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@pbrewczynski
Last active December 19, 2015 16:28
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// Ealier
myGame.canvas.addEventListener("touchmove" ,myGame.onCanvasTouchMove ,false);
// Event Handler Works Bad!
onCanvasTouchMove : function (event) {
myGame.ctx.clearRect(0,0,myGame.config.canvasWidth, myGame.config.canvasHeight);
for(var i = 0; i < event.changedTouches.length; ++i) {
myGame.createOneBall(event.changedTouches[i].pageX, event.changedTouches[0].pageY, 5, "#000000");
}
console.log(event.changedTouches[0].identifier);
},
// Event handler Works good look at the actualTouch = event.changedTouches[i];
onCanvasTouchMove : function (event) {
myGame.ctx.clearRect(0,0,myGame.config.canvasWidth, myGame.config.canvasHeight);
var actualTouch;
for(var i = 0; i < event.changedTouches.length; ++i) {
actualTouch = event.changedTouches[i];
myGame.createOneBall(actualTouch.pageX, actualTouch.pageY, 5, "#000000");
}
console.log(event.changedTouches[0].identifier);
},
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