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canvas实现手机的手势解锁的步骤详细

这篇文章主要介绍了canvas实现手机的手势解锁的步骤详细,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友们下面随着小编来一起学习学习吧

本文介绍了canvas手机的手势解锁,分享给大家,顺便给自己留个笔记,废话不多说,具体如下:

按照国际惯例,先放效果图

1、js动态初始化Dom结构

首先在index.html中添加基本样式

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body{background:pink;text-align: center;}

加个移动端meta头

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<meta name="viewport" content="width=device-width,initial-scale=1.0,user-scalable=no">

引入index.js脚本

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<script src="index.js"></script>

index.js

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// 匿名函数自执行
(function(){
    // canvasLock是全局对象
    window.canvasLock=function(obj){
        this.width=obj.width;
        this.height=obj.height;
    }
    //动态生成DOM
    canvasLock.prototype.initDom=function(){
        //创建一个div
        var div=document.createElement("div");
        var h4="<h4 id='title' class='title'>绘制解锁图案</h4>";
        div.innerHTML=h4;
        div.setAttribute("style","position:absolute;top:0;left:0;right:0;bottom:0;");
 
        //创建canvas
        var canvas=document.createElement("canvas");
        canvas.setAttribute("id","canvas");
        //cssText 的本质就是设置 HTML 元素的 style 属性值
        canvas.style.cssText="background:pink;display:inine-block;margin-top:15px;";
 
        div.appendChild(canvas);
        document.body.appendChild(div);
 
        //设置canvas默认宽高
        var width=this.width||300;
        var height=this.height||300;
 
        canvas.style.width=width+"px";
        canvas.style.height=height+"px";
 
        canvas.width=width;
        canvas.height=height;
 
    }
 
     
    //init代表初始化,程序的入口
    canvasLock.prototype.init=function(){
        //动态生成DOM
        this.initDom();
 
        //创建画布
        this.canvas=document.getElementById("canvas");
        this.ctx=this.canvas.getContext("2d");
 
    }
})();

在index.html中创建实例并初始化

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new canvasLock({}).init();

效果图

2、 画圆函数

需要补充一下画布宽度与圆的半径的关系

如果一行3个圆,则有4个间距,间距的宽度与圆的直径相同,相当于7个直径,即14个半径

如果一行4个圆,则有5个间距,间距的宽度与圆的直径相同,相当于9个直径,即18个半径

如果一行n个圆,则有n+1个间距,间距的宽度与圆的直径相同,相当于2n+1个直径,即4n+2个半径

补充两个方法:

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//以给定坐标点为圆心画出单个圆
    canvasLock.prototype.drawCircle=function(x,y){
        this.ctx.strokeStyle="#abcdef";
        this.ctx.lineWidth=2;
        this.ctx.beginPath();
        this.ctx.arc(x,y,this.r,0,2*Math.PI,true);
        this.ctx.closePath();
        this.ctx.stroke();
    }
     
    //绘制出所有的圆
    canvasLock.prototype.createCircle=function(){
        var n=this.circleNum;//一行几个圆
        var count=0;
        this.r=this.canvas.width/(4*n+2);//公式计算出每个圆的半径
        this.lastPoint=[];//储存点击过的圆的信息
        this.arr=[];//储存所有圆的信息
        this.restPoint=[];//储存未被点击的圆的信息
        var r=this.r;
 
        for(var i=0;i<n;i++){
            for(var j=0;j<n;j++){
                count++;
                var obj={
                    x:(4*j+3)*r,
                    y:(4*i+3)*r,
                    index:count//给每个圆标记索引
                };
                this.arr.push(obj);
                this.restPoint.push(obj);//初始化时为所有点
            }
        }
 
        //清屏
        this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height);
 
        //以给定坐标点为圆心画出所有圆
        for(var i=0;i<this.arr.length;i++){
            //循环调用画单个圆的方法
            this.drawCircle(this.arr[i].x,this.arr[i].y);
        }
 
