UIKit
class GymCreditCardScanner: UIView, CardIOViewDelegate {
weak var scannerdelegate: GymCreditCardScannerViewDelegate?
var cardIOView: CardIOView?
var cancelButton: UIButton?
var doneButton: UIButton?
var number = ""
var screenFrame = CGRect.zero
var innerFrame = CGRect.zero
func initIntoView(_ superView: UIView?, withDelegate delegate: Any?) -> Any? {
let frame = CGRect(x: 0, y: 0, width: superView?.frame.size.width ?? 0.0, height: superView?.frame.size.height ?? 0.0)
self.scannerdelegate = delegate as? GymCreditCardScannerViewDelegate
screenFrame = frame
let MARGIN: CGFloat = 0.05
innerFrame = CGRect(x: frame.size.width * MARGIN, y: frame.size.height * MARGIN, width: frame.size.width * (1 - 2 * MARGIN), height: frame.size.height * (1 - 2 * MARGIN))
cardIOView = CardIOView(frame: innerFrame)
cardIOView?.delegate = self as CardIOViewDelegate
cardIOView?.hideCardIOLogo = true
cardIOView?.scannedImageDuration = 0.1
addSubview(cardIOView!)
let buttonSize: CGSize = BUTTON_SIZE
cancelButton = UIButton(frame: CGRect(x: frame.size.width / 2 - buttonSize.width / 2, y: innerFrame.origin.y + innerFrame.size.height - buttonSize.height - CGFloat(BUTTON_BUFFER), width: buttonSize.width, height: buttonSize.height))
cancelButton?.setTitle("Cancel", for: .normal)
cancelButton?.addTarget(self, action: Selector(("handleCancelPress:")), for: .touchUpInside)
addSubview(cancelButton!)
superView?.addSubview(self)
return self
}
func remove() {
if (cardIOView != nil) {
cardIOView?.removeFromSuperview()
}
cardIOView = nil
removeFromSuperview()
}
func cardIOView(_ cardIOView: CardIOView!, didScanCard cardInfo: CardIOCreditCardInfo!) {
number = cardInfo.cardNumber
UIGraphicsBeginImageContextWithOptions(cardIOView.frame.size, true, 1)
if let aContext = UIGraphicsGetCurrentContext() {
cardIOView.layer.render(in: aContext)
}
let capture: UIImage? = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
let captureView = UIImageView(image: capture)
captureView.frame = cardIOView.frame
addSubview(captureView)
bringSubview(toFront: cancelButton!)
cardIOView.removeFromSuperview()
let frame: CGRect = screenFrame
let buttonSize: CGSize = BUTTON_SIZE
doneButton = UIButton(frame: CGRect(x: frame.size.width / 2 - buttonSize.width / 2, y: innerFrame.origin.y + innerFrame.size.height - buttonSize.height - CGFloat(BUTTON_BUFFER), width: buttonSize.width, height: buttonSize.height))
doneButton?.setTitle("Done", for: .normal)
doneButton?.addTarget(self, action: Selector(("handleDonePress:")), for: .touchUpInside)
addSubview(doneButton!)
doneButton?.alpha = 0
UIView.animate(withDuration: 0.075, delay: 0, options: .curveEaseOut, animations: {
self.doneButton?.alpha = 1
self.doneButton?.frame = CGRect(x: frame.size.width / 2 - buttonSize.width / 2 + (buttonSize.width + CGFloat(BUTTON_BUFFER)) / 2, y: self.innerFrame.origin.y + self.innerFrame.size.height - buttonSize.height - CGFloat(BUTTON_BUFFER), width: buttonSize.width, height: buttonSize.height)
self.cancelButton?.frame = CGRect(x: frame.size.width / 2 - buttonSize.width / 2 - (buttonSize.width + CGFloat(BUTTON_BUFFER)) / 2, y: self.innerFrame.origin.y + self.innerFrame.size.height - buttonSize.height - CGFloat(BUTTON_BUFFER), width: buttonSize.width, height: buttonSize.height)
}, completion: nil)
}
func handleCancelPress(_ sender: Any?) {
scannerdelegate?.creditCardScannerDidCancel(self)
}
func handleDonePress(_ sender: Any?) {
scannerdelegate?.creditCardScanner(self, scannedNumber: number)
}
}
My ViewContoller
class PaymentDetailsVC: UIViewController {
var scanner: GymCreditCardScanner?
