// 滑动校验组件
Vue.component('vue-puzzle-vcode', {
props: {
canvasWidth: { type: Number, default: 310 }, // 主canvas的宽
canvasHeight: { type: Number, default: 160 }, // 主canvas的高
// 是否出现,由父级控制
show: { type: Boolean, default: false },
puzzleScale: { type: Number, default: 1 }, // 拼图块的大小缩放比例
sliderSize: { type: Number, default: 50 }, // 滑块的大小
range: { type: Number, default: 10 }, // 允许的偏差值
// 所有的背景图片
imgs: {
type: Array
},
successText: {
type: String,
default: "验证通过!"
},
failText: {
type: String,
default: "验证失败,请重试"
},
sliderText: {
type: String,
default: "拖动滑块完成拼图"
}
},
data() {
return {
mouseDown: false, // 鼠标是否在按钮上按下
startWidth: 50, // 鼠标点下去时父级的width
startX: 0, // 鼠标按下时的X
newX: 0, // 鼠标当前的偏移X
pinX: 0, // 拼图的起始X
pinY: 0, // 拼图的起始Y
loading: false, // 是否正在加在中,主要是等图片onload
isCanSlide: false, // 是否可以拉动滑动条
error: false, // 图片加在失败会出现这个,提示用户手动刷新
infoBoxShow: false, // 提示信息是否出现
infoText: "", // 提示等信息
infoBoxFail: false, // 是否验证失败
timer1: null, // setTimout1
closeDown: false, // 为了解决Mac上的click BUG
isSuccess: false, // 验证成功
imgIndex: -1, // 用于自定义图片时不会随机到重复的图片
isSubmting: false, // 是否正在判定,主要用于判定中不能点击重置按钮
resetSvg: "el-icon-refresh",
};
},
template: '
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' {{ infoText }}\n' +
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{{ sliderText }}
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mounted: function () {
document.body.appendChild(this.$el);
document.addEventListener("mousemove", this.onRangeMouseMove, false);
document.addEventListener("mouseup", this.onRangeMouseUp, false);
document.addEventListener("touchmove", this.onRangeMouseMove, {
passive: false
});
document.addEventListener("touchend", this.onRangeMouseUp, false);
if (this.show) {
document.body.classList.add("vue-puzzle-overflow");
this.reset();
}
},
beforeDestroy() {
clearTimeout(this.timer1);
document.body.removeChild(this.$el);
document.removeEventListener("mousemove", this.onRangeMouseMove, false);
document.removeEventListener("mouseup", this.onRangeMouseUp, false);
document.removeEventListener("touchmove", this.onRangeMouseMove, {
passive: false
});
document.removeEventListener("touchend", this.onRangeMouseUp, false);
},
/** 监听 **/
watch: {
show(newV) {
// 每次出现都应该重新初始化
if (newV) {
document.body.classList.add("vue-puzzle-overflow");
this.reset();
} else {
this.isSubmting = false;
this.isSuccess = false;
this.infoBoxShow = false;
document.body.classList.remove("vue-puzzle-overflow");
}
}
},
/** 计算属性 **/
computed: {
// styleWidth是底部用户操作的滑块的父级,就是轨道在鼠标的作用下应该具有的宽度
styleWidth() {
const w = this.startWidth + this.newX - this.startX;
return w < this.sliderBaseSize
? this.sliderBaseSize
: w > this.canvasWidth
? this.canvasWidth
: w;
},
// 图中拼图块的60 * 用户设定的缩放比例计算之后的值 0.2~2
puzzleBaseSize() {
return Math.round(
Math.max(Math.min(this.puzzleScale, 2), 0.2) * 52.5 + 6
);
},
// 处理一下sliderSize,弄成整数,以免计算有偏差
sliderBaseSize() {
return Math.max(
Math.min(