    }

初始化的时候记得调用

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canvasLock.prototype.init=function(){
        //动态生成DOM
        this.initDom();
 
        //创建画布
        this.canvas=document.getElementById("canvas");
        this.ctx=this.canvas.getContext("2d");
 
        //绘制出所有的圆
        this.createCircle();
    }

别忘了在index.html中实例化时传入参数(一行定义几个圆)

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new canvasLock({circleNum:3}).init();

效果图

3、canvas事件操作——实现画圆和画线

getPosition方法用来得到鼠标触摸点离canvas的距离(左边和上边)

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canvasLock.prototype.getPosition=function(e){
        var rect=e.currentTarget.getBoundingClientRect();//获得canvas距离屏幕的上下左右距离
        var po={
            //鼠标与视口的左距离 - canvas距离视口的左距离 = 鼠标与canvas的左距离
            x:(e.touches[0].clientX-rect.left),
            //鼠标与视口的上距离 - canvas距离视口的上距离 = 鼠标距离canvas的上距离
            y:(e.touches[0].clientY-rect.top)
        };
        return po;
    }

给canvas添加 touchstart 事件,判断触摸点是否在圆内

触摸点在圆内则允许拖拽,并将该圆添加到 lastPoint 中,从 restPoint 中剔除

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this.canvas.addEventListener("touchstart",function(e){
            var po=self.getPosition(e);//鼠标距离canvas的距离
 
            //判断是否在圆内
            for(var i=0;i<self.arr.lenth;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;//允许拖拽
                    self.lastPoint.push(self.arr[i]);//点击过的点
                    self.restPoint.splice(i,1);//剩下的点剔除这个被点击的点
                    break;
                }
            }
        },false);

判断是否在圆内的原理:

圆心的x轴偏移和鼠标点的x轴偏移的距离的绝对值小于半径

并且

圆心的y轴偏移和鼠标点的y轴偏移的距离的绝对值小于半径

则可以判断鼠标位于圆内

给touchmove绑定事件,在触摸点移动时给点击过的圆画上实心圆,并画线

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//触摸点移动时的动画
    canvasLock.prototype.update=function(po){
        //清屏,canvas动画前必须清空原来的内容
        this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height);
 
        //以给定坐标点为圆心画出所有圆
        for(var i=0;i<this.arr.length;i++){
            this.drawCircle(this.arr[i].x,this.arr[i].y);
        }
 
        this.drawPoint();//点击过的圆画实心圆
        this.drawLine(po);//画线
 
    }
 
    //画实心圆
    canvasLock.prototype.drawPoint=function(){
        for(var i=0;i<this.lastPoint.length;i++){
            this.ctx.fillStyle="#abcdef";
            this.ctx.beginPath();
            this.ctx.arc(this.lastPoint[i].x,this.lastPoint[i].y,this.r/2,0,2*Math.PI,true);
            this.ctx.closePath();
            this.ctx.fill();
        }
    }
 
    //画线
    canvasLock.prototype.drawLine=function(po){
        this.ctx.beginPath();
        this.lineWidth=3;
        this.ctx.moveTo(this.lastPoint[0].x,this.lastPoint[0].y);//线条起点
        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);//触摸点
        this.ctx.stroke();
        this.ctx.closePath();
    }

效果图

4、canvas手势链接操作实现

在touchmove中补充当碰到下一个目标圆时的操作

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//碰到下一个圆时只需要push到lastPoint当中去
        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.lastPoint.push(this.restPoint[i]);//将这个新点击到的点存入lastPoint
                this.restPoint.splice(i,1);//从restPoint中剔除这个新点击到的点
                break;
            }
        }

效果图

5、解锁成功与否的判断

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//设置密码
    canvasLock.prototype.storePass=function(){
        if(this.checkPass()){
            document.getElementById("title").innerHTML="解锁成功";
            this.drawStatusPoint("lightgreen");
        }else{
            document.getElementById("title").innerHTML="解锁失败";
            this.drawStatusPoint("orange");
        }
    }
 