//MARK: Credit card scanning
#IBAction func scanCreditCard(_ sender: Any) {
cardField.resignFirstResponder()
scanner = GymCreditCardScanner.initIntoView(view, withDelegate: self)
}
func creditCardScannerDidCancel(_ scanner: Any?) {
scanner.remove()
}
func creditCardScanner(_ scanner: Any?, scannedNumber number: String?) {
scanner.remove()
scanner = nil
numberField.text = number
}
}
Just replace var scanner: GymCreditCardScanner? // scanner is nil value you have to initial it
with
lazy var scanner: GymCreditCardScanner = GymCreditCardScanner()
You've written the function func initInto(_ superView: UIView?, withDelegate delegate: Any?) -> Any? { but instead you're trying to call the initIntoView.
function returns the Any? instead of GymCreditCardScanner. You can cast it like that:
scanner = GymCreditCardScanner.initInto(view, withDelegate: self) as? GymCreditCardScanner or simply change the function and return the GymCreditCardScanner? instead of Any?
func initInto should be static func initInto if you'd like to call it in this way or write your own constructor for this view
The scanner property is an optional (?), so you should call the remove() function like this:
scanner?.remove()
Your method declaration should be like this
static func initInto(_ superView: UIView?, withDelegate delegate: Any?) -> GymCreditCardScanner? {
//.......
let frame = CGRect(x: 0, y: 0, width: superView?.frame.size.width ?? 0.0, height: superView?.frame.size.height ?? 0.0)
let resultCreditCardScanner = GymCreditCardScanner(frame:frame)
resultCreditCardScanner.scannerdelegate = delegate as? GymCreditCardScannerViewDelegate
let MARGIN: CGFloat = 0.05
let innerFrame = CGRect(x: frame.size.width * MARGIN, y: frame.size.height * MARGIN, width: frame.size.width * (1 - 2 * MARGIN), height: frame.size.height * (1 - 2 * MARGIN))
resultCreditCardScanner.cardIOView = CardIOView(frame: innerFrame)
resultCreditCardScanner.cardIOView?.delegate = self as CardIOViewDelegate
resultCreditCardScanner.cardIOView?.hideCardIOLogo = true
resultCreditCardScanner.cardIOView?.scannedImageDuration = 0.1
resultCreditCardScanner.addSubview(cardIOView!)
let buttonSize: CGSize = BUTTON_SIZE
resultCreditCardScanner.cancelButton = UIButton(frame: CGRect(x: frame.size.width / 2 - buttonSize.width / 2, y: innerFrame.origin.y + innerFrame.size.height - buttonSize.height - CGFloat(BUTTON_BUFFER), width: buttonSize.width, height: buttonSize.height))
resultCreditCardScanner.cancelButton?.setTitle("Cancel", for: .normal)
resultCreditCardScanner.cancelButton?.addTarget(self, action: Selector(("handleCancelPress:")), for: .touchUpInside)
resultCreditCardScanner.addSubview(cancelButton!)
superView?.addSubview(resultCreditCardScanner)
return resultCreditCardScanner
}
then you will be able to do
scanner = GymCreditCardScanner.initInto(view, withDelegate: self)

Running CAEmitterLayer only once

I want to run CAEmitterLayer only once, I was thinking of stopping birthRate but I can't do it. What I want is for it to run only once when tapping on the screen. I've been trying with delegates but I can't get it to work. And could you please tell me if my code is efficient.
