| // mouse/touch down
|
| this.onInputStart = function (startEvent, startPoint) {
// call startDrag if you want to follow a drag, it can also take opts,
// like { radius: 50 }
|
| this.startDrag(); |
| }; |
|
// triggered if startDrag is called, once drag radius is met
|
| this.onDragStart = function (dragEvent) {}; |
|
|
| // fires each tick after onDragStart while a player is still dragging |
| this.onDrag = function (dragEvent, moveEvent, delta) {};
|
| |
| // fires instead of onInputSelect after dragging |
| this.onDragStop = function (dragEvent, stopEvent) {}; |
|
|
| // fires each tick while mouse/touch moving or dragging
// includes mouse over events |
| this.onInputMove = function () {}; |
|
|
| // fires on mouse/touch up, only if not dragging |
| this.onInputSelect = function (stopEvent, stopPoint) {}; |
|
|