//这里的lazy:是懒加载 就是OC中重写get,set方法 lazy var waveDisplaylink = CADisplayLink()//相比NSTimer下,这里用CADisplayLink主要是精确点,其频率:1/60 lazy var firstWaveLayer = CAShapeLayer() lazy var secondWaveLayer = CAShapeLayer() /// 基础描述 正弦函数 /// y=Asin(ωx+φ)+ b /// A : wavaA /// w : 1/waveW /// φ : offsetφ /// b : b private var waveA: CGFloat = 0 private var waveW: CGFloat = 0 private var offsetX: CGFloat = 0 private var b : CGFloat = 0 //水纹的移动的速度 var waveSpeed : CGFloat = 0
//MARK: - 数据的初始化
private func initData(){
waveSpeed = 0.05
waveA = 8
// 设置周期 :( 2* M_PI)/waveW = bounds.size.width 。因为涉及的是layer,所以只谈bounds,不说frame
waveW = 2 * CGFloat(M_PI) / bounds.size.width
b = bounds.size.height / 2
}
private func configUI(){
firstWaveLayer.fillColor = UIColor.init(colorLiteralRed: 69/255.0, green: 255/255.0, blue: 255/255.0, alpha: 0.5).cgColor
secondWaveLayer.fillColor = UIColor.init(colorLiteralRed: 69/255.0, green: 255/255.0, blue: 255/255.0, alpha: 0.5).cgColor
layer.addSublayer(firstWaveLayer)
layer.addSublayer(secondWaveLayer)
waveDisplaylink = CADisplayLink(target: self, selector: #selector(getCurrentWave))
waveDisplaylink.add(to: RunLoop.current, forMode: .commonModes)
}
@objc private func getCurrentWave() {
offsetX += waveSpeed
setCurrentStatusWavePath()
}
//MARK: - 关键部分
private func setCurrentStatusWavePath() {
// 创建一个路径
let firstPath = CGMutablePath()
var firstY = bounds.size.width/2
firstPath.move(to: CGPoint(x: 0, y: firstY))
for i in 0...Int(bounds.size.width) {
firstY = waveA * sin(waveW * CGFloat(i) + offsetX) + b
firstPath.addLine(to: CGPoint(x: CGFloat(i), y: firstY))
}
firstPath.addLine(to: CGPoint(x: bounds.size.width, y: bounds.size.height))
firstPath.addLine(to: CGPoint(x: 0, y: bounds.size.height))
firstPath.closeSubpath()
firstWaveLayer.path = firstPath
// 创建一个路径
let secondPath = CGMutablePath()
var secondY = bounds.size.width/2
secondPath.move(to: CGPoint(x: 0, y: secondY))
for i in 0...Int(bounds.size.width) {
secondY = waveA * sin(waveW * CGFloat(i) + offsetX - bounds.size.width/2 ) + b
secondPath.addLine(to: CGPoint(x: CGFloat(i), y: secondY))
}
secondPath.addLine(to: CGPoint(x: bounds.size.width, y: bounds.size.height))
secondPath.addLine(to: CGPoint(x: 0, y: bounds.size.height))
secondPath.closeSubpath()
secondWaveLayer.path = secondPath
}
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