Workshop › Tower Defense › Step 13 of 42

From a click to a tile

What we are doing

A click gives a position in screen pixels, but the game thinks in canvas pixels, and they are not the same: the page scales the canvas to fit the screen. tileAt converts, then finds the tile.

```js
// Mouse and touch positions are in screen pixels; the canvas may be drawn smaller or bigger than its own pixels.
function tileAt(event) {
  const rect = canvas.getBoundingClientRect()
  const x = ((event.clientX - rect.left) * canvas.width) / rect.width
  const y = ((event.clientY - rect.top) * canvas.height) / rect.height
  return { x, y, col: Math.floor(x / TILE), row: Math.floor((y - TOP) / TILE) }
}
```

What it means

Your turn

Under pointAt, after an empty line, write the comment and tileAt.

Skills: Keyboard and mouse input

All steps

  1. Measure the map
  2. A map of tiles
  3. Draw it every frame
  4. The road as corners
  5. Fill in the road
  6. Draw the road
  7. Walking by distance
  8. Enemies on the road
  9. Walk
  10. Off the end of the road
  11. Here they come
  12. Towers
  13. From a click to a tile
  14. Click to build
  15. Where can you build?
  16. Show the gold
  17. Show before you click
  18. Show the range
  19. Pick a target
  20. Fire!
  21. A hit hurts
  22. Homing bullets
  23. Fizzle out
  24. Gold for every kill
  25. Lives
  26. Health bars
  27. Build, then defend
  28. Space starts a wave
  29. The wave is over
  30. Stronger every wave
  31. Closer together
  32. Out of lives
  33. No building after the end
  34. The most waves survived
  35. The game over screen
  36. Play again
  37. The bottom bar
  38. Click to start
  39. A second tower: the cannon
  40. Tower buttons
  41. Splash damage
  42. Build it yourself: sell a tower