Draw line animated

19,820

Solution 1

You can animate the end of the stroke of a path on a CAShapeLayer, e.g.,

weak var shapeLayer: CAShapeLayer?

@IBAction func didTapButton(_ sender: Any) {
    // remove old shape layer if any

    self.shapeLayer?.removeFromSuperlayer()

    // create whatever path you want

    let path = UIBezierPath()
    path.move(to: CGPoint(x: 10, y: 50))
    path.addLine(to: CGPoint(x: 200, y: 50))
    path.addLine(to: CGPoint(x: 200, y: 240))

    // create shape layer for that path

    let shapeLayer = CAShapeLayer()
    shapeLayer.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
    shapeLayer.strokeColor = #colorLiteral(red: 1, green: 0, blue: 0, alpha: 1).cgColor
    shapeLayer.lineWidth = 4
    shapeLayer.path = path.cgPath

    // animate it

    view.layer.addSublayer(shapeLayer)
    let animation = CABasicAnimation(keyPath: "strokeEnd")
    animation.fromValue = 0
    animation.duration = 2
    shapeLayer.add(animation, forKey: "MyAnimation")

    // save shape layer

    self.shapeLayer = shapeLayer
}

That yields:

stroked path

Clearly, you can change the UIBezierPath to whatever suits your interests. For example, you could have spaces in the path. Or you don't even need to have rectilinear paths:

let path = UIBezierPath()
path.move(to: CGPoint(x: 10, y: 130))
path.addCurve(to: CGPoint(x: 210, y: 200), controlPoint1: CGPoint(x: 50, y: -100), controlPoint2: CGPoint(x: 100, y: 350))

You can also combine animation of both the start and end of the stroke in a CAAnimationGroup:

// create shape layer for that path (this defines what the path looks like when the animation is done)

let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
shapeLayer.strokeColor = #colorLiteral(red: 1, green: 0, blue: 0, alpha: 1).cgColor
shapeLayer.lineWidth = 5
shapeLayer.path = path.cgPath
shapeLayer.strokeStart = 0.8

let startAnimation = CABasicAnimation(keyPath: "strokeStart")
startAnimation.fromValue = 0
startAnimation.toValue = 0.8

let endAnimation = CABasicAnimation(keyPath: "strokeEnd")
endAnimation.fromValue = 0.2
endAnimation.toValue = 1.0

let animation = CAAnimationGroup()
animation.animations = [startAnimation, endAnimation]
animation.duration = 2
shapeLayer.add(animation, forKey: "MyAnimation")

Yielding:

enter image description here

CoreAnimation gives you a lot of control over how the stroked path is rendered.

Solution 2

My need was something similar - wanted to let the motion of a shape trace a line in the scene, but was having great difficulty synchronizing animation in CAShapeLayer with animation in SKScene.

So ended up using a different approach:

import SpriteKit
import PlaygroundSupport
import AVFoundation

let start = CGPoint(x: 100, y: 50)
let end = CGPoint(x: 200, y: 50)
let control = CGPoint(x: 150, y: 100);
var motion: SKAction = SKAction();

let radius: CGFloat = 20;
let bounds = CGRect(x: 0, y: 0, width: 400, height: 200)
let skview = SKView(frame: bounds)
PlaygroundPage.current.liveView = skview
PlaygroundPage.current.needsIndefiniteExecution = true

class MyScene: SKScene,AVSpeechSynthesizerDelegate {
    var motionComplete = false
    var redline: SKShapeNode = SKShapeNode();
    var greenball: SKShapeNode = SKShapeNode();
    override func sceneDidLoad() {

        greenball = SKShapeNode(circleOfRadius: radius);
        greenball.position = start;
        greenball.fillColor = .green;

        let motionpath = CGMutablePath();

        motionpath.move(to: start)
        motionpath.addQuadCurve(to: end, control: control)

        motion = SKAction.follow(motionpath, asOffset: false, orientToPath: true,duration: 2);

        let linepath = CGMutablePath();
        linepath.move(to: start);
        redline = SKShapeNode(path: linepath);
        redline.strokeColor = .red;
        redline.lineWidth = 5;

        greenball.run(motion) {
            self.motionComplete = true;
        };

        self.addChild(greenball);
        self.addChild(redline);
    }

    override func update(_ currentTime: TimeInterval) {

        if (motionComplete == false) {
            let cgpath = self.redline.path as! CGMutablePath;
            cgpath.addLine(to: greenball.position);
            self.redline.path = cgpath;

        }
    }


}



let scene = MyScene(size: CGSize(width: 400, height: 200));
scene.scaleMode = SKSceneScaleMode.aspectFill
scene.size = skview.bounds.size
skview.presentScene(scene)

Result:

enter image description here

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Updated on June 04, 2022

Comments

  • SwiftStudier
    SwiftStudier almost 2 years

    I want to have a line in the center of the screen and animate it like a snake

    This is step by step animation I want to make

    enter image description here

    How can I do this?