added various tutorials
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@ -12,17 +12,14 @@ Answer the questions while completing the tutorial. Pay attention to the dialogu
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## 1. Write the code that will store the global variable named 'action' and returns a random number between 0 and 2
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<br/>
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```
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action = Math.random(3)
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```blocks
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let action = Math.random(3)
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```
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## 2. Write the code that will display the string, "PUSH A" if the global variable called 'action' is equal to 0
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<br />
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```
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```blocks
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let action = Math.random(3)
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if (action == 0) {
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basic.showString("PUSH A", 150)
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}
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@ -30,10 +27,9 @@ if (action == 0) {
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## 3. Write the code that increments the score if button A is pressed when the global variable called 'action' is equal to 1
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<br />
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```
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```blocks
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input.onButtonPressed(Button.A, () => {
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let action = Math.random(3)
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if (action == 0) {
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game.addScore(1)
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}
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@ -42,9 +38,8 @@ input.onButtonPressed(Button.A, () => {
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## 4. Write the code that will display the string "LOGO DOWN" if the global variable called 'action' is equal to 1
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<br />
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```
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```blocks
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let action = Math.random(3)
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if (action == 1) {
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basic.showString("LOGO DOWN", 150)
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}
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@ -52,10 +47,9 @@ if (action == 1) {
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## 5. Write the code that increments the score if the BBC micro:bit logo is tilted down when the global variable called 'action' is equal to 1
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<br />
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```
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```blocks
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input.onLogoDown(() => {
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let action = Math.random(3)
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if (action == 1) {
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game.addScore(1)
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}
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@ -64,9 +58,8 @@ input.onLogoDown(() => {
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## 6. Write the code that will display the string "SHAKE" if the global variable called 'action' is equal to 2
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<br />
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```
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```blocks
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let action = Math.random(3)
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if (action == 2) {
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basic.showString("SHAKE", 150)
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}
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@ -74,13 +67,11 @@ if (action == 2) {
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## 7. Write the code that increments the score if the BBC micro:bit is shaken when the global variable called 'action' is equal to 2
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<br/>
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```
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```blocks
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input.onLogoDown(() => {
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let action = Math.random(3)
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if (action == 1) {
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game.addScore(1)
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}
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})
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```
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@ -11,6 +11,7 @@ Variables
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## Quick Links
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* [activity](/lessons/catch-the-egg-game/activity)
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* [tutorial](/lessons/catch-the-egg-game/tutorial)
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* [quiz](/lessons/catch-the-egg-game/quiz)
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* [quiz answers](/lessons/catch-the-egg-game/quiz-answers)
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@ -20,18 +21,21 @@ Learn how to create a catch the egg game game with **plot**, `led->plot` , **unp
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## Documentation
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* **variables** : [read more...](/reference/variables/var)
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* **forever** : [read more...](/reference/basic/forever)
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* **unplot** : [read more...](/reference/led/unplot)
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* **plot** : [read more...](/reference/led/plot)
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* **if** : [read more...](/reference/logic/if)
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* **acceleration** : [read more...](/reference/input/acceleration)
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* **math minimum number** : [read more...](/reference/math)
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* **math maximum number** : [read more...](/reference/math)
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* **math random number** : [read more...](/reference/math)
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* **math modulus** : [read more...](/reference/math)
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* **show number** : [read more...](/reference/basic/show-number)
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* **pause** : [read more...](/reference/basic/pause)
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```cards
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let x = 2;
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led.unplot(0, 0);
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basic.forever(() => {});
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x += 1;
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led.plot(0, 0);
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basic.pause(300);
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input.acceleration(Dimension.X);
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Math.min(0,0);
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Math.max(0,1);
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Math.random(5);
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game.addScore(1);
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game.score();
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game.removeLife(1);
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```
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## Objectives
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@ -1,7 +1,5 @@
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# catch the egg game challenges
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Coding challenges for catch the egg game.
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## Before we get started
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Your starting code should look like this:
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29
docs/lessons/catch-the-egg-game/tutorial.md
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29
docs/lessons/catch-the-egg-game/tutorial.md
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@ -0,0 +1,29 @@
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# catch the egg game tutorial
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### Rebuild the game!
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The blocks have been shuffled! Put them back together so that...
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* an egg LED falls from the top of the screen, row by row.
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* a basket LED is on the bottom row and can be moved by using the accelerometer `X` data.
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* if the egg LED reaches the last row, reset the egg position to the first row.
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```shuffle
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let basketX = 2
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let eggX = 2
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let eggY = 0
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basic.forever(() => {
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led.unplot(basketX, 4)
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led.unplot(eggX, eggY)
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eggY = eggY + 1
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led.plot(eggX, eggY)
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basic.pause(300)
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let accX = input.acceleration(Dimension.X)
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basketX = 2 + Math.min(2, Math.max(-2, accX / 200))
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led.plot(basketX, 4)
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if (eggY > 4) {
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eggY = -1
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eggX = Math.random(5)
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}
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basic.pause(300)
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})
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```
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@ -9,6 +9,7 @@ Acceleration
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## Quick Links
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* [activity](/lessons/glowing-pendulum/activity)
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* [tutorial](/lessons/glowing-pendulum/tutorial)
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* [challenges](/lessons/glowing-pendulum/challenges)
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* [quiz](/lessons/glowing-pendulum/quiz)
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* [quiz answers](/lessons/glowing-pendulum/quiz-answers)
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@ -4,10 +4,29 @@ Construct a pendulum that glows using acceleration.