import UIKit
import PlaygroundSupport
class Emitter {
static func get(with image: UIImage) -> CAEmitterLayer {
let emitter = CAEmitterLayer()
emitter.emitterShape = kCAEmitterLayerLine
emitter.emitterCells = generateEmitterCells(image: image)
print("emit")
emitter.setValue(0.0, forKey: "em")
return emitter
}
static func generateEmitterCells(image: UIImage) -> [CAEmitterCell] {
var cells = [CAEmitterCell]()
let cell = CAEmitterCell()
cell.contents = image.cgImage
cell.birthRate = 0.1
cell.lifetime = 20
cell.velocity = 250
cell.emissionRange = (10 * (.pi/180))
cell.scale = 0.9
cell.scaleRange = 0.3
cell.velocityRange = 100
cells.append(cell)
print("cells")
return cells
}
}
class ViewController : UIViewController{
override func viewDidLoad() {
super.viewDidLoad()
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(handleTap)))
let view2 = UIView(frame: self.view.frame)
self.view.frame = CGRect(x: 0, y: 0, width: 320, height: 580)
super.view.backgroundColor = UIColor.white
self.view.addSubview(view2)
}
#objc func handleTap() {
rain()
}
func rain() {
let emitter = Emitter.get(with: UIImage(named: "Group 1493")!)
emitter.emitterPosition = CGPoint(x: view.frame.width / 2, y: view.frame.height + 25)
emitter.emitterSize = CGSize(width: view.frame.width, height: 2)
self.view.layer.addSublayer(emitter)
}
}
let controller = ViewController()
PlaygroundPage.current.liveView = controller.view
You could set lifetime propertie to 0 after first splash
DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
emitter.lifetime = 0
}
You need to do a few things.
You need to CAEmitterLayer's beginTime: emitter.beginTime = CACurrentMediaTime()
To stop new particles birth you need to set emitter.birthRate = 0. You can delay it using GCD to create this splash effect.

Image Zoom Scale is Not Resetting

So I have two buttons (which have images attached to them) in my view controller. When either is clicked there is a centered popup of that image.
The problem is, that the 1st button's image does not reset its zoom scale and position after use (the second does). So when you click on the image the second time, it is still zoomed in, and misaligned.
Here is the code for the zoom feature only:
//popup window
#IBOutlet var imageView1: UIView!
#IBOutlet var imageView2: UIView!
//scroll view
#IBOutlet weak var scrollView1: UIScrollView!
#IBOutlet weak var scrollView2: UIScrollView!
//image
#IBOutlet weak var zoomImageView1: UIImageView!
#IBOutlet weak var zoomImageView2: UIImageView!
//background is dimmed when the popup window is active
#IBOutlet weak var backgroundButton: UIButton!
var button1Pressed = false
var button2Pressed = false
override func viewDidLoad() {
super.viewDidLoad()
self.scrollView1.minimumZoomScale = 1.0
self.scrollView1.maximumZoomScale = 6.0
self.scrollView2.minimumZoomScale = 1.0
self.scrollView2.maximumZoomScale = 6.0
}
//this might be the problem code, not sure how to fix it though
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
if button1Pressed == true {
return self.zoomImageView1
} else {
return self.zoomImageView2
}
}
//resizes zoomed image when orientation changes
override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
if UIDevice.current.orientation.isLandscape{
imageView1.center = self.view.center
imageView2.center = self.view.center
imageView1.frame = CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height)
imageView2.frame = CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height)
scrollView1.zoomScale = 1.0
scrollView2.zoomScale = 1.0
} else if UIDevice.current.orientation.isPortrait{
imageView1.center = self.view.center
imageView2.center = self.view.center
imageView1.frame = CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height)
imageView2.frame = CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height)
scrollView1.zoomScale = 1.0
scrollView2.zoomScale = 1.0
}
}
//activates the 1st image
#IBAction func showImageView1(_ sender: Any) {
animateIn1()
button1Pressed = true
}
//activates the 2nd image
#IBAction func showImageView2(_ sender: Any) {
animateIn2()
button2Pressed = true
}
//closes either image
#IBAction func closeImageView(_ sender: Any) {
animateOut()
button1Pressed = false
button2Pressed = false
}
func animateIn1() {
self.scrollView1.zoomScale = 1.0
self.view.addSubview(imageView1)
imageView1.center = self.view.center
imageView1.frame = CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height)
imageView1.transform = CGAffineTransform.init(scaleX: 1.3, y: 1.3)
imageView1.alpha = 0
self.backgroundButton.alpha = 0.7
UIView.animate(withDuration: 0.4) {
self.imageView1.alpha = 1
self.imageView1.transform = CGAffineTransform.identity
}
}
func animateIn2() {
self.scrollView2.zoomScale = 1.0
self.view.addSubview(imageView2)
imageView2.center = self.view.center
imageView2.frame = CGRect(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height)
imageView2.transform = CGAffineTransform.init(scaleX: 1.3, y: 1.3)
imageView2.alpha = 0
self.backgroundButton.alpha = 0.7
UIView.animate(withDuration: 0.4) {
self.imageView2.alpha = 1
self.imageView2.transform = CGAffineTransform.identity
}
}
func animateOut() {
if button1Pressed == true {
UIView.animate(withDuration: 0.3, animations: {
self.imageView1.transform = CGAffineTransform(scaleX: 1, y: 1)
self.imageView1.alpha = 0
self.backgroundButton.alpha = 0
}) { (success:Bool) in
self.imageView1.removeFromSuperview()
}
} else if button2Pressed == true {
UIView.animate(withDuration: 0.3, animations: {
self.imageView2.transform = CGAffineTransform(scaleX: 1, y: 1)
self.imageView2.alpha = 0
self.backgroundButton.alpha = 0
}) { (success:Bool) in
self.imageView2.removeFromSuperview()
}
}
}
It's probably something simple.
