batch replace onButtonPressed(Button...
This commit is contained in:
@ -32,7 +32,7 @@ claimBall = true
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<br/>
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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if (claimBall) {
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pins.digitalWritePin("P0", 1)
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}
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@ -9,7 +9,7 @@ Welcome! This [guided tutorial](https://live.microbit.co.uk/td/lessons/speed-but
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```
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counter = 0
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fastPress = false
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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})
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```
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@ -21,7 +21,7 @@ We need to know when the user has hit button `A` 15 times. The user wins when he
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```
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counter = 0
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fastPress = false
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 15 && input.runningTime() < 3500) {
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}
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@ -33,7 +33,7 @@ Next, if the user has won, let's set our boolean to true. This indicates that he
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```
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counter = 0
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fastPress = false
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 15 && input.runningTime() < 3500) {
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fastPress = true // ***
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@ -48,7 +48,7 @@ We want to set `fastPress` to false if the user was too slow. To do so, we need
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```
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counter = 0
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fastPress = false
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 15 && input.runningTime() < 3500) {
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fastPress = true
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@ -66,7 +66,7 @@ Now let's display if the user won or lost. To do so, we need to check the status
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```
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counter = 0
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fastPress = false
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 15 && input.runningTime() < 3500) {
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fastPress = true
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@ -12,7 +12,7 @@ At the end of the tutorial, click `keep editing`. Your code should look like thi
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```
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newAction() // ***
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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if (action == 0) {
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game.addScore(1) // ***
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newAction() // ***
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@ -30,7 +30,7 @@ input.onGesture(Gesture.Shake, () => {
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newAction() // ***
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}
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}) // ***
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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basic.showNumber(game.score(), 150) // ***
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basic.pause(2000) // ***
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newAction() // ***
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@ -68,12 +68,12 @@ Now let's implement `PRESS PIN 0` in the main. Create a condition of `input->on
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```
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// **. . .**
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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basic.showNumber(game.score(), 150) // ***
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basic.pause(2000) // ***
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newAction() // ***
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}) // ***
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input.onPinPressed("P0", () => {
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input.onPinPressed(TouchPin.P0, () => {
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if (action == 3) {
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game.addScore(1) // ***
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newAction() // ***
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@ -33,7 +33,7 @@ if (action == 0) {
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<br />
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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if (action == 0) {
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game.addScore(1)
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}
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@ -9,7 +9,7 @@ Welcome! This [guided tutorial](/microbit/lessons/break/tutorial) will assist yo
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```
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count = 0
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shouldBreak = false
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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shouldBreak = true
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})
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while (true) {
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@ -49,7 +49,7 @@ while (true) {
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basic.showNumber(count, 150)
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basic.pause(1000)
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}
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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}) // ***
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```
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@ -57,7 +57,7 @@ Next, set `shouldBreak` back to false to indicate we want to run the `while` loo
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```
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// **. . .**
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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shouldBreak = false // ***
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})
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```
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@ -66,7 +66,7 @@ And now copy the code from the previous while loop into the condition of `input-
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```
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// **. . .**
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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shouldBreak = false
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while (true) {
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if (shouldBreak) {
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@ -9,14 +9,14 @@ Howdy! This [guided tutorial](/microbit/rxqgzy) will help you complete this acti
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In this guide, you will learn how to use buttons and show text on the screen. Let's start by adding to respond **when the left button is pressed**.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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})
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```
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All the code inside `input->on button pressed` runs when the button is pressed. Let's add the code to show some text.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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basic.showString("hello", 150)
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})
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```
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@ -26,10 +26,10 @@ input.onButtonPressed("A", () => {
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Let's add an event handler for Button `B`.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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basic.showString("hello", 150)
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})
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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})
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```
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@ -38,10 +38,10 @@ input.onButtonPressed("B", () => {
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Display `bye` when the `B` button is pressed.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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basic.showString("hello", 150)
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})
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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basic.showString("bye", 150)
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})
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```
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@ -18,7 +18,7 @@ basic.showAnimation(`
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. . . . . # # # # # # # # # # # # # # #
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. . . . . . . . . . . . . . . # # # # #
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`, 400)
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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basic.clearScreen()
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})
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```
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@ -37,10 +37,10 @@ basic.showAnimation(`
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. . . . . # # # # # # # # # # # # # # #
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. . . . . . . . . . . . . . . # # # # #
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`, 400)
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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basic.clearScreen()
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})
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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})
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```
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@ -56,10 +56,10 @@ basic.showAnimation(`
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. . . . . # # # # # # # # # # # # # # #
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. . . . . . . . . . . . . . . # # # # #
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`, 400)
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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basic.clearScreen()
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})
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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basic.showAnimation(`
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# # # # # # # # # # . . . . . . . . . .
