updated category colors theme
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f2bab5d122
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@ -1,6 +1,6 @@
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/**
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/**
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* Communicate data using radio packets
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* Communicate data using radio packets
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*/
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*/
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//% color=270 weight=34
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//% color=#E3008C weight=34
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namespace radio {
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namespace radio {
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}
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}
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@ -4,7 +4,7 @@
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/**
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/**
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* Provides access to basic micro:bit functionality.
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* Provides access to basic micro:bit functionality.
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*/
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*/
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//% color=190 weight=100
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//% color=#0078D7 weight=100
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namespace basic {
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namespace basic {
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/**
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/**
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@ -21,18 +21,18 @@ enum LedSpriteProperty {
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/**
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/**
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* A single-LED sprite game engine
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* A single-LED sprite game engine
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*/
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*/
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//% color=176 weight=32
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//% color=#008272 weight=32
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namespace game {
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namespace game {
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var _score: number = 0;
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let _score: number = 0;
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var _life: number = 3;
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let _life: number = 3;
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var _startTime: number = 0;
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let _startTime: number = 0;
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var _endTime: number = 0;
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let _endTime: number = 0;
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var _isGameOver: boolean = false;
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let _isGameOver: boolean = false;
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var _countdownPause: number = 0;
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let _countdownPause: number = 0;
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var _level: number = 1;
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let _level: number = 1;
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var _gameId: number = 0;
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let _gameId: number = 0;
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var img: Image;
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let img: Image;
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var sprites: LedSprite[];
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let sprites: LedSprite[];
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/**
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/**
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* Creates a new LED sprite pointing to the right.
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* Creates a new LED sprite pointing to the right.
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@ -403,7 +403,7 @@ namespace game {
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*/
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*/
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//% weight=49
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//% weight=49
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//% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees"
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//% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees"
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public turn(direction : Direction, degrees: number) {
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public turn(direction: Direction, degrees: number) {
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if (direction == Direction.Right)
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if (direction == Direction.Right)
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this.setDirection(this._dir + degrees);
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this.setDirection(this._dir + degrees);
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else
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else
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@ -435,8 +435,8 @@ namespace game {
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*/
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*/
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//% weight=29
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//% weight=29
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//% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8
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//% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8
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public set(property : LedSpriteProperty, value:number) {
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public set(property: LedSpriteProperty, value: number) {
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switch(property) {
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switch (property) {
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case LedSpriteProperty.X: this.setX(value); break;
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case LedSpriteProperty.X: this.setX(value); break;
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case LedSpriteProperty.Y: this.setY(value); break;
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case LedSpriteProperty.Y: this.setY(value); break;
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case LedSpriteProperty.Direction: this.setDirection(value); break;
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case LedSpriteProperty.Direction: this.setDirection(value); break;
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@ -452,8 +452,8 @@ namespace game {
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*/
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*/
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//% weight=30
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//% weight=30
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//% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8
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//% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8
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public change(property : LedSpriteProperty, value:number) {
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public change(property: LedSpriteProperty, value: number) {
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switch(property) {
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switch (property) {
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case LedSpriteProperty.X: this.changeXBy(value); break;
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case LedSpriteProperty.X: this.changeXBy(value); break;
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case LedSpriteProperty.Y: this.changeYBy(value); break;
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case LedSpriteProperty.Y: this.changeYBy(value); break;
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case LedSpriteProperty.Direction: this.changeDirectionBy(value); break;
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case LedSpriteProperty.Direction: this.changeDirectionBy(value); break;
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@ -468,8 +468,8 @@ namespace game {
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*/
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*/
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//% weight=28
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//% weight=28
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//% blockId=game_sprite_property block="%sprite|%property"
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//% blockId=game_sprite_property block="%sprite|%property"
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public get(property : LedSpriteProperty) {
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public get(property: LedSpriteProperty) {
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switch(property) {
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switch (property) {
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case LedSpriteProperty.X: return this.x();
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case LedSpriteProperty.X: return this.x();
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case LedSpriteProperty.Y: return this.y();
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case LedSpriteProperty.Y: return this.y();
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case LedSpriteProperty.Direction: return this.direction()
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case LedSpriteProperty.Direction: return this.direction()
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@ -681,7 +681,7 @@ namespace game {
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function init(): void {
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function init(): void {
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if (img == null) {
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if (img == null) {
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img = images.createImage(
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img = images.createImage(
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`0 0 0 0 0
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`0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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@ -3,7 +3,7 @@
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/**
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/**
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* Creation, manipulation and display of LED images.
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* Creation, manipulation and display of LED images.
