I'm trying to animate a bezier curve I made with Paintcode (great app, btw) and am drawing in a custom UIView in the "drawRect" method.
The drawing works fine but I want to animate a single point in the bezier curve.
Here's my non-working method:
-(void)animateFlame{
NSLog(@"Animating");
// Create the starting path. Your curved line.
//UIBezierPath * startPath;
// Create the end path. Your straight line.
//UIBezierPath * endPath = [self generateFlame];
//[endPath moveToPoint: CGPointMake(167.47, 214)];
int displacementX = (((int)arc4random()%50))-25;
int displacementY = (((int)arc4random()%30))-15;
NSLog(@"%i %i",displacementX,displacementY);
UIBezierPath* theBezierPath = [UIBezierPath bezierPath];
[theBezierPath moveToPoint: CGPointMake(167.47, 214)];
[theBezierPath addCurveToPoint: CGPointMake(181+displacementX, 100+displacementY) controlPoint1: CGPointMake(89.74, 214) controlPoint2: CGPointMake(192.78+displacementX, 76.52+displacementY)];
[theBezierPath addCurveToPoint: CGPointMake(167.47, 214) controlPoint1: CGPointMake(169.22+displacementX, 123.48+displacementY) controlPoint2: CGPointMake(245.2, 214)];
[theBezierPath closePath];
// Create the shape layer to display and animate the line.
CAShapeLayer * myLineShapeLayer = [[CAShapeLayer alloc] init];
CABasicAnimation * pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"];
pathAnimation.fromValue = (__bridge id)[bezierPath CGPath];
pathAnimation.toValue = (__bridge id)[theBezierPath CGPath];
pathAnimation.duration = 0.39f;
[myLineShapeLayer addAnimation:pathAnimation forKey:@"pathAnimation"];
bezierPath = theBezierPath;
}
Using this, nothing moves on the screen at all. The random displacements generated are good and the bezierPath variable is a UIBezierPath that's declared with a class scope.
Am I missing something? (The goal is to do a sort of candle-like animation)