How to move a view along a curved path in iOS

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别跟我提以往
别跟我提以往 2021-02-04 08:39

How to animate/move the view in the curve path, is it possible to do using UIAnimation.\"enter

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3条回答
  • 2021-02-04 09:01

    You can stack animations by nesting them in the completion clause.

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  • 2021-02-04 09:08

    Above one can be achived by:-

    i)CAKeyframeAnimation ii)Create Curve Path iii)Animate layer of Custom View

    import UIKit
    import CoreGraphics
    class ViewController: UIViewController {
    
        var moveAlongPath:CAAnimation!
    
        override func viewDidLoad() {
            super.viewDidLoad()
    
            addAnimation()
            initiateAnimation()
        }
    
        func curevedPath() -> UIBezierPath {
    
            let path = createCurvePath()
    
            let shapeLayer = CAShapeLayer()
            shapeLayer.path = path.cgPath
            shapeLayer.strokeColor = UIColor.blue.cgColor
            shapeLayer.fillColor = UIColor.clear.cgColor
            shapeLayer.lineWidth = 1.0
            self.view.layer.addSublayer(shapeLayer)
            return path
        }
    
    
        func addAnimation() {
            let moveAlongPath = CAKeyframeAnimation(keyPath: "position")
            moveAlongPath.path = curevedPath().cgPath
            moveAlongPath.duration = 5
            moveAlongPath.repeatCount = HUGE
            moveAlongPath.calculationMode = kCAAnimationPaced
            moveAlongPath.timingFunctions = [CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)]
            self.moveAlongPath = moveAlongPath
        }
    
        func initiateAnimation() {
            let layer = createLayer()
            layer.add(moveAlongPath, forKey: "animate along Path")
        }
    
        //MARK:- Custom View Path
        func createLayer() -> CALayer {
            let customView  = CustomView(frame: CGRect(x: 0, y: 0, width: 50, height: 50))
            self.view.addSubview(customView)
            let customlayer = customView.layer
            customlayer.bounds = CGRect(x: 0, y: 0, width: 50, height: 50)
            customlayer.position = CGPoint(x: 25, y: 25)
            return customlayer
          }
    
        //MARK:- Custom Curve Path
        func createCurvePath() -> UIBezierPath {
            let path = UIBezierPath()
            path.move(to: CGPoint(x: 10, y: 200))
            path.addQuadCurve(to: CGPoint(x: 300, y: 200), controlPoint: CGPoint(x: 150, y: 10) )
            return path
        }
    
    }
    
    
    class CustomView:UIView {
    
        override init(frame: CGRect) {
            super.init(frame: frame)
            setUpView()
        }
    
        func setUpView() {
            let image = UIImage(named: "Go.png")
            let imageView = UIImageView(image: image)
            imageView.frame = CGRect(x: 0, y: 0, width: self.bounds.width, height: self.bounds.height)
            addSubview(imageView)
        }
    
        required init?(coder aDecoder: NSCoder) {
            fatalError("init(coder:) has not been implemented")
        }
    
    }
    

    Demo Reference

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  • 2021-02-04 09:09

    You can do it using Core Animation and CAKeyFrameAnimation to define the curve points. See this tutorial: http://nachbaur.com/2011/01/07/core-animation-part-4/

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