I have a problem in my app. What I want to happened is when I click button2, it disappears and stops moving. What's happening now is that when I click button2, it disappears but doesn't stop moving (even while its hidden).Any help? Code:
#IBOutlet var label: UILabel!
#IBOutlet var label2: UILabel!
#IBOutlet var label3: UILabel!
#IBOutlet var button2: UIButton!
#IBAction func button3(sender: UIButton) {
label.hidden = false
button2.hidden = true
}
#IBOutlet var button4: UIButton!
#IBAction func button5(sender: UIButton) {
button4.hidden = true
label2.hidden = false
}
#IBAction func button1(sender: UIButton) {
label.hidden = true
label2.hidden = true
button2.hidden = false
button2.frame = CGRectMake(120, 400, 100, 100)
let displayLink = CADisplayLink(target: self, selector: "handleDisplayLink:")
displayLink.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSDefaultRunLoopMode)
let time = dispatch_time(dispatch_time_t(DISPATCH_TIME_NOW), 2 * Int64(NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue()) {
self.button4.hidden = false
self.button4.frame = CGRectMake(120, 400, 100, 100)
let displayLink1 = CADisplayLink(target: self, selector: "handleDisplayLink1:")
displayLink1.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSDefaultRunLoopMode)}
}
func handleDisplayLink(displayLink: CADisplayLink) {
var buttonFrame = button2.frame
buttonFrame.origin.y += -2
button2.frame = buttonFrame
if button2.frame.origin.y <= 50 {
displayLink.invalidate()
label3.hidden = false
button2.hidden = true
}
}
func handleDisplayLink1(displayLink1: CADisplayLink) {
var button4Frame = button4.frame
button4Frame.origin.y += -2
button4.frame = button4Frame
if button4.frame.origin.y <= 50 {
displayLink1.invalidate()
label3.hidden = false
button4.hidden = true
}
}
override func viewDidLoad() {
super.viewDidLoad()
label.hidden = true
button2.hidden = true
label2.hidden = true
button4.hidden = true
label3.hidden = true
// Do any additional setup after loading the view, typically from a nib.
}
Thank you. Anton
This is exceedingly confusing because it's unclear as to the relationship between the two outlets called button2 and button4 and the #IBAction methods called button1, button3, and button5? How many buttons do you actually have? Two? Four? Five? And what these various labels? If they're not part of the question, they shouldn't be included in the code snippet.
But if it's button3 or button5 that's getting called, then yes, those hide the button, but don't invalidate the display link, so the display link will progress. If you want it to stop the display link, then you have to call invalidate:
var displayLink: CADisplayLink?
var displayLink1: CADisplayLink?
#IBAction func button3(sender: UIButton) {
label.hidden = false
button2.hidden = true
displayLink?.invalidate()
displayLink = nil
}
#IBAction func button5(sender: UIButton) {
button4.hidden = true
label2.hidden = false
displayLink1?.invalidate()
displayLink1 = nil
}
This obviously means that button5 should be using these properties, not using local variables for displayLink and displayLink1:
#IBAction func button1(sender: UIButton) {
label.hidden = true
label2.hidden = true
button2.hidden = false
button2.frame = CGRectMake(120, 400, 100, 100)
// NB: No `let` on the next line
displayLink = CADisplayLink(target: self, selector: "handleDisplayLink:")
displayLink?.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSDefaultRunLoopMode)
let time = dispatch_time(dispatch_time_t(DISPATCH_TIME_NOW), 2 * Int64(NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue()) {
self.button4.hidden = false
self.button4.frame = CGRectMake(120, 400, 100, 100)
// NB: No `let` on the next line
self.displayLink1 = CADisplayLink(target: self, selector: "handleDisplayLink1:")
self.displayLink1?.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSDefaultRunLoopMode)
}
}
A few additional observations:
If you're using auto-layout, you should be very wary about just adjusting the frame of these controls. In auto-layout, if you happen to do anything to trigger the constraints engine to be applied (e.g. update the text of these labels), the controls will move back to where the constraints defined them to be.
