Merge remote-tracking branch 'refs/remotes/origin/master' into docs

This commit is contained in:
Michael Elliot Braun
2016-05-11 09:30:54 -07:00
86 changed files with 1009 additions and 647 deletions

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@ -21,7 +21,6 @@ basic.showString("ASK ME A QUESTION")
input.onButtonPressed(Button.A, () => {
basic.showString("Yes")
})
```
* `Run` the code to see if it works as expected.
@ -45,7 +44,6 @@ input.onButtonPressed(Button.B, () => {
* `Run` the code to see if it works as expected.
**Challenge 3**
When you are asked a yes or no question, do you always say yes or no? Add a condition for `on shake` that displays `MAYBE`.
### Challenge 3
When you are asked a yes or no question, do you always say yes or no? Add a condition for `on shake` that displays `MAYBE`.

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@ -12,7 +12,6 @@ Answers may vary. This is a function that will show a string on the LED screen o
```blocks
basic.showString("Y")
```
![](/static/mb/lessons/answering-machine-0.png)
@ -22,7 +21,6 @@ basic.showString("Y")
```blocks
basic.showString("Hi")
```
![](/static/mb/lessons/answering-machine-1.png)
@ -35,7 +33,6 @@ basic.showString("Hi")
```blocks
basic.showString("Z")
```

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@ -39,9 +39,9 @@ basic.showLeds(`
`)
```
* *Run* your code to see if it works as expected.
* Does your code work as expected?
### Challenge 2
Nice job! Why don't we create a third image that will show after the other two? Remember to add a pause before you create and show the image.
Nice job! Why don't we create a third image that will show after the other two?

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@ -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
<br/>
```
action = Math.random(3)
```blocks
let 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
<br />
```
```blocks
let action = Math.random(3)
if (action == 0) {
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
<br />
```
```blocks
input.onButtonPressed(Button.A, () => {
let action = Math.random(3)
if (action == 0) {
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
<br />
```
```blocks
let action = Math.random(3)
if (action == 1) {
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
<br />
```
```blocks
input.onLogoDown(() => {
let action = Math.random(3)
if (action == 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
<br />
```
```blocks
let action = Math.random(3)
if (action == 2) {
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
<br/>
```
```blocks
input.onLogoDown(() => {
let action = Math.random(3)
if (action == 1) {
game.addScore(1)
}
})
```

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@ -11,6 +11,7 @@ Variables
## Quick Links
* [activity](/lessons/catch-the-egg-game/activity)
* [tutorial](/lessons/catch-the-egg-game/tutorial)
* [quiz](/lessons/catch-the-egg-game/quiz)
* [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
* **variables** : [read more...](/reference/variables/var)
* **forever** : [read more...](/reference/basic/forever)
* **unplot** : [read more...](/reference/led/unplot)
* **plot** : [read more...](/reference/led/plot)
* **if** : [read more...](/reference/logic/if)
* **acceleration** : [read more...](/reference/input/acceleration)
* **math minimum number** : [read more...](/reference/math)
* **math maximum number** : [read more...](/reference/math)
* **math random number** : [read more...](/reference/math)
* **math modulus** : [read more...](/reference/math)
* **show number** : [read more...](/reference/basic/show-number)
* **pause** : [read more...](/reference/basic/pause)
```cards
let x = 2;
led.unplot(0, 0);
basic.forever(() => {});
x += 1;
led.plot(0, 0);
basic.pause(300);
input.acceleration(Dimension.X);
Math.min(0,0);
Math.max(0,1);
Math.random(5);
game.addScore(1);
game.score();
game.removeLife(1);
```
## Objectives

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@ -1,7 +1,5 @@
# catch the egg game challenges
Coding challenges for catch the egg game.
## Before we get started
Your starting code should look like this:

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@ -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)
})
```

