converting popular projects into tutorials (#534)
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@ -10,27 +10,32 @@ Fun games to build with your @boardname@.
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[{
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"name": "Flashing Heart",
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"url":"/projects/flashing-heart",
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"imageUrl": "/static/mb/projects/a1-display.png"
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},{
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"imageUrl": "/static/mb/projects/a1-display.png",
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"cardType": "tutorial"
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}, {
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"name": "Smiley Buttons",
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"url":"/projects/smiley-buttons",
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"imageUrl": "/static/mb/projects/a2-buttons.png"
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},{
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"name": "Love Meter",
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"url":"/projects/love-meter",
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"imageUrl":"/static/mb/projects/a3-pins.png"
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},{
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"name": "Rock Paper Scissors",
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"url":"/projects/rock-paper-scissors",
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"imageUrl":"/static/mb/projects/a4-motion.png"
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},{
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"name": "Magic Button Trick",
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"url":"/projects/magic-button-trick",
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"imageUrl":"/static/mb/projects/magic-button-trick.png"
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"imageUrl": "/static/mb/projects/a2-buttons.png",
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"cardType": "tutorial"
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}, {
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"name": "Coin Flipper",
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"url":"/projects/coin-flipper",
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"imageUrl": "/static/mb/projects/coin-flipper.png"
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"imageUrl": "/static/mb/projects/coin-flipper.png",
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"cardType": "tutorial"
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}, {
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"name": "Love Meter",
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"url":"/projects/love-meter",
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"imageUrl":"/static/mb/projects/a3-pins.png",
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"cardType": "tutorial"
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}, {
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"name": "Rock Paper Scissors",
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"url":"/projects/rock-paper-scissors",
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"imageUrl":"/static/mb/projects/a4-motion.png",
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"cardType": "tutorial"
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}, {
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"name": "Magic Button Trick",
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"url":"/projects/magic-button-trick",
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"imageUrl":"/static/mb/projects/magic-button-trick.png"
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}]
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```
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@ -1,4 +1,4 @@
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# The amazing coin flipper
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# Coin Flipper
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## ~avatar avatar
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@ -8,67 +8,66 @@ flipping machine with the @boardname@ to choose for you!
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## ~
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Here are the blocks to make your coin flipper. When you press button
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`B`, the coin flipper will show either `H` for heads or `T` for tails
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on the LED screen.
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## Step 1
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```blocks
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input.onButtonPressed(Button.B, () => {
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if (Math.randomBoolean()) {
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basic.showString("H");
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} else {
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basic.showString("T");
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}
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});
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```
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## ~hint
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The `[Math.randomBoolean()]` block randomly tells the ``if``
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block `true` or `false`. If value picked is `true`, the
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``if`` block shows the letter `H`. Otherwise, it shows the letter `T`.
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That's it!
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## ~
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## Keeping score
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### ~avatar
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To keep track out of how many guesses you've won,
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add these blocks to your coin flipper:
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### ~
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Place a ``||input:on button pressed||`` block to run code
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when button **A** is pressed.
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```blocks
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input.onButtonPressed(Button.A, () => {
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game.addScore(1);
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});
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input.onButtonPressed(Button.AB, () => {
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basic.showNumber(game.score());
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});
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})
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```
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These blocks mean that if you press button `A`, you will add `1` to
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your score, and if you press `A` and `B` together, the @boardname@ will
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show your score.
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## Step 2
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When you're done, your coin flipping program should look like this:
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Place a **if** block and check the value returned by the ``||Math:pick random true or false||`` block.
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``||Math:pick random true or false||`` returns ``true`` or ``false`` randomly.
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```blocks
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input.onButtonPressed(Button.B, () => {
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if (Math.randomBoolean()) {
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basic.showString("H");
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} else {
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basic.showString("T");
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}
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});
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input.onButtonPressed(Button.A, () => {
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game.addScore(1);
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});
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input.onButtonPressed(Button.AB, () => {
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basic.showNumber(game.score());
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if (Math.randomBoolean()) {
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} else {
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}
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});
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```
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Flip until your thumbs get tired!
