finkophonium Posted April 4, 2014 Share Posted April 4, 2014 Hi, I'm trying to use a flick action to throw objects across the screen in my game and I was wondering if Phaser supports it. I haven't found anything in the documentation, so I'd like to implement it myself, but I wasn't really sure how. Essentially, I'd just like to know the velocity of the pointer at the time the mouse button is released, and then I can set the velocity of the object in question to that same value. Is there an easy way to access that information? Or, better, a flick/swipe implementation that I just missed? Link to comment Share on other sites More sharing options...
rich Posted April 8, 2014 Share Posted April 8, 2014 Phaser.Pointer has 3 properties: position, positionDown and positionUp which you could use to derive the delta / velocity from. Also if you enable history on a Pointer object you'll get a series of coordinates recorded to its _history array, which you could use for smoothing / interpolation of the flick event. game.input.recordPointerHistory = true /** * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. * The history is cleared each time the Pointer is pressed down. * The history is updated at the rate specified in Input.pollRate * @property {boolean} recordPointerHistory * @default */ this.recordPointerHistory = false; /** * @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history. * @default */ this.recordRate = 100; /** * The total number of entries that can be recorded into the Pointer objects tracking history. * If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history. * @property {number} recordLimit * @default */ this.recordLimit = 100; Link to comment Share on other sites More sharing options...
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