Add isDeleted (#2445)
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docs/reference/game/is-deleted.md
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docs/reference/game/is-deleted.md
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# Is Deleted
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Find out if the sprite is deleted from the game engine or not.
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```sig
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game.createSprite(0,0).isDeleted()
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```
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## Returns
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* a [boolean](/types/boolean) value that is `true` if the sprite is deleted from the game engine or `false` if not.
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## Example
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This game has 5 sprites initially. After 1 second, the third sprite is deleted and all remaining sprites are moved by 1.
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```blocks
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let sprites: game.LedSprite[] = []
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for (let i = 0; i <= 4; i++) {
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sprites.push(game.createSprite(0, i))
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}
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basic.pause(1000)
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sprites[2].delete()
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for (let sprite of sprites) {
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if (!(sprite.isDeleted())) {
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sprite.move(1)
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}
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}
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```
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## See also
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[delete sprite](/reference/game/delete)
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@ -281,6 +281,7 @@
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"game.LedSprite.goTo|param|x": "TODO",
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"game.LedSprite.goTo|param|x": "TODO",
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"game.LedSprite.goTo|param|y": "TODO",
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"game.LedSprite.goTo|param|y": "TODO",
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"game.LedSprite.ifOnEdgeBounce": "If touching the edge of the stage and facing towards it, then turn away.",
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"game.LedSprite.ifOnEdgeBounce": "If touching the edge of the stage and facing towards it, then turn away.",
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"game.LedSprite.isDeleted": "Reports whether the sprite has been deleted from the game engine.",
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"game.LedSprite.isTouching": "Reports true if sprite has the same position as specified sprite",
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"game.LedSprite.isTouching": "Reports true if sprite has the same position as specified sprite",
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"game.LedSprite.isTouchingEdge": "Reports true if sprite is touching an edge",
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"game.LedSprite.isTouchingEdge": "Reports true if sprite is touching an edge",
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"game.LedSprite.isTouching|param|other": "the other sprite to check overlap or touch",
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"game.LedSprite.isTouching|param|other": "the other sprite to check overlap or touch",
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@ -266,6 +266,7 @@
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"game.LedSprite.delete|block": "delete %this(sprite)",
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"game.LedSprite.delete|block": "delete %this(sprite)",
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"game.LedSprite.get|block": "%sprite|%property",
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"game.LedSprite.get|block": "%sprite|%property",
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"game.LedSprite.ifOnEdgeBounce|block": "%sprite|if on edge, bounce",
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"game.LedSprite.ifOnEdgeBounce|block": "%sprite|if on edge, bounce",
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"game.LedSprite.isDeleted|block": "is %sprite|deleted",
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"game.LedSprite.isTouchingEdge|block": "is %sprite|touching edge",
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"game.LedSprite.isTouchingEdge|block": "is %sprite|touching edge",
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"game.LedSprite.isTouching|block": "is %sprite|touching %other",
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"game.LedSprite.isTouching|block": "is %sprite|touching %other",
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"game.LedSprite.move|block": "%sprite|move by %leds",
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"game.LedSprite.move|block": "%sprite|move by %leds",
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@ -695,7 +695,7 @@ namespace game {
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* Deletes the sprite from the game engine. The sprite will no longer appear on the screen or interact with other sprites.
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* Deletes the sprite from the game engine. The sprite will no longer appear on the screen or interact with other sprites.
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* @param this sprite to delete
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* @param this sprite to delete
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*/
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*/
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//% weight=59 help=game/delete
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//% weight=59 blockGap=8 help=game/delete
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//% blockId="game_delete_sprite" block="delete %this(sprite)"
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//% blockId="game_delete_sprite" block="delete %this(sprite)"
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public delete(): void {
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public delete(): void {
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this._enabled = false;
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this._enabled = false;
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@ -703,6 +703,15 @@ namespace game {
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plot();
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plot();
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}
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}
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/**
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* Reports whether the sprite has been deleted from the game engine.
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*/
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//% weight=58 help=game/is-deleted
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//% blockId="game_sprite_is_deleted" block="is %sprite|deleted"
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public isDeleted(): boolean {
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return !this._enabled;
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}
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/**
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/**
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* Sets the blink duration interval in millisecond.
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* Sets the blink duration interval in millisecond.
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* @param sprite TODO
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* @param sprite TODO
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