IOS 完成復雜的彈幕功用。本站提示廣大學習愛好者:(IOS 完成復雜的彈幕功用)文章只能為提供參考,不一定能成為您想要的結果。以下是IOS 完成復雜的彈幕功用正文
前言
復雜完成彈幕功用,表跟我談效率,但也有用隊列控制同時彈的數量。
注釋
代碼完成:
let DANMAKU_SPEED: CGFloat = 150 // 彈幕每秒挪動速度
let DANMAKU_SPACE_TIME: NSTimeInterval = 1 // 彈幕之間的時間距離
let DANMAKU_MAX_ROW = 3 // 最多同時彈幕行數
let danmakuFont = UIFont.systemFontOfSize(18) // 彈幕字體大小
var rowArray = Array<Array<Danmaku>>(count: 3, repeatedValue: Array<Danmaku>())
var danmakuQueue = NSOperationQueue() // 隊列
class Danmaku : NSObject{
var msg: Msg
var view: UILabel?
var size = CGSize(width: 0, height: 0)
var row = 0
var startTime: NSDate?
var duration: NSTimeInterval = 0
var delay: NSTimeInterval = 0
init(_ msg: Msg, _ row: Int, _ delay: NSTimeInterval = 0) {
self.msg = msg
self.row = row
self.delay = delay
}
}
func queueDanmaku(msg: Msg) {
danmakuQueue.addOperation(NSBlockOperation(block: { [weak self] in
if let weakself = self {
repeat {
//檢測放第幾行
for var row = 0; row < weakself.DANMAKU_MAX_ROW; ++row {
let rowDanmaku = weakself.rowArray[row]
if rowDanmaku.count == 0 {
let danmaku = Danmaku(msg, weakself.danmakuFont, row)
weakself.rowArray[row].append(danmaku)
self?.performSelectorOnMainThread("sendDanmaku:", withObject: danmaku, waitUntilDone: true)
return
} else {
if let lastDanmaku = rowDanmaku.last {
if let startTime = lastDanmaku.startTime {
let now = NSDate()
let seconds = now.timeIntervalSinceDate(startTime)
let widthDuration = Double(lastDanmaku.size.width / weakself.DANMAKU_SPEED)
var delay = seconds - weakself.DANMAKU_SPACE_TIME - widthDuration
if delay >= 0 {
delay = 0
} else {
if lastDanmaku.delay > lastDanmaku.duration {
continue
}
}
let danmaku = Danmaku(msg, weakself.danmakuFont, row, abs(delay) + lastDanmaku.delay)
weakself.rowArray[row].append(danmaku)
self?.performSelectorOnMainThread("sendDanmaku:", withObject: danmaku, waitUntilDone: true)
return
}
}
}
}
sleep(1000)
} while self != nil
}
}))
}
func sendDanmaku(danmaku: Danmaku) {
let text = "\(danmaku.msg.user_name) : \(danmaku.msg.text)"
let size = NSString(string: text).sizeWithAttributes([NSFontAttributeName : danmakuFont])
let width = UIScreen.mainScreen().bounds.size.width
let top = 54 + danmaku.row * (Int(size.height) + 10)
let label = UILabel(frame: CGRectMake(width, CGFloat(top), size.width, size.height))
let duration = (width + size.width) / DANMAKU_SPEED
danmaku.view = label
danmaku.size = size
danmaku.startTime = NSDate()
danmaku.duration = NSTimeInterval(duration)
label.text = text
label.font = danmakuFont
label.textColor = UIColor.whiteColor()
label.shadowColor = UIColor.blackColor()
label.shadowOffset = CGSizeMake(0, -1.0)
self.view.addSubview(label)
UIView.animateWithDuration(Double(duration), delay: danmaku.delay, options: UIViewAnimationOptions.CurveLinear, animations: { () -> Void in
label.left = -label.width
}) { [weak self] (Bool) -> Void in
if !(self?.rowArray[danmaku.row].isEmpty ?? true) {
self?.rowArray[danmaku.row].removeFirst()
}
label.removeFromSuperview()
}
}
代碼闡明:
代碼控制了最多同時只能彈三行,每行最後一條假如延遲大於跑彈幕的時間(曾經有一條處於完全等候形態)就自動切到下一行,超越最大限制就等候。
* rowArray 次要用於查詢前一個彈幕的地位和時間
* 別忘了在 deinit 外面加上 danmakuQueue.cancelAllOperations()
* 留意 NSBlockOperation 的 block 並不在主線程上
以上就是對IOS開發 復雜的彈幕功用的完成代碼,有需求開發這種功用的冤家可以參考下。