In another question, how to animate was answered:
Draw line animated
I then tried to add a view to animate simultaneously. I want to create two animated paths that meet at the same CGPoint
but have different paths to get there. I want both paths to start at the same time and end animation at the same time. My current approach is to create a second UIBezierPath
called path2, along with a second CAShapeLayer
called shapeLayer2
, but the second path is just overriding the first. I'm pretty sure both paths need different CAShapeLayer
s because each path will have different attributes. It seems like I then need to add the CAShapeLayer
instance as a view.layer
sublayer but it doesn't seem to be working. What should I be doing differently to achieve the desired result?
Here is what ultimately worked.
func animatePath() {
// create whatever path you want
let path = UIBezierPath()
path.move(to: CGPoint(x: 10, y: 100))
path.addLine(to: CGPoint(x: 200, y: 50))
path.addLine(to: CGPoint(x: 200, y: 240))
// create whatever path you want
let path2 = UIBezierPath()
let bottomStartX = view.frame.maxX - 10
let bottomStartY = view.frame.maxY - 100
path2.move(to: CGPoint(x: bottomStartX, y: bottomStartY))
path2.addLine(to: CGPoint(x: bottomStartX - 100, y: bottomStartY - 100))
path2.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
let shapeLayer2 = CAShapeLayer()
shapeLayer2.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
shapeLayer2.strokeColor = UIColor.blue.cgColor
shapeLayer2.lineWidth = 4
shapeLayer2.path = path.cgPath
// animate it
view.layer.addSublayer(shapeLayer)
view.layer.addSublayer(shapeLayer2)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.duration = 2
shapeLayer.add(animation, forKey: "MyAnimation")
let animation2 = CABasicAnimation(keyPath: "strokeEnd")
animation2.fromValue = 0
animation2.duration = 2
shapeLayer2.add(animation2, forKey: "MyAnimation")
// save shape layer
self.shapeLayer = shapeLayer
}