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@ -17,7 +17,7 @@ input.onPinPressed(TouchPin.P1, () => {
})
```
**Challenge 1**
### Challenge 1
Let's include a second sound `on pin pressed` *P2*. To do this, you need to add the same blocks as the banana keyboard activity. However, you must change alter `on pin pressed` from P1 to P2. Additionally, you must *decrease* the frequency of the variable "sound" by 25. Modify your code so that your code looks like this
@ -42,7 +42,7 @@ input.onPinPressed(TouchPin.P2, () => {
* click *run* to see if the code works as expected.
**Challenge 2**
### Challenge 2
Finally, we want images to be displayed with sounds `on pin pressed`. Add `show LEDs` blocks under `on pin pressed` P1 and P2.

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@ -42,7 +42,7 @@ input.onButtonPressed(Button.B, () => {
* `Run` the code to see if it works as expected.
**Challenge 3**
### Challenge 3
When you are asked a yes or no question, do you always say yes or no? Add a condition for `on shake` that displays `TRY AGAIN`.

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@ -9,6 +9,7 @@ Acceleration
## Quick Links
* [activity](/lessons/glowing-pendulum/activity)
* [tutorial](/lessons/glowing-pendulum/tutorial)
* [challenges](/lessons/glowing-pendulum/challenges)
* [quiz](/lessons/glowing-pendulum/quiz)
* [quiz answers](/lessons/glowing-pendulum/quiz-answers)

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@ -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!
Turn on all the LEDs.
```blocks
basic.showLeds(`
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #
`)
```
Create a **forever** loop that will constantly display the appropriate brightness on the LED display.
```blocks
basic.showLeds(`
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #
`)
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.
```blocks
basic.showLeds(`
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #
`)
basic.forever(() => {
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
let acceleration = 0;
basic.showLeds(`
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #
`)
basic.forever(() => {
acceleration = input.acceleration(Dimension.Y);
let acceleration = input.acceleration(Dimension.Y);
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.
```blocks
basic.showLeds(`
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #
`)
basic.forever(() => {
let acceleration = input.acceleration(Dimension.Y);
acceleration = Math.abs(acceleration);
@ -46,37 +85,19 @@ basic.forever(() => {
Now let's use our acceleration value to set the brightness on the micro:bit.
```blocks
basic.showLeds(`
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #
`)
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(`
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #
`)
});
```
### ~avatar avatar

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@ -24,13 +24,13 @@ basic.forever(() => {
```
**Challenge 1**
### Challenge 1
![](/static/mb/lessons/glowing-pendulum-0.jpg)
Hold the micro:bit in your hand in a dark room. Move the micro:bit like a pendulum and produce a slow image that captures the pattern of the micro:bit LEDs.
**Challenge 2**
### Challenge 2
Replace "y" in `acceleration(y)` with "x" or "z". Changing the axis will cause the micro:bit to measure the force in a different direction. What differences in the resulting pattern does this replacement make?

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@ -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)
});
```

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@ -11,6 +11,7 @@ Math - Pick Random
## Quick links
* [activity](/lessons/guess-the-number/activity)
* [tutorial](/lessons/guess-the-number/tutorial)
* [challenges](/lessons/guess-the-number/challenges)
* [quiz](/lessons/guess-the-number/quiz)
* [quiz answers](/lessons/guess-the-number/quiz-answers)

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@ -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
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
input.onButtonPressed(Button.A, () => {
let x = Math.random(9)
let x = Math.random(10)
basic.showNumber(x)
})

