Fixes to a couple of projects (#573)
* local commit * Fixes to a couple of projects
This commit is contained in:
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@ -1,4 +1,4 @@
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# banana keyboard
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# Banana keyboard
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## @description A beginner maker activity, building a piano from bananas.
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@ -15,7 +15,7 @@ Build your own @boardname@ piano using bananas!
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## Materials
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* @boardname@, battery holder and 2 AAA batteries
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* Bananas
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* Banana
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* Orange
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* Crocodile clips
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@ -1,14 +1,16 @@
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# Code
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Have you ever tried to making beat box sounds? Let's try making a beatbox with code!
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Have you ever tried making beat box sounds? Let's try making a beatbox with code and, yes, a banana!
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We will register an event handler on the fruit that will execute when two things occur: first, the alligator clip attaches to GND and the other side of the alligator clip is inserted into a banana. Let's start by adding a variable where you can store data. Then rename the variable to "sound". Then set the value of the variable to the note block `A` from the Music drawer. Modify your code so that your code looks like this.
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## Code the banana key
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Start by adding a variable to store a musical note. Rename the variable to `sound`. Set the value of the variable to the note block `Middle A` from the **Music** drawer.
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```blocks
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let sound = music.noteFrequency(Note.A);
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```
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We want to play music on pin pressed in order to register an event handler that will execute whenever when you run a script and click pin 1 on the simulator. We must start by opening the Input drawer and adding `on pin pressed` P1. Modify your code so that your code looks like this.
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We want to play music when the fruit connected to a pin pressed. So, we register an event handler that executes whenever pin **1** is pressed. Pin **1** is, of course, connected to the banana. Add a ``||input:on pin pressed||`` block from the **Input** drawer.
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```blocks
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let sound = music.noteFrequency(Note.A);
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@ -17,38 +19,59 @@ input.onPinPressed(TouchPin.P1, () => {
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})
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```
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We want to code the notes that will be played `on pin pressed`. We click on the Input drawer then insert a `for loop` that will increment by *i*. Click on the Variables drawer. Add `set item` block. Rename the variable block to "sound." Then add a Maths block to increase the variable sound from the note frequency of block `A` to `A` plus 25.Modify your code so that your code looks like this
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```blocks
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let sound = music.noteFrequency(Note.A);
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input.onPinPressed(TouchPin.P1, () => {
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for (let i = 0; i < 4; i++) {
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sound = sound + 25
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}
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})
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```
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* click *Download* to see if the code works as expected.
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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. You will need to include a second banana to a alligator (spring) clip in the same procedure as the first activity.
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Now, let's create some notes to play when the banana is pressed. Click on the **Loops** drawer then insert a ``||loops:repeat||`` loop into the ``||input:on pin pressed||`` block. Click on the **Variables** drawer and pull out a ``||variables:change item by||`` block and put it into the loop. Rename the variable to `sound`. Change the value from `1` to `25`. This will increase the variable `sound` from the note frequency of block `Middle A` to `Middle A` plus 25 and so on. Put a ``||variables:set to||`` block for `sound` right after the loop. Set it to `Middle A` a in order to reset the sound after a banana press.
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```blocks
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let sound = music.noteFrequency(Note.A);
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input.onPinPressed(TouchPin.P1, () => {
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for (let i = 0; i < 4; i++) {
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sound = sound + 25
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sound += 25;
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}
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})
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sound = music.noteFrequency(Note.A);
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});
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```
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Finally, insert a ``||music:play tone||`` above the ``||variables:change by||``. Pull out the ``sound`` variable block and drop it in the note slot of ``||music:play tone||``. Change the beat fraction from `1` to `1/4`.
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```blocks
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let sound = music.noteFrequency(Note.A);
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input.onPinPressed(TouchPin.P1, () => {
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for (let i = 0; i < 4; i++) {
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music.playTone(sound, music.beat(BeatFraction.Quarter));
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sound += 25;
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}
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sound = music.noteFrequency(Note.A);
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});
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```
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Click `|Download|` and try a banana press. Did you hear 4 notes play?
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## Add another banana key
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Go back to **[Make](/projects/banana-keyboard/make)** and repeat steps 7 and 8 with another banana but this time connect the crocodile clip to pin **3**.
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Duplicate the ``||input:on pin pressed||`` event handler to make a second one. For the new ``||input:on pin pressed||``, change the pin name to **P2**. In the pin **P2** event, let's have the the frequency in the variable `sound` decrease by 25 instead of having it increase. Change the `25` in the ``||variables:change by||`` block to `-25`. OK, your code now looks like this:
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```blocks
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let sound = music.noteFrequency(Note.A);
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input.onPinPressed(TouchPin.P1, () => {
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for (let i = 0; i < 4; i++) {
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music.playTone(sound, music.beat(BeatFraction.Quarter));
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sound += 25;
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}
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sound = music.noteFrequency(Note.A);
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});
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input.onPinPressed(TouchPin.P2, () => {
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for (let i = 0; i < 4; i++) {
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sound = sound - 25
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music.playTone(sound, music.beat(BeatFraction.Quarter));
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sound += -25;
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}
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})
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sound = music.noteFrequency(Note.A);
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});
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```
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* click *Download* to see if the code works as expected.
