Posted: 5th Sep 2011 16:38
Yesterday I added two sprites in my game to be the buttons, and although it works, I found a problem that I believe is serious when I tested it on an iPad. I'd like to ask here before reporting as bug (could be *my* bug ).

So, to detect the buttons touch, I'm using the function:

+ Code Snippet
    if ( GetPointerState  ( ) = 1 )
        sprite = GetSpriteHit ( GetPointerX ( ), GetPointerY ( ) )
        print("PRESSED: " + Str(GetPointerX ( )))
    endif


Since I have two buttons (left and right), I was using my thumbs to play the game. I noticed that if I release one button, and press the other very quickly, the button that was released still reports as the current pressed. Weird enough, if I keep the latter pressed, after ~2 seconds, it start reporting properly.

If I changed the buttons more slowly, it works fine. The problem is that I don' believe no one will do that when playing.

I believe the problem is that I press the right button while still holding the left button and this is causing the problem.

After this novel, my question is actually if the AppGameKit supports multitouch on tier 1, and if someone also noticed the problem ...

Cheers
Posted: 5th Sep 2011 17:47
Try this instead, it might work better...

+ Code Snippet
    if ( GetPointerState  ( ) = 1 )
        x# = GetPointerX()
        y# = GetPointerY()
        sprite = GetSpriteHit (x#, y#)
        print("PRESSED: " + Str(x#,0)
    endif


Maybe not, but worth a try.