Support for pause/resume of game rendering loop (#476)
* added pause/resume * don't override displaymode in game engine * avoid setting light sensing display mode
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@ -30,6 +30,8 @@ game.setScore(0);
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```cards
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game.startCountdown(10000);
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game.gameOver();
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game.pause();
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game.resume();
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```
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### See also
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@ -38,4 +40,5 @@ game.gameOver();
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[ifOnEdgeBounce](/reference/game/if-on-edge-bounce), [get](/reference/game/get), [set](/reference/game/set),
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[change](/reference/game/change), [isTouching](/reference/game/touching) [isTouchingEdge](/reference/game/touching-edge),
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[addScore](/reference/game/change-score-by), [score](/reference/game/score), [setScore](/reference/game/set-score),
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[startCountdown](/reference/game/start-countdown), [gameOver](/reference/game/game-over)
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[startCountdown](/reference/game/start-countdown), [gameOver](/reference/game/game-over),
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[pause](/reference/game/pause), [resume](/reference/game/resume)
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11
docs/reference/game/pause.md
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11
docs/reference/game/pause.md
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@ -0,0 +1,11 @@
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# Pause
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Pauses the game rendering engine to allow other animations on the screen.
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```sig
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game.pause()
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```
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### See Also
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[resume](/reference/game/resume)
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11
docs/reference/game/resume.md
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11
docs/reference/game/resume.md
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@ -0,0 +1,11 @@
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# Resume
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Resumes the game rendering engine after a pause.
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```sig
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game.resume()
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```
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### See Also
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[pause](/reference/game/pause)
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@ -81,12 +81,15 @@
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"game.gameOver": "Displays a game over animation and the score.",
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"game.invalidSprite": "Gets an invalid sprite; used to initialize locals.",
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"game.isGameOver": "Indicates if the game is display the game over sequence.",
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"game.isPaused": "Indicates if the game rendering is paused to allow other animations",
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"game.isRunning": "Gets a value indicating if the game is still running. Returns `false` if game over.",
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"game.level": "Gets the current level",
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"game.levelUp": "Increments the level and display a message.",
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"game.life": "Gets the current life",
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"game.pause": "Pauses the game rendering engine to allow other animations",
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"game.removeLife": "Removes some life",
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"game.removeLife|param|life": "TODO",
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"game.resume": "Resumes the game rendering engine",
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"game.score": "Gets the current score",
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"game.setLife": "Sets the current life value",
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"game.setLife|param|value": "TODO",
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@ -142,6 +145,7 @@
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"input.temperature": "Gets the temperature in Celsius degrees (°C).",
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"led": "Control of the LED screen.",
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"led.brightness": "Get the screen brightness from 0 (off) to 255 (full bright).",
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"led.displayMode": "Gets the current display mode",
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"led.enable": "Turns on or off the display",
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"led.fadeIn": "Fades in the screen display.",
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"led.fadeIn|param|ms": "TODO",
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@ -236,6 +236,8 @@
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"game.addScore|block": "change score by|%points",
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"game.createSprite|block": "create sprite at|x: %x|y: %y",
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"game.gameOver|block": "game over",
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"game.pause|block": "pause",
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"game.resume|block": "resume",
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"game.score|block": "score",
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"game.setScore|block": "set score %points",
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"game.startCountdown|block": "start countdown|(ms) %duration",
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@ -32,8 +32,9 @@ namespace game {
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let _countdownPause: number = 0;
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let _level: number = 1;
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let _gameId: number = 0;
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let img: Image;
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let sprites: LedSprite[];
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let _img: Image;
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let _sprites: LedSprite[];
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let _paused: boolean = false;
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/**
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* Creates a new LED sprite pointing to the right.
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@ -67,14 +68,15 @@ namespace game {
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//% parts="ledmatrix"
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export function addScore(points: number): void {
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setScore(_score + points);
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
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});
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if (!_paused)
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
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});
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}
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/**
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@ -94,6 +96,7 @@ namespace game {
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_countdownPause = Math.max(500, ms);
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_startTime = -1;
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_endTime = input.runningTime() + _countdownPause;
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_paused = false;
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control.inBackground(() => {
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basic.pause(_countdownPause);
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gameOver();
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@ -201,14 +204,15 @@ namespace game {
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//% parts="ledmatrix"
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export function removeLife(life: number): void {
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setLife(_life - life);
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
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if (!_paused)
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
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0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
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0 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
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0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
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1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0`, 40);
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});
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});
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}
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/**
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@ -263,10 +267,38 @@ namespace game {
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* Indicates if the game is display the game over sequence.
