Comments (4)
@bluelemonade I don't understand your problem :/ if you still need help, I could try to assist in voice via Telegram or Skype or Google Hangouts.
from gestouch.
hello,
you can find a capture of the issue: http://intern.bluelemon.de:8080/share.cgi?ssid=0lYDjOt
( NAS active between 8.00 and 21.00 MET)
you can see the comibation of scaling an rotating. when I change the rotation an change at the same time the scaling smaller then my minimal scaling, the sprite wanders out of the touch points. how can I avoid this.
regards
from gestouch.
@bluelemonade well do not transform your object via those scaleX
scaleY
x
and y
convenience setters! If you do it this it transforms object relative to it's origin.
I think you should drop all code after // nicht zu klein machen
and instead limit the scaling at matrix.scale()
call. You don't want to apply too much up/down scale here.
Perhaps something like
const pic = event.target.target as DisplayObject;
...
matrix.translate(-transformPoint.x, -transformPoint.y);
matrix.rotate(gesture.rotation);
if (doScaling) {
const currPicScale = pic.scaleX;
const minScaleToApply = 0.7 / currPicScale;
const maxScaleToApply = 1.1 / currPicScale;
const scaleToApply = Math.max(minScaleToApply, Math.min(gesture.scale, maxScaleToApply));
matrix.scale(scaleToApply, scaleToApply);
}
matrix.translate(transformPoint.x, transformPoint.y);
pic.transform.matrix = matrix;
from gestouch.
oh, thank you, indeed its stupid to scale the object. thanks
from gestouch.
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from gestouch.