Fix some titles, sigs in ref docs (#2128)

* Fix some title and sigs in ref docs

* better buffer source
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Galen Nickel 2019-06-05 16:28:56 -07:00 committed by GitHub
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16 changed files with 53 additions and 66 deletions

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@ -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)

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@ -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

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@ -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.

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@ -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)

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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);

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@ -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);

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@ -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);

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@ -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);
}

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@ -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;
}