You're changing the frame of these controls, moving them 2 points per call. That's might end up with stuttering or changing of speeds of the animation UI as your app gets more complicated. You shouldn't update a fixed amount per call of the display link handler, but rather use some time based functions to determine how much time has elapsed and calculate the new coordinates from that.
I personally wouldn't use display links for this kind of stuff. I would just use the standard UIView.animateWithDuration, and then when I wanted to stop button2 from moving, I would:
let currentButton2Frame = button2.layer.presentationLayer()!.frame
button2.layer.removeAllAnimations()
button2.frame = currentButton2Frame
This identifies where it is, mid-animation, stops the animation, and resets the frame to the coordinates previously identified. This avoids the complexities of display links.
You need to store a reference to the display links you create in your button click handler. So create class level properties for them:
#IBAction func button5(sender: UIButton) {
button4.hidden = true
label2.hidden = false
}
// new code here:
var displayLink: CADisplayLink?
var displayLink1: CADisplayLink?
Then invalidate them before you create them, in case an instance already exists:
#IBAction func button1(sender: UIButton) {
displayLink?.invalidate()
displayLink1?.invalidate()
displayLink = CADisplayLink(target: self, selector: "handleDisplayLink:")
displayLink1 = CADisplayLink(target: self, selector: "handleDisplayLink1:")
displayLink =
label.hidden = true
label2.hidden = true
button2.hidden = false
// ... rest of your method
}
Related
Here is the code that I am using, at the bottom of the code is my timer it is a timer counting up and once it hits 60 minutes I would like for a button to turn red.
import UIKit
import AVFoundation
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
#IBAction func btnPressed1(_ sender: UIButton) {
sender.backgroundColor = sender.backgroundColor == UIColor.red ? UIColor.black : UIColor.red
}
#IBOutlet weak var titleLabel: UILabel!
#IBOutlet weak var progressBar1: UIProgressView!
let start = 5
var timer = Timer()
var player: AVAudioPlayer!
var totalTime = 0
var secondsPassed = 0
#IBAction func startButtonPressed(_ sender: UIButton) {
let startB = sender.titleLabel?.text
totalTime = start
progressBar1.progress = 0.0
secondsPassed = 0
titleLabel.text = "coffee timer"
timer = Timer.scheduledTimer(timeInterval: 1.0, target:self, selector: #selector(updateTimer), userInfo:nil, repeats: true)
}
#objc func updateTimer() {
if secondsPassed < totalTime {
secondsPassed += 1
progressBar1.progress = Float(secondsPassed) / Float(totalTime)
print(Float(secondsPassed) / Float(totalTime))
} else {
timer.invalidate()
titleLabel.text = "check coffee"
let url = Bundle.main.url(forResource: "alarm_sound", withExtension: "mp3")
player = try! AVAudioPlayer(contentsOf: url!)
player.play()
}
}
}
I need the button to turn the color red after my timer ends and if possible when the button is pressed have the color turn back to black.
You could add an IBOutlet to the button, and then use that outlet to update the button in your updateTimer routine.
An alternative to adding an IBOutlet to the button is to pass the button as the userInfo: parameter of the Timer.
You can pass anything you want as the userInfo: and right now you're just passing nil. If you change nil to sender, then the button will be passed along to the Timer.
timer = Timer.scheduledTimer(timeInterval: 1.0, target:self,
selector: #selector(updateTimer), userInfo: sender,
repeats: true)
Then, add the Timer parameter to updateTimer:
#objc func updateTimer(t: Timer) {
if let button = t.userInfo as? UIButton {
button.backgroundColor = .red
}
}
Making use of userInfo makes even better sense if you have multiple buttons that share the same updateTimer code. By creating a structure to hold the secondsPassed and button and passing that structure as userInfo:, you could have multiple buttons using multiple timers at the same time and each Timer would know which button it was assigned to.
I have a UIScrollView setup but when I change view the music doesn't stop. How do I make it so the music stops when you change view?