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*/
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*/
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//% color=45 weight=31
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//% color=#5C2D91 weight=31
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namespace images {
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namespace images {
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/**
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/**
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* Creates an image that fits on the LED screen.
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* Creates an image that fits on the LED screen.
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@ -1,7 +1,7 @@
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/**
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/**
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* Events and data from sensors
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* Events and data from sensors
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*/
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*/
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//% color=300 weight=99
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//% color=#B4009E weight=99
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namespace input {
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namespace input {
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/**
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/**
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* Attaches code to run when the screen is facing up.
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* Attaches code to run when the screen is facing up.
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@ -1,8 +1,8 @@
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/**
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/**
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* Control of the LED screen.
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* Control of the LED screen.
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*/
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*/
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//% color=3 weight=35
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//% color=#5C2D91 weight=35
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namespace led {
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namespace led {
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// what's the current high value
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// what's the current high value
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let barGraphHigh = 0;
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let barGraphHigh = 0;
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@ -77,7 +77,7 @@ enum BeatFraction {
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/**
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/**
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* Generation of music tones through pin ``P0``.
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* Generation of music tones through pin ``P0``.
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*/
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*/
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//% color=52 weight=98
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//% color=#D83B01 weight=98
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namespace music {
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namespace music {
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let beatsPerMinute: number = 120;
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let beatsPerMinute: number = 120;
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@ -1,7 +1,7 @@
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/**
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/**
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* Control currents in Pins for analog/digital signals, servos, i2c, ...
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* Control currents in Pins for analog/digital signals, servos, i2c, ...
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*/
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*/
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//% color=351 weight=30
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//% color=#A80000 weight=30
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namespace pins {
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namespace pins {
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/**
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/**
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* Re-maps a number from one range to another. That is, a value of ``from low`` would get mapped to ``to low``, a value of ``from high`` to ``to high``, values in-between to values in-between, etc.
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* Re-maps a number from one range to another. That is, a value of ``from low`` would get mapped to ``to low``, a value of ``from high`` to ``to high``, values in-between to values in-between, etc.
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@ -10,7 +10,6 @@ namespace serial {
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//% help=serial/read-line
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//% help=serial/read-line
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//% blockId=serial_read_line block="serial read line"
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//% blockId=serial_read_line block="serial read line"
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//% weight=20
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//% weight=20
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//% async
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StringData* readLine() {
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StringData* readLine() {
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return uBit.serial.readUntil(ManagedString("\n")).leakData();
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return uBit.serial.readUntil(ManagedString("\n")).leakData();
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}
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}
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@ -21,7 +20,6 @@ namespace serial {
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//% help=serial/write-string
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//% help=serial/write-string
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//% weight=87
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//% weight=87
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//% blockId=serial_writestring block="serial write string %text"
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//% blockId=serial_writestring block="serial write string %text"
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//% async
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void writeString(StringData *text) {
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void writeString(StringData *text) {
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uBit.serial.send(ManagedString(text));
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uBit.serial.send(ManagedString(text));
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}
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}
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/**
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/**
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* Reading and writing data over a serial connection.
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* Reading and writing data over a serial connection.
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*/
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*/
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//% weight=2 color=30
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//% weight=2 color=#002050
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namespace serial {
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namespace serial {
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/**
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/**
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* Prints a line of text to the serial
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* Prints a line of text to the serial
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4
libs/microbit/shims.d.ts
vendored
4
libs/microbit/shims.d.ts
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/**
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/**
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* Creation, manipulation and display of LED images.
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* Creation, manipulation and display of LED images.
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*/
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*/
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//% color=45 weight=31
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//% color=#5C2D91 weight=31
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declare namespace images {
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declare namespace images {
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/**
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/**
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@ -113,7 +113,7 @@ declare interface Image {
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/**
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/**
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* Provides access to basic micro:bit functionality.
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* Provides access to basic micro:bit functionality.
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*/
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*/
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//% color=190 weight=100
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//% color=#0078D7 weight=100
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declare namespace basic {
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declare namespace basic {
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/**
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/**
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"log": true
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"log": true
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},
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},
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"appTheme": {
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"appTheme": {
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"accentColor": "#5C2D91",
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"accentColor": "#5C005C",
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"logoUrl": "https://m.pxt.io/about",
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"logoUrl": "https://m.pxt.io/about",
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"logo": "./static/microbit.simplified.svg",
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"logo": "./static/microbit.simplified.svg",
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"docsLogo": "./static/microbit.simplified.svg",
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"docsLogo": "./static/microbit.simplified.svg",
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