Fix broken image link
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16
TUTORIAL.md
16
TUTORIAL.md
@@ -44,10 +44,10 @@ Right now, you're using the `play-clj.ui` library to display a label. This libra
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[play-clj.g2d :refer :all]))
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```
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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/thumb/a/a3/Clojure_Programming_Language_Logo_Icon_SVG.svg/200px-Clojure_Programming_Language_Logo_Icon_SVG.svg.png), 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:
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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:
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```clojure
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(texture "clojure.png")
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(texture "Clojure-icon.gif")
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```
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## Size and Position
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@@ -61,14 +61,14 @@ If you run the code now, you'll see the image in the bottom-left corner. As ment
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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`:
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```clojure
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(assoc (texture "clojure.png")
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(assoc (texture "Clojure-icon.gif")
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:x 50 :y 50 :width 100 :height 100)
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```
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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:
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```clojure
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(assoc (texture "clojure.png")
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(assoc (texture "Clojure-icon.gif")
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:x 50 :y 50 :width 100 :height 100
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:angle 45 :origin-x 0 :origin-y 0)
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```
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@@ -254,13 +254,13 @@ At some point, you will need to do more than simple positioning and sizing. For
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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:
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```clojure
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(texture "clojure.png" :flip true false)
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(texture "Clojure-icon.gif" :flip true false)
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```
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...which is transformed into:
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```clojure
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(let [entity (texture "clojure.png")]
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(let [entity (texture "Clojure-icon.gif")]
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(doto ^TextureRegion (:object entity)
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(.flip true false))
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entity)
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@@ -269,7 +269,7 @@ In play-clj, many different calls, such as `texture`, are actually macros that a
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You can even call multiple methods in the same expression this way. For example:
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```clojure
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(texture "clojure.png"
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(texture "Clojure-icon.gif"
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:flip true false
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:set-region 0 0 100 100)
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```
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@@ -277,7 +277,7 @@ You can even call multiple methods in the same expression this way. For example:
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...which is transformed into:
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```clojure
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(let [entity (texture "clojure.png")]
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(let [entity (texture "Clojure-icon.gif")]
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(doto ^TextureRegion (:object entity)
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(.flip true false)
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(.setRegion 0 0 100 100)
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