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear( animated)
meditationState = .on
setTrackForPlayerWith(trackName: "Bigsur")
player.play()
player.numberOfLoops = -1
}
Here is the whole class from viewcontroller.swift. I've added the func scrollViewDidScroll and the self part that you mentioned but it's still not working.
import UIKit
class ViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrollView: UIScrollView!
override func viewDidLoad() {
super.viewDidLoad()
let vc0 = ViewController0(nibName: "ViewController0", bundle: nil)
var frame0 = vc0.view.frame
frame0.origin.x = self.view.frame.size.width
vc0.view.frame = frame0
self.addChildViewController(vc0)
self.scrollView.addSubview(vc0.view)
vc0.didMove(toParentViewController: self)
let vc1 = ViewController1(nibName: "ViewController1", bundle: nil)
var frame1 = vc1.view.frame
frame1.origin.x = self.view.frame.size.width
vc1.view.frame = frame1
self.addChildViewController(vc1)
self.scrollView.addSubview(vc1.view)
vc1.didMove(toParentViewController: self)
let vc2 = ViewController2(nibName: "ViewController2", bundle: nil)
var frame2 = vc2.view.frame
frame2.origin.x = self.view.frame.size.width * 2
vc2.view.frame = frame2
self.addChildViewController(vc2)
self.scrollView.addSubview(vc2.view)
vc2.didMove(toParentViewController: self)
let vc3 = ViewController3(nibName: "ViewController3", bundle: nil)
var frame3 = vc3.view.frame
frame3.origin.x = self.view.frame.size.width * 3
vc1.view.frame = frame3
self.addChildViewController(vc3)
self.scrollView.addSubview(vc3.view)
vc3.didMove(toParentViewController: self)
self.scrollView.contentSize = CGSize(width: Double(self.view.frame.size.width * 4), height: Double(self.view.frame.size.height - 66))
self.scrollView.delegate = self
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
if scrollView.contentOffset.x > self.view.frame.size.x {
player.stop()
}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
ViewController3 where 'player' is declared:
import UIKit
import AVFoundation
enum MeditationState {
case on
case off
}
class ViewController3: UIViewController {
var player:AVAudioPlayer = AVAudioPlayer()
var player1:AVAudioPlayer = AVAudioPlayer()
var meditationState: MeditationState?
var replicatorLayer = CAReplicatorLayer()
var dot = CALayer()
func updateTimer(){
seconds += 1
timerclock.text = "\(seconds)"
}
// Animation starts running
func animation2() {
// A layer that creates a specified number of copies of its sublayers (the source layer), each copy potentially having geometric, temporal, and color transformations applied to it.
replicatorLayer = CAReplicatorLayer()
// The layer’s bounds rectangle. Animatable.
replicatorLayer.bounds = CGRect(x: 0.0, y: 0.0, width: 300.0, height: 300.0)
// The radius to use when drawing rounded corners for the layer’s background. Animatable.
replicatorLayer.cornerRadius = 10.0
// The background color of the receiver. Animatable.
replicatorLayer.backgroundColor = UIColor(white: 0.0, alpha: 0.0).cgColor
// The layer’s position in its superlayer’s coordinate space. Animatable.
replicatorLayer.position = view.center
// calling this method creates an array for that property and adds the specified layer to it.
view.layer.addSublayer(replicatorLayer)
// connectng the animation to the content
// An object that manages image-based content and allows you to perform animations on that content
dot = CALayer()
// The layer’s bounds rectangle. Animatable.
dot.bounds = CGRect(x: 0.0, y: 0.0, width: 12.0, height: 12.0)
//The layer’s position in its superlayer’s coordinate space. Animatable.
dot.position = CGPoint(x: 150.0, y: 40.0)
//The background color of the receiver. Animatable.
dot.backgroundColor = UIColor(white: 0.2, alpha: 1.0).cgColor
// The color of the layer’s border. Animatable.
dot.borderColor = UIColor(white: 1.0, alpha: 1.0).cgColor
// The width of the layer’s border. Animatable.
dot.borderWidth = 1.0
//The radius to use when drawing rounded corners for the layer’s background. Animatable.
dot.cornerRadius = 5.0
//Appends the layer to the layer’s list of sublayers.
replicatorLayer.addSublayer(dot)
// number of copies of layer is instanceCount
let nrDots: Int = 1000
//The number of copies to create, including the source layers.
replicatorLayer.instanceCount = nrDots
// The basic type for floating-point scalar values in Core Graphics and related frameworks.
let angle = CGFloat(2*M_PI) / CGFloat(nrDots)
// The transform matrix applied to the previous instance to produce the current instance. Animatable.
replicatorLayer.instanceTransform = CATransform3DMakeRotation(angle, 0.0, 0.0, 1.0)
// Type used to represent elapsed time in seconds.
let duration: CFTimeInterval = 10.0
// animation capabilities for a layer property.