Any help would be greatly appreciated.
Instead of checking for button1Pressed == true you should rather check which scrollview is given as an argument:
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
if scrollView == scrollView1 {
return self.zoomImageView1
} else {
return self.zoomImageView2
}
}

Programmatically creating Label that shows Slider value on each scene on ScrollView

im kinda new to the programming world specifically on swift.
Ive started to practice a bit and im currently working on a demo app just to explore..
So right now what the app suppose to do is to show have a scroll view, and each screen shows a different "animal" or any other subject by an Image, a Label and an Icon, on the side theres a slider with 1-5 values which suppose to show how much you "love" that subject on a scale of 1 to 5.
everything works except I cant seem to add a label to each of the screens above the slider to show its current value.
with the current code it shows every screen with its appropriate image/label/icon, shows the right Page on the page indicator, and shows a working Slider,
only on the last frame the Slider have a Label that is connected to its value.
cant seem to figure it out
hopefully its clear enough, thanks alot.
(P.S Im fully aware that i might be doing this thing completely wrong in the first place, enlighten me its welcome)
class ViewController: UIViewController, UIScrollViewDelegate {
public var sliderLbl = UILabel()
#IBOutlet var mainScrollView: UIScrollView!
#IBOutlet var secondScrollView: UIScrollView!
var imageArray = [UIImage]()
var iconImg = [UIImage]()
var pageControl : UIPageControl = UIPageControl(frame: CGRect(x: 160, y: 420, width: 50, height: 100))
var subjects:[String] = []
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
mainScrollView.delegate = self
mainScrollView.frame = view.frame
imageArray = [pic1.png, pic2.png, pic3.png, pic4.png, pic5.png]
subjects = ["Dog", "Cat", "Mouse", "Cow", "Snake"]
iconImg = [icon1.png, icon2.png, icon3.png, icon4.png]
for i in 0..<imageArray.count{
let labelView = UILabel()
let imageView = UIImageView()
let subjIcon = UIImageView()
let oneSlider = UISlider()
let sliderLabel = sliderLbl
sliderLabel.textColor = UIColor.black
oneSlider.transform = CGAffineTransform(rotationAngle: CGFloat(-M_PI_2))
oneSlider.minimumValue = 1
oneSlider.maximumValue = 5
oneSlider.isUserInteractionEnabled = true
oneSlider.value = 1
oneSlider.tintColor = UIColor.darkGray
oneSlider.isContinuous = true
sliderLabel.text = "1"
labelView.text = subjects[i]
labelView.textColor = UIColor.darkGray
labelView.textAlignment = .center
imageView.alpha = 0.85
imageView.image = imageArray[i]
imageView.contentMode = .center
subjIcon.image = iconImg[i]
subjIcon.contentMode = .scaleAspectFit
let xPosition = self.view.frame.width * CGFloat(i)
imageView.frame = CGRect(x: xPosition, y: -50, width: self.mainScrollView.frame.width, height: self.mainScrollView.frame.height)
labelView.frame = CGRect(x: xPosition, y: -250, width: self.mainScrollView.frame.width, height: self.mainScrollView.frame.height)
iconImg.frame = CGRect(x: xPosition, y: 500, width: self.mainScrollView.frame.width, height: 150)
oneSlider.frame = CGRect(x: xPosition, y: 250, width: 50, height: 130)
sliderLabel.frame = CGRect(x: xPosition+20, y: 180, width: self.mainScrollView.frame.width, height: 80)
