Workshop › Pac-Man-style Maze Chase › Step 14 of 42

Swipes on a phone

What we are doing

On a phone there are no arrow keys. Remember where a touch went down; when it comes up, the longer side of the movement gives the direction. Tiny movements are ignored, so a tap does not steer by accident.

```js
// Touch: swipe in the direction to go.
let swipeStart = null
canvas.addEventListener('pointerdown', (event) => {
  swipeStart = { x: event.clientX, y: event.clientY }
})
canvas.addEventListener('pointerup', (event) => {
  if (!swipeStart) return
  const dx = event.clientX - swipeStart.x
  const dy = event.clientY - swipeStart.y
  swipeStart = null
  if (Math.max(Math.abs(dx), Math.abs(dy)) < 20) return
  if (Math.abs(dx) > Math.abs(dy)) steer([Math.sign(dx), 0])
  else steer([0, Math.sign(dy)])
})
```

What it means

Your turn

Under the key listener, leave an empty line and write the touch code.

Skills: Keyboard and mouse input

All steps

  1. The maze as text
  2. The game loop
  3. Draw the walls
  4. A set of pellets
  5. Draw the pellets
  6. The player
  7. Where can you walk?
  8. What a mover remembers
  9. One frame of movement
  10. Move every frame
  11. Turns you can press early
  12. Glide between tiles
  13. Turn back at once
  14. Swipes on a phone
  15. Eat the pellets
  16. Show the score
  17. Clear the maze
  18. A red ghost
  19. A ghost never turns back
  20. The ghost walks
  21. The ghost hunts you
  22. Four ghosts in the house
  23. One by one out of the house
  24. Scatter or chase?
  25. Every ghost to its corner
  26. Pink cuts you off
  27. Orange is shy
  28. Cyan works with red
  29. Wait for the first key
  30. Tell the player to start
  31. Three lives
  32. Caught!
  33. Game over
  34. Play again
  35. Frighten the ghosts
  36. Power pellets work
  37. Scared ghosts wander slowly
  38. Eat a scared ghost
  39. Blue, then flashing
  40. Harder levels
  41. A best score that lasts
  42. Build it yourself: the slow tunnel