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## Step 3
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Place a ``||basic:show icon||`` block under the **if** and pick one of the images.
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```blocks
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input.onButtonPressed(Button.A, () => {
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if (Math.randomBoolean()) {
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basic.showIcon(IconNames.Skull)
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} else {
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basic.showIcon(IconNames.Square)
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}
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});
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```
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## Step 4
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Click ``|Download|`` to transfer your code in your @boardname@ and press button **A** to try it out.
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## Step 5
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Place multiple ``||basic:show icon||`` blocks before the **if** to create a coin flipping animation.
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```blocks
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input.onButtonPressed(Button.A, () => {
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basic.showIcon(IconNames.Diamond)
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basic.showIcon(IconNames.SmallDiamond)
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basic.showIcon(IconNames.Diamond)
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basic.showIcon(IconNames.SmallDiamond)
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if (Math.randomBoolean()) {
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basic.showIcon(IconNames.Skull)
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} else {
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basic.showIcon(IconNames.Square)
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}
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})
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```
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## Step 6
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Click ``|Download|`` to transfer your code in your @boardname@ and press button **A** to try it out!
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@ -2,9 +2,10 @@
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## Step 1
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Place the ``||basic:show leds||`` block and paint a heart.
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Place the ``||basic:show leds||`` block in the ``||basic:on start||`` block
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and draw a heart.
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```block
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```blocks
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basic.showLeds(`
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. # . # .
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# # # # #
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@ -22,7 +23,7 @@ Click ``|Download|`` to transfer your code in your @boardname@!
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Place another ``||basic:show leds||`` block under the heart to make it blink.
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```block
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```blocks
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basic.showLeds(`
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. # . # .
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# # # # #
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@ -39,7 +40,7 @@ basic.showLeds(`
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## Step 4
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Place the blocks inside the ``||basic:forever||``
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Move the blocks inside the ``||basic:forever||``
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to repeat the animation.
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```block
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@ -68,7 +69,7 @@ Click ``|Download|`` to transfer your code in your @boardname@!
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Place more ``||basic:show leds||`` blocks to create your own animation.
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```block
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```blocks
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basic.forever(() => {
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basic.showLeds(`
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. # . # .
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@ -1,52 +1,37 @@
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# love meter
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## ~avatar avatar
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Use pins and your body to change the display!
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## ~
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## Step 1
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Use [on pin pressed](/reference/input/on-pin-pressed) to show a random number
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when pin P0 is pressed (hold the GND pin with other hand):
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Let's build a **LOVE METER** machine. Place a ``||input:on pin pressed||`` block to run code
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when pin ``P0`` is pressed.
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```blocks
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input.onPinPressed(TouchPin.P0, () => {
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basic.showNumber(Math.random(11));
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});
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```
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## Step 2
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Show a string when pin P1 is pressed:
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Using ``||basic:show number||`` and ``||Math:pick random||`` blocks,
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show a random number from 0 to 100 when pin ``P0`` is pressed.
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```blocks
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input.onPinPressed(TouchPin.P0, () => {
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basic.showNumber(Math.random(11));
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});
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input.onPinPressed(TouchPin.P1, () => {
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basic.showString("LOVE?");
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basic.showNumber(Math.random(101));
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});
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```
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## Step 3
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Show a heart when pin P2 is pressed:
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Show ``"LOVE METER"`` on the screen when the @boardname@ starts.
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```blocks
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basic.showString("LOVE METER");
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input.onPinPressed(TouchPin.P0, () => {
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basic.showNumber(Math.random(11));
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});
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input.onPinPressed(TouchPin.P1, () => {
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basic.showString("LOVE?");
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});
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input.onPinPressed(TouchPin.P2, () => {
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basic.showLeds(`
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. # # # .
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# # # # #
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# # # # #
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. # # # .
