diff --git a/docs/SUMMARY.md b/docs/SUMMARY.md index 9f43a35c..3a2accb0 100644 --- a/docs/SUMMARY.md +++ b/docs/SUMMARY.md @@ -233,7 +233,7 @@ * [delete](/reference/game/delete) * [move](/reference/game/move) * [turn](/reference/game/turn) - * [in on edge bounce](/reference/game/if-on-edge-bounce) + * [if on edge bounce](/reference/game/if-on-edge-bounce) * [get](/reference/game/get) * [set](/reference/game/set) * [change](/reference/game/change) diff --git a/docs/reference/game/change.md b/docs/reference/game/change.md index c7f60886..00d9a231 100644 --- a/docs/reference/game/change.md +++ b/docs/reference/game/change.md @@ -1,21 +1,19 @@ -# change Sprite Property +# change (Sprite Property) Change the kind of [number](/types/number) you say for a [sprite](/reference/game/create-sprite). ```sig -let item: game.LedSprite = null; -item.change(LedSpriteProperty.X, 0); +game.createSprite(0,0).change(LedSpriteProperty.X, 0); ``` ## Parameters -* the **sprite** you want to change -* the kind of [number](/types/number) you want to change for the sprite, like - * ``x``, how far up or down the sprite is on the screen (`0`-`4`) - * ``y``, how far left or right the sprite is on the screen (`0`-`4`) - * ``direction``, which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function) - * ``brightness``, how bright the LED sprite is (this works the same way as the [brightness](/reference/led/brightness) function) - * ``blink``, how fast the sprite is blinking (the bigger the number is, the faster the sprite is blinking) +* **property**: the property of the **Sprite** you want to change, like: +>* ``x`` - how far up or down the sprite is on the screen (`0`-`4`) +>* ``y`` - how far left or right the sprite is on the screen (`0`-`4`) +>* ``direction`` - which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function) +>* ``brightness`` - how bright the LED sprite is (this works the same way as the [brightness](/reference/led/brightness) function) +>* ``blink`` - how fast the sprite is blinking (the bigger the number is, the faster the sprite is blinking) ## Example diff --git a/docs/reference/game/create-sprite.md b/docs/reference/game/create-sprite.md index e1c02b9a..01583333 100644 --- a/docs/reference/game/create-sprite.md +++ b/docs/reference/game/create-sprite.md @@ -17,6 +17,10 @@ game.createSprite(2, 2); `0` and `4` mean the edges of the screen, and `2` means in the middle. +## Returns + +* a new **LedSprite** at the location you say. + ## ~ hint Once the game engine is started, it will render the sprites to the screen and potentially override any kind of animation you are trying to show. diff --git a/docs/reference/game/delete.md b/docs/reference/game/delete.md index 5d93d646..0ab5130c 100644 --- a/docs/reference/game/delete.md +++ b/docs/reference/game/delete.md @@ -3,15 +3,10 @@ Delete a sprite from the game. ```sig -let item: game.LedSprite = null; -item.delete(); +game.createSprite(0,0).delete() ``` -### Parameters - -* the **sprite** you want to delete from the game - -### Example +## Example This program makes a sprite and shows the number of its brightness on the screen. Then, it deletes the sprite. @@ -21,6 +16,6 @@ basic.showNumber(ball.get(LedSpriteProperty.Brightness)); ball.delete(); ``` -### See also +## See also [create sprite](/reference/game/create-sprite) diff --git a/docs/reference/game/get.md b/docs/reference/game/get.md index 5317a302..d2608e3e 100644 --- a/docs/reference/game/get.md +++ b/docs/reference/game/get.md @@ -1,25 +1,23 @@ -# Get Sprite Property +# get (Sprite Property) Find something out about a [sprite](/reference/game/create-sprite). ```sig -let item: game.LedSprite = null; -item.get(LedSpriteProperty.X); +game.createSprite(0,0).get(LedSpriteProperty.X); ``` ## Parameters -* the **sprite** you want to know something about -* the kind of [number](/types/number) you want to know about the sprite, like - * ``x``, how far up or down the sprite is on the screen (`0`-`4`) - * ``y``, how far left or right the sprite is on the screen (`0`-`4`) - * ``direction``, which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function) - * ``brightness``, how bright the LED sprite is (this works the same way as the [brightness](/reference/led/brightness) function) - * ``blink``, how fast the sprite is blinking (the bigger the number is, the faster the sprite is blinking) +* **property**: