html5 canvas手势解锁源码分享
导读:收集整理的这篇文章主要介绍了html5 canvas手势解锁源码分享,觉得挺不错的,现在分享给大家,也给大家做个参考。 先放图demo.htML<!DOCTYPE html><html lang="en">...
收集整理的这篇文章主要介绍了html5 canvas手势解锁源码分享,觉得挺不错的,现在分享给大家,也给大家做个参考。 先放图
demo.htML
!DOCTYPE html>
html lang="en">
head>
meta charset="UTF-8">
meta name="viewport" content="width=device-width, inITial-scale=1.0, user-scalable=no">
title>
手势解锁/title>
style type="text/css">
body{
text-align: center;
background: #305066;
}
h4{
color: #22C3AA;
}
/style>
/head>
body>
script type="text/javascript" src="src/index.js">
/script>
script type="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();
/script>
/body>
/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 = function(obj){
this.height = obj.height;
this.width = obj.width;
this.chooseType = obj.chooseType;
}
;
// js方式动态生成dom canvasLock.PRototype.initDom = function(){
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 = 2;
this.ctx.beginPath();
this.ctx.arc(x, y, this.r, 0, Math.PI * 2, true);
this.ctx.closePath();
this.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 = this.chooseType;
var count = 0;
this.r = this.ctx.canvas.width / (2 + 4 * n);
// 公式计算 this.lastPoint = [];
this.arr = [];
this.restPoint = [];
var r = this.r;
for (var i = 0 ;
i n ;
i++) {
for (var j = 0 ;
j n ;
j++) {
count++;
var obj = {
x: j * 4 * r + 3 * r, y: i * 4 * r + 3 * r, index: count }
;
this.arr.push(obj);
this.restPoint.push(obj);
}
}
this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
for (var i = 0 ;
i this.arr.length ;
i++) {
// 画圆函数 this.drawCle(this.arr[i].x, this.arr[i].y);
}
//return arr;
}
// 程序初始化 canvasLock.prototype.init = function() {
this.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 this.createCircle();
this.bindEvent();
}
canvasLock.prototype.bindEvent = function(){
var self = this;
this.canvas.addEventListener("touchstart", function (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 for (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 = true;
// 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;
}
}
}
, false);
this.canvas.addEventListener("touchmove", function (e) {
// touchmove做的就是:画圆drawPoint和划线drawLine if (self.touchFlag) {
self.update(self.getPosition(e));
}
}
, false);
this.canvas.addEventListener("touchend", function(e){
if (self.touchFlag) {
self.StorePass(self.lastPoint);
setTimeout(function(){
self.reset();
}
, 300);
}
}
, false);
}
canvasLock.prototype.getPosition = function(e) {
// 获取touch点相对于canvas的坐标 var rect = e.currentTarget.getBoundingClientRect();
var po = {
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 this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
// 重新画9个圆圈 for (var i = 0 ;
i this.arr.length ;
i++) {
// 每帧先把面板画出来 this.drawCle(this.arr[i].x, this.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 for (var i = 0 ;
i this.restPoint.length ;
i++) {
if (Math.abs(po.x - this.restPoint[i].x) this.r &
&
Math.abs(po.y - this.restPoint[i].y) this.r) {
this.drawPoint();
this.lastPoint.push(this.restPoint[i]);
this.restPoint.splice(i, 1);
break;
}
}
console.log(this.lastPoint) }
canvasLock.prototype.drawLine = function(po) {
// 解锁轨迹 this.ctx.beginPath();
this.ctx.lineWidth = 3;
this.ctx.moveTo(this.lastPoint[0].x, this.lastPoint[0].y);
for (var i = 1 ;
i this.lastPoint.length ;
i++) {
this.ctx.lineto(this.lastPoint[i].x, this.lastPoint[i].y);
}
this.ctx.lineTo(po.x, po.y);
this.ctx.stroke();
this.ctx.closePath();
}
canvasLock.prototype.drawPoint = function() {
// 初始化圆心 for (var i = 0 ;
i this.lastPoint.length ;
i++) {
this.ctx.fillStyle = '#CFE6FF';
this.ctx.beginPath();
this.ctx.arc(this.lastPoint[i].x, this.lastPoint[i].y, this.r / 2, 0, Math.PI * 2, true);
this.ctx.closePath();
this.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 = function() {
if (this.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 = function() {
var p1 = '123', p2 = '';
for (var i = 0 ;
i this.lastPoint.length ;
i++) {
p2 += this.lastPoint[i].index;
}
return p1 === p2;
}
canvasLock.prototype.drawStatusPoint = function(type) {
for (var i = 0 ;
i this.lastPoint.length ;
i++) {
this.ctx.strokeStyle = type;
this.ctx.beginPath();
this.ctx.arc(this.lastPoint[i].x, this.lastPoint[i].y, this.r, 0, Math.PI * 2, true);
this.ctx.closePath();
this.ctx.stroke();
}
}
canvasLock.prototype.reset = function(){
this.createCircle();
}
}
)();
总结
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