// An object that provides basic, single-keyframe animation capabilities for a layer property.
let shrink = CABasicAnimation(keyPath: "transform.scale")
// Defines the value the receiver uses to start interpolation.
shrink.fromValue = 1.0
// Defines the value the receiver uses to end interpolation.
shrink.toValue = 0.1
// Specifies the basic duration of the animation, in seconds.
shrink.duration = duration
// Determines the number of times the animation will repeat.
shrink.repeatCount = Float.infinity
// Add the specified animation object to the layer’s render tree.
dot.add(shrink, forKey: "shrink")
// Specifies the delay, in seconds, between replicated copies. Animatable.
replicatorLayer.instanceDelay = duration/Double(nrDots)
// The transform applied to the layer’s contents. Animatable.
dot.transform = CATransform3DMakeScale(0.01, 0.01, 0.01)
}
// connecting the breathe in label
#IBOutlet weak var label: UILabel!
// instant delay
#IBOutlet weak var instantDelay: UIButton!
#IBAction func delayBtn(_ sender: Any) {
dot.removeAnimation(forKey: "shrink")
timer1.invalidate()
seconds = 0
timer2.invalidate()
timerclock.text = "\(seconds)"
time = 0
timerLabel.text = "Breathe in"
timerisOn = false
pauseBtn.isHidden = true
playBtn.isHidden = false
label.isHidden = true
replicatorLayer.isHidden = true
instantDelay.isHidden = true
instantDelay1.isHidden = false
slider.isHidden = false
}
// Delay 1
#IBOutlet weak var instantDelay1: UIButton!
#IBAction func delayBtn1(_ sender: Any) {
instantDelay1.isHidden = true
instantDelay.isHidden = false
label.isHidden = false
slider.isHidden = true
}
//Slider for changing animation speed
#IBOutlet weak var slider: UISlider!
#IBAction func slider(_ sender: Any) {
}
#IBAction func speed(_ sender: UISlider) {
view.layer.speed = sender.value
}
//Sound On button
#IBOutlet weak var soundOn: UIButton!
#IBAction func SoundOn(_ sender: Any) {
meditationState = .on
setTrackForPlayerWith(trackName: "Mute")
player.play()
soundoff.isHidden = false
soundOn.isHidden = true
}
//Sound Off button
#IBOutlet weak var soundoff: UIButton!
#IBAction func SoundOff(_ sender: Any) {
meditationState = .off
setTrackForPlayerWith(trackName: "Bigsur")
player.play()
soundoff.isHidden = true
soundOn.isHidden = false
}
//Timerclock at top of screen label
#IBOutlet weak var timerclock: UILabel!
// creating vars to set things
var animation = CFTimeInterval()
var timer1 = Timer()
var timer2 = Timer()
var time = 0
var seconds = 0
var timerisOn = false
// connecting breathe in label
#IBOutlet var question: UILabel!
var arrayOfStrings: [String] = [""]
// connecting timerclick and starting it
#IBOutlet var timerLabel: UILabel!
// changes the amount of time on the label of different labels
func increaseTimer() {
time += 1
switch time {
case 0 ... 7:
timerLabel.text = "Hold"
case 8 ... 10:
timerLabel.text = "Breathe Out"
case 11 ... 12:
timerLabel.text = "Breathe in"
default:
time = 0
}
}
// connecting the play button and vars
#IBOutlet weak var playBtn: UIButton!
#IBAction func play(sender: AnyObject) {
bell(trackName: "Bell")
player1.play()
timer1 = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(ViewController3.increaseTimer), userInfo: nil, repeats: true)
pauseBtn.isHidden = false
playBtn.isHidden = true
if timerisOn == false {
timer2 = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
timerisOn = true
}
animation2()
}
// pausing the timer with the vars
#IBOutlet weak var pauseBtn: UIButton!