    //判断输入的密码
    canvasLock.prototype.checkPass=function(){
        var p1="123",//成功的密码
            p2="";
        for(var i=0;i<this.lastPoint.length;i++){
            p2+=this.lastPoint[i].index;
        }
        return p1===p2;
    }
 
    //绘制判断结束后的状态
    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,0,2*Math.PI,true);
            this.ctx.closePath();
            this.ctx.stroke();
        }
    }
 
    //程序全部结束后重置
    canvasLock.prototype.reset=function(){
        this.createCircle();
    }

大功告成!!下面晒出所有代码

index.html

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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>手势解锁</title>
    <!-- 移动端meta头 -->
    <meta name="viewport" content="width=device-width,initial-scale=1.0,user-scalable=no">
    <style>
           body{background:pink;text-align: center;}
    </style>
</head>
<body>
 
    <script src="index.js"></script>
    <script>
        // circleNum:3 表示一行3个圆
        new canvasLock({circleNum:3}).init();
    </script>
   
</body>
</html>

index.js

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// 匿名函数自执行
(function(){
    // canvasLock是全局对象
    window.canvasLock=function(obj){
        this.width=obj.width;
        this.height=obj.height;
        this.circleNum=obj.circleNum;
    }
    //动态生成DOM
    canvasLock.prototype.initDom=function(){
        //创建一个div
        var div=document.createElement("div");
        var h4="<h4 id='title' class='title'>绘制解锁图案</h4>";
        div.innerHTML=h4;
        div.setAttribute("style","position:absolute;top:0;left:0;right:0;bottom:0;");
 
        //创建canvas
        var canvas=document.createElement("canvas");
        canvas.setAttribute("id","canvas");
        //cssText 的本质就是设置 HTML 元素的 style 属性值
        canvas.style.cssText="background:pink;display:inine-block;margin-top:15px;";
 
        div.appendChild(canvas);
        document.body.appendChild(div);
 
        //设置canvas默认宽高
        var width=this.width||300;
        var height=this.height||300;
 
        canvas.style.width=width+"px";
        canvas.style.height=height+"px";
 
        canvas.width=width;
        canvas.height=height;
 
    }
 
    //以给定坐标点为圆心画出单个圆
    canvasLock.prototype.drawCircle=function(x,y){
        this.ctx.strokeStyle="#abcdef";
        this.ctx.lineWidth=2;
        this.ctx.beginPath();
        this.ctx.arc(x,y,this.r,0,2*Math.PI,true);
        this.ctx.closePath();
        this.ctx.stroke();
    }
     
    //绘制出所有的圆
    canvasLock.prototype.createCircle=function(){
        var n=this.circleNum;//一行几个圆
        var count=0;
        this.r=this.canvas.width/(4*n+2);//公式计算出每个圆的半径
        this.lastPoint=[];//储存点击过的圆的信息
        this.arr=[];//储存所有圆的信息
        this.restPoint=[];//储存未被点击的圆的信息
        var r=this.r;
 
        for(var i=0;i<n;i++){
            for(var j=0;j<n;j++){
                count++;
                var obj={
                    x:(4*j+3)*r,
                    y:(4*i+3)*r,
                    index:count//给每个圆标记索引
                };
                this.arr.push(obj);
                this.restPoint.push(obj);//初始化时为所有点
            }
        }
 
        //清屏
        this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height);
 
        //以给定坐标点为圆心画出所有圆
        for(var i=0;i<this.arr.length;i++){
            //循环调用画单个圆的方法
            this.drawCircle(this.arr[i].x,this.arr[i].y);
        }
 
    }
 
    //添加事件
    canvasLock.prototype.bindEvent=function(){
        var self=this;
 
        this.canvas.addEventListener("touchstart",function(e){
            var po=self.getPosition(e);//鼠标距离canvas的距离
 
            //判断是否在圆内
            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;//允许拖拽
                    self.lastPoint.push(self.arr[i]);//点击过的点
                    self.restPoint.splice(i,1);//剩下的点剔除这个被点击的点
                    break;
                }
            }
        },false);
 
        this.canvas.addEventListener("touchmove",function(e){
            if(self.touchFlag){
                //触摸点移动时的动画
                self.update(self.getPosition(e));
            }
        },false);
 
