2016-05-26 18:15:10 +02:00
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# rock paper scissors
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2017-09-07 22:42:08 +02:00
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## ~avatar avatar
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2016-05-26 18:15:10 +02:00
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2016-11-10 17:37:13 +01:00
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Build a rock paper scissors game!
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2016-05-27 01:18:33 +02:00
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2017-09-07 22:42:08 +02:00
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## ~
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2016-05-26 18:15:10 +02:00
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2016-05-27 01:18:33 +02:00
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## Step 1: Getting started
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2016-05-26 18:15:10 +02:00
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2016-11-02 01:44:37 +01:00
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We want the @boardname@ to choose rock, paper, or scissors when you shake it.
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Try creating an ``on shake`` block so when you shake the @boardname@, it will run part of a program.
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2016-05-26 18:15:10 +02:00
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```blocks
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input.onGesture(Gesture.Shake, () => {
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})
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```
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2016-11-02 01:44:37 +01:00
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Next, when you shake the @boardname@, it should pick a random number from `0` to `2`
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2016-06-01 02:17:36 +02:00
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and store it in the variable `weapon`. (This variable is named `weapon` because
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rock, paper, and scissors are the weapons you use to battle your friends!)
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2016-05-27 01:18:33 +02:00
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Add a ``set`` block with a variable. Then add a ``pick random`` block,
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and store the random number in the variable,
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like this:
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2016-05-26 18:15:10 +02:00
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```blocks
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input.onGesture(Gesture.Shake, () => {
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2016-05-27 01:18:33 +02:00
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let weapon = Math.random(3)
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2016-05-26 18:15:10 +02:00
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})
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```
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2017-09-07 22:42:08 +02:00
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## ~hint
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2016-05-27 01:18:33 +02:00
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No one can predict random numbers. That's what makes them great for Rock Paper Scissors!
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2017-09-07 22:42:08 +02:00
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## ~
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2016-05-27 01:18:33 +02:00
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Each possible number these blocks can make (`0`, `1`, or `2`) means a different picture.
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We will show the right picture for that number on the LED screen.
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## Step 2: Picking paper
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Put an ``if`` block after the ``let`` block that checks whether
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`weapon` is `0`. Make sure the ``if`` block has an ``else if`` part
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and an ``else`` part.
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Next, add a ``show leds`` block that shows a
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picture of a piece of paper:
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2016-05-26 18:15:10 +02:00
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```blocks
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input.onGesture(Gesture.Shake, () => {
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2016-05-27 01:18:33 +02:00
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let weapon = Math.random(3)
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if (weapon == 0) {
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2016-05-26 18:15:10 +02:00
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basic.showLeds(`
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# # # # #
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# . . . #
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# . . . #
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# . . . #
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# # # # #
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`)
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2016-05-27 01:18:33 +02:00
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} else if (false) {
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} else {
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2016-05-26 18:15:10 +02:00
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}
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})
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```
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2016-05-27 01:18:33 +02:00
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## Step 3: A random rock
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2016-05-26 18:15:10 +02:00
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2016-11-02 01:44:37 +01:00
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Now we are going to add a new picture for the @boardname@ to show
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2016-05-27 01:18:33 +02:00
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when another random number comes up.
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2016-05-26 18:15:10 +02:00
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2016-05-27 01:18:33 +02:00
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Make the ``else if`` part check if the variable `weapon` is `1`.
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Then add a ``show leds`` block with a picture of a rock.
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2016-05-26 18:15:10 +02:00
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```blocks
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input.onGesture(Gesture.Shake, () => {
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2016-05-27 01:18:33 +02:00
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let weapon = Math.random(3)
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if (weapon == 0) {
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2016-05-26 18:15:10 +02:00
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basic.showLeds(`
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# # # # #
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# . . . #
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# . . . #
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# . . . #
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# # # # #
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`)
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2016-05-27 01:18:33 +02:00
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} else if (weapon == 1) {
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2016-05-26 18:15:10 +02:00
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basic.showLeds(`
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. . . . .
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. # # # .
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. # # # .
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. # # # .
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. . . . .