Math.round(this.sliderSize),
Math.round(this.canvasWidth * 0.5)
),
10
);
}
},
/** 方法 **/
methods: {
// 关闭
onClose() {
if (!this.mouseDown && !this.isSubmting) {
clearTimeout(this.timer1);
this.$emit("close");
}
},
onCloseMouseDown() {
this.closeDown = true;
},
onCloseMouseUp() {
if (this.closeDown) {
this.onClose();
}
this.closeDown = false;
},
// 鼠标按下准备拖动
onRangeMouseDown(e) {
if (this.isCanSlide) {
this.mouseDown = true;
this.startWidth = this.$refs["range-slider"].clientWidth;
this.newX = e.clientX || e.changedTouches[0].clientX;
this.startX = e.clientX || e.changedTouches[0].clientX;
}
},
// 鼠标移动
onRangeMouseMove(e) {
if (this.mouseDown) {
e.preventDefault();
this.newX = e.clientX || e.changedTouches[0].clientX;
}
},
// 鼠标抬起
onRangeMouseUp() {
if (this.mouseDown) {
this.mouseDown = false;
this.submit();
}
},
/**
* 开始进行
* @param withCanvas 是否强制使用canvas随机作图
*/
init(withCanvas) {
// 防止重复加载导致的渲染错误
if(this.loading && !withCanvas){
return;
}
this.loading = true;
this.isCanSlide = false;
const c = this.$refs.canvas1;
const c2 = this.$refs.canvas2;
const c3 = this.$refs.canvas3;
const ctx = c.getContext("2d");
const ctx2 = c2.getContext("2d");
const ctx3 = c3.getContext("2d");
const isFirefox = navigator.userAgent.indexOf("Firefox") >= 0 && navigator.userAgent.indexOf("Windows") >= 0; // 是windows版火狐
const img = document.createElement("img");
ctx.fillStyle = "rgba(255,255,255,1)";
ctx3.fillStyle = "rgba(255,255,255,1)";
ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
ctx2.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
// 取一个随机坐标,作为拼图块的位置
this.pinX = this.getRandom(this.puzzleBaseSize,this.canvasWidth - this.puzzleBaseSize - 20); // 留20的边距
this.pinY = this.getRandom(20,this.canvasHeight - this.puzzleBaseSize - 20); // 主图高度 - 拼图块自身高度 - 20边距
img.crossOrigin = "anonymous"; // 匿名,想要获取跨域的图片
img.onload = () => {
const [x, y, w, h] = this.makeImgSize(img);
ctx.save();
// 先画小图
this.paintBrick(ctx);
ctx.closePath();
if(!isFirefox){
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowColor = "#000";
ctx.shadowBlur = 3;
ctx.fill();
ctx.clip();
} else {
ctx.clip();
ctx.save();
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowColor = "#000";
ctx.shadowBlur = 3;
ctx.fill();
ctx.restore();
}
ctx.drawImage(img, x, y, w, h);
ctx3.fillRect(0,0,this.canvasWidth,this.canvasHeight);
ctx3.drawImage(img, x, y, w, h);
// 设置小图的内阴影
ctx.globalCompositeOperation = "source-atop";
this.paintBrick(ctx);
ctx.arc(
this.pinX + Math.ceil(this.puzzleBaseSize / 2),
this.pinY + Math.ceil(this.puzzleBaseSize / 2),
this.puzzleBaseSize * 1.2,
0,
Math.PI * 2,
true
);
ctx.closePath();
ctx.shadowColor = "rgba(255, 255, 255, .8)";
ctx.shadowOffsetX = -1;
ctx.shadowOffsetY = -1;
ctx.shadowBlur = Math.min(Math.ceil(8 * this.puzzleScale), 12);
ctx.fillStyle = "#ffffaa";
ctx.fill();
// 将小图赋值给ctx2
const imgData = ctx.getImageData(
this.pinX - 3, // 为了阴影 是从-3px开始截取,判定的时候要+3px
