hero 4
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@ -86,7 +86,7 @@ while (true) {
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}
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else if (false) {
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}
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basic.pause(20);
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}
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@ -114,7 +114,7 @@ while (true) {
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else if (ghost.get(LedSpriteProperty.Y) > hero.get(LedSpriteProperty.Y)) {
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ghost.change(LedSpriteProperty.Y, -1 );
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}
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basic.pause(20);
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}
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@ -122,15 +122,47 @@ while (true) {
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Let's enable pacman to move in the x-direction and move in the y-direction with acceleration using the micor:bit sensor
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
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**Do not disconnect the blocks for the conditional statements. We are focusing on this section of the code and are not showing the entire code**
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```blocks
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let hero = game.createSprite(2, 2);
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let food = game.createSprite(4, 4);
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let ghost = game.createSprite(0, 0);
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ghost.change(LedSpriteProperty.Blink, 100);
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food = led.brightness() == 8;
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while (true) {
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basic.pause(400);
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if (ghost.get(LedSpriteProperty.X) < hero.get(LedSpriteProperty.X)) {
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ghost.change(LedSpriteProperty.X, 1);
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}
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else if (ghost.get(LedSpriteProperty.X) < hero.get(LedSpriteProperty.X)) {
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ghost.change(LedSpriteProperty.X, -1 );
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}
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else if (ghost.get(LedSpriteProperty.Y) < hero.get(LedSpriteProperty.Y)) {
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ghost.change(LedSpriteProperty.Y, 1);
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}
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else if (ghost.get(LedSpriteProperty.Y) > hero.get(LedSpriteProperty.Y)) {
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ghost.change(LedSpriteProperty.Y, -1 );
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}
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if (input.acceleration(Dimension.X) > 200) {
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hero.change(LedSpriteProperty.X, 1);
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}
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else if (input.acceleration(Dimension.X) < -200 ) {
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hero.change(LedSpriteProperty.X, -1 );
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}
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if (input.acceleration(Dimension.Y) > 200) {
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hero.change(LedSpriteProperty.Y, 1);
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}
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else if (input.acceleration(Dimension.Y) > -200 ) {
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hero.change(LedSpriteProperty.Y, -1 );
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}
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}
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```
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Let's setup the logic for the food. If hero is `touching` "food", increase the score of the game by 1 and `set` ``x`` -direction of food randomly randomly from 0 to 4 and `set` ``y``-direction of food randomly from 0 to 4.
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
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**Do not disconnect the blocks from the conditional statements. We are focusing on this section of the code and are not showing the entire code**
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Let's setup the logic for the food and the ghost to be in different quadrants.
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