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swift - Draw line animated

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?

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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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