From fb10d454578f3047e728c2dacc82ad79d512e240 Mon Sep 17 00:00:00 2001 From: oakes Date: Sun, 19 Jan 2014 19:50:58 -0500 Subject: [PATCH] Make wording more generic --- TUTORIAL.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/TUTORIAL.md b/TUTORIAL.md index eaf52c3..811f1f2 100644 --- a/TUTORIAL.md +++ b/TUTORIAL.md @@ -192,7 +192,7 @@ Now, when you resize your game, the image is no longer stretched! At some point, you will need to do more than simple positioning and sizing. For that, you'll need to call LibGDX methods directly. You could, of course, use Clojure's [Java interop](http://clojure.org/java_interop) syntax on the `:object` contained within the entity. This is a bit ugly, though, and requires you to do all the importing and type hinting yourself. -In play-clj, anything that creates an entity, such as `texture`, is actually a macro that allows 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: +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.png" :flip true false)