Update tutorial to reflect change

This commit is contained in:
oakes
2014-04-20 23:00:44 -04:00
parent 15d745a4bb
commit 0af21bdc67

View File

@@ -103,19 +103,19 @@ Now, what about mobile devices? We may not have a keyboard, so let's create an `
)
```
In this case, the screen map will contain an `:x` and `:y` for the point on the screen that was touched. We can simply check to see what part of the screen this point is by using `game` to get the overall game's width and height.
In this case, the screen map will contain an `:input-x` and `:input-y` for the point on the screen that was touched. We can simply check to see what part of the screen this point is by using `game` to get the overall game's width and height.
```clojure
:on-touch-down
(fn [screen entities]
(cond
(> (:y screen) (* (game :height) (/ 2 3)))
(> (:input-y screen) (* (game :height) (/ 2 3)))
(println "down")
(< (:y screen) (/ (game :height) 3))
(< (:input-y screen) (/ (game :height) 3))
(println "up")
(> (:x screen) (* (game :width) (/ 2 3)))
(> (:input-x screen) (* (game :width) (/ 2 3)))
(println "right")
(< (:x screen) (/ (game :width) 3))
(< (:input-x screen) (/ (game :width) 3))
(println "left")))
```
@@ -153,13 +153,13 @@ Now we can update our `:on-key-down` and `:on-touch-down` functions to move the
:on-touch-down
(fn [screen entities]
(cond
(> (:y screen) (* (game :height) (/ 2 3)))
(> (:input-y screen) (* (game :height) (/ 2 3)))
(move (first entities) :down)
(< (:y screen) (/ (game :height) 3))
(< (:input-y screen) (/ (game :height) 3))
(move (first entities) :up)
(> (:x screen) (* (game :width) (/ 2 3)))
(> (:input-x screen) (* (game :width) (/ 2 3)))
(move (first entities) :right)
(< (:x screen) (/ (game :width) 3))
(< (:input-x screen) (/ (game :width) 3))
(move (first entities) :left)))
```