#IBAction func pause(sender: AnyObject) {
dot.removeAnimation(forKey: "shrink")
timer1.invalidate()
seconds = 0
timer2.invalidate()
timerclock.text = "\(seconds)"
time = 0
timerLabel.text = "Breathe in"
timerisOn = false
pauseBtn.isHidden = true
playBtn.isHidden = false
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear( animated)
meditationState = .on
setTrackForPlayerWith(trackName: "Bigsur")
player.play()
player.numberOfLoops = -1
}
override func viewDidLoad() {
super.viewDidLoad()
time += 1
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient)
print("AVAudioSession Category Playback OK")
do {
try AVAudioSession.sharedInstance().setActive(true)
print("AVAudioSession is Active")
} catch let error as NSError {
print(error.localizedDescription)
}
} catch let error as NSError {
print(error.localizedDescription)
}
}
func setTrackForPlayerWith(trackName: String) {
do
{
let audioPath = Bundle.main.path(forResource: trackName, ofType: "mp3")
try player = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
}
catch
{
//ERROR
}
}
func bell(trackName: String) {
do
{
let audioPath = Bundle.main.path(forResource: trackName, ofType: "mp3")
try player1 = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
}
catch
{
//ERROR
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Are you looking for viewWillDisappear(_:)? In that method you can just add player.stop() to stop the music when you change views.
The smartass way to do this is just ....
let's say it's a vertical table.
1. Each table view cell has an audio track associated with it. Think of one particular cell - C - it has an audio track A.
2. As the view scrolls (ie, whenever it is moving), just get the frame of C
3. Just take the height. Then take the height of the screen SH. Then get the distance of C from the center of the screen .. so Abs(SH - H). Then just get that figure as a fraction (zero to one) of the SH. So, Abs(SH - H)/H
(Depending on your situation, it may be better if that is divided by the height of cells, rather than screen height.)
4. Now ... simply set the volume of all the audio track A, to that fraction. And in fact, simply do that for every cell.
As you scroll, the audio will mix between the various tracks.
"Magic" :)
You can observe the changes made in your UIScrollView subclass in various delegate methods.
First of all, lets make sure your scrollView's delegate is assigned to the viewController. To do so, one option is to add following to viewDidLoad()
// `scrollView` should be whatever is your scrollView called in your VC
self.scrollView.delegate = self
Once this is done, lets make your UIViewController subclass conform to UIScrollViewDelegate
class ViewController: UIViewController, UIScrollViewDelegate {
func scrollViewDidScroll(_ scrollView: UIScrollView) {
if scrollView.contentOffset.x > self.view.frame.size.x {
player.stop()
}
}
}
UIScrollViewDelegate has numerous methods to observe changes in your scrollView. scrollViewDidScroll(_:) will be called every time there is an interaction with the scrollView, so as soon as the contentOffset is greater than the width of the view, lets stop the music.
I am in the process of writing a Simon style memory game, the phase of the game where the program shows the user the current list of stuff to remember seems to run instantly.
The idea is to step through the list (in the code I have placed 1 of each item as debug data) and change the colour on screen for a set period then move to the next.
I thought using for each item in memory array and then call a simple procedure to check which one it is and then change colour for a set period then back to original.
The code I have added here will work if I put breaks in between the test change colour (grey) and the original colour. But for some reason the timer does not seem too work.
Any ideas ?
import UIKit
import Foundation
var gameisrunning = false
var playererror = false
var memoryArray = [Int]()
var currentScore = 0
var timer = NSTimer()
class ViewController: UIViewController {
#IBAction func startGameButton(sender: UIButton) {
if gameisrunning == false {
gameisrunning = true
memoryArray.append(1) //for debug
memoryArray.append(2) //for debug
memoryArray.append(3) //for debug
memoryArray.append(4) //for debug
print(memoryArray) //for debug
gameStart()
} else {
}
}
//these are to be implemented once i get the showing sequence sorted.
