From fc280f739e249e35f0394e290da2d96f8bc46880 Mon Sep 17 00:00:00 2001 From: oakes Date: Sat, 10 May 2014 00:29:58 -0400 Subject: [PATCH] Link to doc page with defscreen functions --- TUTORIAL.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/TUTORIAL.md b/TUTORIAL.md index 8cd5dc8..2146ec9 100644 --- a/TUTORIAL.md +++ b/TUTORIAL.md @@ -24,7 +24,7 @@ Let's look at the basic structure of your game. It starts out with a call to `de In `defscreen`, you'll find that a few simple functions are defined: `:on-show` and `:on-render`. The first only runs when the screen is first shown, and the second is run every single time your game wants to draw on the screen (which is ideally 60 times per second). -There are many other functions you can put inside `defscreen`, each letting you run code when certain important events happen. For now, we'll stick to the two we started with, because they are the most fundamental, but you can read the documentation to learn about the others. +There are many other functions you can put inside `defscreen`, each letting you run code when certain important events happen. For now, we'll stick to the two we started with, because they are the most fundamental, but you can read [the documentation](http://oakes.github.io/play-clj/core.defscreen.html) to learn about the others. ## Entity System