var d01 = Math.sqrt(Math.pow(current.x - previous.x, 2) + Math.pow(current.y - previous.y, 2));
var d12 = Math.sqrt(Math.pow(next.x - current.x, 2) + Math.pow(next.y - current.y, 2));
-
+
var s01 = d01 / (d01 + d12);
var s12 = d12 / (d01 + d12);
canvas = evt.currentTarget || evt.srcElement,
boundingRect = canvas.getBoundingClientRect();
- if (e.touches) {
+ if (e.touches && e.touches.length > 0) {
mouseX = e.touches[0].clientX;
mouseY = e.touches[0].clientY;
}
// Scale mouse coordinates into canvas coordinates
- // by following the pattern laid out by 'jerryj' in the comments of
+ // by following the pattern laid out by 'jerryj' in the comments of
// http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/
// We divide by the current device pixel ratio, because the canvas is scaled up by that amount in each direction. However