NativeDanmuComponent.vue
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<template>
<view class="native-danmu-container">
<!-- 弹幕显示区域 -->
<view
class="danmu-display-area"
:style="{ height: containerHeight + 'rpx' }"
>
<!-- 弹幕轨道 -->
<view
v-for="(track, trackIndex) in tracks"
:key="trackIndex"
class="danmu-track"
:style="{ top: trackIndex * trackHeight + 'rpx', height: trackHeight + 'rpx' }"
>
<!-- 轨道中的弹幕 -->
<view
v-for="danmu in track.danmus"
:key="danmu.id"
class="danmu-item"
:id="'danmu-' + danmu.id"
:style="getDanmuStyle(danmu, trackIndex)"
@tap="handleDanmuClick(danmu)"
>
<!-- 弹幕内容 -->
<view class="danmu-content">
<!-- 头像 -->
<view class="danmu-avatar-container">
<image
:src="danmu.data.avatar"
class="danmu-avatar"
mode="aspectFill"
/>
</view>
<!-- 信息区域 -->
<view class="danmu-info">
<!-- 标题行 -->
<view class="danmu-title-row">
<text class="family-name">{{ danmu.data.familyName }}</text>
</view>
<!-- 介绍 -->
<text class="family-intro">{{ danmu.data.familyIntro }}</text>
</view>
</view>
</view>
</view>
</view>
</view>
</template>
<script setup>
import { ref, reactive, onMounted, onUnmounted, nextTick } from 'vue'
import Taro from '@tarojs/taro'
// 导入接口
import { getStepLeaderboardAPI } from '@/api/points'
// 默认头像
const defaultAvatar = 'https://cdn.ipadbiz.cn/lls_prog/images/%E5%85%A8%E5%AE%B6%E7%A6%8F3_%E5%89%AF%E6%9C%AC.jpg?imageMogr2/strip/quality/60'
// Props
const props = defineProps({
// 弹幕容器高度
containerHeight: {
type: Number,
default: 400
},
// 是否显示控制面板
showControls: {
type: Boolean,
default: true
},
// 自定义弹幕数据
customComments: {
type: Array,
default: () => []
},
// 弹幕速度 (rpx/s)
danmuSpeed: {
type: Number,
default: 200 // 提高默认速度,让弹幕移动更流畅
},
// 轨道数量
trackCount: {
type: Number,
default: 6 // 适当减少轨道数量,确保有足够间距
}
})
// Emits
const emit = defineEmits(['danmu-click', 'danmu-hover'])
// 响应式数据
const isPlaying = ref(false)
const danmuId = ref(0)
const trackHeight = ref(110) // 适配最多3行文字显示,确保弹幕之间有足够间距
const animationTimers = ref(new Map()) // 存储动画定时器
// 统一移动相关常量,避免魔法数不一致
const CONTAINER_WIDTH = 750
const DANMU_WIDTH = 350
const EXTRA_DISTANCE = 120 // 额外移动距离,确保完全移出视图
// 关闭边缘淡出,保持在视图内始终不改变透明度
const FADE_DURATION = 0
const SYSTEM_INFO = Taro.getSystemInfoSync()
const WINDOW_WIDTH = SYSTEM_INFO.windowWidth
// px 转 rpx
const toRpx = (px) => (px * CONTAINER_WIDTH) / WINDOW_WIDTH
// 获取弹幕宽度 - 增强版,提供更安全的默认值
const getDanmuWidth = (danmu) => {
if (danmu.widthRpx && danmu.widthRpx > 0) {
return danmu.widthRpx
}
// 如果没有测量到宽度,使用更保守的默认值
// 根据内容长度动态估算,避免过短导致重叠
const contentLength = danmu.data?.familyName?.length || 0
const estimatedWidth = Math.max(DANMU_WIDTH, contentLength * 30 + 100) // 每字符约30rpx + 100rpx边距
return Math.min(estimatedWidth, DANMU_WIDTH * 2) // 最大不超过2倍默认宽度
}
// 重新计算时长,保证速度一致
const recalculateDuration = (danmu) => {
const width = getDanmuWidth(danmu)
const totalDistance = CONTAINER_WIDTH + width + EXTRA_DISTANCE
danmu.duration = (totalDistance / (props.danmuSpeed * 0.6)) * 1000
}