#IBAction func redButton(sender: UIButton) {
}
#IBAction func greenButton(sender: UIButton) {
}
#IBAction func yellowButton(sender: UIButton) {
}
#IBAction func blueButton(sender: UIButton) {
}
#IBOutlet weak var redLabel: UILabel!
#IBOutlet weak var greenLabel: UILabel!
#IBOutlet weak var yellowLabel: UILabel!
#IBOutlet weak var blueLabel: UILabel!
#IBOutlet weak var scoreLabel: UILabel!
func addAnotherItemToMemory () {
// adds another item to the memory
memoryArray.append(Int(arc4random_uniform(4)+1))
}
func gameStart () {
// main body of game
showPlayerTheMemory()
}
func showPlayerTheMemory () {
// go through list and highlight the colors one at a time
for eachItem in memoryArray {
self.showColor(eachItem)
}
}
func pauseForAWhile(length: Double) {
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: nil , userInfo: nil, repeats: false)
timer.invalidate()
}
func showColor(buttonItem: Int) {
//check to see which color, change to grey (test color) and back to original after a set time.
if buttonItem == 1 {
self.redLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
self.redLabel.backgroundColor = UIColor.redColor()
print(buttonItem) //for debug
} else if buttonItem == 2 {
self.greenLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
greenLabel.backgroundColor = UIColor.greenColor()
print(buttonItem) //for debug
} else if buttonItem == 3 {
self.yellowLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
yellowLabel.backgroundColor = UIColor.yellowColor()
print(buttonItem) //for debug
} else if buttonItem == 4 {
self.blueLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
blueLabel.backgroundColor = UIColor.blueColor()
print(buttonItem) //for debug
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
New relevant code changed to :
func colorChange (){
self.redLabel.backgroundColor = UIColor.redColor()
self.blueLabel.backgroundColor = UIColor.blueColor()
self.yellowLabel.backgroundColor = UIColor.yellowColor()
self.greenLabel.backgroundColor = UIColor.greenColor()
}
func showColor(buttonItem: Int, length: Double) {
//check to see which color, change to grey (test color) and back to original after a set time.
if buttonItem == 1 {
self.redLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
} else if buttonItem == 2 {
self.greenLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
} else if buttonItem == 3 {
self.yellowLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
} else if buttonItem == 4 {
self.blueLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
}
}
I have been scratching head all day trying to solve this issue which is baffling me. I have copied the new latest code in below, please discard code above.
I have four labels coloured red blue green and yellow. The array which has test data of 4 3 2 1 inside needs to step through each item - change the colour of the label for x secs then return it to normal colour. I have tried NSTimer, I have tried the current delay as in the code attached. Am I missing something as to where I place the code - should it be under viewdidload ??? I have tried for loops and the current code example shows switch in case it acted differently - it didnt !!
What happens basically is simultaneously all labels go grey (test colour right now) and then all go original colour after the x sec delay.
I need some help before I go insane. I honestly know it is something basic but I just cannot figure it out.
import UIKit
import Foundation
var gameisrunning = false
var playererror = false
var memoryArray = [Int]()
var currentScore = 0
class ViewController: UIViewController {
#IBAction func startGameButton(sender: UIButton) {
if gameisrunning == false {
gameisrunning = true
memoryArray.append(4) //for debug
memoryArray.append(3) //for debug
memoryArray.append(2) //for debug
memoryArray.append(1) //for debug
print(memoryArray) //for debug
gameStart()
} else {
}
}
//these are to be implemented once i get the showing sequence sorted.
#IBAction func redButton(sender: UIButton) {
}
#IBAction func greenButton(sender: UIButton) {
}
#IBAction func yellowButton(sender: UIButton) {
}
#IBAction func blueButton(sender: UIButton) {
}
#IBOutlet weak var redLabel: UILabel!
#IBOutlet weak var greenLabel: UILabel!
#IBOutlet weak var yellowLabel: UILabel!
#IBOutlet weak var blueLabel: UILabel!