        //触摸离开时
        this.canvas.addEventListener("touchend",function(e){
            if(self.touchFlag){
                self.storePass(self.lastPoint);
                setTimeout(function(){
                    self.reset();
                },300);
            }
        },false);
 
    }
 
    //设置密码
    canvasLock.prototype.storePass=function(){
        if(this.checkPass()){
            document.getElementById("title").innerHTML="解锁成功";
            this.drawStatusPoint("lightgreen");
        }else{
            document.getElementById("title").innerHTML="解锁失败";
            this.drawStatusPoint("orange");
        }
    }
 
    //判断输入的密码
    canvasLock.prototype.checkPass=function(){
        var p1="123",//成功的密码
            p2="";
        for(var i=0;i<this.lastPoint.length;i++){
            p2+=this.lastPoint[i].index;
        }
        return p1===p2;
    }
 
    //绘制判断结束后的状态
    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,0,2*Math.PI,true);
            this.ctx.closePath();
            this.ctx.stroke();
        }
    }
 
    //程序全部结束后重置
    canvasLock.prototype.reset=function(){
        this.createCircle();
    }
     
    //获取鼠标点击处离canvas的距离
    canvasLock.prototype.getPosition=function(e){
        var rect=e.currentTarget.getBoundingClientRect();//获得canvas距离屏幕的上下左右距离
        var po={
            //鼠标与视口的左距离 - canvas距离视口的左距离 = 鼠标与canvas的左距离
            x:(e.touches[0].clientX-rect.left),
            //鼠标与视口的上距离 - canvas距离视口的上距离 = 鼠标距离canvas的上距离
            y:(e.touches[0].clientY-rect.top)
        };
        return po;
    }
 
    //触摸点移动时的动画
    canvasLock.prototype.update=function(po){
        //清屏,canvas动画前必须清空原来的内容
        this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height);
 
        //以给定坐标点为圆心画出所有圆
        for(var i=0;i<this.arr.length;i++){
            this.drawCircle(this.arr[i].x,this.arr[i].y);
        }
 
        // 鼠标每移动一下都会重绘canvas,update操作相当于每一个move事件都会触发
        this.drawPoint();//点击过的圆画实心圆
        this.drawLine(po);//画线
 
        //碰到下一个圆时只需要push到lastPoint当中去
        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.lastPoint.push(this.restPoint[i]);//将这个新点击到的点存入lastPoint
                this.restPoint.splice(i,1);//从restPoint中剔除这个新点击到的点
                break;
            }
        }
    }
 
    //画实心圆
    canvasLock.prototype.drawPoint=function(){
        for(var i=0;i<this.lastPoint.length;i++){
            this.ctx.fillStyle="#abcdef";
            this.ctx.beginPath();
            this.ctx.arc(this.lastPoint[i].x,this.lastPoint[i].y,this.r/2,0,2*Math.PI,true);
            this.ctx.closePath();
            this.ctx.fill();
        }
    }
 
    //画线
    canvasLock.prototype.drawLine=function(po){
        this.ctx.beginPath();
        this.lineWidth=3;
        this.ctx.moveTo(this.lastPoint[0].x,this.lastPoint[0].y);//线条起点
        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);//触摸点
        this.ctx.stroke();
        this.ctx.closePath();
    }
 
    //init代表初始化,程序的入口
    canvasLock.prototype.init=function(){
        //动态生成DOM
        this.initDom();
 
        //创建画布
        this.canvas=document.getElementById("canvas");
        this.ctx=this.canvas.getContext("2d");
 
        //默认不允许拖拽
        this.touchFlag=false;
 
        //绘制出所有的圆
        this.createCircle();
 
        //添加事件
        this.bindEvent();
    }
})();

到此这篇关于canvas实现手机的手势解锁的步骤详细 的文章就介绍到这了



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