import Foundation import UIKit public extension CALayer { func addShakeAnimation(amplitude: CGFloat = 3.0, duration: Double = 0.3, count: Int = 4, decay: Bool = false) { let k = Float(UIView.animationDurationFactor()) var speed: Float = 1.0 if k != 0 && k != 1 { speed = Float(1.0) / k } let animation = CAKeyframeAnimation(keyPath: "position.x") var values: [CGFloat] = [] values.append(0.0) for i in 0 ..< count { let sign: CGFloat = (i % 2 == 0) ? 1.0 : -1.0 let multiplier = decay ? 1.0 / CGFloat(i + 1) : 1.0 values.append(amplitude * sign * multiplier) } values.append(0.0) animation.values = values.map { ($0 as NSNumber) as AnyObject } var keyTimes: [NSNumber] = [] for i in 0 ..< values.count { if i == 0 { keyTimes.append(0.0) } else if i == values.count - 1 { keyTimes.append(1.0) } else { keyTimes.append((Double(i) / Double(values.count - 1)) as NSNumber) } } animation.keyTimes = keyTimes animation.speed = speed animation.duration = duration animation.isAdditive = true self.add(animation, forKey: "shake") } }