#IBOutlet weak var scoreLabel: UILabel!
func addAnotherItemToMemory () {
// adds another item to the memory
memoryArray.append(Int(arc4random_uniform(4)+1))
}
func gameStart () {
// main body of game
showPlayerTheMemory()
}
func delayProg (){
//attempt 100093287492 to get a delay in program
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(2.0 * Double(NSEC_PER_SEC))), dispatch_get_main_queue()) { () -> Void in
self.blueLabel.backgroundColor = UIColor.blueColor()
self.yellowLabel.backgroundColor = UIColor.yellowColor()
self.greenLabel.backgroundColor = UIColor.greenColor()
self.redLabel.backgroundColor = UIColor.redColor()
}
}
func showPlayerTheMemory () {
// go through list and highlight the colors one at a time
for var i=0; i <= memoryArray.count-1; i++ {
self.showColor(memoryArray[i])
}
}
func showColor(buttonItem: Int) {
//check to see which color, change to grey (test color) and back to original after a set time.
switch (buttonItem) {
case 1:
self.redLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
case 2:
self.greenLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
case 3:
self.yellowLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
case 4:
self.blueLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
default:
print("error")
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Here is an example of proper implementation of NSTimer()
var myTimer = NSTimer()
func startTimer() {
myTimer = NSTimer.scheduledTimerWithTimeInterval(10, target: self, selector: "myFunction", userInfo: nil, repeats: true)
}
func myFunction() {
myTimer.invalidate()
//do other stuff
}
//the selector is "myFunction", this will be the name of the function that you wish to call every time the timer reaches its specified intervl
//the interval in this case is 10 seconds. In my experience NSTimer is good down to the second but is not precise enough beyond that
//repeats: true ... this will tell the timer to repeat its action consistently firing the selector each time the given time interval is reached. If repeat is set to false then the timer only fires once
//use myTimer.invalidate to stop the timer and to stop calling the selector.
be sure to invalidate your timer or set repeats: false to make sure it doesn't go forever. Make sure your selector is spelled exactly the same as your function. if your function is func myFunction() then the selector should be "myFunction". Make sure you specify a valid time interval, which is taken as seconds.
I'm trying to have a custom UIButton become hidden once it's pressed a certain number of times...but I'm at a loss.
Having exhausted my limited knowledge and consulting the Apple's documentation as well as the internet for the better part of 3 hours, I've finally made my way here. I've been learning Swift for a short while now and am making an effort to become more familiar with it. This is my first object-oriented language and it's testing me to say the least. Any help with this more likely than not ridiculously simple problem is very much appreciated.
import UIKit
class ViewController: UIViewController{
#IBOutlet weak var buttonMessageDisplay: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
buttonPressed()
}
var tapcount = 0
let buttonMessage : [String] = [/* long array of strings */]
func buttonPressed() {
let button = UIButton(type:.Custom) as UIButton
button.frame = CGRectMake(0, 0, 100, 100)
button.center = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height/2);
button.backgroundColor = UIColor.redColor()
button.layer.borderColor = UIColor.blackColor().CGColor
button.layer.borderWidth = 3
button.layer.cornerRadius = 0.5 * button.bounds.size.width
button.setTitle("", forState: UIControlState.Normal)
button.addTarget(self, action: "buttonPressed", forControlEvents: .TouchUpInside)
view.addSubview(button)
switch tapcount {
case 19...23:
//Hides the button
button.hidden = true
buttonMessageDisplay.text = buttonMessage[tapcount]
case 24...31:
//Unhides the button
button.hidden = false
buttonMessageDisplay.text = buttonMessage[tapcount]
default:
buttonMessageDisplay.text = buttonMessage[tapcount]
}
print("Tap Count: \(tapcount)")
++tapcount
}
Updated with Gesture Recognizer:
import UIKit
class ViewController: UIViewController{
#IBOutlet weak var buttonMessageDisplay: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
buttonMessageDisplay.text = ""
let button = UIButton(type:.Custom) as UIButton
button.frame = CGRectMake(0, 0, 100, 100)
button.center = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height/2);
button.backgroundColor = UIColor.redColor()
button.layer.borderColor = UIColor.blackColor().CGColor
button.layer.borderWidth = 3
button.layer.cornerRadius = 0.5 * button.bounds.size.width
button.setTitle("", forState: UIControlState.Normal)
button.addTarget(self, action: "buttonPressed", forControlEvents: .TouchUpInside)
self.view.addSubview(button)
}
var tapcount : Int = 0
let buttonMessage : [String] = [/* array of strings */]
#IBAction func userTap(sender: UITapGestureRecognizer) {
print("Tap Received")
if case 19...23 = tapcount {
buttonPressed()
}
}
func buttonPressed() {
switch tapcount {
case 0...18:
buttonMessageDisplay.text = buttonMessage[tapcount]
case 19...23:
//Hides the button
button.hidden = true
buttonMessageDisplay.text = buttonMessage[tapcount]
case 24...32:
//Unhides the button
button.hidden = false
buttonMessageDisplay.text = buttonMessage[tapcount]
case 33...100:
buttonMessageDisplay.text = buttonMessage[tapcount]
default:
print("There are no more messages or an error has been encountered")
}
print("Tap Count: \(tapcount)")
++tapcount
}
}
Your code makes no sense. As #formal says in his answer, you're creating a new button on every tap, which is wrong.
