Fixing parameters
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@ -2,6 +2,10 @@
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End the game and show the score.
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End the game and show the score.
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```sig
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game.gameOver();
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```
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### Example
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### Example
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This program asks you to pick a button.
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This program asks you to pick a button.
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54
docs/reference/game/misc.txt
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54
docs/reference/game/misc.txt
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@ -0,0 +1,54 @@
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### Score
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When a player achieves a goal, you can increase the game score
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* add score points to the current score
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```
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export function addScore(points: number)
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```
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* get the current score value
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```
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export function score() : number
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```
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### Score
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When a player achieves a goal, you can increase the game score
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* add score points to the current score
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```
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export function addScore(points: number)
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```
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* set the current score to a particular value.
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```
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export function setScore(value: number)
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```
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* get the current score value
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```
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export function score() : number
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```
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### Countdown
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If your game has a time limit, you can start a countdown in which case `game->current time` returns the remaining time.
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* start a countdown with the maximum duration of the game in milliseconds.
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```
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export function startCountdown(ms: number)
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```
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@ -2,9 +2,14 @@
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Move the sprite the number of LEDs you say.
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Move the sprite the number of LEDs you say.
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```sig
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let item: game.LedSprite = null;
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item.move(1);
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```
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### Parameters
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### Parameters
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* ``move by`` is a [number](/reference/types/number) that means how many LEDs the sprite should move
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* a [number](/reference/types/number) that means how many LEDs the sprite should move
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### Example
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### Example
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@ -8,7 +8,7 @@ game.startCountdown(1000)
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### Parameters
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### Parameters
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* a [number](/reference/types/number) that means how many milliseconds to count down (one second is 1000 milliseconds)
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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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### Examples
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### Examples
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@ -2,10 +2,15 @@
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Turn the sprite as much as you say in the direction you say.
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Turn the sprite as much as you say in the direction you say.
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```sig
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let item: game.LedSprite = null;
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item.turn(Direction.Right, 45);
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```
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### Parameters
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### Parameters
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* ``turn`` is a choice whether the sprite should turn **left** or **right**
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* a choice whether the sprite should turn **left** or **right**
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* ``by`` is a [number](/reference/types/number) that means how much the sprite should turn.
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* a [number](/reference/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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This number is in **degrees**, so a straight left or right turn is 90 degrees.
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### Example
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### Example
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