2017-06-26 20:24:11 +02:00
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# Rock Paper Scissors Teams
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### ~avatar avatar
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Massively multi-player rock paper scissors!
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### ~
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2017-06-27 07:50:31 +02:00
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https://youtu.be/8ztOmdZi5Pw
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2017-06-26 20:24:11 +02:00
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Playing rock paper scissors is usually a two player game... but it works with much more players too!
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When playing with more than two players, it becomes a team game: all players shake at the same time,
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then the number of **rock**, **paper**, **scissors** is tallied between all the players.
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The team with the most players wins the game.
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Starting from the [basic version of the RPS game](/projects/rock-paper-scissors), we are going
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to change the code so that the @boardname@ counts and displays the number of players in the same team.
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Using the **radio** communication, the @boardname@ will send its status and receive the status of other boards.
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Let's get started!
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## Starting blocks
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Let's start form a . The basic version picks the weapon in a ``|on shake|``
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event and display an icon accordingly. Take a peek at the code below to refresh your memory on that game.
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```blocks
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let weapon = 0
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input.onGesture(Gesture.Shake, () => {
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weapon = Math.random(3)
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if (weapon == 0) {
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basic.showIcon(IconNames.SmallSquare)
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} else if (weapon == 1) {
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basic.showIcon(IconNames.Square)
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} else {
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basic.showIcon(IconNames.Scissors)
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}
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});
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```
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## Step 1: Refactoring the rendering
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**Refactoring** is a funny word used in coding which pretty much means ``reorganizing``. In this case,
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we are going to move the code that displays the rock/paper/scissor icon into its own ``|forever|`` loop.
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```blocks
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let weapon = 0
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input.onGesture(Gesture.Shake, () => {
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weapon = Math.random(3)
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})
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basic.forever(() => {
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if (weapon == 0) {
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basic.showIcon(IconNames.SmallSquare)
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} else if (weapon == 1) {
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basic.showIcon(IconNames.Square)
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} else {
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basic.showIcon(IconNames.Scissors)
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}
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});
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```
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## Step 2: send status via radio
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We send the value of ``weapon`` via radio to other @boardname@ in the ``|forever|``.
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Since radio packet may or may not arrive, it's a good idea to keep sending them.
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We also set the radio group and send the device serial number (a number that uniquely identifies a @boardname@) as we will need that later.
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```blocks
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let weapon = 0
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input.onGesture(Gesture.Shake, () => {
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weapon = Math.random(3)
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})
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basic.forever(() => {
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radio.sendNumber(weapon)
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if (weapon == 0) {
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basic.showIcon(IconNames.SmallSquare)
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} else if (weapon == 1) {
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basic.showIcon(IconNames.Square)
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} else {
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basic.showIcon(IconNames.Scissors)
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}
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});
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radio.setGroup(10)
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radio.setTransmitSerialNumber(true)
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```
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## Step 3: the team roster
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So all players are constantly broadcasting which face they picked to other players.
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Let's add the code that receives those status and counts them.
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We are going to add an **Array** variable that contains all the players in the same team as the current player.
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That array, named ``players``, is like your team roster: it contains the list of @boardname@ serial numbers
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that have the same weapon as you.
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```block
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let players: number[] = [0]
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```
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## Step 4: Receiving a message (part 1)
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In an the ``|on radio received|`` event, we receive the status from another @boardname@. Click on the **gearwheel*
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to add the ``serial`` parameter as we will need it to identify who sent that packet.
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We compute three values from the data received:
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* ``match``, a boolean value indicating whether the weapon of the other @boardname@ matches our current weapon
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* ``player_index``, the position in the array of the other board's serial number. It will be -1 if it is not in the array
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* ``found``, a boolean value indicating whether the @boardname@ serial number is part of the ``players`` array
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```blocks
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let match = false
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let player_index = 0
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let players: number[] = [0]
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let weapon = 0
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let found = false
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radio.onDataPacketReceived(({ receivedNumber, serial }) => {
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match = weapon == receivedNumber
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player_index = players.indexOf(serial)
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found = player_index >= 0
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})
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```
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## Step 5: Receiving a message (part 2)
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There are two cases that we need to handle when looking at ``match`` and ``found``:
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* **if** we have a ``match`` **and** the player is ``not found`` in the list, **then** we **add** it to ``players``
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* **if** we don't have a ``match`` **and** the player is ``found`` in the list, **then** we **remove** it from ``players``
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We turn the two rules above into two ``if`` statement where the serial number is added or removed.
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```blocks
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let match = false
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let player_index = 0
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let players: number[] = [0]
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let weapon = 0
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let found = false
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let temp = 0
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radio.onDataPacketReceived(({ receivedNumber, serial }) => {
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match = weapon == receivedNumber
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player_index = players.indexOf(serial)
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found = player_index >= 0
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if (match && !(found)) {
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players.push(serial)
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}
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if (!(match) && found) {
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temp = players.removeAt(player_index)
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}
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})
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```
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## Step 6: reseting the team
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What if another player would leave the game? He would stop broadcasting its status and it would stay in our
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list of players. To avoid this problem, we reset the ``players`` array each time we shake:
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```block
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input.onGesture(Gesture.Shake, () => {
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let players: number[] = [0]
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let weapon = Math.random(3)
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})
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```
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## Step 7: showing team score
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The team score is the number of players in that team... which boils down to the ``length`` of the ``players``
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array. We add a ``|show number|`` block in the ``|forever|`` loop to display it.
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```block
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let players: number[] = [0]
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let weapon = 0
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basic.forever(() => {
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basic.showNumber(players.length)
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})
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```
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## The final code
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Now it's time to glue all together the pieces of our program.
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Go carefully through all the steps and assemble the various features. Eventually, it should look
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like the following program. Download it and plays with your friend**ssss**!
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```blocks
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let temp = 0
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let found = false
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let player_index = 0
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let weapon = 0
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let match = false
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let players: number[] = []
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input.onGesture(Gesture.Shake, () => {
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players = [0]
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weapon = Math.random(3)
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})
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radio.onDataPacketReceived( ({ receivedNumber, serial }) => {
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match = weapon == receivedNumber
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player_index = players.indexOf(serial)
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found = player_index >= 0
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if (match && !(found)) {
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players.push(serial)
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}
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if (!(match) && found) {
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temp = players.removeAt(player_index)
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}
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})
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basic.forever(() => {
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radio.sendNumber(weapon)
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if (weapon == 0) {
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basic.showIcon(IconNames.SmallSquare)
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} else if (weapon == 1) {
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basic.showIcon(IconNames.Square)
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} else {
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basic.showIcon(IconNames.Scissors)
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}
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basic.showNumber(players.length)
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})
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players = [0]
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radio.setGroup(10)
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radio.setTransmitSerialNumber(true)
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2017-08-18 20:02:21 +02:00
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```
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```package
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radio
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2017-06-26 20:24:11 +02:00
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```
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