the property of the **Sprite** you want to know about, like: +>* ``x`` - how far up or down the sprite is on the screen (`0`-`4`) +>* ``y`` - how far left or right the sprite is on the screen (`0`-`4`) +>* ``direction`` - which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function) +>* ``brightness`` - how bright the LED sprite is (this works the same way as the [brightness](/reference/led/brightness) function) +>* ``blink`` - how fast the sprite is blinking (the bigger the number is, the faster the sprite is blinking) ## Returns -The [number](/types/number) you asked for. +* a [number](/types/number) value of the property you asked for. ## Example diff --git a/docs/reference/game/if-on-edge-bounce.md b/docs/reference/game/if-on-edge-bounce.md index b0f9a5fa..841eaf5a 100644 --- a/docs/reference/game/if-on-edge-bounce.md +++ b/docs/reference/game/if-on-edge-bounce.md @@ -4,8 +4,7 @@ Make a [sprite](/reference/game/create-sprite) on the edge of the [LED screen](/device/screen) bounce away. ```sig -let item = game.createSprite(0, 2); -item.ifOnEdgeBounce(); +game.createSprite(0, 2).ifOnEdgeBounce(); ``` ## Parameters diff --git a/docs/reference/game/is-touching-edge.md b/docs/reference/game/is-touching-edge.md index 9590bc87..6016209e 100644 --- a/docs/reference/game/is-touching-edge.md +++ b/docs/reference/game/is-touching-edge.md @@ -6,17 +6,16 @@ Sprites are touching the edge if they overlap with an LED on the edge of the screen. ```sig -let item: game.LedSprite = null; -item.isTouchingEdge(); +game.createSprite(0, 2).isTouchingEdge(); ``` ## Parameters -* a **sprite** that might be touching the edge of the screen +* a **sprite** that might be touching the edge of the screen. ## Returns -`true` if the sprite is touching the edge of the screen +* `true` if the sprite is touching the edge of the screen. ## Example diff --git a/docs/reference/game/is-touching.md b/docs/reference/game/is-touching.md index 04fb02df..dfd1f386 100644 --- a/docs/reference/game/is-touching.md +++ b/docs/reference/game/is-touching.md @@ -5,18 +5,16 @@ Find whether the sprite is touching another sprite you say. Sprites are touching if they share the same LED. ```sig -let item: game.LedSprite = null; -item.isTouching(null); +game.createSprite(0, 2).isTouching(null); ``` ## Parameters -* a **sprite** you are checking -* another **sprite** that might be touching the one you are checking +* another **sprite** that might be touching the one you are checking. ## Returns -`true` if the two sprites are touching. +* `true` if the two sprites are touching. ## Example diff --git a/docs/reference/game/move.md b/docs/reference/game/move.md index 1ce65348..b4989d95 100644 --- a/docs/reference/game/move.md +++ b/docs/reference/game/move.md @@ -3,13 +3,12 @@ Move the sprite the number of LEDs you say. ```sig -let item: game.LedSprite = null; -item.move(1); +game.createSprite(0, 2).move(1); ``` ## Parameters -* a [number](/types/number) that means how many LEDs the sprite should move +* **leds**: a [number](/types/number) that means how many LEDs the sprite should move. ## Example diff --git a/docs/reference/game/set.md b/docs/reference/game/set.md index ee76ddc3..7a6ccb1b 100644 --- a/docs/reference/game/set.md +++ b/docs/reference/game/set.md @@ -1,21 +1,19 @@ -# Set Sprite Property +# set (Sprite Property) Make a [sprite](/reference/game/create-sprite) store the kind of [number](/types/number) you say. ```sig -let item: game.LedSprite = null; -item.set(LedSpriteProperty.X, 0); +game.createSprite(0,0).set(LedSpriteProperty.X, 0); ``` ## Parameters -* the **sprite** you want to make store the number you say -* the kind of [number](/types/number) you want to store in the sprite, like - * ``x``, how far up or down the sprite is on the screen (`0`-`4`) - * ``y``, how far left or right the sprite is on the screen (`0`-`4`) - * ``direction``, which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function) - * ``brightness``, how bright the LED sprite is (this works the same way as the [brightness](/reference/led/brightness) function) - * ``blink``, how fast the sprite is blinking (the bigger the number is, the faster the sprite is blinking) +* **property**: the property of the **Sprite** you want to store a value for, like: +>* ``x`` - how far up or down the sprite is on the screen (`0`-`4`) +>* ``y`` - how far left