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*/
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export function isGameOver(): boolean {
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let over: boolean;
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return _isGameOver;
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}
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/**
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* Indicates if the game rendering is paused to allow other animations
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*/
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//%
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export function isPaused(): boolean {
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return _paused;
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}
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/**
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* Pauses the game rendering engine to allow other animations
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*/
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//% blockId=game_pause block="pause"
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//% advanced=true blockGap=8 help=game/pause
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export function pause(): void {
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plot()
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_paused = true;
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}
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/**
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* Resumes the game rendering engine
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*/
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//% blockId=game_resume block="resume"
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//% advanced=true blockGap=8 help=game/resumeP
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export function resume(): void {
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_paused = false;
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plot();
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}
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/**
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* returns false if game can't start
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*/
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@ -301,7 +333,7 @@ namespace game {
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this._brightness = 255;
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this._enabled = true;
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init();
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sprites.push(this);
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_sprites.push(this);
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plot();
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}
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@ -651,7 +683,7 @@ namespace game {
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//% blockId="game_delete_sprite" block="delete %this"
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public delete(): void {
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this._enabled = false;
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if (sprites.removeElement(this))
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if (_sprites.removeElement(this))
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plot();
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}
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@ -692,22 +724,21 @@ namespace game {
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r = (now / ps._blink) % 2;
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}
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if (r == 0) {
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img.setPixelBrightness(ps._x, ps._y, img.pixelBrightness(ps._x, ps._y) + ps._brightness);
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_img.setPixelBrightness(ps._x, ps._y, _img.pixelBrightness(ps._x, ps._y) + ps._brightness);
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}
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}
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}
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}
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function init(): void {
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if (img == null) {
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img = images.createImage(
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if (_img == null) {
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_img = images.createImage(
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`0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0`);
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sprites = (<LedSprite[]>[]);
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led.setDisplayMode(DisplayMode.Greyscale);
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_sprites = (<LedSprite[]>[]);
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basic.forever(() => {
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basic.pause(30);
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plot();
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@ -723,15 +754,18 @@ namespace game {
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*/
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//% parts="ledmatrix"
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function plot(): void {
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if (game.isGameOver()) {
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if (game.isGameOver() || game.isPaused() || !_img) {
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return;
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}
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let now = input.runningTime();
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img.clear();
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for (let i = 0; i < sprites.length; i++) {
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sprites[i]._plot(now);
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_img.clear();
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for (let i = 0; i < _sprites.length; i++) {
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_sprites[i]._plot(now);
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}
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img.plotImage(0);
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const mode = led.displayMode() == DisplayMode.Greyscale ? DisplayMode.Greyscale : DisplayMode.BackAndWhite;
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led.setDisplayMode(DisplayMode.Greyscale);
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_img.plotImage(0);
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led.setDisplayMode(mode);
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}
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/**
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@ -96,6 +96,14 @@ namespace led {
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uBit.display.setDisplayMode((DisplayMode)mode);
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}
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/**
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* Gets the current display mode
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*/
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//% weight=1 parts="ledmatrix" advanced=true
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DisplayMode_ displayMode() {
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return (DisplayMode_)uBit.display.getDisplayMode();
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}
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/**
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* Turns on or off the display
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*/
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6
libs/core/shims.d.ts
vendored
6
libs/core/shims.d.ts
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@ -509,6 +509,12 @@ declare namespace led {
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//% parts="ledmatrix" advanced=true shim=led::setDisplayMode
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function setDisplayMode(mode: DisplayMode): void;
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/**
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* Gets the current display mode
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*/
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//% weight=1 parts="ledmatrix" advanced=true shim=led::displayMode
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function displayMode(): DisplayMode;
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/**
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* Turns on or off the display
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*/
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@ -305,6 +305,10 @@ namespace pxsim.led {
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runtime.queueDisplayUpdate()
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}
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export function displayMode(): DisplayMode {
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return board().ledMatrixState.displayMode;
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}
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export function screenshot(): Image {
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let img = createImage(5)
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board().ledMatrixState.image.copyTo(0, 5, img, 0);
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