Use :point-x and :point-y in tutorial
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40
TUTORIAL.md
40
TUTORIAL.md
@@ -111,21 +111,20 @@ Now, what about mobile devices? We may not have a keyboard, so let's create an `
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)
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```
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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.
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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:
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```clojure
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:on-touch-down
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(fn [screen entities]
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(let [pos (input->screen screen (:input-x screen) (:input-y screen))]
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(cond
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(> (:y pos) (* (height screen) (/ 2 3)))
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(println "up")
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(< (:y pos) (/ (height screen) 3))
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(println "down")
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(> (:x pos) (* (width screen) (/ 2 3)))
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(println "right")
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(< (:x pos) (/ (width screen) 3))
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(println "left"))))
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(cond
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(> (game :point-y) (* (game :height) (/ 2 3)))
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(println "up")
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(< (game :point-y) (/ (game :height) 3))
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(println "down")
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(> (game :point-x) (* (game :width) (/ 2 3)))
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(println "right")
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(< (game :point-x) (/ (game :width) 3))
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(println "left")))
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```
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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!
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@@ -162,16 +161,15 @@ Now we can update our `:on-key-down` and `:on-touch-down` functions to move the
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:on-touch-down
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(fn [screen entities]
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(let [pos (input->screen screen (:input-x screen) (:input-y screen))]
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(cond
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(> (:y pos) (* (height screen) (/ 2 3)))
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(move (first entities) :up)
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(< (:y pos) (/ (height screen) 3))
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(move (first entities) :down)
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(> (:x pos) (* (width screen) (/ 2 3)))
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(move (first entities) :right)
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(< (:x pos) (/ (width screen) 3))
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(move (first entities) :left))))
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(cond
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(> (game :point-y) (* (game :height) (/ 2 3)))
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(println "up")
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(< (game :point-y) (/ (game :height) 3))
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(println "down")
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(> (game :point-x) (* (game :width) (/ 2 3)))
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(println "right")
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(< (game :point-x) (/ (game :width) 3))
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(println "left")))
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```
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## Camera
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