// 测量弹幕真实宽度(px),存为 rpx - 增强版,支持重试和更保守的默认值
const measureDanmuWidth = (danmu, retryCount = 0) => new Promise((resolve) => {
const maxRetries = 3
const retryDelay = 50 // 50ms 重试间隔
try {
const selector = `#danmu-${danmu.id} .danmu-content`
Taro.createSelectorQuery().select(selector).boundingClientRect(rect => {
if (rect && rect.width && rect.width > 0) {
danmu.widthRpx = toRpx(rect.width)
resolve(getDanmuWidth(danmu))
} else if (retryCount < maxRetries) {
// 测量失败,延迟重试
setTimeout(() => {
measureDanmuWidth(danmu, retryCount + 1).then(resolve)
}, retryDelay)
} else {
// 重试失败,使用更保守的默认宽度(比实际内容更大)
danmu.widthRpx = DANMU_WIDTH * 1.5 // 使用1.5倍默认宽度作为安全值
resolve(getDanmuWidth(danmu))
}
}).exec()
} catch (e) {
if (retryCount < maxRetries) {
setTimeout(() => {
measureDanmuWidth(danmu, retryCount + 1).then(resolve)
}, retryDelay)
} else {
danmu.widthRpx = DANMU_WIDTH * 1.5
resolve(getDanmuWidth(danmu))
}
}
})
// 轨道系统
const tracks = reactive(
Array.from({ length: props.trackCount }, (_, index) => ({
id: index,
danmus: [],
lastDanmuTime: 0
}))
)
// 弹幕数据 - 从API获取
const familyDanmus = ref([])
// 获取弹幕数据
const fetchDanmuData = async () => {
try {
const { code, data } = await getStepLeaderboardAPI({ type: 'institution' })
if (code && data?.bullet_families) {
familyDanmus.value = data.bullet_families.map(family => ({
id: family.id,
familyName: family.name,
familyIntro: family.note,
avatar: family.avatar_url || defaultAvatar
}))
// 重置弹幕索引,确保从头开始遍历新数据
resetDanmuIndex()
}
} catch (error) {
console.error('获取弹幕数据失败:', error)
}
}
// 获取弹幕样式
const getDanmuStyle = (danmu, trackIndex) => {
// 计算垂直位置,确保每个轨道有明确的垂直间距
const topPosition = trackIndex * (trackHeight.value + 15) // 轨道间增加15rpx间距,适配3行文字
return {
transform: `translateX(${danmu.x}rpx)`,
transition: danmu.isMoving ? 'transform ' + (danmu.remainingDuration ?? danmu.duration) + 'ms linear' : 'none',
opacity: danmu.opacity || 1,
// 明确设置垂直位置
position: 'absolute',
left: 0,
top: `${topPosition}rpx`,
zIndex: 10,
// 添加硬件加速
willChange: 'transform'
}
}
// 检查轨道中是否有足够空间放置新弹幕
// options.ignoreTime: 跳过时间间隔限制,用于同轨跟随插入,保证无缝
const checkTrackSpace = (track, danmuWidth = DANMU_WIDTH, options = {}) => {
const now = Date.now()
const ignoreTime = options.ignoreTime === true
// 如果轨道为空,可以直接放置
if (track.danmus.length === 0) {
return true
}
// 清理已经完全移出屏幕的弹幕
track.danmus = track.danmus.filter(danmu => {
const elapsedTime = now - danmu.startTime
const existingWidth = getDanmuWidth(danmu)
const totalDistance = CONTAINER_WIDTH + existingWidth + EXTRA_DISTANCE
const moveDistance = (elapsedTime / danmu.duration) * totalDistance
const currentX = CONTAINER_WIDTH - moveDistance
// 如果弹幕已经完全移出屏幕左侧,则移除
return currentX > -existingWidth
})
// 重新检查轨道是否为空
if (track.danmus.length === 0) {
return true
}
// 检查所有弹幕的位置,确保新弹幕不会与任何现有弹幕重叠
for (const existingDanmu of track.danmus) {
const elapsedTime = now - existingDanmu.startTime
const existingWidth = getDanmuWidth(existingDanmu)
const totalDistance = CONTAINER_WIDTH + existingWidth + EXTRA_DISTANCE
