removing old 'getting-started' guide

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Peli de Halleux 2017-03-28 05:44:28 -07:00
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commit 358596bb7e
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# Getting started
### @description An activity for beginners to get started with the @boardname@
## ~avatar
Here are some challenges for you. Arrange the blocks in the editor
to make real programs that work!
## ~
Use the **Basic** drawer in the editor
to drag out and arrange three blocks to create this program:
```blocks
basic.forever(() => {
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showLeds(`
. . . . .
. . . . .
. . . . .
. . . . .
. . . . .
`)
});
```
When this program runs, you will see a smiley face, then a blank
screen, then a smiley again -- it never stops! (That's because of the
`[basic.forever(() => {})]` block.)
Click **Download** to move your program to the @boardname@!
Make sure to follow the instructions.
### ~button /getting-started/screen
NEXT: THE SCREEN
### ~

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# Button A and button B
### ~avatar avatar
Buttons are great to build games!
### ~
This program will show the word **ANTEATER** on the LED
screen when you press button `A`.
```blocks
input.onButtonPressed(Button.A, () => {
basic.showString("ANTEATER");
});
```
#### ~hint
The `[basic.showString("HI")]` block can show letters, numbers, and punctuation
on the @boardname@ screen.
#### ~
Now try to unscramble these blocks in the editor so that the @boardname@
shows **BANANA** when you press button `B`.
```shuffle
input.onButtonPressed(Button.B, () => {
basic.showString("BANANA");
});
```
#### ~hint
You can find the letter `B` by clicking the letter `A` on the
`[input.onButtonPressed(Button.A, () => {})]` block.
#### ~
Click **Download** to move your program to the @boardname@!
#### Your turn!
Can you combine these blocks so your program shows your real name
instead of **ANTEATER** when you press `A`, but _your secret agent
name_ instead of **BANANA** when you press `B`?
### Pins
You can also use the pins as buttons. (The pins are the holes in the
metal stripe at the bottom of the @boardname@ board.) For example, hold
the ``GND`` button with one hand and touch the ``0`` pin (called
``P0``) with your other hand to tell the @boardname@ you're pressing it.
Unscramble the blocks in the editor to show a heart when you touch
pin ``P0``.
```shuffle
input.onPinPressed(TouchPin.P0, () => {
basic.showLeds(`
. # . # .
# . # . #
# . . . #
. # . # .
. . # . .`);
});
```
Click **Download** to move your program to the @boardname@!
## ~hint
Try this experiment: find a friend and hold hands. Touch the ``GND``
pin while your friend presses the ``P0`` pin. You should see the
heart! The electric current is going through your bodies and across
your handshake to make it happen!
## ~
### ~button /getting-started/shake
NEXT: SHAKE
### ~

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# Rock Paper Scissors
### ~avatar avatar
Build a Rock Paper Scissors game with the @boardname@! You can play
the game with a friend who has it on a @boardname@. You can also play
it with friends who are just using their hands. (The game is built
like a coin flipper, but with three choices instead of two.)
### ~
## Step 1: Getting started
We want the @boardname@ to choose rock, paper, or scissors when you
shake it. Try creating an ``on shake`` block so when you shake the
@boardname@, it will run part of a program.
Clear up the blocks and add the blocks below.
```blocks
input.onGesture(Gesture.Shake, () => {
})
```
Next, when you shake the @boardname@, it should pick a random number from `0` to `2`
and store it in the variable `item`.
Add a ``set`` block with a variable. Then add a ``pick random`` block,
and store the random number in the variable,
like this:
```blocks
input.onGesture(Gesture.Shake, () => {
let item = Math.random(3)
})
```
### ~hint
No one can predict random numbers. That's what makes them great for Rock Paper Scissors!
### ~
Each possible number these blocks can make (`0`, `1`, or `2`) means a different picture.
We will show the right picture for that number on the LED screen.
## Step 2: Picking paper
Put an ``if`` block after the ``let`` block that checks whether
`item` is `0`. Make sure the ``if`` block has an ``else if`` part
and an ``else`` part.
Next, add a ``show leds`` block that shows a
picture of a piece of paper:
```blocks
input.onGesture(Gesture.Shake, () => {
let item = Math.random(3)
if (item == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (false) {
} else {
}
})
```
## Step 3: A random rock
Now we are going to add a new picture for the @boardname@ to show
when another random number comes up.
Make the ``else if`` part check if the variable `item` is `1`.
Then add a ``show leds`` block with a picture of a rock.
```blocks
input.onGesture(Gesture.Shake, () => {
let item = Math.random(3)
if (item == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (item == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
} else {
}
})
```
## Step 4: Suddenly scissors
Add a ``show leds`` block with a picture of scissors to the ``else`` part:
```blocks
input.onGesture(Gesture.Shake, () => {
let item = Math.random(3)
if (item == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (item == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
} else {
basic.showLeds(`
# # . . #
# # . # .
. . # . .
# # . # .
# # . . #
`)
}
})
```
### ~hint
You don't need to check if `item` is `2` because `2` is the only number left out of `0`, `1`, and `2`.
That's why you can use an ``else`` instead of an ``else if``.
### ~
Your game is ready!
Click **Download** to move your program to the @boardname@!
Have fun!
## Step 5: Are you the greatest?
Here is a way you can make your Rock Paper Scissors game better.
When button ``A`` is pressed,
the @boardname@ will add `1` to your score.
Open the ``Game`` drawer, and then add the block ``change score by 1`` to your program,
like this:
```blocks
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
```
## Step 6: Prove you're the greatest!
After your @boardname@ can add `1` to the score, show how many wins you have.
```blocks
input.onButtonPressed(Button.A, () => {
game.addScore(1)
basic.showString("WINS:")
basic.showNumber(game.score())
})
```
## Step 7: Staying honest
Success! Your @boardname@ can track wins!
But what about losses?
Use the ``Game`` drawer to subtract `1` from your score when you press button `B`.
Here are all the blocks you will need:
```shuffle
input.onButtonPressed(Button.B, () => {
game.addScore(-1)
basic.showString("LOSSES:")
basic.showNumber(game.score())
})
```
Click **Download** to move your program to the @boardname@!
### ~button /projects
NEXT: PROJECTS!
### ~

