diff --git a/TUTORIAL.md b/TUTORIAL.md index 86eccc3..ffd9ea3 100644 --- a/TUTORIAL.md +++ b/TUTORIAL.md @@ -44,10 +44,10 @@ Right now, you're using the `play-clj.ui` library to display a label. This libra [play-clj.g2d :refer :all])) ``` -Now let's find an image to use as a texture in the game. Find one you'd like to use, such as [this Clojure logo](http://upload.wikimedia.org/wikipedia/commons/c/c5/Clojure-icon.gif), and save it to the `desktop/resources` folder. Next, simply change the line where the label entity is being created, so it creates a texture from that file instead: +Now let's find an image to use as a texture in the game. Find one you'd like to use, such as [this Clojure logo](http://upload.wikimedia.org/wikipedia/en/1/1d/Clojure_logo.gif), and save it to the `desktop/resources` folder. Next, simply change the line where the label entity is being created, so it creates a texture from that file instead: ```clojure - (texture "Clojure-icon.gif") + (texture "Clojure_logo.gif") ``` ## Size and Position @@ -61,14 +61,14 @@ If you run the code now, you'll see the image in the bottom-left corner. As ment A `texture` contains the underlying Java object. By default, it will be drawn at the bottom-left corner with the size of the image itself. You can change the position and size by simply using `assoc`: ```clojure - (assoc (texture "Clojure-icon.gif") + (assoc (texture "Clojure_logo.gif") :x 50 :y 50 :width 100 :height 100) ``` You can also set scaling and rotation on a texture using :scale-x, :scale-y, and :angle, which all use (:origin-x, :origin-y) as the center. For example, here we rotate it 45 degrees counter-clockwise around the bottom-left corner: ```clojure - (assoc (texture "Clojure-icon.gif") + (assoc (texture "Clojure_logo.gif") :x 50 :y 50 :width 100 :height 100 :angle 45 :origin-x 0 :origin-y 0) ``` @@ -252,13 +252,13 @@ At some point, you will need to do more than simple positioning and sizing. For In play-clj, many different calls, such as `texture`, are actually macros that allow you to call the underlying Java methods after the required argument(s). In this case, the underlying class is called [TextureRegion](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/TextureRegion.html). Consider this: ```clojure - (texture "Clojure-icon.gif" :flip true false) + (texture "Clojure_logo.gif" :flip true false) ``` ...which is transformed into: ```clojure - (let [entity (texture "Clojure-icon.gif")] + (let [entity (texture "Clojure_logo.gif")] (doto ^TextureRegion (:object entity) (.flip true false)) entity) @@ -267,7 +267,7 @@ In play-clj, many different calls, such as `texture`, are actually macros that a You can even call multiple methods in the same expression this way. For example: ```clojure - (texture "Clojure-icon.gif" + (texture "Clojure_logo.gif" :flip true false :set-region 0 0 100 100) ``` @@ -275,7 +275,7 @@ You can even call multiple methods in the same expression this way. For example: ...which is transformed into: ```clojure - (let [entity (texture "Clojure-icon.gif")] + (let [entity (texture "Clojure_logo.gif")] (doto ^TextureRegion (:object entity) (.flip true false) (.setRegion 0 0 100 100))