Comments (7)
/// 弹幕生命周期行为,实验特性; 可试用, 亦可以通过继承 BarrageRenderer 来实现相同功能
- (void)barrageRenderer:(BarrageRenderer *)renderer spriteStage:(BarrageSpriteStage)stage spriteParams:(NSDictionary *)params;
目前已有了 进入、消失 两个时间点的回调。其他时间点似乎用处不大。
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怎么解决弹幕重叠问题?
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弹幕重叠该如何解决
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弹幕重叠问题,我想了一个解决办法:在计算弹幕起始位置的时候,如果没有位置放的时候,不要强制去放,这样就可以避免重叠的问题。
具体看BarrageWalkSprite的originInBounds方法中的如下代码:
if (availableFrom > stripNum - overlandStripNum) { // 那就是没有找到喽 if (self.forceDraw) { availableFrom = AVAERAGE_STRATEGY?leastActiveSpriteStrip:leastActiveTimeStrip; // 使用最小个数 or 使用最短时间 } else { //当在屏幕上没有找到能放的位置时,我们返回CGPointZero,就先不放了,等有合适的位置再放 return CGPointZero; } }
实际效果看,搜狐影音mac版的弹幕
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self.forceDraw
请问一下这里的forceDraw 参数是哪里来的参数 @ZhongyiLi88
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我做了一个修改版本尝试解决弹幕重叠的问题:
https://github.com/dourgulf/BarrageRenderer
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认真想了一下,应该另外定义一个Walk对象来实现这个特性。
同时,整体框架上引入一个是否可以加入新的弹幕的接口,这样既可以保留现有的特性,有可以支持到新的特性。
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Related Issues (20)
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