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Click `|Download|` again and play both bananas. It's a fruit jam session!
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@ -3,73 +3,73 @@
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## Materials
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* @boardname@, battery holder and 2 AAA batteries
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* Bananas
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* Banana
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* Orange
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* Crocodile clips
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* 4 Crocodile clips
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## Steps
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## Step 1
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### ``|Step 1|`` - Connect the ground lead
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![](/static/mb/lessons/banana-keyboard-1.png)
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Using the 1st crocodile clip, connect the end of the crocodile clip onto GND pin on the @boardname@.
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Using the **1st** crocodile clip, connect the end of the crocodile clip onto **GND** pin of the @boardname@.
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## Step 2
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### ``|Step 2|`` - Connect the sound lead
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![](/static/mb/lessons/banana-keyboard-2.png)
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![](/static/mb/lessons/banana-keyboard-3.png)
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Using the 2nd crocodile clip, connect the end of the crocodile clip onto the 0 pin on the @boardname@.
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Using the **2nd** crocodile clip, connect the end of the crocodile clip onto pin **0** of the @boardname@.
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## Step 3
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### ``|Step 3|`` - Connect the headphone to ground
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![](/static/mb/lessons/banana-keyboard-4.png)
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Using the 1st crocodile clip, connect the second end of the crocodile clip onto based of the headphone jack.
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Using the **1st** crocodile clip, connect the second end of the crocodile clip onto based of the headphone jack.
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## Step 4
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### ``|Step 4|`` - Connect the headphone sound contact
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![](/static/mb/lessons/banana-keyboard-5.png)
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![](/static/mb/lessons/banana-keyboard-6.png)
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Using the 2nd crocodile clip, connect the second end of the crocodile clip onto tip of the headphone jack.
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Using the **2nd** crocodile clip, connect the second end of the crocodile clip onto tip of the headphone jack.
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## Step 5
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### ``|Step 5|`` - Connect a fruit lead
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![](/static/mb/lessons/banana-keyboard-7.png)
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Using the 3rd crocodile clip, connect the end of the crocodile clip onto the 1st crocodile clip already clipped onto GND.
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Using the **3rd** crocodile clip, connect the end of the crocodile clip onto the **1st** crocodile clip already clipped onto **GND**.
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## Step 6
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### ``|Step 6|`` - Connect the orange to ground
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![](/static/mb/lessons/banana-keyboard-8.png)
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![](/static/mb/lessons/banana-keyboard-9.png)
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Using the 3rd crocodile clip, connect the unattached end of the crocodile clip onto the orange.
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Using the **3rd** crocodile clip, connect the unattached end of the crocodile clip onto the orange.
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## Step 7
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### ``|Step 7|`` - Connect a second fruit lead
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![](/static/mb/lessons/banana-keyboard-10.png)
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Using the 4th crocodile clip, connect the end of the crocodile clip onto pin 1 on the @boardname@.
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Using the **4th** crocodile clip, connect the end of the crocodile clip onto pin **1** on the @boardname@.
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## Step 8
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### ``|Step 8|`` - Connect the banana
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![](/static/mb/lessons/banana-keyboard-11.png)
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Using the 4th crocodile clip, connect the unattached end of the crocodile clip onto the banana.
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Using the **4th** crocodile clip, connect the unattached end of the crocodile clip onto the banana.
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## Step 9
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### ``|Step 9|`` - Complete banana keyboard
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![](/static/mb/lessons/banana-keyboard-12.png)
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Your banana keyboard is ready!
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## Step 10
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### ``|Step 10|`` - Test the keyboard
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Connect your @boardname@ to your computer using your USB cable and run this script:
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```blocks
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@ -78,7 +78,7 @@ input.onPinPressed(TouchPin.P1, () => {
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});
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```
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Tap your banana instrument to play sound against... the fruit!
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Grab a the orange with one hand. With the fingers of your other hand, tap the banana to play sound. Your banana keyboard is ready!
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## ~button /projects/banana-keyboard/code
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NEXT: beat box
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@ -10,63 +10,94 @@ Help Karel make LED art!
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![](/static/mb/projects/karel/hi.png "Hi")
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The goal of this activity is to download the JavaScript code given below onto a board,
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then USE the program to introduce new students to the @boardname@.
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Students will not do the coding this time. They will be users to get familiar with the board.
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The goal of this activity is to download the JavaScript code given below onto a @boardname@.
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Then USE the program to introduce new students to the @boardname@.
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Students will not do the coding this time. They will be the users who get familiar with the board.
