小程序-实战篇-手势签到

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本文是项目实战篇 最近项目中需要实现一个教师端设置手势签到密码,学生端绘制正确图案的需求。 这个跟我们手机的设置图案解锁密码是一样的功能。 我们一起看看吧~

image.png

如上图要实现这个绘制界面

html代码

html代码很简单,绘制部分的9个圈圈用canvas绘制。

<view class='page'>
    <view class='hd d-fx'>
        <text class="fs16">手势签到</text>
        <text class='main-color fs16' bindtap='reset'>重置手势</text>
    </view>
    <view class='bd'>
        <view class='title'>{{lockMsg}}</view>
        <canvas canvas-id="canvas" class="canvas" bindtouchend="onTouchEnd" bindtouchstart="onTouchStart"
            bindtouchmove="onTouchMove"></canvas>
    </view>
</view>

教师端-绘制图形-绘制2次,绘制图形一致

绘制密码时候,需要绘制2次,判断是否一致。不一致就提示错误

 data: {
        lockMsg: '请绘制图案',
        lockType: 1,
        gesture: '', // 绘制图案
    },
       // 初始化绘制图形
    initLocker() {
        this.lock = new Locker(this, {
            id: 'canvas',
            lockType: this.data.lockType,
            onSuccess: (e) => {
                this.setData({
                    gesture: e.lockPwd
                })
            }
        });
    },
    // 重置
    reset(e) {
        this.lock.reset();
    },

学生端-解锁-判断正确与否

// 初始化绘制图形-解锁
    initLocker() {
        this.lock = new Locker(this, {
            id: 'canvas',
            lockType: this.data.lockType,
            gesture: this.data.detail.gesture,
            onSuccess: (e) => {
                this.setData({
                    gesture: e.lockPwd
                })
                this.isSubmitUseful();
            }
        });
    },

引入lock.js-封装的绘制代码,可以根据实际需求修改

/**
 * canvasId: 画布ID, 默认'canvas'
 * lockType: 1--setting设置密码, 2--unlock解锁
 * width: 图案区域宽度,px
 * successColor: 图案设置或解锁成功时,划过的圆周线颜色
 * errorColor: 图案设置或解锁失败时,划过的圆周线颜色
 * cleColor: 9个圆点的圆周线颜色
 * cleCenterColor: 9个原点的中心小点颜色,及连接线颜色
 * storageKey: 保存密码的key
 * onTouchEnd(e): 触摸结束回调
 * onSuccess(e): 密码设置成功、解锁成功回调
 */
var Locker = class {
  constructor(page, opt) {
    var obj = opt || {};
    this.page = page;
    this.width = obj.width || 300;
    this.height = this.width;
    this.canvasId = obj.id || 'canvas';
    this.successColor = obj.successColor || '#FB8337'; // 主色橙色
    this.errorColor = obj.errorColor || '#e64340';
    this.cleColor = obj.cleColor || '#ccc'; // 灰色
    this.cleCenterColor = obj.cleCenterColor || '#FB8337'; // 主色橙色
    this.lockType = obj.lockType || 1; //1->setting, 2->unlock
    this.lockStep = 1;
    this.lockMsg = "请绘制图案";
    this.gesture = obj.gesture;
    this.storageKey = obj.storageKey || 'locker_password';
    this.onTouchEnd = obj.onTouchEnd ? obj.onTouchEnd : function (e) {};
    this.onSuccess = obj.onSuccess ? obj.onSuccess : function (e) {};
    this.init();
  }
  init() {
    // 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9个点
    this.createCircles();
    // canvas绑定事件
    this.bindEvent();
    // 界面文案
    this.page.setData({
      lockMsg: this.lockMsg
    });
    // 读取保存的密码
    if (this.lockType == 2) {
      this.savedPwd = this.gesture;
    }
  }
  // 修改绘制的类型
  changeLockType(lockType = 1) {
    this.lockType = lockType;
    if (this.lockType == 2) { // 读取保存的密码
      this.savedPwd = this.gesture;
    }
    this.reset();
  }
  // 画圆方法
  drawCircle(x, y, color) {
    color = color || this.cleCenterColor;
    // 设置边框颜色。
    this.ctx.setStrokeStyle(color);
    // 设置线条的宽度。
    this.ctx.setLineWidth(1);
    // 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();
    this.ctx.arc(x, y, this.r, 0, Math.PI * 2, true);
    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);
  }

