@@ -151,6 +151,8 @@ var Pointer = new Class({
151151 /**
152152 * The current angle the Pointer is moving, in radians, based on its previous and current position.
153153 *
154+ * The angle is based on the old position facing to the current position.
155+ *
154156 * This property is updated whenever the Pointer moves, regardless of any button states. In other words,
155157 * it changes based on movement alone - a button doesn't have to be pressed first.
156158 *
@@ -159,7 +161,7 @@ var Pointer = new Class({
159161 * @readonly
160162 * @since 3.16.0
161163 */
162- this . angle = new Vector2 ( ) ;
164+ this . angle = 0 ;
163165
164166 /**
165167 * The distance the Pointer has moved, based on its previous and current position.
@@ -542,7 +544,7 @@ var Pointer = new Class({
542544
543545 this . velocity . set ( dx , dy ) ;
544546
545- this . angle = Math . atan2 ( dy , dx ) ;
547+ this . angle = Angle ( vx , vy , cx , cy ) ;
546548
547549 this . distance = Math . sqrt ( dx * dx + dy * dy ) ;
548550 } ,
@@ -978,6 +980,8 @@ var Pointer = new Class({
978980 * If no button is held down, it will return the last recorded angle, based on where
979981 * the Pointer was when the button was released.
980982 *
983+ * The angle is based on the old position facing to the current position.
984+ *
981985 * If you wish to get the current angle, based on the velocity of the Pointer, then
982986 * see the `Pointer.angle` property.
983987 *
@@ -990,11 +994,11 @@ var Pointer = new Class({
990994 {
991995 if ( this . isDown )
992996 {
993- return Angle ( this . x , this . y , this . downX , this . downY ) ;
997+ return Angle ( this . downX , this . downY , this . x , this . y ) ;
994998 }
995999 else
9961000 {
997- return Angle ( this . upX , this . upY , this . downX , this . downY ) ;
1001+ return Angle ( this . downX , this . downY , this . upX , this . upY ) ;
9981002 }
9991003 } ,
10001004
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