先放图
demo.html
<!DOCTYPE html> <html lang="en"head> Meta charset="UTF-8"name="viewport" content="width=device-width,initial-scale=1.0,user-scalable=no"title>手势解锁</style type="text/css"> body{ text-align: center; background #305066; } h4 color #22C3AA} stylebodyscript ="text/javascript" src="src/index.js"></script="text/javascript"> // 1、生成背景 2、title生成 3、用js动态生成canvas标签 4、js方式动态生成h4标签和canvas标签 new canvasLock({chooseType:3}).init(); html>
index.js
(function(){ /** * 实现画圆和划线: * 1、添加事件touchstart、touchmove、touchend * 2、touchstart判断是否点击的位置处于圆内getPosition,处于则初始化 * lastpoint、restPoint * 3、touchmove做的就是:画圆drawPoint和画线drawLine * * 实现自动画圆的效果 * 1、检测手势移动的位置是否处于圆内 * 2、圆内的话则画圆 drawPoint * 3、已经画过实心圆的圆,无需重复检测 * * 实现解锁成功: * 1、检测路径是否是对的 * 2、如果是对的就重置,圆圈变绿 * 3、不对也重置,圆圈变红 * 4、重置 */ window.canvasLock = (obj){ this.height = obj.height; this.width = obj.width; this.chooseType = obj.chooseType; }; // js方式动态生成dom canvasLock.prototype.initDom = (){ var wrap = document.createElement('div'); var str = '<h4 id="title" class="title">绘制解锁图案</h4>'; wrap.setAttribute('style','position: absolute;top:0;left:0;right:0;bottom:0;'); var canvas = document.createElement('canvas'); canvas.setAttribute('id','canvas'); canvas.style.cssText = 'background-color: #305066;display: inline-block;margin-top: 15px;'; wrap.innerHTML = str; wrap.appendChild(canvas); var width = this.width || 300; var height = this.height || 300; document.body.appendChild(wrap); 高清屏锁放 canvas.style.width = width + "px"; canvas.style.height = height + "px"; canvas.width = width; canvas.height = height; } canvasLock.prototype.drawCle = function(x,y) { 初始化解锁密码面板 this.ctx.strokeStyle = '#CFE6FF'this.ctx.lineWidth = 2this.ctx.beginPath(); this.ctx.arc(x,y,this.r,Math.PI * 2,1)">true.ctx.closePath(); .ctx.stroke(); } canvasLock.prototype.createCircle = function() { 创建解锁点的坐标,根据canvas的大小来平均分配半径 var n = .chooseType; var count = 0this.r = this.ctx.canvas.width / (2 + 4 * n); 公式计算 this.lastPoint = []; this.arr =this.restPoint =var r = .r; for (var i = 0 ; i < n ; i++) { var j = 0 ; j < n ; j++) { count++; var obj = { x: j * 4 * r + 3 * r,y: i * 4 * r + 3 *.arr.push(obj); .restPoint.push(obj); } } this.ctx.clearRect(0,1)">this.ctx.canvas.width,1)">.ctx.canvas.height); var i = 0 ; i < this.arr.length ; i++ 画圆函数 this.drawCle(this.arr[i].x,1)">.arr[i].y); } return arr; } 程序初始化 canvasLock.prototype.init = () { .initDom(); this.canvas = document.getElementById('canvas'this.ctx = this.canvas.getContext('2d'this.touchFlag = false 1、确定半径 2、确定每一个圆的中心坐标点 3、一行3个圆14个半径,一行4个圆有18个半径 .createCircle(); .bindEvent(); } canvasLock.prototype.bindEvent = var self = this.canvas.addEventListener("touchstart",1)"> (e) { 2、touchstart判断是否点击的位置处于圆内getPosition,处于则初始化 * lastpoint、restPoint po有x和y,并且是相较于canvas边距 var po = self.getPosition(e); console.log(po.x) 判断是否在圆内的原理:多出来的这条 x/y < r 在圆内 var i = 0 ; i < self.arr.length ; i++) { if (Math.abs(po.x - self.arr[i].x) < self.r && Math.abs(po.y - self.arr[i].y) < self.r) { self.touchFlag = ; lastPoint存放的就是选中的圆圈的x/y坐标值 self.lastPoint.push(self.arr[i]); self.restPoint.splice(i,1); break; } } },); this.canvas.addEventListener("touchmove",1)"> (e) { touchmove做的就是:画圆drawPoint和划线drawLine if (self.touchFlag) { self.update(self.getPosition(e)); } },1)">this.canvas.addEventListener("touchend",1)">(e){ (self.touchFlag) { self.storePass(self.lastPoint); setTimeout((){ self.reset(); },300); } },1)">); } canvasLock.prototype.getPosition = function(e) { 获取touch点相对于canvas的坐标 var rect = e.currentTarget.getBoundingClientRect(); { x: (e.touches[0].clientX - rect.left),y: (e.touches[0].clientY - rect.top) }; return po; } canvasLock.prototype.update = function(po) { 核心变换方法在touchmove时候调用 .ctx.canvas.height); 重新画9个圆圈 this.arr.length ; i++) { 每帧先把面板画出来 .arr[i].y); } this.drawPoint(); 画圆 this.drawLine(po); 画线 1、检测手势移动的位置是否处于下一个圆内 2、圆内的话则画圆 drawPoint 3、已经画过实心圆的圆,无需重复检测 this.restPoint.length ; i++if (Math.abs(po.x - this.restPoint[i].x) < this.r && Math.abs(po.y - this.restPoint[i].y) < .r) { .drawPoint(); this.lastPoint.push(.restPoint[i]); this.restPoint.splice(i,1); ; } } console.log(.lastPoint) } canvasLock.prototype.drawLine = 解锁轨迹 this.ctx.lineWidth = 3this.ctx.moveTo(this.lastPoint[0].x,1)">this.lastPoint[0].y); var i = 1 ; i < this.lastPoint.length ; i++this.ctx.lineTo(this.lastPoint[i].x,1)">.lastPoint[i].y); } .ctx.lineTo(po.x,po.y); .ctx.stroke(); .ctx.closePath(); } canvasLock.prototype.drawPoint = function() { 初始化圆心 this.ctx.fillStyle = '#CFE6FF'; .ctx.beginPath(); this.ctx.arc(this.lastPoint[i].y,1)">this.r / 2,1)">); .ctx.closePath(); .ctx.fill(); } } 1、检测路径是否是对的 2、如果是对的就重置,圆圈变绿 3、不对也重置,圆圈变红 4、重置 canvasLock.prototype.storePass = if (.checkPass()) { document.getElementById('title').innerHTML = '解锁成功'this.drawStatusPoint('#2CFF26'); }else{ document.getElementById('title').innerHTML = '解锁失败'this.drawStatusPoint('red'); } } canvasLock.prototype.checkPass = var p1 = '123',p2 = '') { p2 += .lastPoint[i].index; } return p1 === p2; } canvasLock.prototype.drawStatusPoint = (type) { this.ctx.strokeStyle = type; .ctx.stroke(); } } canvasLock.prototype.reset = .createCircle(); } })();