Improve grammatical consistency

This commit is contained in:
oakes
2014-01-08 14:31:09 -05:00
parent 55b756de8b
commit ed560a410c

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@@ -4,7 +4,7 @@ A Clojure library that provides a wrapper for [LibGDX](http://libgdx.badlogicgam
## Justification ## Justification
There is a lot of talk in the games industry about two particular things: concurrency and functional programming. Concurrency is important due to the proliferation of multi-core gaming hardware, while functional programming is important due to the unmaintainability of modern object-oriented game codebases. There is a lot of talk in the game industry about two particular things: concurrency and functional programming. Concurrency is important due to the proliferation of multi-core gaming hardware, while functional programming is important due to the unmaintainability of modern object-oriented game codebases.
## Installation ## Installation
@@ -18,7 +18,7 @@ There are currently no tutorials or generated docs, because play-clj is changing
(ns game-test.core (ns game-test.core
(:require [play-clj.core :refer :all])) (:require [play-clj.core :refer :all]))
; defines a screen, where all the action takes place ; define a screen, where all the action takes place
(defscreen main-screen (defscreen main-screen
; all the screen functions get a map called "screen" containing various ; all the screen functions get a map called "screen" containing various
; important values, and a list called "entities" for storing game objects ; important values, and a list called "entities" for storing game objects
@@ -29,16 +29,16 @@ There are currently no tutorials or generated docs, because play-clj is changing
; this function runs only once, when the screen is first shown ; this function runs only once, when the screen is first shown
:on-show :on-show
(fn [screen entities] (fn [screen entities]
; updates the screen map to hold a tiled map renderer and a camera ; update the screen map to hold a tiled map renderer and a camera
(update! screen (update! screen
:renderer (orthogonal-tiled-map "level1.tmx" 8) :renderer (orthogonal-tiled-map "level1.tmx" 8)
:camera (orthographic-camera)) :camera (orthographic-camera))
(let [; loads a sprite sheet from your resources dir (let [; load a sprite sheet from your resources dir
sheet (image "tiles.png") sheet (image "tiles.png")
; splits the sheet into 16x16 tiles ; split the sheet into 16x16 tiles
; the "image!" function lets you call TextureRegion methods directly ; (the "image!" function lets you call TextureRegion methods directly)
tiles (image! sheet :split 16 16) tiles (image! sheet :split 16 16)
; gets the tile at row 6, col 0 ; get the tile at row 6, col 0
player-image (image (aget tiles 6 0)) player-image (image (aget tiles 6 0))
; add position and size to the player-image map so it can be drawn ; add position and size to the player-image map so it can be drawn
player-image (assoc player-image :x 0 :y 0 :width 2 :height 2)] player-image (assoc player-image :x 0 :y 0 :width 2 :height 2)]
@@ -65,7 +65,7 @@ There are currently no tutorials or generated docs, because play-clj is changing
; return the entities list unmodified ; return the entities list unmodified
entities)) entities))
; defines the game itself, and immediately hands off to the screen ; define the game itself, and immediately hand off to the screen
(defgame game-test (defgame game-test
:on-create :on-create
(fn [this] (fn [this]