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@ -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)
})
```

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@ -35,5 +35,5 @@ basic.showNumber(14)
### Challenge 3
Keep displaying multiples of 7 such as 21 and 28, but don't forget to add pauses between the numbers!
Keep displaying multiples of 7 such as 21 and 28...

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@ -9,6 +9,7 @@ If (Conditionals)
## Quick Links
* [activity](/lessons/magic-8/activity)
* [tutorial](/lessons/magic-8/tutorial)
* [challenges](/lessons/magic-8/challenges)
* [quiz](/lessons/magic-8/quiz)
* [quiz answers](/lessons/magic-8/quiz-answers)

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@ -1,8 +1,6 @@
# magic 8 activity
A fortune teller game on the micro:bit
Welcome! This tutorial will help you create a magic 8 ball on the micro:bit. Let's get started!
Welcome! This activity will help you create a magic 8 ball on the micro:bit. Let's get started!
Show a string to instruct the user how to play Magic 8! The magic 8 ball can only answer true or false questions.
@ -32,16 +30,13 @@ input.onGesture(Gesture.Shake, () => {
Create a variable of type number called **randomNumber**. Set **randomNumber** to a random number with a limit of 2. Remember the random function in the math library, picks a random number from 0 to the limit, but not including the limit unless it is 0.
```blocks
basic.showString("ASK A QUESTION")
basic.showNumber(8)
input.onGesture(Gesture.Shake, () => {
basic.clearScreen()
let randomNumber = Math.random(2)
let randomNumber = Math.random(3)
});
```
Create an if statement for the condition `if randomNumber = 2`. If **randomNumber** is 2, display the string 'Yes'
@ -52,7 +47,7 @@ basic.showString("ASK A QUESTION")
basic.showNumber(8)
input.onGesture(Gesture.Shake, () => {
basic.clearScreen();
let randomNumber = Math.random(2);
let randomNumber = Math.random(3);
if (randomNumber == 2) {
basic.showString("YES");
}
@ -68,7 +63,7 @@ basic.showString("ASK A QUESTION")
basic.showNumber(8)
input.onGesture(Gesture.Shake, () => {
basic.clearScreen()
let randomNumber = Math.random(2)
let randomNumber = Math.random(3)
if (randomNumber == 2) {
basic.showString("YES")
} else if (randomNumber == 1) {
@ -84,7 +79,7 @@ basic.showString("ASK A QUESTION")
basic.showNumber(8)
input.onGesture(Gesture.Shake, () => {
basic.clearScreen()
let randomNumber = Math.random(2)
let randomNumber = Math.random(3)
if (randomNumber == 2) {
basic.showString("YES")
} else if (randomNumber == 1) {
@ -106,14 +101,13 @@ basic.showString("ASK A QUESTION")
basic.showNumber(8)
input.onGesture(Gesture.Shake, () => {
basic.clearScreen()
let randomNumber = Math.random(2)
let randomNumber = Math.random(3)
if (randomNumber == 2) {
basic.showString("YES")
} else if (randomNumber == 1) {
basic.showString("NO")
} else {
basic.showString("I DON'T KNOW")
}
basic.showNumber(8)

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@ -26,7 +26,7 @@ input.onGesture(Gesture.Shake, () => {
```
**Challenge 1**
### Challenge 1
Now let's increase the number of responses the magic 8 ball can give. How about 5 responses instead? Let's change the limit of `pick random` to 4.
@ -49,7 +49,7 @@ input.onGesture(Gesture.Shake, () => {
})
```
**Challenge 2**
### Challenge 2
Now have the magic 8 ball respond "Try again" if **randomNumber** is 3.
@ -73,7 +73,7 @@ input.onGesture(Gesture.Shake, () => {
})
```
**Challenge 3**
### Challenge 3
Now what about if **randomNumber** is 4? Let's have the magic 8 ball respond "Definitely!".