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# Screen
### ~avatar avatar
There are 25 bright LEDs on the @boardname@ screen. Let's use them to create some cool animations!
### ~
### Happy unhappy face
Draw an unhappy face instead of the blank screen. Click on the dots
in the second `[basic.showLeds("")]` block until it matches the blocks below.
Now you have an **animation** (cartoon) that shows a happy face,
then an unhappy one, then a happy one again, forever (or until
you turn off your @boardname@)!
```blocks
basic.forever(() => {
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showLeds(`
. . . . .
. # . # .
. . . . .
. # # # .
# . . . #
`)
});
```
Click **Download** to move your program to the @boardname@!
### Your turn!
Pile up more `[basic.showLeds("")]` blocks to create an animation! Create an
animation with at least 5 pictures. What does this animation show?
```blocks
basic.forever(() => {
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# # # # #
. . . . .
`)
basic.showLeds(`
. . . . .
. # . # .
. . . . .
. # # # .
# . . . #
`)
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# # # # #
. . . # #
`)
basic.showLeds(`
. . . . .
# . # . .
. . . . .
# . . . #
. # # # .
`)
basic.showLeds(`
. . . . .
. . # . #
. . . . .
# . . . #
. # # # .
`)
});
```
Click **Download** to move your program to the @boardname@!
### ~button /getting-started/buttons
NEXT: BUTTONS
### ~

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# Shake
You can find when someone is shaking the @boardname@ by checking its
**accelerometer** (it finds whether the @boardname@ is speeding up or
slowing down).
Unscramble these blocks in the editor to show a frownie when someone
shakes the @boardname@. (Ouch!)
```shuffle
input.onGesture(Gesture.Shake, () => {
basic.showLeds(`
. . . . .
. # . # .
. . . . .
. # # # .
# . . . #`);
});
```
Click **Download** to move your program to the @boardname@!
### ~button /getting-started/coin-flipper
NEXT: COIN FLIPPER GAME
### ~

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@ -72,7 +72,3 @@ input.onButtonPressed(Button.AB, () => {
``` ```
Flip until your thumbs get tired! Flip until your thumbs get tired!
### ~button /getting-started/rock-paper-scissors
NEXT: ROCK PAPER SCISSORS
### ~

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@ -41,7 +41,7 @@ Try pressing button A!
## Step 3 ## Step 3
Now add blocks so that when [button B is pressed](/reference/input/on-button-pressed), Add blocks so that when [button B is pressed](/reference/input/on-button-pressed),
a frowney appears: a frowney appears:
```blocks ```blocks
@ -67,6 +67,58 @@ input.onButtonPressed(Button.B, () => {
Try pressing ``A`` or ``B``! Try pressing ``A`` or ``B``!
## Step 4
You can also have a secret mode where ``A`` and ``B`` are pressed together.
In that case, add multiple ``||show leds||`` blocks to create an animation...
```blocks
input.onButtonPressed(Button.AB, () => {
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# . . . #
. # # # .
`)
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# # # # #
. . . . .
`)
basic.showLeds(`
. . . . .
. # . # .
. . . . .
. # # # .
# . . . #
`)
basic.showLeds(`
. . . . .
. # . # .
. . . . .
# # # # #
. . . # #
`)
basic.showLeds(`
. . . . .
# . # . .
. . . . .
# . . . #
. # # # .
`)
basic.showLeds(`
. . . . .
. . # . #
. . . . .
# . . . #
. # # # .
`)
})
```
## Send your smileys over radio ## Send your smileys over radio
Do you have a second @boardname@ at hand? You could use radio and send your smileys or frownies to other Do you have a second @boardname@ at hand? You could use radio and send your smileys or frownies to other