How to make Object follow touch movement on screen - android

Hey guys so I've been trying to solve this for awhile I have looked on many forums and tried to understand what they were trying to convey with the code using ActionScript 3 but i still get nothing. My main goal is to have a character on stage named "mainPlayer" now i want to set up touch events so that when the user drages his finger up down or side to side i want to the mainPlayer to follow the users path or if the user touches a point on the screen and holds his finger there the mainPlayer will be attracted to the touch and move to the point where the finger is currently at on the screen.
Ive seen lots of stuff with Phase and ID implemented but dont really understand whats going on
so far this is what i have set up:
public class realmEngine extends MovieClip
{
//MultiTouch gestures
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
Multitouch.inputMode = MultitouchInputMode.GESTURE;
public var mainPlayer:mcPlayer;
//PlayerControls
private var speed:Number = 8.0;
public var vx:Number = 0;
public var vy:Number = 0;
private var friction:Number = 0.85;
private var maxSpeed:Number = 15;
public function realmEngine()
{
//Add Player to Stage
mainPlayer = new mcPlayer();
stage.addChild(mainPlayer);
mainPlayer.x = (stage.stageWidth / 2) - 300;
mainPlayer.y = (stage.stageHeight / 2 );
//trace("this works");
//Setup Touch Event listeners
mainPlayer.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);
//Game Loop Event Listener
stage.addEventListener(Event.ENTER_FRAME, gameLoop);
}
private function gameLoop(e:Event):void
{
mainPlayerControls();
}
private function mainPlayerControls():void
{
}
private function onTouchEnd(e:TouchEvent):void
{
}
private function onTouchMove(e:TouchEvent):void
{
}
private function onTouchBegin(e:TouchEvent):void
{
}
}
I'm not sure what to do inside the onTouch Functions in order for the object that i add to stage by Code to follow the users touch on the screen.
Can anyone lead my in the right direction or give me any advice? I woudld really appreciate it thanks guys

Yes I happen to know how to do this, I just wasn't sure if I had grasped fully what you wanted to achieve.
Note that I won't be taking into account the speed and maxSpeed variables for moving the player. It's beyond this scope and beyond the scope of the top of my head. A little bit of internet searching will get you far on that subject however!
First of all, in order to make the object follow a path drawn by the user, we need a way to store the path. For this, I suggest a Vector with Point as its datatype. It's fast and easy to work with when adding and removing elements without having to worry about its length.
We also need a way to tell wether the player sprite should move or not, in other words wether the user is pressing the finger on the screen or not.
private var _pathPoints : Vector.<Point>;
private var _isMoving : Boolean = false;
Easy-cakes. Now for the fun part!
First, we need to change the scope of the onTouchBegin event, from mainPlayer to the stage. If we don't, the user won't be able to touch an abstract point on the stage and get the player sprite to move there. Simply done with a change to
mainPlayer.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
Then we take care of when the user moves his or her finger. Nothing fancy going on here.
We're just simply storing the coordinates in our vector and storing the current state of wether the user is pressing the screen or not.
private function onTouchBegin ( e:TouchEvent ) : void
{
_pathPoints.push( new Point( e.stageX, e.stageY ) );
_isMoving = true;
}
private function onTouchMove ( e:TouchEvent ) : void
{
_pathPoints.push( new Point( e.stageX, e.stageY ) );
}
private function onTouchEnd ( e:TouchEvent ) : void
{
// Dirty but quick way of clearing the vector
_pathPoints.splice(0);
_isMoving = false;
}
Finally, for the even funnier part; the main game loop! Or "Where the Magic Happens".
private function mainPlayerControls () : void
{
// Update player position and forces
vx *= friction;
vy *= friction;
mainPlayer.x += vx;
mainPlayer.y += vy;
// Check if the player should be moving to a new point
if( _isMoving )
{
// Get a reference to the current target coordinate
var target : Point = _pathPoints[0];
// Check if the player position has reached the current target point
// We use a bounding box with dimensions equal to max speed to ensure
// that the player doesn't move across the point, move back towards it
// and start jojo-ing back and forth
if(mainPlayer.x >= target.x - maxSpeed && mainPlayer.x <= target.x + maxSpeed &&
mainPlayer.y >= target.y - maxSpeed && mainPlayer.y <= target.y)
{
// The player has reached its target
//so we remove the first element of the vector
_pathPoints.shift();
// and update the target reference
target = _pathPoints[0];
}
// Calculate velocities to the first element of the vector
vx = mainPlayer.x - target.x;
vy = mainPlayer.y - target.y;
}
}

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Sorry for my bad english !
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var xPositionOffset = 10;
// -1 = left, 0 = do dothing, 1 = right
var panDirection = 0;
function Update()
{
if (panDirection != 0) // pan left/right
{
transform.position.x = transform.position.x + (panDirection * xPositionOffset);
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}
}
Now you only need to set the variable panDirection to -1 or 1 if one your buttons is pressed and the camera will move farther to that side.
If you're having trouble with the vector arithmetic, have a look at the chapter 'Understanding Vector Arithmetic' from the Unity manual.
The above code will move the camera not very smooth, but it's easier to understand the basic concept this way. You can use the function Vector3.MoveTowards to get a smoother movement and the example showed in the linked reference should help you to implement it.

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