Just to do some tests I have exeuted Microsofts XNA sample "Shooter" on Windows 7, Windows Phone 7 and iPhone (using Monogame).
Besides the fact the Monogame runs the game in portrait instead of landscape, I have noticed that the movement of the player sprite behaves really different.
On Phone 7, you tap anywhere, keep your finger on the screen and while moving it, the sprite follows the movement relative to the finger.
On iPhone however, the sprite first doesn't move at all, then moves extremely fast and moves up to the screens bounds. This makes the player uncontrollable.
Just to do some tests I have exeuted Microsofts XNA sample "Shooter" on Windows 7, Windows Phone 7 and iPhone (using Monogame).
Besides the fact the Monogame runs the game in portrait instead of landscape, I have noticed that the movement of the player sprite behaves really different.
On Phone 7, you tap anywhere, keep your finger on the screen and while moving it, the sprite follows the movement relative to the finger.
On iPhone however, the sprite first doesn't move at all, then moves extremely fast and moves up to the screens bounds. This makes the player uncontrollable.
The code used is:
while ( TouchPanel.IsGestureAvailable ) { GestureSample gesture = TouchPanel.ReadGesture(); if ( gesture.GestureType == GestureType.FreeDrag ) { player.Position += gesture.Delta; } }
Does that have to be different for iOS?