You want to define your button in your Storyboard.
Then you want an IBAction method, which takes the button as a parameter:
#IBAction func buttonPressed(sender: UIButton)
{
++tapcount
if tapcount < 19
{
sender.hidden = true
}
}
Note that if the button you're hiding is the same one the user is tapping, once it is hidden, you're done. The user can't tap a hidden button, so there's no way to un-hide it. (And thus no point in your switch statement)
Your main issue is that you are creating a new button every time you call button pressed. Create an #IBOutlet for your button and just set its hidden property in butPressed (which can be set as an action of the button).
Something like:
class ViewController: UIViewController {
#IBOutlet weak var button: UIButton!
#IBOutlet weak var buttonMessageDisplay: UILabel!
var tapcount = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
#IBAction func butPressed(sender: AnyObject) {
switch tapcount {
case 19...23:
//Hides the button
button.hidden = true
case 24...31:
//Unhides the button
button.hidden = false
default: break
}
print("Tap Count: \(tapcount)")
buttonMessageDisplay.text = "Tap: \(tapcount)"
++tapcount
}
}
The method buttonPressed() creates a new button each time it is called. You should define button as a property similar to buttonMessageDisplay and place the code to initialise it within viewDidLoad().
You should give space between range in case condition:
For example:
(IBAction)buttonTapped:(id)sender {
self.count++;
switch (self.count) {
case 5 ... 23 :
self.button.titleLabel.text = #"disable";
self.button.hidden = true;
break;
default:
break;
}
}
I have found one similar question to this but it did not answer my question.
I have a UIButton which is animating from the bottom of the screen to the top. I would like to be able to use the button while it is moving. Now, the button can only be used when the animation has finished and the button is no longer animating. Also, I've heard that I might need to use something called NSTimer?
class ViewController: UIViewController {
#IBAction func button2(sender: UIButton) {
button.hidden = false
button.center = CGPointMake(126, 380);
UIView.animateKeyframesWithDuration(3, delay: 0, options: .AllowUserInteraction,
animations: { () -> Void in
self.button.center = CGPointMake(126, 130 )
}) { (_) -> Void in
}
}
#IBOutlet var label: UILabel!
#IBOutlet var button: UIButton!
#IBAction func button1(sender: UIButton) {
button.hidden = true
label.hidden = false
}
override func viewDidLoad() {
super.viewDidLoad()
button.hidden = true
label.hidden = true
}
}
You have to use a CADisplayLink. For example:
#IBOutlet var button2: UIButton!
#IBAction func button3(sender: UIButton)
{
label.hidden = false
button2.hidden = true
}
#IBAction func button1(sender: UIButton)
{
button2.frame = CGRectMake(120, 400, 100, 100)
let displayLink = CADisplayLink(target: self, selector: "handleDisplayLink:")
displayLink.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSDefaultRunLoopMode)
}
func handleDisplayLink(displayLink: CADisplayLink)
{
var buttonFrame = button2.frame
buttonFrame.origin.y += -2
button2.frame = buttonFrame
if button2.frame.origin.y <= 50
{
displayLink.invalidate()
}
}
You can also check this question: Moving a button in swift using animate with duration with constraints and detecting a touch during it