diff --git a/TUTORIAL.md b/TUTORIAL.md index 823c525..ff52fef 100644 --- a/TUTORIAL.md +++ b/TUTORIAL.md @@ -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))) ```