or right the sprite is on the screen (`0`-`4`) +>* ``direction`` - which way the sprite is pointing (this works the same way as the [turn](/reference/game/turn) function) +>* ``brightness`` - how bright the LED sprite is (this works the same way as the [brightness](/reference/led/brightness) function) +>* ``blink`` - how fast the sprite is blinking (the bigger the number is, the faster the sprite is blinking) ## Example diff --git a/docs/reference/game/turn.md b/docs/reference/game/turn.md index bca9d2a9..72e44d11 100644 --- a/docs/reference/game/turn.md +++ b/docs/reference/game/turn.md @@ -3,15 +3,14 @@ Turn the sprite as much as you say in the direction you say. ```sig -let item: game.LedSprite = null; -item.turn(Direction.Right, 45); +game.createSprite(0, 2).turn(Direction.Right, 45); ``` ## Parameters -* a choice whether the sprite should turn **left** or **right** -* a [number](/types/number) that means how much the sprite should turn. - This number is in **degrees**, so a straight left or right turn is 90 degrees. +* **direction**: a choice whether the sprite should turn **left** or **right** +* **degrees**: a [number](/types/number) degrees of angle that the sprite should turn. +A straight left or right turn is 90 degrees. ## Example diff --git a/docs/reference/serial.md b/docs/reference/serial.md index 4e66791d..a59ed0ac 100644 --- a/docs/reference/serial.md +++ b/docs/reference/serial.md @@ -19,7 +19,7 @@ serial.onDataReceived(",", () => {}) ```cards serial.redirect(SerialPin.P0, SerialPin.P0, BaudRate.BaudRate115200); serial.redirectToUSB(); -serial.writeBuffer(pins.createBuffer(0)); +serial.writeBuffer(serial.readBuffer(64)); serial.readBuffer(64); serial.setRxBufferSize(64); serial.setTxBufferSize(64); diff --git a/docs/reference/serial/read-buffer.md b/docs/reference/serial/read-buffer.md index 346d2966..7a31fe33 100644 --- a/docs/reference/serial/read-buffer.md +++ b/docs/reference/serial/read-buffer.md @@ -26,7 +26,7 @@ The need to pause for more data is set by the @boardname@ **[serial mode](https: Read character data from the serial port one row at a time. Write the rows to an LED display connected to the I2C pins. -```blocks +```typescript let rowData: Buffer = null; for (let i = 0; i < 24; i++) { rowData = serial.readBuffer(80); diff --git a/docs/reference/serial/write-buffer.md b/docs/reference/serial/write-buffer.md index 81b92f64..d9c3c6fb 100644 --- a/docs/reference/serial/write-buffer.md +++ b/docs/reference/serial/write-buffer.md @@ -16,7 +16,7 @@ You place your data characters into an existing buffer. All of the data, the len Read some characters of data from a device connected to the I2C pins. Write the data to the serial port. -```blocks +```typescript pins.i2cWriteNumber(132, NumberFormat.UInt8LE, 0); let i2cBuffer = pins.i2cReadBuffer(132, 16, false); serial.writeBuffer(i2cBuffer); diff --git a/libs/core/serial.cpp b/libs/core/serial.cpp index 6fe4ee3e..930c6387 100644 --- a/libs/core/serial.cpp +++ b/libs/core/serial.cpp @@ -196,7 +196,7 @@ namespace serial { * Sets the size of the RX buffer in bytes * @param size length of the rx buffer in bytes, eg: 32 */ - //% help=serial/set-rx-buffer-size + //% help=reference/serial/set-rx-buffer-size void setRxBufferSize(uint8_t size) { uBit.serial.setRxBufferSize(size); } @@ -205,7 +205,7 @@ namespace serial { * Sets the size of the TX buffer in bytes * @param size length of the tx buffer in bytes, eg: 32 */ - //% help=serial/set-tx-buffer-size + //% help=reference/serial/set-tx-buffer-size void setTxBufferSize(uint8_t size) { uBit.serial.setTxBufferSize(size); } diff --git a/libs/core/shims.d.ts b/libs/core/shims.d.ts index d7726cef..5d882261 100644 --- a/libs/core/shims.d.ts +++ b/libs/core/shims.d.ts @@ -869,14 +869,14 @@ declare namespace serial { * Sets the size of the RX buffer in bytes * @param size length of the rx buffer in bytes, eg: 32 */ - //% help=serial/set-rx-buffer-size shim=serial::setRxBufferSize + //% help=reference/serial/set-rx-buffer-size shim=serial::setRxBufferSize function setRxBufferSize(size: uint8): void; /** * Sets the size of the TX buffer in bytes * @param size length of the tx buffer in bytes, eg: 32 */ - //% help=serial/set-tx-buffer-size shim=serial::setTxBufferSize + //% help=reference/serial/set-tx-buffer-size shim=serial::setTxBufferSize function setTxBufferSize(size: uint8): void; }