Swipe vs slide please help.

Hi am these bits of code and try tocombine them, but still no luck.

All I'm trying to do is to get a smooth sliding effect to work on android.

Any help is appreciated.

See you soon

P

---------------------------------------------------------------------

import flash.events.MouseEvent;

to import flash.geom.Point;

import flash.events.Event;

import flash.geom.Rectangle;

Destination point: var = new focus();

var dragging: Boolean = false;

var speed: number = 3;

offset: var = new Point focus(); our offset

limits: var = new Rectangle Rectangle (0,0,stage.stageWidth,stage.stageHeight);

obj.addEventListener (Event.ENTER_FRAME, followmouse);

obj.addEventListener (MouseEvent.MOUSE_DOWN, startdrag);

stage.addEventListener (MouseEvent.MOUSE_UP, stopdrag);

function startdrag(e:MouseEvent):void {}

offset.x = obj. MouseX * obj. ScaleX;   offset record (pt obj is slid

offset.y = obj. MouseY * obj. ScaleY;

move = true;

}

function stopdrag(e:MouseEvent):void {}

displacement = false;

}

function followmouse(e:Event):void {}

{if (dragging)}

destination.x = MouseX;

destination.y = MouseY;

}

-obj.x = (obj.x-(destination.x-offset.x))/speed;   apply the offset

-obj.y = (obj.y-(destination.y-offset.y))/speed;

if(obj.x>Bounds.Left) {}

obj.x = Bounds.Left;

}

If (obj.x <-obj.width + bounds.right) {}

obj.x = - obj.width + bounds.right;

}

if(obj.y>Bounds.Top) {}

obj.y = Bounds.Top;

}

If (obj.y <-obj.height + bounds.bottom) {}

obj.y = - obj.height + bounds.bottom;

}

}

----------------------------------------------------------------------

Multitouch.inputMode = MultitouchInputMode.GESTURE;

obj.addEventListener (TransformGestureEvent.GESTURE_SWIPE, onSwipe);

function onSwipe(e:TransformGestureEvent):void

{

If (e.offsetX == 1)

{

}

If (e.offsetX == - 1).

{

}

}

----------------------------------------------------

Here is the code for an application that I made for the iphone.  the client wanted to emulate the iphone scroll, throw, bounce:

private function addListenersF (): void {}
this.hospitalsPhysicians_mc.hitArea_mc.addEventListener (TouchEvent.TOUCH_TAP, toggleF, fals e, 0, true);
this.listP.addEventListener(TouchEvent.TOUCH_BEGIN,listTouchBeginF,false,0,true);
}
private void listTouchBeginF(e:TouchEvent):void {}
{if(this.listP.Height>This.mask_mc.) Height)}
stage.addEventListener(TouchEvent.TOUCH_END,listTouchEndF,false,0,true);
{if(!this.listP.cacheAsBitmap)}
this.listP.cacheAsBitmap = true;
}
150 and 300 should allow to slide beyond listP and interpolation of return to the borders.
dragRect.y = this.mask_mc.y - this.listP.height + this.mask_mc.height - 150;
dragRect.height is this.listP.height - this.mask_mc.height + 300;.
this.listP.startTouchDrag (e.touchPointID, false, dragRect);
startDragY = this.listP.y;
startDragTime = getTimer();
this.listP.addEventListener(Event.ENTER_FRAME,listTouchMoveF,false,0,true);
}
}
private void listTouchMoveF(e:Event):void {}
startDragY = this.listP.y;
startDragTime = getTimer();
}
private void listTouchEndF(e:TouchEvent):void {}
stage.removeEventListener (TouchEvent.TOUCH_END, listTouchEndF, false);
this.listP.removeEventListener (Event.ENTER_FRAME, listTouchMoveF, false);
this.listP.stopTouchDrag (e.touchPointID);
dragTime = getTimer () - startDragTime;
predict the point of arrival, period.  If abs <500, converge="" slowly. ="" if="" abs="">900, converge quickly
Speed = 1000 *(this.listP.y-startDragY)/dragTime;
           
{if(Velocity>0)}
lowerLimit = this.mask_mc.y, assigned in init()
endY = Math.min (lowerLimit, this.listP.y + velocity);
} ElseIf (speed<>
this.listP.height changes according to expanded / contract titles
upperLimit = this.mask_mc.y + this.mask_mc.height - this.listP.height;
endY = Math.max (upperLimit, this.listP.y + velocity);
} else {}
Speed = 0;
upperLimit = this.mask_mc.y + this.mask_mc.height - this.listP.height;
endY = Math.min (lowerLimit, this.listP.y);
endY = Math.max (upperLimit, endY);
}
trace (this.listP.y, endY, Velocity, upperLimit)
           
If ((vélocité > = 0 && endY == lowerLimit) |) (speed<=0 &&="" endy="=upperLimit)">
Duration = 1;
TweenLite.to(this.listP,duration,{y:endY,ease:Quint.easeOut});)
} else {}
duration = (endY-this.listP.y)/velocity;
TweenLite.to(this.listP,duration,{y:endY,ease:Quint.easeOut});)
}
}

Tags: Adobe Animate

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