const moveDistance = Math.min((elapsedTime / existingDanmu.duration) * totalDistance, totalDistance)
const existingDanmuX = CONTAINER_WIDTH - moveDistance
// 计算弹幕的右边界位置
const existingDanmuRightEdge = existingDanmuX + existingWidth
// 如果现有弹幕的右边界还在屏幕内或刚出屏幕,则需要更严格的间距检查
const safeDistance = danmuWidth * 0.8 // 增加到80%的弹幕宽度作为安全距离
if (existingDanmuRightEdge > (CONTAINER_WIDTH - safeDistance)) {
return false
}
}
// 检查最后一个弹幕的时间间隔 - 更严格的时间控制
const timeSinceLastDanmu = now - track.lastDanmuTime
const minTimeInterval = 2500 // 增加到2.5秒,确保足够的时间间隔(正常模式)
return ignoreTime ? true : timeSinceLastDanmu >= minTimeInterval
}
// 找到可用的轨道 - 随机选择而非按顺序
const findAvailableTrack = () => {
// 过滤出有足够空间的轨道
const availableTracks = tracks.filter(track => checkTrackSpace(track))
// 如果没有可用轨道,返回null
if (availableTracks.length === 0) {
return null
}
// 从可用轨道中随机选择一个
const randomIndex = Math.floor(Math.random() * availableTracks.length)
return availableTracks[randomIndex]
}
// 创建弹幕对象
const createDanmu = (data) => {
const id = `danmu_${danmuId.value++}`
const containerWidth = CONTAINER_WIDTH // 小程序默认宽度
const danmuWidth = DANMU_WIDTH // 弹幕宽度
const extraDistance = EXTRA_DISTANCE // 额外移动距离,确保完全消失
return {
id,
data,
x: containerWidth, // 从右侧开始
isMoving: false,
opacity: 1,
duration: ((containerWidth + danmuWidth + extraDistance) / (props.danmuSpeed * 0.6)) * 1000, // 减慢速度,让弹幕在屏幕上停留更久
startTime: Date.now()
}
}
// 添加弹幕到轨道
const addDanmuToTrack = (danmu, targetTrack = null, options = {}) => {
const track = targetTrack || findAvailableTrack()
if (!track) return false
// 更严格的最终检查 - 确保轨道真的有足够空间
if (!checkTrackSpace(track, DANMU_WIDTH, options)) {
return false
}
track.danmus.push(danmu)
track.lastDanmuTime = Date.now()
// 启动弹幕动画 - 确保宽度测量完成后再开始
nextTick(async () => {
// 等待宽度测量完成,确保获得准确宽度
await measureDanmuWidth(danmu)
recalculateDuration(danmu)
// 重置起始时间,保证时长重新计算后动画正确
danmu.startTime = Date.now()
// 再次等待一个 tick,确保 DOM 完全更新
await nextTick()
startDanmuAnimation(danmu, track)
})
return true
}
// 启动弹幕动画
const startDanmuAnimation = (danmu, track) => {
if (!isPlaying.value) return
// 清除之前的定时器(如果存在)
if (animationTimers.value.has(danmu.id)) {
clearTimeout(animationTimers.value.get(danmu.id))
animationTimers.value.delete(danmu.id)
}
// 设置动画 - 从右侧移动到左侧屏幕外
danmu.isMoving = true
// 计算当前弹幕应该在的位置(基于已经运行的时间)
const now = Date.now()
const elapsedTime = now - danmu.startTime
const width = getDanmuWidth(danmu)
const totalDistance = CONTAINER_WIDTH + width + EXTRA_DISTANCE // 总移动距离
// 如果弹幕已经运行超过预定时间,直接重置
if (elapsedTime >= danmu.duration) {
resetDanmuForLoop(danmu, track)
return
}
const currentProgress = elapsedTime / danmu.duration
const currentPosition = CONTAINER_WIDTH - (currentProgress * totalDistance)
// 设置当前位置
danmu.x = currentPosition
// 使用 nextTick 确保 DOM 更新后再启动动画
nextTick(() => {
// 移动到左侧屏幕外,确保弹幕完全消失
danmu.x = -(width + EXTRA_DISTANCE)
})
// 计算剩余动画时间
const remainingTime = danmu.duration - elapsedTime