this.pinY - 20,
this.pinX + this.puzzleBaseSize + 5,
this.pinY + this.puzzleBaseSize + 5
);
ctx2.putImageData(imgData, 0, this.pinY - 20);
// ctx2.drawImage(c, this.pinX - 3,this.pinY - 20,this.pinX + this.puzzleBaseSize + 5,this.pinY + this.puzzleBaseSize + 5,
// 0, this.pinY - 20, this.pinX + this.puzzleBaseSize + 5, this.pinY + this.puzzleBaseSize + 5);
// 清理
ctx.restore();
ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
// 画缺口
ctx.save();
this.paintBrick(ctx);
ctx.globalAlpha = 0.8;
ctx.fillStyle = "#ffffff";
ctx.fill();
ctx.restore();
// 画缺口的内阴影
ctx.save();
ctx.globalCompositeOperation = "source-atop";
this.paintBrick(ctx);
ctx.arc(
this.pinX + Math.ceil(this.puzzleBaseSize / 2),
this.pinY + Math.ceil(this.puzzleBaseSize / 2),
this.puzzleBaseSize * 1.2,
0,
Math.PI * 2,
true
);
ctx.shadowColor = "#000";
ctx.shadowOffsetX = 2;
ctx.shadowOffsetY = 2;
ctx.shadowBlur = 16;
ctx.fill();
ctx.restore();
// 画整体背景图
ctx.save();
ctx.globalCompositeOperation = "destination-over";
ctx.drawImage(img, x, y, w, h);
ctx.restore();
this.loading = false;
this.isCanSlide = true;
};
img.onerror = () => {
this.init(true); // 如果图片加载错误就重新来,并强制用canvas随机作图
};
if (!withCanvas && this.imgs && this.imgs.length) {
let randomNum = this.getRandom(0, this.imgs.length - 1);
if (randomNum === this.imgIndex) {
if (randomNum === this.imgs.length - 1) {
randomNum = 0;
} else {
randomNum++;
}
}
this.imgIndex = randomNum;
img.src = this.imgs[randomNum];
} else {
img.src = this.makeImgWithCanvas();
}
},
// 工具 - 范围随机数
getRandom(min, max) {
return Math.ceil(Math.random() * (max - min) + min);
},
// 工具 - 设置图片尺寸cover方式贴合canvas尺寸 w/h
makeImgSize(img) {
const imgScale = img.width / img.height;
const canvasScale = this.canvasWidth / this.canvasHeight;
let x = 0,
y = 0,
w = 0,
h = 0;
if (imgScale > canvasScale) {
h = this.canvasHeight;
w = imgScale * h;
y = 0;
x = (this.canvasWidth - w) / 2;
} else {
w = this.canvasWidth;
h = w / imgScale;
x = 0;
y = (this.canvasHeight - h) / 2;
}
return [x, y, w, h];
},
// 绘制拼图块的路径
paintBrick(ctx) {
const moveL = Math.ceil(15 * this.puzzleScale); // 直线移动的基础距离
ctx.beginPath();
ctx.moveTo(this.pinX, this.pinY);
ctx.lineTo(this.pinX + moveL, this.pinY);
ctx.arcTo(
this.pinX + moveL,
this.pinY - moveL / 2,
this.pinX + moveL + moveL / 2,
this.pinY - moveL / 2,
moveL / 2
);
ctx.arcTo(
this.pinX + moveL + moveL,
this.pinY - moveL / 2,
this.pinX + moveL + moveL,
this.pinY,
moveL / 2
);
ctx.lineTo(this.pinX + moveL + moveL + moveL, this.pinY);
ctx.lineTo(this.pinX + moveL + moveL + moveL, this.pinY + moveL);
ctx.arcTo(
this.pinX + moveL + moveL + moveL + moveL / 2,
this.pinY + moveL,
this.pinX + moveL + moveL + moveL + moveL / 2,
this.pinY + moveL + moveL / 2,
moveL / 2
);
ctx.arcTo(
this.pinX + moveL + moveL + moveL + moveL / 2,
this.pinY + moveL + moveL,
this.pinX + moveL + moveL + moveL,
this.pinY + moveL + moveL,
moveL / 2
);
ctx.lineTo(
this.pinX + moveL + moveL + moveL,
