more docs cleanup

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Peli de Halleux 2016-09-01 05:28:27 -07:00
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@ -94,8 +94,6 @@ Connect a micro:bit to your computer using your USB cable
Click or tap the **Download** button for the seismograph program to run the program on the micro:bit.
![](/static/mb/lessons/seismograph22.png)
## 9.
A black line should appear directly beneath the colored line. The black line measures the micro:bit acceleration. And the colored line measures micro:bit simulator acceleration.

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# String
```cards
String.fromCharCode(0);
```
### See Also
[fromCharCode](/reference//math/string-from-char-code)

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@ -34,7 +34,6 @@ Overview of Touch Develop lessons for the BBC micro:bit.
### ~hide
* [Bounce image](/lessons/bounce-image), scroll an image across the screen on shake
* [Magic logo](/lessons/magic-logo), show an image on logo up
* [Glowing sword](/lessons/glowing-sword), make a glowing sword with fade in and fade out

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# Add Points to Score
The game library supports simple single-player time-based games. The player will ** add points to score**.
The code below shows a simple game where the user gets to press the button ``A`` as much times as possible in 10 seconds.
```blocks
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
game.startCountdown(10000)
```
### Score
When a player achieves a goal, you can increase the game score
* add score points to the current score
```
export function addScore(points: number)
```
* get the current score value
```
export function score() : number
```
### Lessons
[bop it](/lessons/bop-it) | [game of chance](/lessons/game-of-chance) | [game counter](/lessons/game-counter)

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# Change Score By
The game library supports simple single-player time-based games. The player will ** add points to score**.
```blocks
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
game.startCountdown(10000)
```
### Score
When a player achieves a goal, you can increase the game score
* add score points to the current score
```
export function addScore(points: number)
```
* get the current score value
```
export function score() : number
```
### Lessons
[bop it](/lessons/bop-it) | [game of chance](/lessons/game-of-chance) | [game counter](/lessons/game-counter)

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# Game Over
You can end the game by calling the `game -> game over` function:
```blocks
game.gameOver()
```
### Lessons
[game of chance](/lessons/game-of-chance)

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# Score
The game library #docs
The game library supports simple single-player games. The player has a **score**.
## Block Editor
The code below shows a simple game where the user gets to press the button ``A`` and adds 1 point to score that will be displayed on the BBC micro:bit screen
![](/static/mb/game-library/add-point-to-score-0.png)
## Touch Develop
The code below shows a simple game where the user gets to press the button ``A`` as much times as possible in 10 seconds.
```
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
game.startCountdown(10000)
```
### Score
When a player achieves a goal, you can increase the game score
* add score points to the current score
```
export function addScore(points: number)
```
* set the current score to a particular value.
```
export function setScore(value: number)
```
* get the current score value
```
export function score() : number
```
### Countdown
If your game has a time limit, you can start a countdown in which case `game->current time` returns the remaining time.
* start a countdown with the maximum duration of the game in milliseconds.
```
export function startCountdown(ms: number)
```
### Lessons
[bop it](/lessons/bop-it) | [game of chance](/lessons/game-of-chance) | [game counter](/lessons/game-counter)

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# Start Countdown
The game library #docs
The game library supports simple single-player time-based games. The general goal of a game will be to achieve a top score before time runs out of time.
## Block Editor
![](/static/mb/game-library/start-countdown-0.png)
## Touch Develop
The code below shows a simple game where the user gets to press the button ``A`` as much times as possible in 10 seconds.
```
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
game.startCountdown(10000)
```
### Score
When a player achieves a goal, you can increase the game score
* add score points to the current score
```
export function addScore(points: number)
```
* set the current score to a particular value.
```
export function setScore(value: number)
```
* get the current score value
```
export function score() : number
```
### Countdown
If your game has a time limit, you can start a countdown in which case `game->current time` returns the remaining time.
* start a countdown with the maximum duration of the game in milliseconds.
```
export function startCountdown(ms: number)
```
### Lessons
[bop it](/lessons/bop-it) | [game of chance](/lessons/game-of-chance) | [game counter](/lessons/game-counter)

