Use :point-x and :point-y in tutorial

This commit is contained in:
oakes
2014-08-27 15:22:08 -04:00
parent e02272932f
commit 479f028f88

View File

@@ -111,21 +111,20 @@ 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 `:input-x` and `:input-y` for the point on the screen that was touched. These are input coordinates, so normally it is best to convert them into screen coordinates with [input->screen](http://oakes.github.io/play-clj/core.input_screen.html) so they're using the same coordinate system as the entities.
The [game](http://oakes.github.io/play-clj/core.game.html) function gives you convenient access to the window dimensions and the x/y position of the pointer:
```clojure
:on-touch-down
(fn [screen entities]
(let [pos (input->screen screen (:input-x screen) (:input-y screen))]
(cond
(> (:y pos) (* (height screen) (/ 2 3)))
(println "up")
(< (:y pos) (/ (height screen) 3))
(println "down")
(> (:x pos) (* (width screen) (/ 2 3)))
(println "right")
(< (:x pos) (/ (width screen) 3))
(println "left"))))
(cond
(> (game :point-y) (* (game :height) (/ 2 3)))
(println "up")
(< (game :point-y) (/ (game :height) 3))
(println "down")
(> (game :point-x) (* (game :width) (/ 2 3)))
(println "right")
(< (game :point-x) (/ (game :width) 3))
(println "left")))
```
Conveniently, the `:on-touch-down` function also runs when a mouse is clicked on the screen, so we are adding mouse support to the game as well!
@@ -162,16 +161,15 @@ Now we can update our `:on-key-down` and `:on-touch-down` functions to move the
:on-touch-down
(fn [screen entities]
(let [pos (input->screen screen (:input-x screen) (:input-y screen))]
(cond
(> (:y pos) (* (height screen) (/ 2 3)))
(move (first entities) :up)
(< (:y pos) (/ (height screen) 3))
(move (first entities) :down)
(> (:x pos) (* (width screen) (/ 2 3)))
(move (first entities) :right)
(< (:x pos) (/ (width screen) 3))
(move (first entities) :left))))
(cond
(> (game :point-y) (* (game :height) (/ 2 3)))
(println "up")
(< (game :point-y) (/ (game :height) 3))
(println "down")
(> (game :point-x) (* (game :width) (/ 2 3)))
(println "right")
(< (game :point-x) (/ (game :width) 3))
(println "left")))
```
## Camera