For example: one tap is moving a shape. Another tap is moving another shape at same time.
You can set up a Kinetic Group like this:
Here's how to declare an empty group and make it draggable:
var group = new Kinetic.Group({
x: 220,
y: 40,
draggable:true
});
So in the tap handler of a shape, you can add the tapped object to the group.
circle.on('tap', function() {
group.add(circle);
});
Then you can drag the assembled group as necessary.
And if you need multiple groups, you can move individual shapes between the different groups like this:
circle.moveTo(someOtherGroup);
In the case of dragging two shapes at the same time, you will have to grab the touch event from the browser and read it as
touches[0] and touches[1] events
This is how you differentiate between separate touch events occurring simultaneously
official kineticjs example:
http://www.html5canvastutorials.com/labs/html5-canvas-multi-touch-scale-stage-with-kineticjs/
I have shared a small experiment I did on Kinetic + Multi Touch here . Have a look - perhaps it can help until "real" multitouch becomes available in Kinetic
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.