For having done this a while I should be able to figure this out… But my density filter has kicked in and something this simple is kicking my butt.
Most drag examples I’ve seen works basically like this
on Began phase, save the starting X, Y of the object back into itself as .x0 and .y0.
During the move phase, set the target.x and y to event.x-target.x0, event.y to event.y-target.y0.
Why don’t we just set the target.x, y to the event.x, y? What is this extra math step doing?
It appears that if my mouse cursor stays close to the target it moves correctly, but the further away from my player (draggable) object there appears to be a lag where the object falls behind the touch event. You run out of real estate and let up only to have to click in the object again.
Thoughts? [import]uid: 19626 topic_id: 21741 reply_id: 321741[/import]

[import]uid: 52491 topic_id: 21741 reply_id: 86337[/import]