added various tutorials
This commit is contained in:
parent
5fcf9165ea
commit
13f42f5892
@ -12,17 +12,14 @@ Answer the questions while completing the tutorial. Pay attention to the dialogu
|
|||||||
|
|
||||||
## 1. Write the code that will store the global variable named 'action' and returns a random number between 0 and 2
|
## 1. Write the code that will store the global variable named 'action' and returns a random number between 0 and 2
|
||||||
|
|
||||||
<br/>
|
```blocks
|
||||||
|
let action = Math.random(3)
|
||||||
```
|
|
||||||
action = Math.random(3)
|
|
||||||
```
|
```
|
||||||
|
|
||||||
## 2. Write the code that will display the string, "PUSH A" if the global variable called 'action' is equal to 0
|
## 2. Write the code that will display the string, "PUSH A" if the global variable called 'action' is equal to 0
|
||||||
|
|
||||||
<br />
|
```blocks
|
||||||
|
let action = Math.random(3)
|
||||||
```
|
|
||||||
if (action == 0) {
|
if (action == 0) {
|
||||||
basic.showString("PUSH A", 150)
|
basic.showString("PUSH A", 150)
|
||||||
}
|
}
|
||||||
@ -30,10 +27,9 @@ if (action == 0) {
|
|||||||
|
|
||||||
## 3. Write the code that increments the score if button A is pressed when the global variable called 'action' is equal to 1
|
## 3. Write the code that increments the score if button A is pressed when the global variable called 'action' is equal to 1
|
||||||
|
|
||||||
<br />
|
```blocks
|
||||||
|
|
||||||
```
|
|
||||||
input.onButtonPressed(Button.A, () => {
|
input.onButtonPressed(Button.A, () => {
|
||||||
|
let action = Math.random(3)
|
||||||
if (action == 0) {
|
if (action == 0) {
|
||||||
game.addScore(1)
|
game.addScore(1)
|
||||||
}
|
}
|
||||||
@ -42,9 +38,8 @@ input.onButtonPressed(Button.A, () => {
|
|||||||
|
|
||||||
## 4. Write the code that will display the string "LOGO DOWN" if the global variable called 'action' is equal to 1
|
## 4. Write the code that will display the string "LOGO DOWN" if the global variable called 'action' is equal to 1
|
||||||
|
|
||||||
<br />
|
```blocks
|
||||||
|
let action = Math.random(3)
|
||||||
```
|
|
||||||
if (action == 1) {
|
if (action == 1) {
|
||||||
basic.showString("LOGO DOWN", 150)
|
basic.showString("LOGO DOWN", 150)
|
||||||
}
|
}
|
||||||
@ -52,10 +47,9 @@ if (action == 1) {
|
|||||||
|
|
||||||
## 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
|
## 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
|
||||||
|
|
||||||
<br />
|
```blocks
|
||||||
|
|
||||||
```
|
|
||||||
input.onLogoDown(() => {
|
input.onLogoDown(() => {
|
||||||
|
let action = Math.random(3)
|
||||||
if (action == 1) {
|
if (action == 1) {
|
||||||
game.addScore(1)
|
game.addScore(1)
|
||||||
}
|
}
|
||||||
@ -64,9 +58,8 @@ input.onLogoDown(() => {
|
|||||||
|
|
||||||
## 6. Write the code that will display the string "SHAKE" if the global variable called 'action' is equal to 2
|
## 6. Write the code that will display the string "SHAKE" if the global variable called 'action' is equal to 2
|
||||||
|
|
||||||
<br />
|
```blocks
|
||||||
|
let action = Math.random(3)
|
||||||
```
|
|
||||||
if (action == 2) {
|
if (action == 2) {
|
||||||
basic.showString("SHAKE", 150)
|
basic.showString("SHAKE", 150)
|
||||||
}
|
}
|
||||||
@ -74,13 +67,11 @@ if (action == 2) {
|
|||||||
|
|
||||||
## 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
|
## 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
|
||||||
|
|
||||||
<br/>
|
```blocks
|
||||||
|
|
||||||
```
|
|
||||||
input.onLogoDown(() => {
|
input.onLogoDown(() => {
|
||||||
|
let action = Math.random(3)
|
||||||
if (action == 1) {
|
if (action == 1) {
|
||||||
game.addScore(1)
|
game.addScore(1)
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
```
|
```
|
||||||
|
|
||||||
|
@ -11,6 +11,7 @@ Variables
|
|||||||
## Quick Links
|
## Quick Links
|
||||||
|
|
||||||
* [activity](/lessons/catch-the-egg-game/activity)
