微信小程序实现手势图案锁屏功能

本文实例为大家分享了微信小程序手势图案锁屏的具体代码,供大家参考,具体内容如下

参考

H5lock

效果图

WXML

<view class="container">

<view class="reset" bindtap="resetPwd">重置密码</view>

<view class="title">{{title}}</view>

<canvas canvas-id="canvas" class="canvas" bindtouchend="onTouchEnd"

bindtouchstart="onTouchStart" bindtouchmove="onTouchMove"></canvas>

</view>

JS

var Locker = class {

constructor(page,opt){

var obj = opt || {};

this.page = page;

this.width = obj.width || 300;

this.height = obj.height || 300;

this.canvasId = obj.id || 'canvas';

this.cleColor = obj.cleColor || '#CFE6FF';

this.cleCenterColor = obj.cleCenterColor || '#CFE6FF';

var chooseType = obj.chooseType || 3;

// 判断是否缓存有chooseType,有就用缓存,没有就用传入的值

this.chooseType = Number(wx.getStorageSync('chooseType')) || chooseType;

this.init();

}

init(){

this.pswObj = wx.getStorageSync('passwordxx') ? {

step: 2,

spassword: JSON.parse(wx.getStorageSync('passwordxx'))

} : {};

this.makeState();

// 创建 canvas 绘图上下文(指定 canvasId)

this.ctx = wx.createCanvasContext(this.canvasId,this);

this.touchFlag = false;

this.lastPoint = [];

// 绘制圆

this.createCircle();

// canvas绑定事件

this.bindEvent();

}

makeState() {

if (this.pswObj.step == 2) {

this.page.setData({ title:'请解锁'});

} else if (this.pswObj.step == 1) {

// pass

} else {

// pass

}

}

// 画圆方法

drawCle(x,y){

// 设置边框颜色。

this.ctx.setStrokeStyle(this.cleColor); // 注意用set

// 设置线条的宽度。

this.ctx.setLineWidth(2); // 注意用set

// 开始创建一个路径,需要调用fill或者stroke才会使用路径进行填充或描边。

this.ctx.beginPath();

// 画一条弧线。

this.ctx.arc(x, y, this.r, 0, Math.PI * 2, true);

// 关闭一个路径

this.ctx.closePath();

// 画出当前路径的边框。默认颜色色为黑色。

this.ctx.stroke();

// 将之前在绘图上下文中的描述(路径、变形、样式)画到 canvas 中。

this.ctx.draw(true);

}

// 计算两点之间的距离的方法

getDis(a, b) {

return Math.sqrt(Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2));

}

// 创建解锁点的坐标,根据canvas的大小(默认300px)来平均分配半径

createCircle() {

var n = this.chooseType;

var count = 0;

// 计算圆半径

this.r = this.width / (2 + 4 * n);

this.arr = [];

this.restPoint = [];

var r = this.r;

// 获取圆心坐标,以及当前圆所代表的数

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);

}

}

// 清空画布

this.ctx.clearRect(0, 0, this.width, this.height);

// 绘制所有的圆

this.arr.forEach(current => {this.drawCle(current.x, current.y);});

}

// 设置密码绘制

getPosition(e) { // 获取touch点相对于canvas的坐标

var po = {

x: e.touches[0].x,

y: e.touches[0].y

};

return po;

}

precisePosition(po){

var arr = this.restPoint.filter(current => Math.abs(po.x - current.x) < this.r && Math.abs(po.y - current.y) < this.r);

return arr[0];

}

drawPoint(obj) { // 初始化圆心

for (var i = 0; i < this.lastPoint.length; i++) {

this.ctx.setFillStyle(this.cleCenterColor); // 注意用set方法

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();

this.ctx.draw(true);

}

}

drawLine(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();

this.ctx.draw(true);

}

pickPoints(fromPt, toPt) {

var lineLength = this.getDis(fromPt, toPt);

var dir = toPt.index > fromPt.index ? 1 : -1;

var len = this.restPoint.length;

var i = dir === 1 ? 0 : (len - 1);

var limit = dir === 1 ? len : -1;

while (i !== limit) {

var pt = this.restPoint[i];

if (this.getDis(pt, fromPt) + this.getDis(pt, toPt) === lineLength) {

this.drawPoint(pt.x, pt.y);

this.lastPoint.push(pt);

this.restPoint.splice(i, 1);

if (limit > 0) {

i--;

limit--;

}

}

i += dir;

}

}

update(po) {// 核心变换方法在touchmove时候调用

this.ctx.clearRect(0, 0, this.width, this.height);

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(this.lastPoint);// 每帧花轨迹

this.drawLine(po, this.lastPoint);// 每帧画圆心

for (var i = 0; i < this.restPoint.length; i++) {

var pt = this.restPoint[i];

if (Math.abs(po.x - pt.x) < this.r && Math.abs(po.y - pt.y) < this.r) {

this.drawPoint(pt.x, pt.y);

this.pickPoints(this.lastPoint[this.lastPoint.length - 1], pt);

break;

}

}

}

checkPass(psw1, psw2) {// 检测密码

var p1 = '',

p2 = '';

for (var i = 0; i < psw1.length; i++) {

p1 += psw1[i].index + psw1[i].index;

}

for (var i = 0; i < psw2.length; i++) {

p2 += psw2[i].index + psw2[i].index;

}

return p1 === p2;

}

storePass(psw) {// touchend结束之后对密码和状态的处理

if (this.pswObj.step == 1) {

if (this.checkPass(this.pswObj.fpassword, psw)) {

this.pswObj.step = 2;

this.pswObj.spassword = psw;

this.page.setData({title:'密码保存成功'});

this.drawStatusPoint('#2CFF26');

wx.setStorageSync('passwordxx', JSON.stringify(this.pswObj.spassword));

wx.setStorageSync('chooseType', this.chooseType);

} else {

this.page.setData({ title: '两次不一致,重新输入' });

this.drawStatusPoint('red');

delete this.pswObj.step;

}

} else if (this.pswObj.step == 2) {

if (this.checkPass(this.pswObj.spassword, psw)) {

this.page.setData({ title: '解锁成功' });

this.drawStatusPoint('#2CFF26');

} else {

this.drawStatusPoint('red');

this.page.setData({ title: '解锁失败' });

}

} else {

this.pswObj.step = 1;

this.pswObj.fpassword = psw;

this.page.setData({ title: '再次输入' });

}

}

drawStatusPoint(type) { // 初始化状态线条

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();

this.ctx.draw(true);

}

}

updatePassword() {

wx.removeStorageSync('passwordxx');

wx.removeStorageSync('chooseType');

this.pswObj = {};

this.page.setData({ title: '绘制解锁图案' });

this.reset();

}

reset() {

this.makeState();

this.createCircle();

}

bindEvent(){

var self = this;

this.page.onTouchStart = function(e){

var po = self.getPosition(e);

self.lastPoint = [];

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;

self.drawPoint(self.arr[i].x, self.arr[i].y);

self.lastPoint.push(self.arr[i]);

self.restPoint.splice(i, 1);

break;

}

}

}

this.page.onTouchMove = function(e){

if (self.touchFlag) {

self.update(self.getPosition(e));

}

}

this.page.onTouchEnd = function(e){

if (self.touchFlag) {

self.touchFlag = false;

self.storePass(self.lastPoint);

setTimeout(function () {

self.reset();

}, 300);

}

}

}

}

module.exports = Locker;

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