/reference/types -> /types
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@ -7,7 +7,7 @@ game.addScore(1)
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```
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### Parameters
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* a [number](/reference/types/number) that means how much to add to the score. A negative number means to subtract from the score.
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* a [number](/types/number) that means how much to add to the score. A negative number means to subtract from the score.
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### Examples
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@ -1,6 +1,6 @@
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# Get Sprite Property
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Change the kind of [number](/reference/types/number) you say for a [sprite](/reference/game/create-sprite).
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Change the kind of [number](/types/number) you say for a [sprite](/reference/game/create-sprite).
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```sig
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let item: game.LedSprite = null;
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@ -10,7 +10,7 @@ item.set(LedSpriteProperty.X, 0);
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### Parameters
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* the **sprite** you want to change
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* the kind of [number](/reference/types/number) you want to change for the sprite, like
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* the kind of [number](/types/number) you want to change for the sprite, like
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* ``x``, how far up or down the sprite is on the screen (`0`-`4`)
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* ``y``, how far left or right the sprite is on the screen (`0`-`4`)
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* ``direction``, which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function)
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@ -10,7 +10,7 @@ item.get(LedSpriteProperty.X);
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### Parameters
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* the **sprite** you want to know something about
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* the kind of [number](/reference/types/number) you want to know about the sprite, like
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* the kind of [number](/types/number) you want to know about the sprite, like
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* ``x``, how far up or down the sprite is on the screen (`0`-`4`)
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* ``y``, how far left or right the sprite is on the screen (`0`-`4`)
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* ``direction``, which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function)
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@ -19,7 +19,7 @@ item.get(LedSpriteProperty.X);
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### Returns
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The [number](/reference/types/number) you asked for.
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The [number](/types/number) you asked for.
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### Example
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@ -9,7 +9,7 @@ item.move(1);
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### Parameters
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* a [number](/reference/types/number) that means how many LEDs the sprite should move
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* a [number](/types/number) that means how many LEDs the sprite should move
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### Example
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@ -7,7 +7,7 @@ game.setScore(1)
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```
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### Parameters
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* a [number](/reference/types/number) that represents the new score.
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* a [number](/types/number) that represents the new score.
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### Examples
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@ -1,6 +1,6 @@
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# Set Sprite Property
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Make a [sprite](/reference/game/create-sprite) store the kind of [number](/reference/types/number) you say.
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Make a [sprite](/reference/game/create-sprite) store the kind of [number](/types/number) you say.
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```sig
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let item: game.LedSprite = null;
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@ -10,7 +10,7 @@ item.set(LedSpriteProperty.X, 0);
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### Parameters
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* the **sprite** you want to make store the number you say
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* the kind of [number](/reference/types/number) you want to store in the sprite, like
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* the kind of [number](/types/number) you want to store in the sprite, like
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* ``x``, how far up or down the sprite is on the screen (`0`-`4`)
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* ``y``, how far left or right the sprite is on the screen (`0`-`4`)
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* ``direction``, which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function)
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@ -8,7 +8,7 @@ game.startCountdown(1000)
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### Parameters
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* ``ms`` is a [number](/reference/types/number) that says how many milliseconds to count down (one second is 1000 milliseconds)
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* ``ms`` is a [number](/types/number) that says how many milliseconds to count down (one second is 1000 milliseconds)
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### Examples
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@ -10,7 +10,7 @@ item.turn(Direction.Right, 45);
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### Parameters
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* a choice whether the sprite should turn **left** or **right**
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* a [number](/reference/types/number) that means how much the sprite should turn.
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* a [number](/types/number) that means how much the sprite should turn.
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This number is in **degrees**, so a straight left or right turn is 90 degrees.
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### Example
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