|
* [activity](/lessons/catch-the-egg-game/activity)
|
||||||
|
* [tutorial](/lessons/catch-the-egg-game/tutorial)
|
||||||
* [quiz](/lessons/catch-the-egg-game/quiz)
|
* [quiz](/lessons/catch-the-egg-game/quiz)
|
||||||
* [quiz answers](/lessons/catch-the-egg-game/quiz-answers)
|
* [quiz answers](/lessons/catch-the-egg-game/quiz-answers)
|
||||||
|
|
||||||
@ -20,18 +21,21 @@ Learn how to create a catch the egg game game with **plot**, `led->plot` , **unp
|
|||||||
|
|
||||||
## Documentation
|
## Documentation
|
||||||
|
|
||||||
* **variables** : [read more...](/reference/variables/var)
|
```cards
|
||||||
* **forever** : [read more...](/reference/basic/forever)
|
let x = 2;
|
||||||
* **unplot** : [read more...](/reference/led/unplot)
|
led.unplot(0, 0);
|
||||||
* **plot** : [read more...](/reference/led/plot)
|
basic.forever(() => {});
|
||||||
* **if** : [read more...](/reference/logic/if)
|
x += 1;
|
||||||
* **acceleration** : [read more...](/reference/input/acceleration)
|
led.plot(0, 0);
|
||||||
* **math minimum number** : [read more...](/reference/math)
|
basic.pause(300);
|
||||||
* **math maximum number** : [read more...](/reference/math)
|
input.acceleration(Dimension.X);
|
||||||
* **math random number** : [read more...](/reference/math)
|
Math.min(0,0);
|
||||||
* **math modulus** : [read more...](/reference/math)
|
Math.max(0,1);
|
||||||
* **show number** : [read more...](/reference/basic/show-number)
|
Math.random(5);
|
||||||
* **pause** : [read more...](/reference/basic/pause)
|
game.addScore(1);
|
||||||
|
game.score();
|
||||||
|
game.removeLife(1);
|
||||||
|
```
|
||||||
|
|
||||||
## Objectives
|
## Objectives
|
||||||
|
|
||||||
|
@ -1,7 +1,5 @@
|
|||||||
# catch the egg game challenges
|
# catch the egg game challenges
|
||||||
|
|
||||||
Coding challenges for catch the egg game.
|
|
||||||
|
|
||||||
## Before we get started
|
## Before we get started
|
||||||
|
|
||||||
Your starting code should look like this:
|
Your starting code should look like this:
|
||||||
|
29
docs/lessons/catch-the-egg-game/tutorial.md
Normal file
29
docs/lessons/catch-the-egg-game/tutorial.md
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
# catch the egg game tutorial
|
||||||
|
|
||||||
|
### Rebuild the game!
|
||||||
|
|
||||||
|
The blocks have been shuffled! Put them back together so that...
|
||||||
|
* an egg LED falls from the top of the screen, row by row.
|
||||||
|
* a basket LED is on the bottom row and can be moved by using the accelerometer `X` data.
|
||||||
|
* if the egg LED reaches the last row, reset the egg position to the first row.
|
||||||
|
|
||||||
|
```shuffle
|
||||||
|
let basketX = 2
|
||||||
|
let eggX = 2
|
||||||
|
let eggY = 0
|
||||||
|
basic.forever(() => {
|
||||||
|
led.unplot(basketX, 4)
|
||||||
|
led.unplot(eggX, eggY)
|
||||||
|
eggY = eggY + 1
|
||||||
|
led.plot(eggX, eggY)
|
||||||
|
basic.pause(300)
|
||||||
|
let accX = input.acceleration(Dimension.X)
|
||||||
|
basketX = 2 + Math.min(2, Math.max(-2, accX / 200))
|
||||||
|
led.plot(basketX, 4)
|
||||||
|
if (eggY > 4) {
|
||||||
|
eggY = -1
|
||||||
|
eggX = Math.random(5)
|
||||||
|
}
|
||||||
|
basic.pause(300)
|
||||||
|
})
|
||||||
|
```
|
@ -9,6 +9,7 @@ Acceleration
|
|||||||
## Quick Links
|
## Quick Links
|
||||||
|
|
||||||
* [activity](/lessons/glowing-pendulum/activity)
|
* [activity](/lessons/glowing-pendulum/activity)
|
||||||
|
* [tutorial](/lessons/glowing-pendulum/tutorial)
|
||||||
* [challenges](/lessons/glowing-pendulum/challenges)
|
* [challenges](/lessons/glowing-pendulum/challenges)
|
||||||
* [quiz](/lessons/glowing-pendulum/quiz)
|
* [quiz](/lessons/glowing-pendulum/quiz)
|
||||||
* [quiz answers](/lessons/glowing-pendulum/quiz-answers)
|
* [quiz answers](/lessons/glowing-pendulum/quiz-answers)
|
||||||
|
@ -4,10 +4,29 @@ Construct a pendulum that glows using acceleration.
