Dragging the map should glide on after letting go, but not when I stop first
Grabbing the map and throwing it feels natural, yet the usual version either never glides or flies off after a quiet pause before letting go. Here is how to read the throw from the last moments only, which way the map moves, and how it slows to a stop.
Why this works
A glide should carry on what the hand was doing at the moment of letting go, not what it did a moment earlier. So speed comes from the last fraction of a second only, and a hand that paused before lifting gives no glide at all.
When not to use it
Skip the glide where the player must land on an exact spot, such as placing a building on a grid or choosing a tile on a small map; the drift overshoots. Stop dead on release there, or snap to the nearest spot.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 38 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Dragging the map should glide on after letting go, but not when I stop first" (read_entry strategy-drag-pan-with-fling-release) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP