2016-06-24 08:52:24 +02:00
|
|
|
|
# Rock Paper Scissors
|
|
|
|
|
|
|
|
|
|
### ~avatar avatar
|
|
|
|
|
|
|
|
|
|
Build a Rock Paper Scissors game with the BBC micro:bit! You can play
|
|
|
|
|
the game with a friend who has it on a micro:bit. You can also play
|
|
|
|
|
it with friends who are just using their hands. (The game is built
|
|
|
|
|
like a coin flipper, but with three choices instead of two.)
|
|
|
|
|
|
|
|
|
|
### ~
|
|
|
|
|
|
|
|
|
|
## Step 1: Getting started
|
|
|
|
|
|
|
|
|
|
We want the micro:bit to choose rock, paper, or scissors when you
|
|
|
|
|
shake it. Try creating an ``on shake`` block so when you shake the
|
|
|
|
|
micro:bit, it will run part of a program.
|
|
|
|
|
|
|
|
|
|
Clear up the blocks and add the blocks below.
|
|
|
|
|
|
|
|
|
|
```blocks
|
|
|
|
|
input.onGesture(Gesture.Shake, () => {
|
|
|
|
|
|
|
|
|
|
})
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
Next, when you shake the micro:bit, it should pick a random number from `0` to `2`
|
|
|
|
|
and store it in the variable `item`.
|
|
|
|
|
|
|
|
|
|
Add a ``set`` block with a variable. Then add a ``pick random`` block,
|
|
|
|
|
and store the random number in the variable,
|
|
|
|
|
like this:
|
|
|
|
|
|
|
|
|
|
```blocks
|
|
|
|
|
input.onGesture(Gesture.Shake, () => {
|
|
|
|
|
let item = Math.random(3)
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### ~hint
|
|
|
|
|
No one can predict random numbers. That's what makes them great for Rock Paper Scissors!
|
|
|
|
|
### ~
|
|
|
|
|
|
|
|
|
|
Each possible number these blocks can make (`0`, `1`, or `2`) means a different picture.
|
|
|
|
|
We will show the right picture for that number on the LED screen.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
## Step 2: Picking paper
|
|
|
|
|
|
|
|
|
|
Put an ``if`` block after the ``let`` block that checks whether
|
|
|
|
|
`item` is `0`. Make sure the ``if`` block has an ``else if`` part
|
|
|
|
|
and an ``else`` part.
|
|
|
|
|
|
|
|
|
|
Next, add a ``show leds`` block that shows a
|
|
|
|
|
picture of a piece of paper:
|
|
|
|
|
|
|
|
|
|
```blocks
|
|
|
|
|
input.onGesture(Gesture.Shake, () => {
|
|
|
|
|
let item = Math.random(3)
|
|
|
|
|
if (item == 0) {
|
|
|
|
|
basic.showLeds(`
|
|
|
|
|
# # # # #
|
|
|
|
|
# . . . #
|
|
|
|
|
# . . . #
|
|
|
|
|
# . . . #
|
|
|
|
|
# # # # #
|
|
|
|
|
`)
|
|
|
|
|
} else if (false) {
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
## Step 3: A random rock
|
|
|
|
|
|
|
|
|
|
Now we are going to add a new picture for the micro:bit to show
|
|
|
|
|
when another random number comes up.
|
|
|
|
|
|
|
|
|
|
Make the ``else if`` part check if the variable `item` is `1`.
|
|
|
|
|
Then add a ``show leds`` block with a picture of a rock.
|
|
|
|
|
|
|
|
|
|
```blocks
|
|
|
|
|
input.onGesture(Gesture.Shake, () => {
|
|
|
|
|
let item = Math.random(3)
|
|
|
|
|
if (item == 0) {
|
|
|
|
|
basic.showLeds(`
|
|
|
|
|
# # # # #
|
|
|
|
|
# . . . #
|
|
|
|
|
# . . . #
|
|
|
|
|
# . . . #
|
|
|
|
|
# # # # #
|
|
|
|
|
`)
|
|
|
|
|
} else if (item == 1) {
|
|
|
|
|
basic.showLeds(`
|
|
|
|
|
. . . . .
|
|
|
|
|
. # # # .
|
|
|
|
|
. # # # .
|
|
|
|
|
. # # # .
|
|
|
|
|
. . . . .
|
|
|
|
|
`)
|
|
|
|
|
} else {
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
## Step 4: Suddenly scissors
|
|
|
|
|
|
|
|
|
|
Add a ``show leds`` block with a picture of scissors to the ``else`` part:
|
|
|
|
|
|
|
|
|
|
```blocks
|
|
|
|
|
input.onGesture(Gesture.Shake, () => {
|
|
|
|
|
let item = Math.random(3)
|
|
|
|
|
if (item == 0) {
|
|
|
|
|
basic.showLeds(`
|
|
|
|
|
# # # # #
|
|
|
|
|
# . . . #
|
|
|
|
|
# . . . #
|
|
|
|
|
# . . . #
|
|
|
|
|
# # # # #
|
|
|
|
|
`)
|
|
|
|
|
|
|
|
|
|
} else if (item == 1) {
|
|
|
|
|
basic.showLeds(`
|
|
|
|
|
. . . . .
|
|
|
|
|
. # # # .
|
|
|
|
|
. # # # .
|
|
|
|
|
. # # # .
|
|
|
|
|
. . . . .
|
|
|
|
|
`)
|
|
|
|
|
} else {
|
|
|
|
|
basic.showLeds(`
|
|
|
|
|
# # . . #
|
|
|
|
|
# # . # .
|
|
|
|
|
. . # . .
|
|
|
|
|
# # . # .
|
|
|
|
|
# # . . #
|
|
|
|
|
`)
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
### ~hint
|
|
|
|
|
|
|
|
|
|
You don't need to check if `item` is `2` because `2` is the only number left out of `0`, `1`, and `2`.
|
|
|
|
|
That's why you can use an ``else`` instead of an ``else if``.
|
|
|
|
|
|
|
|
|
|
### ~
|
|
|
|
|
|
|
|
|
|
Your game is ready!
|
|
|
|
|
|
|
|
|
|
Click **Compile** to move your program to the BBC micro:bit!
|
|
|
|
|
|
|
|
|
|
Have fun!
|
|
|
|
|
|
|
|
|
|
## Step 5: Are you the greatest?
|
|
|
|
|
|
|
|
|
|
Here is a way you can make your Rock Paper Scissors game better.
|
|
|
|
|
When button ``A`` is pressed,
|
|
|
|
|
the micro:bit will add `1` to your score.
|
|
|
|
|
|
|
|
|
|
Open the ``Game`` drawer, and then add the block ``change score by 1`` to your program,
|
|
|
|
|
like this:
|
|
|
|
|
|
|
|
|
|
```blocks
|
|
|
|
|
input.onButtonPressed(Button.A, () => {
|
|
|
|
|
game.addScore(1)
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
## Step 6: Prove you're the greatest!
|
|
|
|
|
|
|
|
|
|
After your micro:bit can add `1` to the score, show how many wins you have.
|
|
|
|
|
|
|
|
|
|
```blocks
|
|
|
|
|
input.onButtonPressed(Button.A, () => {
|
|
|
|
|
game.addScore(1)
|
|
|
|
|
basic.showString("WINS:")
|
|
|
|
|
basic.showNumber(game.score())
|
|
|
|
|
})
|
|
|
|
|
```
|
|
|
|
|
## Step 7: Staying honest
|
|
|
|
|
|
|
|
|
|
Success! Your micro:bit can track wins!
|
|
|
|
|
But what about losses?
|
|
|
|
|
Use the ``Game`` drawer to subtract `1` from your score when you press button `B`.
|
|
|
|
|
|
|
|
|
|
Here are all the blocks you will need:
|
|
|
|
|
|
|
|
|
|
```shuffle
|
|
|
|
|
input.onButtonPressed(Button.B, () => {
|
|
|
|
|
game.addScore(-1)
|
|
|
|
|
basic.showString("LOSSES:")
|
|
|
|
|
basic.showNumber(game.score())
|
|
|
|
|
})
|
|
|
|
|
```
|
|
|
|
|
Click **Compile** to move your program to the BBC micro:bit!
|
|
|
|
|
|
2016-06-24 18:14:07 +02:00
|
|
|
|
## [NEXT: PROJECTS!](/projects)
|