canvas手势解锁源码

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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();
        }
})();

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