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@ -0,0 +1,27 @@
# Magic 8 tutorial
Show a string to instruct the user how to play Magic 8! The magic 8 ball can only answer questions with "YES", "NO", or "MAYBE"...
### Rebuild the game!
The blocks have been shuffled! Put them back together so that...
* show "ASK A QUESTION" on the screen
* when the micro:bit is shaken,
* generate a random number between 0 and 2.
* if the number is `2`, show "YES"
* if the number is `1`, show "NO"
* otherwise show "MAYBE"...
```shuffle
basic.showString("ASK A QUESTION")
input.onGesture(Gesture.Shake, () => {
let randomNumber = Math.random(3)
if (randomNumber == 2) {
basic.showString("YES")
} else if (randomNumber == 1) {
basic.showString("NO")
} else {
basic.showString("MAYBE")
}
})
```

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@ -30,8 +30,6 @@ input.onGesture(Gesture.LogoUp, () => {
. . # . .
`)
})
```
Run your code and try to turn around the micro:bit to see the **logo up** event in action!

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@ -46,7 +46,7 @@ input.onButtonPressed(Button.B, () => {
```
**Challenge 3**
### Challenge 3
Add an event handler with `on shake` to change the LED brightness back to a `255`.

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@ -88,7 +88,7 @@ input.onButtonPressed(Button.B, () => {
* Run the code to see if it works as expected.
**Challenge 3**
### Challenge 3
Now make sure the image does not go off the left side and if it does, prompt the user to push button `A`.

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@ -42,7 +42,7 @@ basic.forever(() => {
```
**Challenge 1**
### Challenge 1
What if wanted to show the maximum connectivity of wifi instead of just 1, 3, or 4 bars?
@ -86,7 +86,7 @@ basic.forever(() => {
})
```
**Challenge 2**
### Challenge 2
Let's add an **IF** at the bottom of your code that checks to see if `sum >= to 1200` **and** if `sum <1400`
@ -135,7 +135,7 @@ basic.forever(() => {
})
```
**Challenge 3**
### Challenge 3
Now it's your turn! Be creative and change the Wifi meter images to your own wifi image you're sure will prank your friends by editing the lines that call `showLeds()`.

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@ -41,7 +41,7 @@ input.onButtonPressed(Button.A, () => {
```
**Challenge 1**
### Challenge 1
Create an event handler for Button B.
@ -83,7 +83,7 @@ input.onButtonPressed(Button.B, () => {
```
**Challenge 2**
### Challenge 2
### @video td/videos/screen-wipe-2
@ -155,7 +155,7 @@ basic.showLeds(`
```
**Challenge 3**
### Challenge 3
Show an animation that scrolls back up when you press button "B".

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@ -11,6 +11,7 @@ If (Conditionals)
## Quick Links
* [activity](/lessons/truth-or-dare/activity)
* [tutorial](/lessons/truth-or-dare/tutorial)
* [challenges](/lessons/truth-or-dare/challenges)
* [quiz](/lessons/truth-or-dare/quiz)
* [quiz answers](/lessons/truth-or-dare/quiz-answers)

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@ -0,0 +1,63 @@
# truth or dare tutorial
### ~avatar avatar
### @video td/videos/truth-or-dare-0
The *Truth or dare!* game works as follows: a player spins the BBC micro:bit on the table.
When the micro:bit stops spinning, the player pointed by the arrow (displayed on screen) must press the button "A"
to see if she has to provide a *truth* or a *dare*.
### ~
### Rebuild the game!
The blocks have been shuffled! Put them back together so that...
* an up arrow is displayed when the micro:bit is powered on.
* on button `A` is pressed,
* randomly display "TRUTH" or "DARE" on the screen
* show the up arrow again.
```shuffle
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
input.onButtonPressed(Button.A, () => {
let random = Math.random(2)
if (random == 0) {
basic.showString("TRUTH")
} else {
basic.showString("DARE")
}
basic.showLeds(`
. . # . .
. # # # .
# # # # #
. . # . .
. . # . .
`)
})
```
### Hints and tips
Cut out these documentation cards to help you!
```cards
basic.showLeds(`
. . # . .
. # # # .
# . # . #
. . # . .
. . # . .
`);
Math.random(2);
basic.showString("TRUTH");
if (true) {} else {}
"TRUTH";
0;
input.onButtonPressed(Button.A, () => {});
```