danmu.remainingDuration = remainingTime
// 在本弹幕进入一定进度后,尝试在同一轨道追加下一条,保证无缝滚动
const followProgress = 0.08 // 更早跟随,缩小间隙
const followDelay = Math.max(200, danmu.duration * followProgress)
setTimeout(() => {
if (!isPlaying.value) return
// 仅当轨道有空间时在同轨追加下一条弹幕
if (checkTrackSpace(track, DANMU_WIDTH, { ignoreTime: true })) {
const nextData = getNextUnusedDanmu()
if (nextData) {
const nextDanmu = createDanmu(nextData)
addDanmuToTrack(nextDanmu, track, { ignoreTime: true })
}
}
}, followDelay)
// 监听动画结束事件,实现循环
const timer = setTimeout(() => {
// 动画结束后,重置弹幕位置到右侧,开始新的循环(复用元素)
resetDanmuForLoop(danmu, track)
}, remainingTime)
animationTimers.value.set(danmu.id, timer)
}
// 重置弹幕位置实现循环 - 增强持续性
const resetDanmuForLoop = (danmu, track) => {
if (!isPlaying.value) return
// 停止当前动画并复位到右侧,复用元素,避免删除/新增造成的空档
danmu.isMoving = false
danmu.opacity = 1
// 切换下一条数据,确保持续循环
const nextData = getNextUnusedDanmu()
if (nextData) {
danmu.data = nextData
} else {
// 如果没有数据,重新获取弹幕数据
console.log('弹幕数据不足,尝试重新获取')
fetchDanmuData().then(() => {
const retryData = getNextUnusedDanmu()
if (retryData) {
danmu.data = retryData
}
})
return
}
// 复位到右侧并重新计时
danmu.startTime = Date.now()
danmu.x = CONTAINER_WIDTH
track.lastDanmuTime = Date.now()
// 重新启动动画(无缝继续)
nextTick(async () => {
// 重新测量宽度,确保准确性
await measureDanmuWidth(danmu)
recalculateDuration(danmu)
danmu.startTime = Date.now()
startDanmuAnimation(danmu, track)
})
}
// 从轨道移除弹幕
const removeDanmuFromTrack = (danmu, track) => {
const index = track.danmus.findIndex(d => d.id === danmu.id)
if (index > -1) {
track.danmus.splice(index, 1)
}
}
// 发送弹幕
const sendDanmu = (data) => {
if (!isPlaying.value) return
const danmu = createDanmu(data)
addDanmuToTrack(danmu)
}
// 初始化满屏弹幕显示
// 弹幕索引管理
let currentDanmuIndex = 0
let usedDanmuIds = new Set() // 记录已使用的弹幕ID
let isFirstRound = true // 标记是否是第一轮遍历
// 重置弹幕索引和去重记录
const resetDanmuIndex = () => {
currentDanmuIndex = 0
usedDanmuIds.clear()
isFirstRound = true
}
// 获取下一个弹幕数据 - 优化循环逻辑
const getNextUnusedDanmu = () => {
if (!familyDanmus.value || familyDanmus.value.length === 0) {
return null
}
// 如果是第一轮且还有未使用的弹幕
if (isFirstRound && usedDanmuIds.size < familyDanmus.value.length) {
// 查找下一个未使用的弹幕
while (currentDanmuIndex < familyDanmus.value.length) {
const danmuData = familyDanmus.value[currentDanmuIndex]
const danmuId = danmuData.id
if (!usedDanmuIds.has(danmuId)) {
usedDanmuIds.add(danmuId)
currentDanmuIndex++
return danmuData
}
currentDanmuIndex++
}
// 第一轮遍历完成,开始无限循环
isFirstRound = false
currentDanmuIndex = 0
usedDanmuIds.clear()
console.log('弹幕第一轮完成,开始无限循环')
}
// 无限循环模式 - 确保永远有弹幕
const danmuData = familyDanmus.value[currentDanmuIndex % familyDanmus.value.length]
currentDanmuIndex = (currentDanmuIndex + 1) % familyDanmus.value.length
return danmuData
}
// 发送顺序弹幕
const sendSequentialDanmu = () => {
// 获取下一个未使用的弹幕数据
const danmuData = getNextUnusedDanmu()
if (danmuData) {
sendDanmu(danmuData)
}
}
// 自动发送弹幕 - 增强持续性
let autoSendTimer = null
const startAutoSend = () => {
