//
// ViewController.swift
// UILabelTest
//
// Created by mac on 15/6/23.
// Copyright (c) 2015年 fangyuhao. All rights reserved.
//
import UIKit
import CoreMotion
class ViewController: UIViewController,UIAccelerometerDelegate {
var ball:UIImageView!
var speedX:UIAccelerationValue = 0
var speedY:UIAccelerationValue = 0
var motionManager = CMMotionManager()
override func viewDidLoad() {
super.viewDidLoad()
ball = UIImageView(image: UIImage(named:"ball"))
ball.frame = CGRectMake(0, 0, 50, 50)
ball.center = self.view.center
self.view.addSubview(ball)
motionManager.accelerometerUpdateInterval = 1/60
if(motionManager.accelerometerAvailable){
var queue = NSOperationQueue.currentQueue()
motionManager.startAccelerometerUpdatesToQueue(queue, withHandler: {(accelerometerData:CMAccelerometerData!,error:NSError!)in
//动态设置小球位置
self.speedX += accelerometerData.acceleration.x
self.speedY += accelerometerData.acceleration.y
var posX = self.ball.center.x + CGFloat(self.speedX)
var posY = self.ball.center.y - CGFloat(self.speedY)
//碰到边框后的反弹处理
if posX<0{
posX = 0
//碰到左边的边框后以0.4倍的速度反弹
self.speedX *= -0.4
}else if posX > self.view.bounds.size.width{
posX = self.view.bounds.size.width
//碰到右边的边框后以0.4倍的速度反弹
self.speedX *= -0.4
}
if posY<0{
posY = 0
//碰到上面的边框不反弹
self.speedY = 0
}else if posY>self.view.bounds.size.height{
posY = self.view.bounds.size.height
//碰到下面的边框以1.5倍的速度反弹
self.speedY *= -1.5
}
self.ball.center = CGPointMake(posX, posY)
})
}
// Do any additional setup after loading the view, typically from a nib.
}
}