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@ -17,7 +17,6 @@ Overview of Games for the BBC micro:bit.
* [Lucky 7](/lessons/lucky-7), show a number on the LED screen with show number
* [Snowflake fall](/lessons/snowflake-fall), repeat an animation with forever
* [Answering machine](/lessons/answering-machine), show a text message with show string
* [Bounce image](/lessons/bounce-image), scroll an image across the screen on shake
* [Magic logo](/lessons/magic-logo), show an image on logo up
* [Screen wipe](/lessons/screen-wipe), turn off the LEDs with clear screen
* [Blink](/lessons/blink), turn an LED on and off with plot

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@ -62,7 +62,6 @@ Images that you create in the [Touch Develop editor](/js/editor) are [local vari
### Lessons
* [bounce image ](/lessons/bounce-image)
* [offset image](/lessons/offset-image)
### See also

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@ -22,12 +22,6 @@ Overview of Touch Develop lessons for the BBC micro:bit.
* [Answering Machine](/lessons/answering-machine), show a text message with show string
* [Snowflake Fall](/lessons/snowflake-fall), repeat an animation with forever
### ~hide
* [Bounce Image](/lessons/bounce-image), scroll an image across the screen on shake
### ~
* [Magic Logo](/lessons/magic-logo), show an image on logo up
* [Screen Wipe](/lessons/screen-wipe), turn off the LEDs with clear screen
* [Flashing Heart](/lessons/flashing-heart), display images with a pause

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@ -1,106 +0,0 @@
# bounce image lesson
scroll an image across the screen.
## Topic
Basic- Show Animation
## Quick Links
* [tutorial](/lessons/bounce-image/tutorial)
* [quiz](/lessons/bounce-image/quiz)
* [quiz answers](/lessons/bounce-image/quiz-answers)
* [challenges](/lessons/bounce-image/challenges)
## Class
Year 7
## Prior learning / place of lesson in scheme of work
Learn how to creating an **animation**, `basic->show animation` to display a series of images. We will be learning how to create a counter app using a forever loop, the input on shake, and show animation.
## What the teacher needs to know / QuickStart Computing Glossary
* Algorithm: An unambiguous set of rules or a precise step-by-step guide to solve a problem or achieve a particular objective.
* Command: An instruction for the computer to execute, written in a particular programming language.
* Hardware: The physical systems and components of digital devices; see also software.
* Input: Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.
* Loop: A block of code repeated automatically under the programs control.
* Output: The information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly through the control of motors in physical systems.
* Programmable toys: Robots designed for children to use, accepting input, storing short sequences of simple instructions and moving according to this stored program.
* Program: A stored set of instructions encoded in a language understood by the computer that does some form of computation, processing input and/or stored data to generate output.
* Selection: A programming construct in which one section of code or another is executed depending on whether a particular condition is met.
* Sequence: To place program instructions in order, with each executed one after the other.
* Simulation: Using a computer to model the state and behaviour of real-world (or imaginary) systems, including physical or social systems; an integral part of most computer games.
## Documentation
* **forever** : [read more...](/reference/basic/forever)
* **show animation** : [read more...](/reference/basic/show-animation)
* **on shake** : [read more...](/reference/input/on-gesture)
## Resources
* Activity: [tutorial](/lessons/bounce-image/tutorial)
* Activity: [quiz](/lessons/bounce-image/quiz)
* Extended Activity: [challenges](/lessons/bounce-image/challenges)
## Objectives
* learn how to repeat code in the background forever
* learn how to show a series of image frames on the LED screen, pausing the specified time after each frame
* learn how to run code when the micro:bit is shaken; when running code in the web browser, moving the mouse quickly simulates shaking
## Links to the National Curriculum Programmes of Study for Computing
## Progression Pathways / Computational Thinking Framework
#### Algorithms
* Uses diagrams to express solutions.(AB)
* Uses logical reasoning to predict outputs, showing an awareness of inputs (AL)
* Understands that iteration is the repetition of a process such as a loop (AL)
* Represents solutions using a structured notation (AL) (AB)
#### Programming & Development
* Creates programs that implement algorithms to achieve given goals (AL)
* Selects the appropriate data types(AL) (AB)
#### Hardware & Processing
* Knows that computers collect data from various input devices, including sensors and application software (AB)
#### Communication Networks
* Demonstrates responsible use of technologies and online services, and knows a range of ways to report concerns Understands how search engines rank search results (AL)
#### Information Technology
* Collects, organizes, and presents data and information in digital content (AB)
* Makes appropriate improvements to solutions based on feedback received, and can comment on the success of the solution (EV)
* Recognises ethical issues surrounding the application of information technology beyond school.
Computational Thinking Concept: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation
## Activity
* time: 20 min.
* [tutorial](/lessons/bounce-image/tutorial)
* [quiz](/lessons/bounce-image/quiz)
## Extended Activity
* time: 20 min.
* [challenges](/lessons/bounce-image/challenges)
## Homework
* Extended Activity: [challenges](/lessons/bounce-image/challenges)
## Intended follow on
Publish script to the classroom.

