diff --git a/src/core/core.helpers.js b/src/core/core.helpers.js index d8c8ac4df..08fc3a419 100644 --- a/src/core/core.helpers.js +++ b/src/core/core.helpers.js @@ -333,7 +333,7 @@ var d01 = Math.sqrt(Math.pow(current.x - previous.x, 2) + Math.pow(current.y - previous.y, 2)); var d12 = Math.sqrt(Math.pow(next.x - current.x, 2) + Math.pow(next.y - current.y, 2)); - + var s01 = d01 / (d01 + d12); var s12 = d12 / (d01 + d12); @@ -624,7 +624,7 @@ canvas = evt.currentTarget || evt.srcElement, boundingRect = canvas.getBoundingClientRect(); - if (e.touches) { + if (e.touches && e.touches.length > 0) { mouseX = e.touches[0].clientX; mouseY = e.touches[0].clientY; @@ -634,7 +634,7 @@ } // Scale mouse coordinates into canvas coordinates - // by following the pattern laid out by 'jerryj' in the comments of + // by following the pattern laid out by 'jerryj' in the comments of // http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/ // We divide by the current device pixel ratio, because the canvas is scaled up by that amount in each direction. However