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`)
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2016-05-27 01:18:33 +02:00
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} else {
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2016-05-26 18:15:10 +02:00
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}
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})
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```
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2016-05-27 01:18:33 +02:00
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## Step 4: Suddenly scissors
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2016-05-26 18:15:10 +02:00
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2016-05-27 01:18:33 +02:00
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Add a ``show leds`` block with a picture of scissors to the ``else`` part:
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2016-05-26 18:15:10 +02:00
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```blocks
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input.onGesture(Gesture.Shake, () => {
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2016-05-27 01:18:33 +02:00
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let weapon = Math.random(3)
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if (weapon == 0) {
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2016-05-26 18:15:10 +02:00
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basic.showLeds(`
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# # # # #
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# . . . #
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# . . . #
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# . . . #
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# # # # #
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`)
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2016-05-27 01:18:33 +02:00
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} else if (weapon == 1) {
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2016-05-26 18:15:10 +02:00
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basic.showLeds(`
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. . . . .
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. # # # .
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. # # # .
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. # # # .
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. . . . .
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`)
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} else {
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basic.showLeds(`
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2016-05-27 00:10:46 +02:00
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# # . . #
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2016-05-26 18:15:10 +02:00
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# # . # .
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. . # . .
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# # . # .
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2016-05-27 00:10:46 +02:00
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# # . . #
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2016-05-26 18:15:10 +02:00
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`)
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}
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})
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```
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2017-09-07 22:42:08 +02:00
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## ~hint
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2016-05-27 01:18:33 +02:00
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You don't need to check if `weapon` is `2` because `2` is the only number left out of `0`, `1`, and `2`.
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That's why you can use an ``else`` instead of an ``else if``.
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2016-05-26 18:15:10 +02:00
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2017-09-07 22:42:08 +02:00
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## ~
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2016-05-27 01:18:33 +02:00
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Your game is ready! Have fun!
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## Step 5: Are you the greatest?
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2016-05-26 18:15:10 +02:00
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2016-05-27 01:18:33 +02:00
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Here is a way you can make your Rock Paper Scissors game better.
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When button ``A`` is pressed,
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2016-11-02 01:44:37 +01:00
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the @boardname@ will add `1` to your score.
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2016-05-27 01:18:33 +02:00
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Open the ``Game`` drawer, and then add the block ``change score by 1`` to your program,
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like this:
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2016-05-26 18:15:10 +02:00
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```blocks
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input.onButtonPressed(Button.A, () => {
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game.addScore(1)
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})
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```
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2016-05-27 01:18:33 +02:00
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## Step 6: Prove you're the greatest!
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2016-05-26 18:15:10 +02:00
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2017-06-13 21:48:54 +02:00
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After your @boardname@ can add `1` to the score, show how many wins you have. Remember to add a pause after addScore so text will display.
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2016-05-26 18:15:10 +02:00
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```blocks
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input.onButtonPressed(Button.A, () => {
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game.addScore(1)
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2017-06-13 21:48:54 +02:00
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basic.pause(1)
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2016-05-26 18:15:10 +02:00
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basic.showString("WINS:")
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basic.showNumber(game.score())
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})
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```
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2016-05-27 01:18:33 +02:00
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## Step 7: Staying honest
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2016-11-02 01:44:37 +01:00
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Success! Your @boardname@ can track wins!
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2016-05-27 01:18:33 +02:00
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But what about losses?
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2017-06-14 05:40:47 +02:00
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Use the ``Game`` drawer to subtract `1` from your score when you press button `B`.
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Change `WINS` to `SCORE` in step 6.
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2016-05-26 18:15:10 +02:00
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2016-05-27 01:18:33 +02:00
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Here are all the blocks you will need:
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2016-05-26 18:15:10 +02:00
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```shuffle
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input.onButtonPressed(Button.B, () => {
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game.addScore(-1)
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2017-06-14 00:42:31 +02:00
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basic.pause(1)
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2017-06-14 05:40:47 +02:00
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basic.showString("SCORE:")
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2016-05-26 18:15:10 +02:00
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basic.showNumber(game.score())
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})
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```
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2016-05-27 01:18:33 +02:00
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## Step 8: Hacking Rock Paper Scissors
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How else can you make your game better?
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2016-06-01 02:17:36 +02:00
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Ever hear of [Rock Paper Scissors Spock Lizard](http://www.samkass.com/theories/RPSSL.html)?
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2016-06-25 23:22:50 +02:00
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