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fix: Comment code that has no effect on the system’s behaviour. #32

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Binary file modified StairStepperMaster/.DS_Store
Binary file not shown.
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ struct AchievementTileView: View {
@State private var rotateY : Double = 0
@State private var rotateZ : Double = 0
@State private var angle : Double = 3

var body: some View {
VStack(spacing: 0){
HStack{
Expand All @@ -51,33 +51,36 @@ struct AchievementTileView: View {
}
}
VStack{
HStack{
ForEach(achievementsList, id: \.self) { item in
VStack{
Image(uiImage: item.image!)
.resizable()
.frame(width: 72, height: 72, alignment: .center)
.clipShape(Circle())
.rotation3DEffect(.degrees(angle), axis: (x: rotateX*60, y: rotateY*60, z: rotateZ*60))
.shadow(color: Color("MoreYellow"), radius: rotateX.magnitude*3 + rotateY.magnitude*3, x: rotateX*3, y: rotateY*3)

Text(item.name)
.font(Font.custom("Avenir",size: 10))
.fontWeight(.heavy)
.lineLimit(1)
.truncationMode(.middle)
.foregroundColor(.white)
Text(item.percentComplete)
.font(Font.custom("Avenir",size: 10))
.foregroundColor(.white)
}.padding(5)
.frame(maxWidth:105)
ScrollView(.horizontal) {
HStack {
ForEach(achievementsList, id: \.self) { item in
VStack{
Image(uiImage: item.image!)
.resizable()
.frame(width: 72, height: 72, alignment: .center)
.clipShape(Circle())
.rotation3DEffect(.degrees(angle), axis: (x: rotateX*60, y: rotateY*60, z: rotateZ*60))
.shadow(color: Color("MoreYellow"), radius: rotateX.magnitude*3 + rotateY.magnitude*3, x: rotateX*3, y: rotateY*3)

Text(item.name)
.font(Font.custom("Avenir",size: 10))
.fontWeight(.heavy)
.lineLimit(1)
.truncationMode(.middle)
.foregroundColor(.white)
Text(item.percentComplete)
.font(Font.custom("Avenir",size: 10))
.foregroundColor(.white)
}.padding(5)
.frame(maxWidth:105)
}
}
}

.padding(.leading, 10.0)
}
.padding(5)
.frame(minWidth:350, minHeight: 113)
// .frame(minWidth:350, minHeight: 113)
.frame(minWidth:350, idealWidth:350,maxWidth:350, minHeight: 113)
.background(Color("TileBackground"))
.clipShape(RoundedRectangle(cornerRadius: 20))
}.onAppear(){
Expand All @@ -88,21 +91,21 @@ struct AchievementTileView: View {
}
}
.onAppear() {
print(motionManager.isDeviceMotionAvailable)
if motionManager.isDeviceMotionAvailable {
motionManager.deviceMotionUpdateInterval = 0.01

motionManager.startDeviceMotionUpdates(to: OperationQueue.main) { data,error in
withAnimation {
rotateX = -(data?.gravity.x ?? 0)
rotateY = -(data?.gravity.y ?? 0)
rotateZ = (data?.gravity.z ?? 0)
angle = ((data?.gravity.x ?? 0)) * 10
}
print(motionManager.isDeviceMotionAvailable)
if motionManager.isDeviceMotionAvailable {
motionManager.deviceMotionUpdateInterval = 0.01

motionManager.startDeviceMotionUpdates(to: OperationQueue.main) { data,error in
withAnimation {
rotateX = -(data?.gravity.x ?? 0)
rotateY = -(data?.gravity.y ?? 0)
rotateZ = (data?.gravity.z ?? 0)
angle = ((data?.gravity.x ?? 0)) * 10
}
}
}

}

.onTapGesture {
simpleWarningHaptic()
gameCenterViewControllerState = .achievements
Expand All @@ -120,12 +123,12 @@ struct AchievementTileView: View {
GKAchievement.loadAchievements(completionHandler: { (achievements: [GKAchievement]?, error: Error?) in
let achievementID = achievementDescription.identifier
var achievement: GKAchievement? = nil

// Find an existing achievement.
achievement = achievements?.first(where: { $0.identifier == achievementID})
achievementDescription.loadImage() { image, error in
// print(achievement)
// print(achievement?.percentComplete)
// print(achievement)
// print(achievement?.percentComplete)

if achievement?.percentComplete ?? 0 < 0 || achievement?.percentComplete ?? 0 > 100 {
achievementsListTemp.append(Achievement(name: achievementDescription.title, percentComplete: "100%", percentCompleteNumber: 100, image: image))
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -122,7 +122,7 @@ struct LeadersTileView: View {
let allPlayers = try await leaderboard.loadEntries(for: .global, timeScope: .allTime, range: NSRange(1...5))
if allPlayers.1.count > 0 {
try await allPlayers.1.asyncForEach { leaderboardEntry in
var image = try await leaderboardEntry.player.loadPhoto(for: .small)
let image = try await leaderboardEntry.player.loadPhoto(for: .small)
// leaderboardEntry.player.loadPhoto(for: .normal) { image, error in
playersListTemp.append(Player(name: leaderboardEntry.player.displayName, score:leaderboardEntry.formattedScore, image: image))
// print("playersList")
Expand Down
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