fetch pxt-microbit v2.2.30 (#102)
* undo buttonEvent * fetch microbit v2.2.30 Co-authored-by: Amerlander <gitkraken@juriwolf.de>
@ -4,6 +4,6 @@ Generate a random coordinate and display it on the LED screen.
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```blocks
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basic.forever(() => {
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led.toggle(Math.randomRange(0, 5), Math.randomRange(0, 5))
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led.toggle(Math.randomRange(0, 4), Math.randomRange(0, 4))
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})
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```
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@ -3,7 +3,6 @@
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## Introduction @unplugged
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Make a love meter, how sweet! The @boardname@ is feeling the love, then sometimes not so much!
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Tell everyone who you are. Show you name on the LEDs.
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@ -8,13 +8,19 @@ Snap the dot is a game of skill where the player has to press **A** exactly when
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This tutorial shows how to use the game engine.
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## Create a sprite @fullscreen
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## Make a sprite variable @fullscreen
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Drag a ``||game:create sprite||`` block onto the workspace. A sprite is a single pixel that can move on the screen. It has an ``x`` and ``y`` position along with a direction of motion.
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Create a new variable called `sprite`. Drag a ``||variables:set sprite to||`` into the ``||basic:on start||`` on the workspace.
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```blocks
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let sprite: game.LedSprite = null
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sprite = game.createSprite(2, 2)
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let sprite = 0
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```
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## Create a sprite @fullscreen
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Pull out a ``||game:create sprite||`` block and put it in ``||variables:set sprite to||`` replacing the `0`. A sprite is a single pixel that can move on the screen. It has an ``x`` and ``y`` position along with a direction of motion.
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```blocks
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let sprite = game.createSprite(2, 2)
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```
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## Move the dot @fullscreen
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@ -22,8 +28,7 @@ sprite = game.createSprite(2, 2)
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The sprite starts in the center facing right. Put a ``||game:move||`` block into the ``||basic:forever||`` to make it move. Notice how it moves to the right but does not bounce back.
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```blocks
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let sprite: game.LedSprite = null
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sprite = game.createSprite(2, 2)
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let sprite = game.createSprite(2, 2)
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basic.forever(function () {
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sprite.move(1)
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})
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@ -34,8 +39,7 @@ basic.forever(function () {
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Grab a ``||game:if on edge, bounce||`` block to make the sprite bounce on the side of the screen. Also, add a ``||basic:pause||`` block to slow down the sprite.
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```blocks
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let sprite: game.LedSprite = null
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sprite = game.createSprite(2, 2)
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let sprite = game.createSprite(2, 2)
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basic.forever(function () {
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sprite.move(1)
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sprite.ifOnEdgeBounce()
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@ -54,13 +58,12 @@ When **A** is pressed, we test if the sprite is in the center or not.
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Use a ``||input:on button pressed||`` block to handle the **A** button. Put in a ``||logic:if||`` block and test if ``||game:x||`` is equal to `2`.
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```blocks
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let sprite: game.LedSprite = null
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let sprite = game.createSprite(2, 2)
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input.onButtonPressed(Button.A, function () {
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if (sprite.get(LedSpriteProperty.X) == 2) {
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} else {
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}
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})
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sprite = game.createSprite(2, 2)
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basic.forever(function () {
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sprite.move(1)
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basic.pause(100)
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@ -73,7 +76,7 @@ basic.forever(function () {
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Finally, pull out an ``||game:add score||`` and a ``||game:game over||`` block to handle both success (sprite in the center) and failure (sprite not in the center).
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```blocks
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let sprite: game.LedSprite = null
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let sprite = game.createSprite(2, 2)
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input.onButtonPressed(Button.A, function () {
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if (sprite.get(LedSpriteProperty.X) == 2) {
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game.addScore(1)
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@ -81,7 +84,6 @@ input.onButtonPressed(Button.A, function () {
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game.gameOver()
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}
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})
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sprite = game.createSprite(2, 2)
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basic.forever(function () {
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sprite.move(1)
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basic.pause(100)
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@ -17,6 +17,15 @@ A bar graph is a kind of chart that shows numbers as lines with different length
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* **high**: a [number](/types/number) that is the highest
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possible number (maximum) that the **value** parameter can be. The lines in the bar graph will reach their highest point when **value** reaches this number. If **high** is `0`, then the largest value recently plotted is used as the maximum.
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### ~hint
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#### Serial Output
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The ``||led:plot bar graph||`` block also writes the number from **value** to the [serial](/reference/serial) port as a way to help you record
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values.
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### ~
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## Example: chart acceleration
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Show a bar graph of the [acceleration](/reference/input/acceleration)
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