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HTML

              
                <div class="container">
  <svg width="539" height="397" viewBox="0 0 539 397" xmlns="http://www.w3.org/2000/svg">
    <path id="path" class="path" d="M159 70c-50.386 35.428-74.284 72.547-71.691 111.355 2.592 38.81 31.514 76.92 86.765 114.333L447.7 84.137l-9.812 263.996" />
    
    <path stroke="#88CE02" stroke-width="10" id="drawMe" class="path" d="M159 70c-50.386 35.428-74.284 72.547-71.691 111.355 2.592 38.81 31.514 76.92 86.765 114.333L447.7 84.137l-9.812 263.996" />
    <g id="drag">
      <circle class="oval" cx="15" cy="15" r="15" />
      <polygon class="arrow" points="10,10 25,15 10,20" />
    </g>
  </svg>
</div>
              
            
!

CSS

              
                .container {
  visibility: hidden;
  opacity: 0;
}

.oval {
  fill: #F5A623;
}

.arrow {
  fill: #fff;
}

.path {
  fill: none;
  stroke: #979797;
}

#drawMe{
  stroke: #88CE02;
}
              
            
!

JS

              
                // Closest Point on Path
// https://bl.ocks.org/mbostock/8027637

var DEG = 180 / Math.PI;

var drag = document.querySelector("#drag");
var path = document.querySelector("#path");

var pathLength = path.getTotalLength() || 0;
var startPoint = path.getPointAtLength(0);
var startAngle = getRotation(startPoint, path.getPointAtLength(0.1));
var lastPoint = path.getPointAtLength(0);
var lastLength = 0;

var drawTween = TweenMax.from("#drawMe", 1, {
  drawSVG: "0%",
  paused: true,
  ease: Linear.easeNone
});

TweenLite.set(drag, {
  transformOrigin: "center",
  rotation: startAngle + "_rad",
  xPercent: -50,
  yPercent: -50,
  x: startPoint.x,
  y: startPoint.y
});

var draggable = new Draggable(drag, {
  liveSnap: {
    points: pointModifier
  }
});

TweenLite.set(".container", {
  autoAlpha: 1
});

function pointModifier(point) {
  var p = closestPoint(path, pathLength, point);

  TweenLite.set(drag, {
    rotation: p.rotation
  });

  lastPoint.x = point.x;
  lastPoint.y = point.y;
  lastLength = p.length;

  drawTween.progress(lastLength / pathLength);

  return p.point;
}

function closestPoint(pathNode, pathLength, point) {
  var precision = 1,
    best,
    bestLength,
    bestDistance = Infinity;
  var traveled = distance2sqrt(lastPoint);
  var scanFrom = lastLength - traveled;
  var scanTo = lastLength + traveled;
  scanFrom = scanFrom < 0 ? 0 : scanFrom;

  if (traveled * 2 < 20) {
    scanTo = scanFrom + 20;
  }

  scanTo = scanTo > pathLength ? pathLength : scanTo;

  // console.log(scanTo - scanFrom);
  // linear scan for coarse approximation
  for (
    var scan, scanLength = scanFrom, scanDistance;
    scanLength <= scanTo;
    scanLength += precision
  ) {
    if (
      (scanDistance = distance2(
        (scan = pathNode.getPointAtLength(scanLength))
      )) < bestDistance
    ) {
      (best = scan), (bestLength = scanLength), (bestDistance = scanDistance);
    }
  }

  // binary search for precise estimate
//   precision /= 2;
//   while (precision > 0.5) {
//     var before, after, beforeLength, afterLength, beforeDistance, afterDistance;
//     if (
//       (beforeLength = bestLength - precision) >= 0 &&
//       (beforeDistance = distance2(
//         (before = pathNode.getPointAtLength(beforeLength))
//       )) < bestDistance
//     ) {
//       (best = before),
//         (bestLength = beforeLength),
//         (bestDistance = beforeDistance);
//     } else if (
//       (afterLength = bestLength + precision) <= pathLength &&
//       (afterDistance = distance2(
//         (after = pathNode.getPointAtLength(afterLength))
//       )) < bestDistance
//     ) {
//       (best = after),
//         (bestLength = afterLength),
//         (bestDistance = afterDistance);
//     } else {
//       precision /= 2;
//     }
//   }

  var len2 = bestLength + (bestLength === pathLength ? -0.1 : 0.1);
  var rotation = getRotation(best, pathNode.getPointAtLength(len2));

  return {
    point: best,
    rotation: rotation * DEG,
    // distance: Math.sqrt(bestDistance),
    length: bestLength
  };

  function distance2(p) {
    var dx = p.x - point.x,
      dy = p.y - point.y;
    return dx * dx + dy * dy;
  }

  function distance2sqrt(p) {
    var dx = p.x - point.x,
      dy = p.y - point.y;
    return Math.sqrt(dx * dx + dy * dy);
  }
}

function getRotation(p1, p2) {
  var dx = p2.x - p1.x;
  var dy = p2.y - p1.y;
  return Math.atan2(dy, dx);
}

              
            
!
999px

Console