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. . # . .
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`);
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basic.showNumber(Math.random(101));
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});
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```
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## Step 4
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Click ``|Download|`` to transfer your code in your @boardname@. Hold the ``GND`` pin with other hand and press pin ``P0`` with the other hand to trigger this code.
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@ -1,15 +1,9 @@
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# rock paper scissors
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# Rock Paper Scissors
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## ~avatar avatar
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Build a rock paper scissors game!
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## ~
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## Step 1: Getting started
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## Step 1
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We want the @boardname@ to choose rock, paper, or scissors when you shake it.
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Try creating an ``on shake`` block so when you shake the @boardname@, it will run part of a program.
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Place a ``||input:on shake||`` block so when you shake the @boardname@, it will run part of a program.
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```blocks
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input.onGesture(Gesture.Shake, () => {
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@ -17,66 +11,47 @@ input.onGesture(Gesture.Shake, () => {
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})
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```
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Next, when you shake the @boardname@, it should pick a random number from `0` to `2`
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## Step 2
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Add a ``weapon`` variable to store a random number computed with ``||math:pick random||``.
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When you shake the @boardname@, it should pick a random number from `0` to `2`
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and store it in the variable `weapon`. (This variable is named `weapon` because
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rock, paper, and scissors are the weapons you use to battle your friends!)
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Add a ``set`` block with a variable. Then add a ``pick random`` block,
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and store the random number in the variable,
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like this:
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```blocks
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let weapon = 0;
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input.onGesture(Gesture.Shake, () => {
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let weapon = Math.random(3)
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weapon = Math.random(3)
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})
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```
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## ~hint
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No one can predict random numbers. That's what makes them great for Rock Paper Scissors!
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## ~
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Each possible number these blocks can make (`0`, `1`, or `2`) means a different picture.
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We will show the right picture for that number on the LED screen.
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## Step 2: Picking paper
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## Step 3
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Put an ``if`` block after the ``let`` block that checks whether
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`weapon` is `0`. Make sure the ``if`` block has an ``else if`` part
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and an ``else`` part.
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Next, add a ``show leds`` block that shows a
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picture of a piece of paper:
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Place an ``if`` block under the ``||math:pick random||`` and
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check whether ``weapon`` is equal to ``0``.
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```blocks
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let weapon = 0;
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input.onGesture(Gesture.Shake, () => {
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let weapon = Math.random(3)
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if (weapon == 0) {
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basic.showLeds(`
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# # # # #
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# . . . #
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# . . . #
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# . . . #
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# # # # #
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`)
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} else if (false) {
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} else {
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}
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})
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```
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## Step 3: A random rock
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## Step 4
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Now we are going to add a new picture for the @boardname@ to show
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when another random number comes up.
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Make the ``else if`` part check if the variable `weapon` is `1`.
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Then add a ``show leds`` block with a picture of a rock.
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In the ``if`` block, place a ``||basic:show leds||`` block that shows a
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picture of a piece of paper.
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```blocks
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let weapon = 0;
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input.onGesture(Gesture.Shake, () => {
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let weapon = Math.random(3)
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if (weapon == 0) {
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@ -87,7 +62,50 @@ input.onGesture(Gesture.Shake, () => {
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# . . . #
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# # # # #
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`)
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}
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})
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```
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## Step 5
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Add an ``else if`` block to the ``if`` block and check whether ``weapon``
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is equal to ``1``.
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Click on the gearwheel icon to open up the ``if`` editor; then drag and drop an ``else if`` block in the ``if`` editor.
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```blocks
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let weapon = 0;
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input.onGesture(Gesture.Shake, () => {
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let weapon = Math.random(3)
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if (weapon == 0) {
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basic.showLeds(`
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# # # # #
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# . . . #
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# . . . #
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# . . . #
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# # # # #
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`)
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} else if (weapon == 1) {
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}
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})
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```
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## Step 6
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Place a ``||basic:show leds||`` block under the else if and draw a **rock** image on the screen.
