var minX = simulator.availableGeometryX(); var maxX = simulator.availableGeometryX() + simulator.availableGeometryWidth(); var initial1 = Math.max(minX, input.mouseX() - 100); var initial2 = Math.min(maxX, input.mouseX() + 100); var diff = initial2 - initial1 touch.beginTouch(0, initial1, 100); touch.beginTouch(1, initial2, 100); for (var i = 1; i < diff/4; i++) { if (initial1 != maxX) ++initial1 if (initial2 != minX) --initial2 touch.updateTouch(0, initial1, 100); touch.updateTouch(1, initial2, 100); yield(1); } touch.endTouch(0, Math.min(maxX, initial1), 100); touch.endTouch(1, Math.min(minX, initial2), 100);