if (autoSendTimer) return
const sendNext = () => {
if (isPlaying.value) {
// 智能发送弹幕,避免过度拥挤
const availableTrackCount = tracks.filter(track => checkTrackSpace(track)).length
// 只有当有足够可用轨道时才发送弹幕
if (availableTrackCount > 0) {
sendSequentialDanmu()
}
}
// 动态调整发送间隔,根据可用轨道数量
const availableTrackCount = tracks.filter(track => checkTrackSpace(track)).length
const baseInterval = 800 // 减少基础间隔到0.8秒,让弹幕更密集
const intervalMultiplier = Math.max(1, (6 - availableTrackCount) * 0.2) // 减少间隔倍数
const dynamicInterval = baseInterval * intervalMultiplier + Math.random() * 300
// 确保持续循环,即使暂时没有可用轨道也要继续尝试
if (isPlaying.value) {
autoSendTimer = setTimeout(sendNext, dynamicInterval)
}
}
// 立即发送第一条弹幕,不等待
sendNext()
}
// 预加载弹幕,让弹幕在组件显示前就开始滚动
const preloadDanmus = () => {
if (!isPlaying.value) return
// 立即发送多条弹幕到不同轨道,模拟已经在滚动的状态
const preloadCount = Math.min(tracks.length, familyDanmus.value.length)
for (let i = 0; i < preloadCount; i++) {
// 为每个轨道发送一条弹幕,并设置不同的延迟
setTimeout(() => {
if (isPlaying.value) {
sendSequentialDanmu()
}
}, i * 200) // 每条弹幕间隔200ms发送
}
}
const stopAutoSend = () => {
if (autoSendTimer) {
clearTimeout(autoSendTimer)
autoSendTimer = null
}
}
// 暂停/播放弹幕
const toggleDanmu = () => {
isPlaying.value = !isPlaying.value
if (isPlaying.value) {
// 恢复播放时,重新启动所有弹幕的动画
tracks.forEach(track => {
track.danmus.forEach(danmu => {
if (!danmu.isMoving) {
startDanmuAnimation(danmu, track)
}
})
})
startAutoSend()
} else {
// 暂停时,停止自动发送但保持弹幕在当前位置
stopAutoSend()
}
}
// 清空所有弹幕
const clearDanmu = () => {
// 清除所有动画定时器
animationTimers.value.forEach(timer => clearTimeout(timer))
animationTimers.value.clear()
// 清空所有轨道的弹幕
tracks.forEach(track => {
track.danmus = []
track.lastDanmuTime = 0
})
}
// 处理弹幕点击
const handleDanmuClick = (danmu) => {
emit('danmu-click', danmu.data)
// Taro.showToast({
// title: `点击了${danmu.data.familyName}`,
// icon: 'none',
// duration: 2000
// })
}
// 暴露方法给父组件
defineExpose({
toggleDanmu,
clearDanmu,
sendCustomDanmu: sendDanmu
})
// 生命周期
onMounted(async () => {
// 首先获取弹幕数据
await fetchDanmuData()
// 自动开始播放
isPlaying.value = true
// 使用nextTick确保DOM完全渲染后立即开始弹幕滚动
nextTick(() => {
// 先预加载弹幕,让多条弹幕快速出现
preloadDanmus()
// 然后启动自动发送,维持持续滚动
setTimeout(() => {
startAutoSend()
}, 1000) // 1秒后开始正常的自动发送节奏
})
})
onUnmounted(() => {
stopAutoSend()
clearDanmu()
})
</script>
<style >
.native-danmu-container {
width: 100%;
position: relative;
}
.danmu-display-area {
width: 100%;
/* background: linear-gradient(135deg, #667eea 0%, #764ba2 100%); */
/* border-radius: 20rpx; */
position: relative;
overflow: hidden;
/* box-shadow: 0 8rpx 32rpx rgba(0, 0, 0, 0.1); */
}
.danmu-track {
position: absolute;
width: 100%;
left: 0;
pointer-events: none;
}
.danmu-content {
display: flex;
align-items: center;
background: rgba(255, 255, 255, 0.65);
border-radius: 30rpx;
padding: 16rpx 20rpx;
box-shadow: 0 8rpx 24rpx rgba(0, 0, 0, 0.12);
backdrop-filter: blur(12rpx);
border: 2rpx solid rgba(255, 255, 255, 0.4);
max-width: 400rpx;