|
|||||||
|
|
||||||
Welcome! This activity will teach how to construct a pendulum that glows using acceleration. Let's get started!
|
Welcome! This activity will teach how to construct a pendulum that glows using acceleration. Let's get started!
|
||||||
|
|
||||||
|
Turn on all the LEDs.
|
||||||
|
|
||||||
|
```blocks
|
||||||
|
basic.showLeds(`
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
`)
|
||||||
|
```
|
||||||
|
|
||||||
Create a **forever** loop that will constantly display the appropriate brightness on the LED display.
|
Create a **forever** loop that will constantly display the appropriate brightness on the LED display.
|
||||||
|
|
||||||
|
|
||||||
```blocks
|
```blocks
|
||||||
|
basic.showLeds(`
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
`)
|
||||||
basic.forever(() => {
|
basic.forever(() => {
|
||||||
|
|
||||||
})
|
})
|
||||||
@ -16,6 +35,13 @@ basic.forever(() => {
|
|||||||
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.
|
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.
|
||||||
|
|
||||||
```blocks
|
```blocks
|
||||||
|
basic.showLeds(`
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
`)
|
||||||
basic.forever(() => {
|
basic.forever(() => {
|
||||||
let acceleration = input.acceleration(Dimension.Y);
|
let acceleration = input.acceleration(Dimension.Y);
|
||||||
});
|
});
|
||||||
@ -25,9 +51,15 @@ Since the micro:bit will be swinging back and forth, the acceleration will only
|
|||||||
|
|
||||||
|
|
||||||
```blocks
|
```blocks
|
||||||
let acceleration = 0;
|
basic.showLeds(`
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
`)
|
||||||
basic.forever(() => {
|
basic.forever(() => {
|
||||||
acceleration = input.acceleration(Dimension.Y);
|
let acceleration = input.acceleration(Dimension.Y);
|
||||||
acceleration = Math.abs(acceleration)
|
acceleration = Math.abs(acceleration)
|
||||||
});
|
});
|
||||||
```
|
```
|
||||||
@ -35,6 +67,13 @@ basic.forever(() => {
|
|||||||
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.
|
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.
|
||||||
|
|
||||||
```blocks
|
```blocks
|
||||||
|
basic.showLeds(`
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
`)
|
||||||
basic.forever(() => {
|
basic.forever(() => {
|
||||||
let acceleration = input.acceleration(Dimension.Y);
|
let acceleration = input.acceleration(Dimension.Y);
|
||||||
acceleration = Math.abs(acceleration);
|
acceleration = Math.abs(acceleration);
|
||||||
@ -46,27 +85,6 @@ basic.forever(() => {
|
|||||||
Now let's use our acceleration value to set the brightness on the micro:bit.
|
Now let's use our acceleration value to set the brightness on the micro:bit.
|
||||||
|
|
||||||
```blocks
|
```blocks
|
||||||
basic.forever(() => {
|
|
||||||
let acceleration = input.acceleration(Dimension.Y);
|
|
||||||
acceleration = Math.abs(acceleration);
|
|
||||||
acceleration = acceleration / 4;
|
|
||||||
led.setBrightness(acceleration)
|
|
||||||
});
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
```
|
|
||||||
|
|
||||||
|
|
||||||
Let's show what the brightness of the micro:bit is by turning all the LEDs on!
|
|
||||||
|
|
||||||
```blocks
|
|
||||||
|
|
||||||
basic.forever(() => {
|
|
||||||
let acceleration = input.acceleration(Dimension.Y);
|
|
||||||
acceleration = Math.abs(acceleration);
|
|
||||||
acceleration = acceleration / 4;
|
|
||||||
led.setBrightness(acceleration)
|
|
||||||
basic.showLeds(`
|
basic.showLeds(`
|
||||||
# # # # #
|
# # # # #
|
||||||
# # # # #
|
# # # # #
|
||||||
@ -74,9 +92,12 @@ basic.forever(() => {
|
|||||||
# # # # #
|
# # # # #
|
||||||
# # # # #
|
# # # # #
|
||||||
`)
|
`)
|
||||||
|
basic.forever(() => {
|
||||||
|
let acceleration = input.acceleration(Dimension.Y);
|
||||||
|
acceleration = Math.abs(acceleration);
|
||||||
|
acceleration = acceleration / 4;
|
||||||
|
led.setBrightness(acceleration)
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
||||||
```
|
```
|
||||||
|
|
||||||
### ~avatar avatar
|
### ~avatar avatar
|
||||||
|
29
docs/lessons/glowing-pendulum/tutorial.md
Normal file
29
docs/lessons/glowing-pendulum/tutorial.md
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
# glowing pendulum block tutorial
|
||||||
|
|
||||||
|
The glowing pendulum changes the screen brightness based on the acceleration measured on the BBC micro:bit.
