I want to have an animation for my circular progressView with the code below. I want the animation start the progress from 0 to the value I want. But I can never get the animation work.
func Popular(){
let circle = Pop;//Pop is a UIView
circle.bounds = CGRect(x: 0,y: 0, width: 100, height: 100);
circle.frame = CGRectMake(0,0, 100, 100);
circle.layoutIfNeeded()
var progressCircle = CAShapeLayer();
let centerPoint = CGPoint (x: circle.bounds.width / 2, y: circle.bounds.width / 2);
let circleRadius : CGFloat = circle.bounds.width / 2 * 0.83;
let circlePath = UIBezierPath(arcCenter: centerPoint, radius: circleRadius, startAngle: CGFloat(-0.5 * M_PI), endAngle: CGFloat(1.5 * M_PI), clockwise: true );
progressCircle = CAShapeLayer ();
progressCircle.path = circlePath.CGPath;
progressCircle.strokeColor = UIColor.greenColor().CGColor;
progressCircle.fillColor = UIColor.clearColor().CGColor;
UIView.animateWithDuration(3.0,
delay: 1.0,
options: [],
animations: {
progressCircle.lineWidth = 5.0;
progressCircle.strokeStart = 0;
progressCircle.strokeEnd = 0.20;
circle.layer.addSublayer(progressCircle);
circle
progressCircle.strokeEnd = 0.2;
},
completion: { finished in
print("Picutre done")
})
}
Two things -
First - Do not re-initialize
progressCircle
. You are callingprogressCircle = CAShapeLayer ();
twice. This is not bug here though.Second - Add your sublayer before you start animating it. Move
circle.layer.addSublayer(progressCircle);
outside the animation block.Use
CABasicAnimation