min-width: 350rpx;
margin: 8rpx 0;
transition: all 0.3s ease;
}
.danmu-avatar-container {
flex-shrink: 0;
margin-right: 16rpx;
position: relative;
}
.danmu-avatar {
width: 56rpx;
height: 56rpx;
border-radius: 50%;
border: 3rpx solid #fff;
box-shadow: 0 4rpx 12rpx rgba(0, 0, 0, 0.15);
}
.danmu-avatar-container::after {
content: '';
position: absolute;
top: -2rpx;
left: -2rpx;
right: -2rpx;
bottom: -2rpx;
border-radius: 50%;
background: linear-gradient(45deg, #ff6b6b, #4ecdc4, #45b7d1, #96ceb4);
z-index: -1;
animation: rotate 3s linear infinite;
}
@keyframes rotate {
from { transform: rotate(0deg); }
to { transform: rotate(360deg); }
}
.danmu-info {
flex: 1;
min-width: 0;
}
.danmu-title-row {
display: flex;
align-items: center;
margin-bottom: 6rpx;
}
.family-name {
font-weight: 700;
color: #1a202c;
font-size: 28rpx;
margin-right: 12rpx;
flex-shrink: 0;
text-shadow: 0 1rpx 2rpx rgba(0, 0, 0, 0.1);
overflow: hidden;
text-overflow: ellipsis;
-webkit-line-clamp: 1;
}
.member-badge {
background: linear-gradient(45deg, #667eea, #764ba2);
color: white;
padding: 4rpx 12rpx;
border-radius: 16rpx;
font-size: 20rpx;
font-weight: 600;
flex-shrink: 0;
box-shadow: 0 2rpx 8rpx rgba(102, 126, 234, 0.3);
}
.family-intro {
color: #4a5568;
font-size: 24rpx;
display: -webkit-box;
margin-bottom: 6rpx;
overflow: hidden;
text-overflow: ellipsis;
-webkit-line-clamp: 3;
-webkit-box-orient: vertical;
line-height: 1.4;
font-weight: 500;
}
.danmu-bottom-row {
display: flex;
align-items: center;
justify-content: space-between;
}
.family-motto {
color: #2d3748;
font-size: 22rpx;
font-style: italic;
flex: 1;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
margin-right: 12rpx;
opacity: 0.8;
}
.steps-badge {
background: linear-gradient(45deg, #48bb78, #38a169);
color: white;
padding: 4rpx 12rpx;
border-radius: 14rpx;
font-size: 20rpx;
font-weight: 600;
flex-shrink: 0;
box-shadow: 0 2rpx 8rpx rgba(72, 187, 120, 0.3);
}
.danmu-controls {
display: flex;
justify-content: center;
gap: 20rpx;
margin-top: 20rpx;
padding: 0 20rpx;
}
.control-btn {
flex: 1;
max-width: 200rpx;
height: 60rpx;
border-radius: 30rpx;
font-size: 24rpx;
}
/* 弹幕动画效果 */
.danmu-moving {
transition-timing-function: linear;
transition-property: transform;
}
/* 弹幕项基础样式 */
.danmu-item {
position: absolute;
z-index: 10;
will-change: transform;
backface-visibility: hidden;
transform-style: preserve-3d;
left: 0;
top: 0;
width: auto;
height: auto;
}
/* 悬停效果 */
.danmu-item:active .danmu-content {
transform: scale(0.98);
box-shadow: 0 12rpx 32rpx rgba(0, 0, 0, 0.18);
transition: all 0.2s ease;
}
.danmu-content:hover {
transform: translateY(-2rpx);
box-shadow: 0 12rpx 32rpx rgba(0, 0, 0, 0.16);
}
/* 响应式设计 */
@media (max-width: 750rpx) {
.danmu-content {
max-width: 300rpx;
min-width: 240rpx;
padding: 10rpx 16rpx;
}
.danmu-avatar {
width: 40rpx;
height: 40rpx;
margin-right: 12rpx;
}
.family-name {
font-size: 24rpx;
}
.family-intro {
font-size: 20rpx;
}
}
</style>