I am trying with learning Swift and got stuck on an issue here.
import UIKit
class ViewController: UIViewController {
@IBOutlet weak var diceImageView1: UIImageView!
@IBOutlet weak var diceImageView2: UIImageView!
var leftDiceNumber=1
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
diceImageView1.image = UIImage(imageLiteralResourceName: "DiceSix")
// change transparency with diceImageView1.alpha=0.7
}
@IBAction func rollButtonPressed(_ sender: UIButton) {
print("button pressed")
diceImageView1 = [ UIImageView(imageLiteralResourceName: "DiceOne"),UIImageView(imageLiteralResourceName: "DiceTwo"),UIImageView(imageLiteralResourceName: "DiceThree"),UIImageView(imageLiteralResourceName: "DiceFour"),UIImageView(imageLiteralResourceName: "DiceFive"),UIImageView(imageLiteralResourceName: "DiceSix")],[leftDiceNumber]
leftDiceNumber=leftDiceNumber 1
}
}
But all I get is the error messages on the IBAction:
1.Argument passed to call that takes no arguments
2.Cannot assign value of type '[UIImageView]' to type 'UIImageView'
3.Consecutive statements on a line must be separated by ';'
4.Expected expression
What's the difference between UIImageView and UIImage ? When they should be used?
Many Thanks in advance !
CodePudding user response:
You want to change the .image
property to change the image.
To "cycle through" the dice, you could do this:
class DiceViewController: UIViewController {
@IBOutlet weak var diceImageView1: UIImageView!
@IBOutlet weak var diceImageView2: UIImageView!
let diceNames: [String] = [
"DiceOne", "DiceTwo", "DiceThree", "DiceFour", "DiceFive", "DiceSix"
]
var leftDiceNumber = 0
override func viewDidLoad() {
super.viewDidLoad()
diceImageView1.image = UIImage(named: diceNames[leftDiceNumber % 6])
}
@IBAction func rollButtonPressed(_ sender: UIButton) {
print("button pressed")
// increment the index
leftDiceNumber = 1
// udpate the image view
diceImageView1.image = UIImage(named: diceNames[leftDiceNumber % 6])
}
}
I'm guessing your goal is to "randomly roll" the dice, so take a look at this slightly different class:
class DiceViewController: UIViewController {
@IBOutlet weak var diceImageView1: UIImageView!
@IBOutlet weak var diceImageView2: UIImageView!
let diceNames: [String] = [
"DiceOne", "DiceTwo", "DiceThree", "DiceFour", "DiceFive", "DiceSix"
]
override func viewDidLoad() {
super.viewDidLoad()
// start with both dice at One
diceImageView1.image = UIImage(named: diceNames[0])
diceImageView2.image = UIImage(named: diceNames[0])
}
@IBAction func rollButtonPressed(_ sender: UIButton) {
print("button pressed")
// arrays are Zero-based, so get a random Int
// from 0 to 5
//let l = Int.random(in: 0...5)
//let r = Int.random(in: 0...5)
//diceImageView1.image = UIImage(named: diceNames[l])
//diceImageView2.image = UIImage(named: diceNames[r])
// more "modern Swifty" method
if let nm = diceNames.randomElement() {
diceImageView1.image = UIImage(named: nm)
}
if let nm = diceNames.randomElement() {
diceImageView2.image = UIImage(named: nm)
}
}
}