fetch pxt-microbit v2.2.30 (#102)

* undo buttonEvent

* fetch microbit v2.2.30

Co-authored-by: Amerlander <gitkraken@juriwolf.de>
This commit is contained in:
Amerlander
2020-05-08 18:35:38 +02:00
committed by GitHub
parent 53fae2fac5
commit 64471a53f9
43 changed files with 544 additions and 1442 deletions

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@ -3,7 +3,6 @@
## Introduction @unplugged
Make a love meter, how sweet! The @boardname@ is feeling the love, then sometimes not so much!
Tell everyone who you are. Show you name on the LEDs.
![Love meter banner message](/calliope/tutorials/05_love_meter_animation.gif)

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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
This tutorial shows how to use the game engine.
## Create a sprite @fullscreen
## Make a sprite variable @fullscreen
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.
Create a new variable called `sprite`. Drag a ``||variables:set sprite to||`` into the ``||basic:on start||`` on the workspace.
```blocks
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 2)
let sprite = 0
```
## Create a sprite @fullscreen
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.
```blocks
let sprite = game.createSprite(2, 2)
```
## Move the dot @fullscreen
@ -22,8 +28,7 @@ sprite = game.createSprite(2, 2)
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.
```blocks
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 2)
let sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
})
@ -34,8 +39,7 @@ basic.forever(function () {
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.
```blocks
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 2)
let sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
sprite.ifOnEdgeBounce()
@ -54,13 +58,12 @@ When **A** is pressed, we test if the sprite is in the center or not.
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`.
```blocks
let sprite: game.LedSprite = null
let sprite = game.createSprite(2, 2)
input.onButtonPressed(Button.A, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
} else {
}
})
sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
basic.pause(100)
@ -73,7 +76,7 @@ basic.forever(function () {
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).
```blocks
let sprite: game.LedSprite = null
let sprite = game.createSprite(2, 2)
input.onButtonPressed(Button.A, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
game.addScore(1)
@ -81,7 +84,6 @@ input.onButtonPressed(Button.A, function () {
game.gameOver()
}
})
sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
basic.pause(100)