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## How to play
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* ``A button`` **Turn Left**
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Does not draw anything just changes the direction Karel (the flashing led) is facing
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>Does not draw anything just changes the direction Karel (the flashing led) is facing
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* ``B button`` **Move Forward**
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Moves Karel forward one step and leaves the LED on behind him
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>Moves Karel forward one step and leaves the LED on behind him
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* ``shake`` **Jump**
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Moves Karel forward one step without leaving the LED on behind him
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>Moves Karel forward one step without leaving the LED on behind him
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* ``A+B button`` **Hide Karel**
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Shows or hides Karel (the flashing LED), to be used once your artwork is complete
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>Shows or hides Karel (the flashing LED), to be used once your artwork is complete
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* ``Reset button`` **Clear the board and restart**
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Restart the program and clear the board
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>Restart the program and clear the board
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Note, that there is no way to erase, other than restarting.
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**Note:** There is no way to erase, except by restarting.
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## ~
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## Try drawing some patterns
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See if you can make each pattern below using A, B, and shake. Once you have completed a challenge press A and B at the same time to hide Karel.
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For patterns that you design decide which LEDs you want to turn on and then make that design with Karel.
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See if you can make each pattern below using **A**, **B**, and **shake**. Once you have completed a challenge press **A** and **B** at the same time to hide Karel.
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For patterns that you design, decide which LEDs you want to turn on and then make that design with Karel.
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## Spiral
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### Spiral
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![](/static/mb/projects/karel/spiral.png "Spiral")
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## Right turn
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### Right turn
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![](/static/mb/projects/karel/right-turn.png "Right turn")
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## Eyes
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### Eyes
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![](/static/mb/projects/karel/eyes.png "Eyes")
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## Smile
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### Smile
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![](/static/mb/projects/karel/smile.png "Smile")
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## Check
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### Check
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![](/static/mb/projects/karel/check.png "Check")
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## First letter of your name
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Figure out how to make the first letter of your name with the LEDs.
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![](/static/mb/projects/karel/blank.png "Blank")
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### First letter of your name
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## Your design!
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Make something fun!
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![](/static/mb/projects/karel/blank.png "Blank")
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Figure out how to make the first letter of your name with the LEDs.
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```sim
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basic.forever(() => {
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basic.showAnimation(`
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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.pause(1000)
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basic.clearScreen()
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basic.pause(1000)
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})
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```
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### Your design!
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Make something fun!
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```sim
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basic.forever(() => {
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basic.showAnimation(`
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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.pause(1000)
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basic.clearScreen()
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basic.pause(1000)
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})
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```
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Thanks for playing with Karel the LED!
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## ~
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## Coding Karel the LED
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Copy this code into the JavaScript editor and then download it to the board.
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```typescript
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/**
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* Karel the LED
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*
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* Copy this code into the JavaScript editor and program the board.
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* Use the instructions above to complete the challenges.
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*/
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basic.forever(() => {
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if (board.isKarelActive) {
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@ -155,36 +186,34 @@ class Board {
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}
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switch (this.karelDirection) {
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case Direction.UP:
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if (this.karelY > 0) {
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this.karelY -= 1;
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}
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break;
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if (this.karelY > 0) {
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this.karelY -= 1;
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}
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break;
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case Direction.LEFT:
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if (this.karelX > 0) {
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this.karelX -= 1;
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}
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break;
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if (this.karelX > 0) {
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this.karelX -= 1;
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}
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break;
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case Direction.DOWN:
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if (this.karelY < 4) {
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this.karelY += 1;
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}
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break;
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if (this.karelY < 4) {
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this.karelY += 1;
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}
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break;
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case Direction.RIGHT:
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if (this.karelX < 4) {
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this.karelX += 1;
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}
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break;
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if (this.karelX < 4) {
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this.karelX += 1;
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}
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break;
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}
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}
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pressedAB() {
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this.isKarelActive = !this.isKarelActive;
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}
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}
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```
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## About the authors
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## about the authors
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This project was contributed by Dr. David Fisher a professor at [Rose-Hulman Institute of Technology](http://www.rose-hulman.edu/). Dr. Fisher loves educational robotics and runs various outreach programming activities, including a summar camp, called [Connecting with Code](https://connectingwithcode.org), which gives a @boardname@ to each participant.
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This project was contributed by Dr. David Fisher a professor at [Rose-Hulman Institute of Technology](https://www.rose-hulman.edu/academics/faculty/fisher-david-fisherds.html). Dr. Fisher loves educational robotics and runs various outreach programming activities, including a summer camp, called [Connecting with Code](https://connectingwithcode.org), which gives a @boardname@ to each participant.
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Your Milky Monster is ready!
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https://youtu.be/egl3fNAYylk
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<br/>
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## ~button /projects/milky-monster/connect
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NEXT: Connect
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## ~
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