Draw line animated

2019-03-08 00:49发布

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?

4条回答
ゆ 、 Hurt°
2楼-- · 2019-03-08 01:27

This technique can also be used, its added as border you can mold it your way. First create a path and then draw lines on it accordingly

    let path = UIBezierPath()

i have given x, y values according to my need, you can change it according to yours

path.move(to: CGPoint(x: 134, y: 209))//
    path.addLine(to: CGPoint(x: (131 + 93), y: 209))// for drawing line
    path.addQuadCurve(to: CGPoint(x: (131 + 97), y: 212) , controlPoint: CGPoint(x: (131 + 93), y: 209))// for drawing a curve
    path.addLine(to: CGPoint(x: (131 + 97) , y: (209 + 33 )))
    path.addQuadCurve(to: CGPoint(x: (131 + 93), y: (209 + 37)), controlPoint:  CGPoint(x: (131 + 97) , y: (209 + 33 )))
    path.addLine(to: CGPoint(x: 135, y: (209 + 37)))
    path.addQuadCurve(to: CGPoint(x: 131, y: 209 + 33), controlPoint: CGPoint(x: 135, y: 209 + 37))
    path.addLine(to: CGPoint(x: 131, y: 213))
    path.addQuadCurve(to: CGPoint(x: 134, y: 209), controlPoint:CGPoint(x: 131, y: 213) )
     let shapelayer = CAShapeLayer()//create shape layer object
    shapelayer.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
    shapelayer.strokeColor = #colorLiteral(red: 0.06274510175, green: 0, blue: 0.1921568662, alpha: 1).cgColor
    shapelayer.lineWidth = 2
    shapelayer.path = path.cgPath
    view.layer.addSublayer(shapelayer)
    let animation = CABasicAnimation(keyPath: "strokeEnd")// create animation and add it to shape layer
    animation.fromValue = 0
    animation.duration = 3
    shapelayer.add(animation, forKey: "MyAnimation")
    self.shapelayer = shapelayer

That's all. Hope it can help someone, as i also achieved this after a few hours effort because didn't find the exact solution. check this link as well:

https://github.com/Shahijabeen/BorderAnimation

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你好瞎i
3楼-- · 2019-03-08 01:32

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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做个烂人
4楼-- · 2019-03-08 01:37

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.

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甜甜的少女心
5楼-- · 2019-03-08 01:40

One method is using a UIView with the background color. Try something like this.

let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
let redLine = UIView()
redline.backgroundColor = UIColor.red
redLine.frame = GCRect(x: screenWidth / 2, y: screenHeight / 2, width: 0, height: 0)

UIView.animate(withDuration: 2, animations: {
    redLine.frame = GCRect(x: screenWidth / 2, y: screenHeight / 2, width: 0, height: (screenHeight / 2) - 4)
}) { finished in
    redLine.frame = GCRect(x: screenWidth / 2, y: (screenHeight / 2) - 4, width: 0, height: 1)
}

With this, you can achieve any amount of red line movement.

The other method is to actually draw a line. I won't go into detail about that, but would recommend this article.

One last thing... On stack overflow we appreciate people who show they properly researched a topic before just asking a question. Using google, I was able to quickly come up with many tutorials on how to do what you are looking for. Try to do research yourself, because often a tutorial will have far more detail that is important than a stack overflow answer.

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