Reputation: 99
I am trying to make a bitmap, stored in the class Player, follow my finger around without giving it the ability to "teleport". I first tried this block of code:
@Override
public boolean onTouchEvent(MotionEvent event) {
pointerX = (int)event.getX();
pointerY = (int)event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
pointerX = (int)event.getX();
pointerY = (int)event.getY();
if (player.playerAlive) {
if((event.getX() > player.getX() || event.getX() < player.getX() + player.getWidth()) &&
(event.getY() > player.getY() || event.getY() < player.getY() + player.getHeight())) {
isDown = true;
}
}
break;
case MotionEvent.ACTION_MOVE:
if(isDown){
player.move(true);
}
break;
case MotionEvent.ACTION_UP:
isDown = false;
break;
}
return true;
}
However I noticed that even the slightest shift of the finger when tapping will result in Action_MOVE, so I replaced the code in ACTION_MOVE to this:
if(isDown){
if(event.getX() < pointerX - 20 || event.getX() > pointerX + 20)
player.move(true);
if(pointerY < event.getY() - 20 || pointerY > event.getY() + 20)
player.move(true);
}
But this resulted in the player not moving at all, when before the player would follow the finger properly but it would also "teleport" if I tapped away from the player. How can I get rid of the "teleporting" behavior properly?
Upvotes: 0
Views: 38
Reputation: 1639
You're correct in using ACTION_MOVE, but you're comparing event.getX() to pointerX when pointerX is set equal to event.getX(). Did you mean to compare it to player.getX()?
Upvotes: 1