this.pinY + moveL + moveL + moveL
);
ctx.lineTo(this.pinX, this.pinY + moveL + moveL + moveL);
ctx.lineTo(this.pinX, this.pinY + moveL + moveL);
ctx.arcTo(
this.pinX + moveL / 2,
this.pinY + moveL + moveL,
this.pinX + moveL / 2,
this.pinY + moveL + moveL / 2,
moveL / 2
);
ctx.arcTo(
this.pinX + moveL / 2,
this.pinY + moveL,
this.pinX,
this.pinY + moveL,
moveL / 2
);
ctx.lineTo(this.pinX, this.pinY);
},
// 用canvas随机生成图片
makeImgWithCanvas() {
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
canvas.width = this.canvasWidth;
canvas.height = this.canvasHeight;
ctx.fillStyle = `rgb(${this.getRandom(100, 255)},${this.getRandom(
100,
255
)},${this.getRandom(100, 255)})`;
ctx.fillRect(0, 0, this.canvasWidth, this.canvasHeight);
// 随机画10个图形
for (let i = 0; i < 12; i++) {
ctx.fillStyle = `rgb(${this.getRandom(100, 255)},${this.getRandom(
100,
255
)},${this.getRandom(100, 255)})`;
ctx.strokeStyle = `rgb(${this.getRandom(100, 255)},${this.getRandom(
100,
255
)},${this.getRandom(100, 255)})`;
if (this.getRandom(0, 2) > 1) {
// 矩形
ctx.save();
ctx.rotate((this.getRandom(-90, 90) * Math.PI) / 180);
ctx.fillRect(
this.getRandom(-20, canvas.width - 20),
this.getRandom(-20, canvas.height - 20),
this.getRandom(10, canvas.width / 2 + 10),
this.getRandom(10, canvas.height / 2 + 10)
);
ctx.restore();
} else {
// 圆
ctx.beginPath();
const ran = this.getRandom(-Math.PI, Math.PI);
ctx.arc(
this.getRandom(0, canvas.width),
this.getRandom(0, canvas.height),
this.getRandom(10, canvas.height / 2 + 10),
ran,
ran + Math.PI * 1.5
);
ctx.closePath();
ctx.fill();
}
}
return canvas.toDataURL("image/png");
},
// 开始判定
submit() {
this.isSubmting = true;
// 偏差 x = puzzle的起始X - (用户真滑动的距离) + (puzzle的宽度 - 滑块的宽度) * (用户真滑动的距离/canvas总宽度)
// 最后+ 的是补上slider和滑块宽度不一致造成的缝隙
const x = Math.abs(
this.pinX -
(this.styleWidth - this.sliderBaseSize) +
(this.puzzleBaseSize - this.sliderBaseSize) *
((this.styleWidth - this.sliderBaseSize) /
(this.canvasWidth - this.sliderBaseSize)) -
3
);
if (x < this.range) {
// 成功
this.infoText = this.successText;
this.infoBoxFail = false;
this.infoBoxShow = true;
this.isCanSlide = false;
this.isSuccess = true;
// 成功后准备关闭
clearTimeout(this.timer1);
this.timer1 = setTimeout(() => {
// 成功的回调
this.isSubmting = false;
this.$emit("success", x);
}, 800);
} else {
// 失败
this.infoText = this.failText;
this.infoBoxFail = true;
this.infoBoxShow = true;
this.isCanSlide = false;
// 失败的回调
this.$emit("fail", x);
// 800ms后重置
clearTimeout(this.timer1);
this.timer1 = setTimeout(() => {
this.isSubmting = false;
this.reset();
}, 800);
}
},
// 重置 - 重新设置初始状态
resetState() {
this.infoBoxFail = false;
this.infoBoxShow = false;
this.isCanSlide = false;
this.isSuccess = false;
this.startWidth = this.sliderBaseSize; // 鼠标点下去时父级的width
this.startX = 0; // 鼠标按下时的X
this.newX = 0; // 鼠标当前的偏移X
},
// 重置
reset() {
if(this.isSubmting){
return;
}
this.resetState();
this.init();
}
}
});