  // 创建解锁点的坐标,根据canvas的大小(默认300px)来平均分配半径
  createCircles() {
    var n = 3,
      count = 0;
    // 计算圆半径
    this.r = this.width / ((2 * n + 1) * 2);
    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.drawCircle(current.x, current.y, this.cleColor);
    });
  }

  // 获取touch点相对于canvas的坐标
  getPosition(e) {
    return {
      x: e.touches[0].x,
      y: e.touches[0].y
    };
  }

  // 绘制触摸点
  drawPoint(x, y, color) {
    color = color || this.cleCenterColor;
    this.ctx.setFillStyle(color); // 注意用set方法
    this.ctx.beginPath();
    this.ctx.arc(x, y, this.r / 2, 0, Math.PI * 2, true);
    this.ctx.closePath();
    this.ctx.fill();
    this.ctx.draw(true);
  }
  // 初始化状态线条
  drawStatusPoint(color) {
    for (var i = 0; i < this.lastPoint.length; i++) {
      this.drawCircle(this.lastPoint[i].x, this.lastPoint[i].y, color);
    }
  }
  // 绘制线路
  drawLine(po1, po2) {
    this.ctx.beginPath();
    this.ctx.lineWidth = 2;
    this.ctx.setStrokeStyle(this.successColor); // add
    this.ctx.moveTo(po1.x, po1.y);
    this.ctx.lineTo(po2.x, po2.y);
    this.ctx.stroke();
    this.ctx.closePath();
    this.ctx.draw(true);
  }
  // 如果po在剩余可用点的圆内,则画触摸点和轨迹线
  drawTrace(po) {
    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.drawLine(this.lastPoint[this.lastPoint.length - 1], pt);
        this.lastPoint.push(pt);
        this.restPoint.splice(i, 1);
        break;
      }
    }
  }
  //  重置线路
  reset() {
    this.lockStep = 1, this.lastPoint = [], this.lockMsg = "请绘制图案";
    // 绘制圆
    this.createCircles();
    //
    this.page.setData({
      lockMsg: this.lockMsg
    });
  }
  // 获取图形密码
  getLockPwd() {
    var str = "";
    for (var i = 0; i < this.lastPoint.length; i++) {
      str += this.lastPoint[i].index + "";
    }
    return str;
  }
  // 绘制结束
  bindEvent() {
    var self = this;
    this.page.onTouchStart = function (e) {
      // console.log("t: ", self.lastPoint);
      if (self.lastPoint.length > 0) return; // 上次绘制没有清理干净
      var po = self.getPosition(e);
      for (var i = 0; i < self.arr.length; i++) {
        // 坐标是否在圆内?
        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.drawTrace(self.getPosition(e));
      }
    }

    this.page.onTouchEnd = function (e) {
      let success = false;
      if (self.touchFlag) {
        self.touchFlag = false;
        e.lockType = self.lockType;
        e.lockStep = self.lockStep;
        e.lockPwd = self.getLockPwd();
        self.onTouchEnd(e);
        if (self.lockType == "1") { // setting pwd
          if (self.lockStep == 1) {
            if (e.lockPwd.length < 4) {
              self.lockMsg = "至少绘制4个及以上点";
            } else {
              self.lockMsg = "请再次绘制图案";
              self.lockPwd = e.lockPwd, self.lockStep++;
            }
          } else {
            if (e.lockPwd == self.lockPwd) {
              self.lockMsg = "图案绘制成功";
              self.drawStatusPoint(self.successColor);
              // 绘制完成存密码
              success = true;
            } else {
              self.drawStatusPoint(self.errorColor);
              self.lockMsg = "两次不一致,请重新绘制";
            }
          }
        } else { // unlock pwd
          if (e.lockPwd == self.savedPwd) {
            self.lockMsg = "图案绘制成功";
            self.drawStatusPoint(self.successColor);
            success = true;
          } else {
            self.drawStatusPoint(self.errorColor);
            self.lockMsg = "图案错误, 请重新绘制";
          }
        }

        self.page.setData({
          lockMsg: self.lockMsg
        });
        if (success) {
          self.lockMsg = "图案绘制成功";
          self.onSuccess(e);
        } else {
          setTimeout(function () {
            self.lastPoint = [], self.createCircles();
            if (success) {
              self.onSuccess(e);
            }
          }, 1000);
        }
      }
    }
  }
}
module.exports = Locker;