<commit_before>//
//  ViewController.swift
//  app-dev-challenge
//
//  Created by <NAME> on 2/5/15.
//  Code by <NAME>
//  Tina is here too!
//  Copyright (c) 2015 Team SwiftRekt. All rights reserved.
//

import UIKit
import SpriteKit

class ViewController: UIViewController {
  @IBOutlet var startButton: UIButton!
  @IBOutlet weak var rotateSpriteView: SKView!

  override func viewDidLoad() {
    super.viewDidLoad()
    
    //startButton.backgroundColor = UIColor.clearColor()
    startButton.layer.cornerRadius = 10
    startButton.layer.borderWidth = 1
    startButton.layer.borderColor = UIColor.greenColor().CGColor
    
    // Set up the rotate spritekit view.
    let scene = LoadingScene(size: rotateSpriteView.bounds.size)
    scene.scaleMode = .ResizeFill
    
    rotateSpriteView.ignoresSiblingOrder = true
    rotateSpriteView.presentScene(scene)

  }

  override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.
  }
  
  override func prefersStatusBarHidden() -> Bool {
    return false;
  }
  
  override func shouldAutorotate() -> Bool {
    return false;
  }
    //here we should be able to activate the camera after hte button is pressed. Try to change the completion to something
    @IBAction func startAction(sender: UIButton) {
        let gameController = self.storyboard?.instantiateViewControllerWithIdentifier("gameController") as GameViewController
        self.navigationController?.pushViewController(gameController, animated: false)
    }
}

<commit_msg>Got rid of the button outline.<commit_after>//
//  ViewController.swift
//  app-dev-challenge
//
//  Created by <NAME> on 2/5/15.
//  Code by <NAME>
//  Tina is here too!
//  Copyright (c) 2015 Team SwiftRekt. All rights reserved.
//

import UIKit
import SpriteKit

class ViewController: UIViewController {
  @IBOutlet var startButton: UIButton!
  @IBOutlet weak var rotateSpriteView: SKView!

  override func viewDidLoad() {
    super.viewDidLoad()
    
    //startButton.backgroundColor = UIColor.clearColor()
    startButton.layer.cornerRadius = 10
    startButton.layer.borderWidth = 1
    
    // Set up the rotate spritekit view.
    let scene = LoadingScene(size: rotateSpriteView.bounds.size)
    scene.scaleMode = .ResizeFill
    
    rotateSpriteView.ignoresSiblingOrder = true
    rotateSpriteView.presentScene(scene)

  }

  override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.
  }
  
  override func prefersStatusBarHidden() -> Bool {
    return false;
  }
  
  override func shouldAutorotate() -> Bool {
    return false;
  }
    //here we should be able to activate the camera after hte button is pressed. Try to change the completion to something
    @IBAction func startAction(sender: UIButton) {
        let gameController = self.storyboard?.instantiateViewControllerWithIdentifier("gameController") as GameViewController
        self.navigationController?.pushViewController(gameController, animated: false)
    }
}


{'fraction_non_alphanumeric': 0.08701298701298701, 'fraction_numerical': 0.007142857142857143, 'mean_word_length': 3.388888888888889, 'pattern_counts': {'":': 0, '<': 7, '<?xml version=': 0, '>': 11, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2648984', 'n_tokens_mistral': 931, 'n_tokens_neox': 875, 'n_words': 249}