     
     var displayLink : CADisplayLink!
     
-    var time : CFTimeInterval = 0
-    
-    
-    
+    var time : CFTimeInterval = 5
+
     override init() {
         super.init()
         displayLink  = CADisplayLink(target: self, selector: "reDraw:")

        time += link.duration
        
        if time < 4.0 {
            
            let offset = CGFloat(1600.0 * time * Double(sin(time * π * 2.0 / 0.4)) * Double(exp(-5.0 * time)))
            let offset2 = CGFloat(1400.0 * time * Double(sin(time * π * 2.0 / 0.4 + π * 0.9)) * Double(exp(-5.0 * time)))
            
            let controlPoint1 = CGPoint(x: (topLeft.x      + topRight.x            )/2,
                y: (topLeft.y      + topRight.y    - offset2)/2)
            let controlPoint2 = CGPoint(x: (topRight.x     + bottomRight.x + offset)/2,
                y: (topRight.y     + bottomRight.y         )/2)
            let controlPoint3 = CGPoint(x: (bottomRight.x  + bottomLeft.x          )/2,
                y: (bottomRight.y  + bottomLeft.y  + offset2)/2)
            let controlPoint4 = CGPoint(x: (bottomLeft.x   + topLeft.x     - offset)/2,
                y: (bottomLeft.y   + topLeft.y             )/2)
            
            let path = UIBezierPath()
            path.moveToPoint(topLeft)
            path.addQuadCurveToPoint(topRight,    controlPoint: controlPoint1)
            path.addQuadCurveToPoint(bottomRight, controlPoint: controlPoint2)
            path.addQuadCurveToPoint(bottomLeft,  controlPoint: controlPoint3)
            path.addQuadCurveToPoint(topLeft,     controlPoint: controlPoint4)
            path.closePath()
            
            shapeLayer.path = path.CGPath

        }
    }
    
    func drawPath(){
        
    }
    
    deinit {

        let tapGesture = UITapGestureRecognizer(target: self, action: "buttonTapped")
        self.addGestureRecognizer(tapGesture)
        
        shapeLayer.fillColor = UIColor.orangeColor().CGColor
        
        layer.addSublayer(shapeLayer)