|
||||||
|
|
||||||
|
### Rebuild the game!
|
||||||
|
|
||||||
|
The blocks have been shuffled! Put them back together so that...
|
||||||
|
* all LEDs are turned on
|
||||||
|
* the BBC micro:bit repeats code **forever** that
|
||||||
|
* reads the acceleration along the ``y`` axis,
|
||||||
|
* calculate the absolute value of the acceleration
|
||||||
|
* scales down the acceleration value by a factor of `4`
|
||||||
|
* uses the scaled value to set the screen **brightness**
|
||||||
|
|
||||||
|
```blocks
|
||||||
|
basic.showLeds(`
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
# # # # #
|
||||||
|
`)
|
||||||
|
basic.forever(() => {
|
||||||
|
let acceleration = input.acceleration(Dimension.Y);
|
||||||
|
acceleration = Math.abs(acceleration);
|
||||||
|
acceleration = acceleration / 4;
|
||||||
|
led.setBrightness(acceleration)
|
||||||
|
});
|
||||||
|
```
|
@ -11,6 +11,7 @@ Math - Pick Random
|
|||||||
## Quick links
|
## Quick links
|
||||||
|
|
||||||
* [activity](/lessons/guess-the-number/activity)
|
* [activity](/lessons/guess-the-number/activity)
|
||||||
|
* [tutorial](/lessons/guess-the-number/tutorial)
|
||||||
* [challenges](/lessons/guess-the-number/challenges)
|
* [challenges](/lessons/guess-the-number/challenges)
|
||||||
* [quiz](/lessons/guess-the-number/quiz)
|
* [quiz](/lessons/guess-the-number/quiz)
|
||||||
* [quiz answers](/lessons/guess-the-number/quiz-answers)
|
* [quiz answers](/lessons/guess-the-number/quiz-answers)
|
||||||
|
@ -19,12 +19,11 @@ input.onButtonPressed(Button.A, () => {
|
|||||||
|
|
||||||
```
|
```
|
||||||
|
|
||||||
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`.
|
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`.
|
||||||
|
|
||||||
|
|
||||||
```blocks
|
```blocks
|
||||||
input.onButtonPressed(Button.A, () => {
|
input.onButtonPressed(Button.A, () => {
|
||||||
let x = Math.random(9)
|
let x = Math.random(10)
|
||||||
})
|
})
|
||||||
|
|
||||||
```
|
```
|
||||||
@ -34,7 +33,7 @@ Show the random number on the screen.
|
|||||||
|
|
||||||
```blocks
|
```blocks
|
||||||
input.onButtonPressed(Button.A, () => {
|
input.onButtonPressed(Button.A, () => {
|
||||||
let x = Math.random(9)
|
let x = Math.random(10)
|
||||||
basic.showNumber(x)
|
basic.showNumber(x)
|
||||||
})
|
})
|
||||||
|
|
||||||
|
25
docs/lessons/guess-the-number/tutorial.md
Normal file
25
docs/lessons/guess-the-number/tutorial.md
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
# guess the number tutorial
|
||||||
|
|
||||||
|
### ~avatar avatar
|
||||||
|
|
||||||
|
### @video td/videos/guess-the-number-0
|
||||||
|
|
||||||
|
This tutorial will help you create a guess the number game! Let's get started!
|
||||||
|
|
||||||
|
### ~
|
||||||
|
|
||||||
|
### Rebuild the game!
|
||||||
|
|
||||||
|
The blocks have been shuffled! Put them back together so that...
|
||||||
|
* when the user presses button ``A``,
|
||||||
|
* generate a random number
|
||||||
|
* show the number on screen
|
||||||
|
|
||||||
|
|
||||||
|
```shuffle
|
||||||
|
input.onButtonPressed(Button.A, () => {
|
||||||
|
let x = Math.random(10)
|
||||||
|
basic.showNumber(x)
|
||||||
|
})
|
||||||
|
```
|
||||||
|
|
Loading…
Reference in New Issue
Block a user