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```blocks
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let weapon = 0;
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input.onGesture(Gesture.Shake, () => {
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let weapon = Math.random(3)
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if (weapon == 0) {
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basic.showLeds(`
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# # # # #
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# . . . #
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# . . . #
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# . . . #
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# # # # #
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`)
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} else if (weapon == 1) {
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basic.showLeds(`
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. . . . .
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. # # # .
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. . . . .
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`)
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} else {
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}
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})
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```
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## Step 4: Suddenly scissors
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## Step 7
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Add a ``show leds`` block with a picture of scissors to the ``else`` part:
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Add a ``||basic:show leds||`` block with a picture of scissors to the ``else`` part.
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You don't need to check if `weapon` is `2` because `2` is the only number left out of `0`, `1`, and `2`.
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That's why you can use an ``else`` instead of an ``else if``.
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```blocks
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let weapon = 0;
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input.onGesture(Gesture.Shake, () => {
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let weapon = Math.random(3)
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if (weapon == 0) {
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@ -117,7 +137,6 @@ input.onGesture(Gesture.Shake, () => {
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# . . . #
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# # # # #
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`)
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} else if (weapon == 1) {
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basic.showLeds(`
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. . . . .
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@ -139,63 +158,6 @@ input.onGesture(Gesture.Shake, () => {
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```
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## ~hint
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You don't need to check if `weapon` is `2` because `2` is the only number left out of `0`, `1`, and `2`.
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That's why you can use an ``else`` instead of an ``else if``.
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## ~
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Your game is ready! Have fun!
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## Step 5: Are you the greatest?
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Here is a way you can make your Rock Paper Scissors game better.
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When button ``A`` is pressed,
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the @boardname@ will add `1` to your score.
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Open the ``Game`` drawer, and then add the block ``change score by 1`` to your program,
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like this:
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```blocks
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input.onButtonPressed(Button.A, () => {
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game.addScore(1)
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})
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```
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## Step 6: Prove you're the greatest!
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After your @boardname@ can add `1` to the score, show how many wins you have. Remember to add a pause after addScore so text will display.
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```blocks
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input.onButtonPressed(Button.A, () => {
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game.addScore(1)
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basic.pause(1)
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basic.showString("WINS:")
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basic.showNumber(game.score())
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})
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```
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## Step 7: Staying honest
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Success! Your @boardname@ can track wins!
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But what about losses?
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Use the ``Game`` drawer to subtract `1` from your score when you press button `B`.
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Change `WINS` to `SCORE` in step 6.
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Here are all the blocks you will need:
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```shuffle
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input.onButtonPressed(Button.B, () => {
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game.addScore(-1)
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basic.pause(1)
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basic.showString("SCORE:")
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basic.showNumber(game.score())
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||||
})
|
||||
```
|
||||
|
||||
## Step 8: Hacking Rock Paper Scissors
|
||||
|
||||
How else can you make your game better?
|
||||
Ever hear of [Rock Paper Scissors Spock Lizard](http://www.samkass.com/theories/RPSSL.html)?
|
||||
## Step 8
|
||||
|
||||
Your game is ready! Gather your friends and play Rock Paper Scissors!
|
@ -1,29 +1,18 @@
|
||||
# smiley buttons
|
||||
|
||||
## ~avatar
|
||||
|
||||
Use buttons to show a smiley face!
|
||||
|
||||
## ~
|
||||
# Smiley Buttons
|
||||
|
||||
## Step 1
|
||||
|
||||
Use [show leds](/reference/basic/show-leds) to make a smiley face:
|
||||
Place a ``||input:on button pressed||`` block to run code when button **A** is pressed.
|
||||
|
||||
```blocks
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
# # . # #
|
||||
. . . . .