mainScrollView.contentSize.width = mainScrollView.frame.width * CGFloat(i + 1)
// Add subViews
mainScrollView.addSubview(subjIcon)
mainScrollView.addSubview(imageView)
mainScrollView.addSubview(labelView)
mainScrollView.bringSubview(toFront: subjIcon)
oneSlider.addTarget(self, action: #selector(sliderSlid(_:)) ,for: UIControlEvents.valueChanged)
mainScrollView.addSubview(sliderLabel)
mainScrollView.addSubview(oneSlider)
func configurePageControl() {
self.pageControl.numberOfPages = imageArray.count
self.pageControl.currentPage = 0
self.pageControl.tintColor = UIColor.red
self.pageControl.pageIndicatorTintColor = UIColor.lightGray
self.pageControl.currentPageIndicatorTintColor = UIColor.green
self.view.addSubview(pageControl)
}
configurePageControl()
}
}
func sliderSlid(_ sender: UISlider) {
sliderLbl.text = String(Int(roundf(sender.value)))
}
func scrollViewDidEndDecelerating(_ scrollView: UIScrollView) {
let pageNumber = round(mainScrollView.contentOffset.x / mainScrollView.frame.size.width)
pageControl.currentPage = Int(pageNumber)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}

Slider determines gravity

So far I've created a rectangle that starts from the bottom and moves upward using UiDynamicAnimator. I would like the user to determine the "strength" of the negative gravity. I want the user to determine the value through a slider.
This is my code so far:
import UIKit
class ViewController: UIViewController {
var orangeSquare: UIView?
var animator: UIDynamicAnimator?
override func viewDidLoad() {
super.viewDidLoad()
func sliderChanged(sender: AnyObject) {
var sliderValue = sender.value
}
//Create animation
let dim = CGRectMake(100, 500, 200, 100)
orangeSquare = UIView(frame: dim)
orangeSquare?.backgroundColor = UIColor.orangeColor()
//Add item to the screen
self.view.addSubview(orangeSquare!)
//Initialize the animator
animator = UIDynamicAnimator(referenceView: self.view)
//Add gravity
let gravity = UIGravityBehavior(items: [orangeSquare!])
let direction = CGVectorMake(0.0, sliderValue)
gravity.gravityDirection = direction
//Collision
let boundries = UICollisionBehavior(items: [orangeSquare!])
boundries.translatesReferenceBoundsIntoBoundary = true
//Add animations
animator?.addBehavior(boundries)
animator?.addBehavior(gravity)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I get two errors:
"Ambiguous use of ´value´" and
"Use of unresolved identifier ´sliderValue´"
How do I convert ´sliderValue´ into a float with just one decimal point?
your code is missing a few things. sliderValue is an unresolved identifier because you have only declared it within sliderChanged but are referring to it in the main body of viewDidLoad. Also, I think that your use of value is ambiguous because you have declared the parameter to the function as AnyObject, whose value could be any one of a number of things!
Your code was missing a mechanism linking a change in the value of the slider with a change in the gravity behaviour. As such, I've implemented this using an explicit target attached to the slider object. I've also thrown in a label showing the magnitude of the gravitational force. This is quite rough but I think it achieves what you were looking to do.
import UIKit
class ViewController: UIViewController {
var dynamicAnimator : UIDynamicAnimator!
var gravityBehaviour : UIGravityBehavior!
var orangeSquare : UIView!
var slider : UISlider!
