Tell a tap from a hold, a swipe and a drag on a touch screen
A finger never stays perfectly still, and the same touch can mean a tap, a long press, a swipe or the start of a drag. This entry shows what to measure, where the lines between them go and the one number most builders get wrong, so that controls feel the same on every phone.
Why this works
A touch is a short story with a start, a path and an end, and the path matters more than the end. Judging by how far the finger ever strayed, and how long it took, separates the gestures the way a person feels them.
When not to use it
Do not stack many gestures on one spot. A button that reacts to tap, hold and swipe will be hit wrongly by thumbs and shaky hands. Keep one clear gesture per control, and give people another way to do the same thing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 38 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Tell a tap from a hold, a swipe and a drag on a touch screen" (read_entry touch-tap-hold-swipe-classifier) 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