|
||||
# . . . #
|
||||
. # # # .`
|
||||
);
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
});
|
||||
```
|
||||
|
||||
## Step 2
|
||||
|
||||
Add an input block for when [button A is pressed](/reference/input/button-is-pressed),
|
||||
and **move** the smiley face inside it:
|
||||
Place a ``||basic:show leds||`` block inside ``||input:on button pressed||``
|
||||
to display a smiley on the screen.
|
||||
|
||||
```blocks
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
@ -37,23 +26,16 @@ input.onButtonPressed(Button.A, () => {
|
||||
});
|
||||
```
|
||||
|
||||
Try pressing button A!
|
||||
|
||||
## Step 3
|
||||
|
||||
Add blocks so that when [button B is pressed](/reference/input/on-button-pressed),
|
||||
a frowney appears:
|
||||
Click ``|Download|`` to transfer your code in your @boardname@ and try pressing button **A**.
|
||||
|
||||
## Step 4
|
||||
|
||||
Add ``||input:on button pressed||`` and ``||basic:show leds||`` blocks to
|
||||
display a frowney when button **B** is pressed.
|
||||
|
||||
```blocks
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
# # . # #
|
||||
. . . . .
|
||||
# . . . #
|
||||
. # # # .`
|
||||
);
|
||||
});
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
@ -65,43 +47,17 @@ input.onButtonPressed(Button.B, () => {
|
||||
});
|
||||
```
|
||||
|
||||
Try pressing ``A`` or ``B``!
|
||||
## Step 5
|
||||
|
||||
## Step 4
|
||||
Click ``|Download|`` to transfer your code in your @boardname@ and try pressing button A or B.
|
||||
|
||||
You can also have a secret mode where ``A`` and ``B`` are pressed together.
|
||||
## Step 6
|
||||
|
||||
Add a secret mode where ``A`` and ``B`` are pressed together.
|
||||
In that case, add multiple ``||basic:show leds||`` blocks to create an animation...
|
||||
|
||||
```blocks
|
||||
input.onButtonPressed(Button.AB, () => {
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
. # . # .
|
||||
. . . . .
|
||||
# . . . #
|
||||
. # # # .
|
||||
`)
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
. # . # .
|
||||
. . . . .
|
||||
# # # # #
|
||||
. . . . .
|
||||
`)
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
. # . # .
|
||||
. . . . .
|
||||
. # # # .
|
||||
# . . . #
|
||||
`)
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
. # . # .
|
||||
. . . . .
|
||||
# # # # #
|
||||
. . . # #
|
||||
`)
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
# . # . .
|
||||
@ -119,48 +75,8 @@ input.onButtonPressed(Button.AB, () => {
|
||||
})
|
||||
```
|
||||
|
||||
## Send your smileys over radio
|
||||
## Step 7
|
||||
|
||||
Do you have a second @boardname@ at hand? You could use radio and send your smileys or frownies to other
|
||||
@boardname@.
|
||||
Click ``|Download|`` to transfer your code in your @boardname@
|
||||
and show it off to your friends!
|
||||
|
||||
Since radio can send numbers, we decide that ``0`` is the code for displaying a smiley
|
||||
and ``1`` is the code for a frowney.
|
||||
|
||||
Change your code as follows:
|
||||
* [radio send number](/reference/radio/send-number) sends a number
|
||||
to any other @boardname@ in range
|
||||
* [radio on data packet received](/reference/radio/on-data-packet-received) runs code
|
||||
when data is received over radio
|
||||
|
||||
```blocks
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
radio.sendNumber(0)
|
||||
})
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
radio.sendNumber(1)
|
||||
})
|
||||
radio.onDataPacketReceived(({receivedNumber}) => {
|
||||
if (receivedNumber == 0) {
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
# # . # #
|
||||
. . . . .
|
||||
# . . . #
|
||||
. # # # .
|
||||
`)
|
||||
} else {
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
# # . # #
|
||||
. . . . .
|
||||
. # # # .
|
||||
# . . . #
|
||||
`)
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
```package
|
||||
radio
|
||||
```
|
||||
|
Loading…
Reference in New Issue
Block a user