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@ -1,86 +0,0 @@
# bounce image challenges
Coding challenges for the bounce image tutorial. #docs
## Before we get started
Complete the following guided tutorial:
* [tutorial](/lessons/bounce-image/tutorial)
At the end of the tutorial, click `keep editing`. Your code should look like this:
```
basic.forever(() => {
basic.showAnimation(`
# . . . . . # . . . . . # . . . . . # . . . . . #
# . . . . . # . . . . . # . . . . . # . . . . . #
# . . . . . # . . . . . # . . . . . # . . . . . #
# . . . . . # . . . . . # . . . . . # . . . . . #
# . . . . . # . . . . . # . . . . . # . . . . . #
`, 200)
})
```
### Challenge 1
Now, let's add frames to reverse the animation so it looks like the bar is bouncing off the right edge of the display.
```
basic.forever(() => {
basic.showAnimation(`
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
`, 200) // ***
})
```
* Run the code to see if it works as expected.
### Challenge 2
Let's add a condition for on shake!
```
basic.forever(() => {
basic.showAnimation(`
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
`, 200)
})
input.onGesture(Gesture.Shake, () => {
}) // ***
```
### Challenge 3
When the BBC micro:bit is shaken we want to show a new animation. Here is an example, but you can create your own. Be creative!
```
basic.forever(() => {
basic.showAnimation(`
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
# . . . . . # . . . . . # . . . . . # . . . . . # . . . # . . . # . . . # . . . # . . . .
`, 200)
})
input.onGesture(Gesture.Shake, () => {
basic.showAnimation(`
. . . . . . . . . . # # # # # . . . . . . . . . .
. . . . . . # # # . # # # # # . # # # . . . . . .
. . # . . . # # # . # # # # # . # # # . . . # . .
. . . . . . # # # . # # # # # . # # # . . . . . .
. . . . . . . . . . # # # # # . . . . . . . . . .
`, 200) // ***
})
```
* Run the code to see if it works as expected.

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@ -1,60 +0,0 @@
# bounce image quiz answers
scroll an image on the BBC micro:bit.
This is the answer key for the [bounce image quiz](/lessons/bounce-image/quiz).
## 1. What does it mean to 'add frames' ?
Adding frames modifies the animation by including more still images in each animation.
## 2. Write the code that will display this animation.
![](/static/mb/lessons/bounce-image-0.png)
<br/>
```
basic.showAnimation(`
# . . . .
# . . . .
# . . . .
# . . . .
# . . . .
`, 400)
```
## 3. Write the code that will display this animation with two frames.
![](/static/mb/lessons/bounce-image-1.png)
<br/>
```
basic.showAnimation(`
# . . . . . # . . .
# . . . . . # . . .
# . . . . . # . . .
# . . . . . # . . .
# . . . . . # . . .
`, 400)
```
## 4. Write the code that will display this animation with three frames.
![](/static/mb/lessons/bounce-image-2.png)
<br/>
```
basic.showAnimation(`
# . . . . . # . . . . . # . .
# . . . . . # . . . . . # . .
# . . . . . # . . . . . # . .
# . . . . . # . . . . . # . .
# . . . . . # . . . . . # . .
`, 400)
```
<br/>

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# bounce image quiz
scroll an image on the BBC micro:bit.
## Name
## Directions
Use this document to guide your work in the [bounce image tutorial](/lessons/bounce-image/tutorial) !
Answer the questions while completing the tutorial. Pay attention to the dialogues!
## 1. What does it mean to 'add frames' ?
<br/>
<br/>
## 2. Write the code that will display this animation.
![](/static/mb/lessons/bounce-image-0.png)
<br/>
## 3. Write the code that will display this animation with two frames.
![](/static/mb/lessons/bounce-image-1.png)
<br/>
<br/>
## 4. Write the code that will display this animation with three frames.
![](/static/mb/lessons/bounce-image-2.png)
<br/>
<br/>