@modoki/engine / index / pointerDrag
Function: pointerDrag()
pointerDrag(
world):object
Drag delta (current − press start), PRESENTATION-INVARIANT: inputSystem scales it to zoom-0-equivalent px once, at the point it merges the pointer frame into this resource (see presentationScale.ts), so a gesture yields the same magnitude at any editor/browser/OS zoom. {0,0} while the pointer is up. Positions (pointerPos) stay raw — only this magnitude is scaled, which is why a game's dragPx × k feel constant no longer drifts under zoom. A plain read: Input.pointer.dragX/dragY IS the presentation-invariant value, not a second raw copy — reading the field directly gives the same answer as this accessor.
Parameters
world
World
Returns
x
x:
number
y
y:
number