The Problem
I am creating an exploding rings effect. I'm using multiple CAShapeLayer
's and creating a UIBezierPath
for each layer. When the view is initialised, all the layers have a path with width 0
. When an action is triggered, the rings animate to a larger path.
As seen in the demo below, the right hand edge of each layer is slower to animate than the remainder of each circular layer.
Demo
Code
Drawing the layers:
func draw(inView view: UIView) -> CAShapeLayer {
let shapeLayer = CAShapeLayer()
// size.width defaults to 0
let circlePath = UIBezierPath(arcCenter: view.center, radius: size.width / 2, startAngle: 0, endAngle: CGFloat(360.0).toRadians(), clockwise: true)
shapeLayer.path = circlePath.CGPath
shapeLayer.frame = view.frame
return shapeLayer
}
Updating the layers
func updateAnimated(updatedOpacity: CGFloat, updatedSize: CGSize, duration: CGFloat) {
let updatePath = UIBezierPath(arcCenter: view.center, radius: updatedSize.width / 2,
startAngle: 0, endAngle: CGFloat(360).toRadians(), clockwise: true)
let pathAnimation = CABasicAnimation(keyPath: "path")
pathAnimation.fromValue = layer.path // the current path (initially with width 0)
pathAnimation.toValue = updatePath.CGPath
let opacityAnimation = CABasicAnimation(keyPath: "opacity")
opacityAnimation.fromValue = self.opacity
opacityAnimation.toValue = updatedOpacity
let animationGroup = CAAnimationGroup()
animationGroup.animations = [pathAnimation, opacityAnimation]
animationGroup.duration = Double(duration)
animationGroup.fillMode = kCAFillModeForwards
animationGroup.removedOnCompletion = false
layer.addAnimation(animationGroup, forKey: "shape_update")
... update variables ...
}