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Welcome! This activity will teach how to construct a pendulum that glows using acceleration. Let's get started!
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Turn on all the LEDs.
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```blocks
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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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```
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Create a **forever** loop that will constantly display the appropriate brightness on the LED display.
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```blocks
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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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basic.forever(() => {
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})
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@ -16,6 +35,13 @@ basic.forever(() => {
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Now let's measure the acceleration on the `y` axis and store that value in a variable. The `acceleration(y)` function will provide the value.
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```blocks
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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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basic.forever(() => {
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let acceleration = input.acceleration(Dimension.Y);
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});
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@ -25,9 +51,15 @@ Since the micro:bit will be swinging back and forth, the acceleration will only
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```blocks
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let acceleration = 0;
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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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basic.forever(() => {
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acceleration = input.acceleration(Dimension.Y);
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let acceleration = input.acceleration(Dimension.Y);
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acceleration = Math.abs(acceleration)
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});
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```
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@ -35,6 +67,13 @@ basic.forever(() => {
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The function `acceleration(y)` returns a number between 0 and 1024. We want to use this value for the brightness of the micro:bit, but the `set brightness()` only accepts a value between 0 and 256. Thus, we need to divide the acceleration by 4 to ensure we will be in the appropriate range.
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```blocks
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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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basic.forever(() => {
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let acceleration = input.acceleration(Dimension.Y);
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acceleration = Math.abs(acceleration);
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@ -46,37 +85,19 @@ basic.forever(() => {
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Now let's use our acceleration value to set the brightness on the micro:bit.
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```blocks
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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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basic.forever(() => {
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let acceleration = input.acceleration(Dimension.Y);
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acceleration = Math.abs(acceleration);
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acceleration = acceleration / 4;
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led.setBrightness(acceleration)
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});
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```
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Let's show what the brightness of the micro:bit is by turning all the LEDs on!
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```blocks
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basic.forever(() => {
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let acceleration = input.acceleration(Dimension.Y);
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acceleration = Math.abs(acceleration);
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acceleration = acceleration / 4;
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led.setBrightness(acceleration)
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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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});
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```
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### ~avatar avatar
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docs/lessons/glowing-pendulum/tutorial.md
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docs/lessons/glowing-pendulum/tutorial.md
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# glowing pendulum block tutorial
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The glowing pendulum changes the screen brightness based on the acceleration measured on the BBC micro:bit.
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### Rebuild the game!
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The blocks have been shuffled! Put them back together so that...
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* all LEDs are turned on
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* the BBC micro:bit repeats code **forever** that
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* reads the acceleration along the ``y`` axis,
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* calculate the absolute value of the acceleration
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* scales down the acceleration value by a factor of `4`
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* uses the scaled value to set the screen **brightness**
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```blocks
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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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basic.forever(() => {
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let acceleration = input.acceleration(Dimension.Y);
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acceleration = Math.abs(acceleration);
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acceleration = acceleration / 4;
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led.setBrightness(acceleration)
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});
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```
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@ -11,6 +11,7 @@ Math - Pick Random
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## Quick links
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* [activity](/lessons/guess-the-number/activity)
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* [tutorial](/lessons/guess-the-number/tutorial)
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* [challenges](/lessons/guess-the-number/challenges)
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* [quiz](/lessons/guess-the-number/quiz)
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* [quiz answers](/lessons/guess-the-number/quiz-answers)
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@ -19,12 +19,11 @@ input.onButtonPressed(Button.A, () => {
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```
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Create a local variable of type number `x` and set it to a random number using `pick random`. `pick random` 9 generates a random number between `0` and `09`.
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Create a local variable of type number `x` and set it to a random number using `pick random`. `pick random` 9 generates a random number between `0` and `9`.
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```blocks
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input.onButtonPressed(Button.A, () => {
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let x = Math.random(9)
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let x = Math.random(10)
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})
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```
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@ -34,7 +33,7 @@ Show the random number on the screen.
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```blocks
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input.onButtonPressed(Button.A, () => {
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let x = Math.random(9)
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let x = Math.random(10)
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basic.showNumber(x)
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})
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25
docs/lessons/guess-the-number/tutorial.md
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25
docs/lessons/guess-the-number/tutorial.md
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# guess the number tutorial
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### ~avatar avatar
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### @video td/videos/guess-the-number-0
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This tutorial will help you create a guess the number game! Let's get started!
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### ~
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### Rebuild the game!
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The blocks have been shuffled! Put them back together so that...
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* when the user presses button ``A``,
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* generate a random number
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* show the number on screen
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```shuffle
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input.onButtonPressed(Button.A, () => {
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let x = Math.random(10)
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basic.showNumber(x)
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})
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```
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