mood radio activity (#889)
* new activity * displaying mood on screen * added challenge * fix full sample * missing radio package
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@ -23,6 +23,7 @@
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* [Plant Watering](/projects/plant-watering)
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* [Reaction Time](/projects/reaction-time)
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* [States of Matter](/projects/states-of-matter)
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* [Mood radio](/projects/mood-radio)
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* [Tele-Potato](/projects/tele-potato)
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* [Hot Or Cold](/projects/hot-or-cold)
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* [Voting Machine](/projects/voting-machine)
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@ -25,6 +25,10 @@ Fun games to build with your @boardname@.
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## Multiplayer Games
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```codecard
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[{
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"name": "Mood Radio",
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"url": "/projects/mood-radio",
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"imageUrl": "/static/mb/projects/mood-radio.png"
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}, {
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"name": "Tele-potato",
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"url": "/projects/tele-potato",
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"imageUrl": "/static/mb/projects/tele-potato.png"
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93
docs/projects/mood-radio.md
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docs/projects/mood-radio.md
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# Mood Radio
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## @description A mini mood messaging app using radio
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![@boardname@ sending moods around](/static/mb/projects/mood-radio.png)
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This project uses the [radio](/reference/radio) to share your mood with other @boardname@.
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When you press ``A``, you friends will see a **smilley**. When you press ``B``, they will see a **frownie**.
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## Sending a smiley
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The @boardname@ can't understand mood but it is pretty good with numbers. In fact, it can send numbers
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between @boardname@ using the radio antenna, just like phones.
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Let's add blocks that send a number when button ``A`` is pressed. In our "code",
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we assume that **0** means "smiley".
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```blocks
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input.onButtonPressed(Button.A, () => {
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radio.sendNumber(0)
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basic.showIcon(IconNames.Happy)
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})
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```
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## Receiving a smiley
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We add a ``radio on received`` block that will run code whenever a new message code in.
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The ``receivedNumber`` variable contain the numeric value that was sent. Since we've decided that
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**0** was **smiley**, we add a conditional **if** statement to show this icon.
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```blocks
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radio.onDataPacketReceived( ({ receivedNumber }) => {
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if (receivedNumber == 0) {
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basic.showIcon(IconNames.Happy)
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}
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})
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```
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## Sending a frowney
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Adding another code in our messaging app is very similar. We decide that **1** means **forwnie**.
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Then we can add a ``B`` button event that sends that code.
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```blocks
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input.onButtonPressed(Button.B, () => {
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radio.sendNumber(1)
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basic.showIcon(IconNames.Sad)
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})
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```
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If the ``on radio received`` block, we add an conditional **if** statement to handle the new code.
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```blocks
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radio.onDataPacketReceived( ({ receivedNumber }) => {
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if (receivedNumber == 0) {
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basic.showIcon(IconNames.Happy)
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}
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if (receivedNumber == 1) {
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basic.showIcon(IconNames.Sad)
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}
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})
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```
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That's it. Download your code in multiple @boardname@ and try it out!
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## Challenges
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Try adding a new code and use the **shake** event to send it.
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## Full sources
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```blocks
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input.onButtonPressed(Button.A, () => {
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radio.sendNumber(0)
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basic.showIcon(IconNames.Happy)
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})
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input.onButtonPressed(Button.B, () => {
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radio.sendNumber(1)
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basic.showIcon(IconNames.Sad)
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})
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radio.onDataPacketReceived( ({ receivedNumber }) => {
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if (receivedNumber == 0) {
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basic.showIcon(IconNames.Happy)
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}
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if (receivedNumber == 1) {
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basic.showIcon(IconNames.Sad)
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}
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})
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```
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```package
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radio
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```
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@ -2,6 +2,12 @@
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## @description The famous "Hot Potato" game revisit for @boardname@
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## ~ avatar
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Don't keep the potato too long or you might loose the game!
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## ~
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![A teleporting potato](/static/mb/projects/tele-potato.png)
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Do you know the "Hot Potato" game? You usually toss around a potato with a timer
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docs/static/mb/projects/mood-radio.png
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docs/static/mb/projects/mood-radio.png
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