var sliderLabel : UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Subviews
self.orangeSquare = {
let oS : UIView = UIView(frame: CGRect(origin: CGPoint(x: (self.view.frame.width / 2) - 100, y: 500), size: CGSize(width: 200, height: 200)))
oS.backgroundColor = UIColor.orange
return oS
}()
self.slider = UISlider(frame: CGRect(origin: CGPoint(x: 100, y: 100), size: CGSize(width: self.view.frame.width - 400, height: 50)))
self.slider.addTarget(self, action: #selector(self.sliderValueDidChange), for: UIControlEvents.allTouchEvents)
self.slider.minimumValue = -5
self.slider.maximumValue = 5
self.slider.value = 0
self.sliderLabel = UILabel(frame: CGRect(origin: CGPoint(x: self.view.frame.width - 100, y: 100), size: CGSize(width : 50, height: 50)))
self.sliderLabel.backgroundColor = UIColor.red
self.sliderLabel.textAlignment = NSTextAlignment.center
self.sliderLabel.textColor = UIColor.white
self.sliderLabel.text = String(self.slider.value)
// Assemble
self.view.addSubview(self.orangeSquare)
self.view.addSubview(self.slider)
self.view.addSubview(self.sliderLabel)
// Configure dynamic behaviours
self.dynamicAnimator = UIDynamicAnimator(referenceView: self.view)
self.gravityBehaviour = UIGravityBehavior(items: [self.orangeSquare])
self.gravityBehaviour.gravityDirection = CGVector(dx: 0, dy: 0)
// Configure boundaries
let boundaries : UICollisionBehavior = UICollisionBehavior(items: [self.orangeSquare])
boundaries.translatesReferenceBoundsIntoBoundary = true
self.dynamicAnimator.addBehavior(self.gravityBehaviour)
self.dynamicAnimator.addBehavior(boundaries)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func sliderValueDidChange() {
// When the slider value changes, update the label text and the gravity vector
self.sliderLabel.text = String((round(self.slider.value) * 10) / 10)
self.gravityBehaviour.gravityDirection = CGVector(dx: 0, dy: CGFloat(-1 * self.slider.value))
}
}
Hope that helps. All best!
import UIKit
class ViewController: UIViewController {
var dynamicAnimator : UIDynamicAnimator!
var gravityBehaviour : UIGravityBehavior!
var orangeSquare : UIView!
var slider : UISlider!
var sliderLabel : UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Subviews
self.orangeSquare = {
let oS : UIView = UIView(frame: CGRect(origin: CGPoint(x: (self.view.frame.width / 2) - 100, y: 500), size: CGSize(width: 200, height: 200)))
oS.backgroundColor = UIColor.orangeColor()
return oS
}()
self.slider = UISlider(frame: CGRect(origin: CGPoint(x: self.view.frame.width - 100, y: 100), size: CGSize(width: self.view.frame.width - 300, height: 150)))
self.slider.addTarget(self, action: #selector(self.sliderValueDidChange), forControlEvents: UIControlEvents.AllTouchEvents)
self.slider.minimumValue = -10
self.slider.maximumValue = 10
self.slider.value = 0
self.sliderLabel = UILabel(frame: CGRect(origin: CGPoint(x: self.view.frame.width - 100, y: 200), size: CGSize(width : 50, height: 50)))
self.sliderLabel.backgroundColor = UIColor.redColor()
self.sliderLabel.textAlignment = NSTextAlignment.Center
self.sliderLabel.textColor = UIColor.whiteColor()
self.sliderLabel.text = String(self.slider.value)
// Assemble
self.view.addSubview(self.orangeSquare)
self.view.addSubview(self.slider)
self.view.addSubview(self.sliderLabel)
// Configure dynamic behaviours
self.dynamicAnimator = UIDynamicAnimator(referenceView: self.view)
self.gravityBehaviour = UIGravityBehavior(items: [self.orangeSquare])
self.gravityBehaviour.gravityDirection = CGVector(dx: 0.0, dy: 0.0)
// Configure boundaries
let boundaries : UICollisionBehavior = UICollisionBehavior(items: [self.orangeSquare])
boundaries.translatesReferenceBoundsIntoBoundary = true
self.dynamicAnimator.addBehavior(self.gravityBehaviour)
self.dynamicAnimator.addBehavior(boundaries)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func sliderValueDidChange() {
// When the slider value changes, update the label text and the gravity vector
self.sliderLabel.text = String((round(self.slider.value) * 10) / 10)
self.gravityBehaviour.gravityDirection = CGVector(dx: 0, dy: CGFloat(-1 * self.slider.value))
}
}

Resources