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# # # # # # # # # # . . . . . . . . . .
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@ -8,7 +8,7 @@ Welcome! This [guided tutorial](/microbit/lessons/comparison/tutorial) will assi
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```
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counter = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 10) {
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counter = 1
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@ -23,7 +23,7 @@ Now let's do something special when the micro:bit reaches the number `5`. Instea
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```
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counter = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 10) {
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counter = 1
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@ -40,7 +40,7 @@ Let's continue our plan of displaying `HALF WAY!` when `counter = 5`. To do so,
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```
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counter = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 10) {
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counter = 1
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@ -60,7 +60,7 @@ You may notice a problem right now. When `counter = 5`, the micro:bit will show
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```
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counter = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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counter = counter + 1
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if (counter == 10) {
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counter = 1
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@ -22,7 +22,7 @@ The code under ``on button pressed("A")`` will run each time the user presses A.
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```
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let count_ = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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count = count + 1
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})
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```
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@ -31,7 +31,7 @@ Since the count has changed, it's time to refresh the screen display. Let's add
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```
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let count_1 = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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count = count + 1
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basic.showNumber(count, 150)
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})
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@ -8,7 +8,7 @@ Complete the following [guided tutorial](/microbit/lessons/counter/activity) At
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```
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let count = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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count = count + 1
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basic.showNumber(count, 150)
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})
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@ -22,11 +22,11 @@ Let's add the code to `count` when `B` is pressed. Add an event handler with `in
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```
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let count1 = 0
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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count1 = count1 + 1
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basic.showNumber(count1, 150)
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})
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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count1 = count1 - 1 // ***
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basic.showNumber(count1, 150) // ***
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}) // ***
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|
@ -15,14 +15,14 @@ To create a new script, go to the [Create Code](/microbit/create-code) page and
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Add an event handler when button `A` is pressed.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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})
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```
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Create a local variable of type number `x` and set it to a random number using `math->random`. `math->random(10)` generates a random number between `0` and `10` **excluded**.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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let x = Math.random(10)
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})
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```
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@ -30,7 +30,7 @@ input.onButtonPressed("A", () => {
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Show the random number on the screen.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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let x1 = Math.random(10)
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basic.showNumber(x1, 150)
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})
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|
@ -11,7 +11,7 @@ Complete the following guided tutorial:
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At the end of the tutorial, click `keep editing`. Your code should look like this:
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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let x = Math.random(10)
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basic.showNumber(x, 150)
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})
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@ -24,11 +24,11 @@ input.onButtonPressed("A", () => {
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When button `B` is pressed, we want to clear the screen. This will make it so users can play your game over and over again! Add an event handler to handle this case.
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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let x1 = Math.random(10)
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basic.showNumber(x1, 150)
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})
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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basic.clearScreen() // ***
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})
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```
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|
@ -13,7 +13,7 @@ At the end of the tutorial, click `keep editing`. Your code should look like thi
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```
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count = 0
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shouldBreak = false
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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shouldBreak = true
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})
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while (true) {
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@ -60,7 +60,7 @@ while (true) {
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basic.showNumber(count, 150)
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basic.pause(1000)
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}
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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}) // ***
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```
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@ -68,7 +68,7 @@ Next, set `should break` back to false to indicate we want to run the `while` lo
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```
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// **. . .**
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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shouldBreak = false // ***
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})
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```
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@ -77,7 +77,7 @@ And now copy the code from the previous while loop into the condition of `input-
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```
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// **. . .**
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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shouldBreak = false
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while (true) {
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if (shouldBreak) {
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|
@ -22,7 +22,7 @@ shouldBreak = false
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Write the line of code to stop incrementing `count` when the button is pressed. (Hint: This will set `should break` to true).
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```
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input.onButtonPressed("A", () => {
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input.onButtonPressed(Button.A, () => {
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shouldBreak = true
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})
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```
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|
@ -128,7 +128,7 @@ for (let j = 0; j < 10; j++) {
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<br/>
|
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|
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```
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input.onButtonPressed("B", () => {
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input.onButtonPressed(Button.B, () => {
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basic.showString("WINS", 150)
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basic.showNumber(wins, 150)
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basic.pause(500)
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|
@ -15,14 +15,14 @@ To create a new script, go to the [Create Code](/microbit/create-code) page and
|
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Begin by registering an event with `input->on pin pressed(PO)` to know when someone is holding pin ``P0`` and pin ``Gnd``.
|
||||
|
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```
|
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input.onPinPressed("P0", () => {
|
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input.onPinPressed(TouchPin.P0, () => {
|
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})
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```
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|
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We are going to create a meter that displays a random number from 0 to 10. We use ``11`` as `math->random(n)` returns a number between ``0`` and ``n-1``.
|
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|
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```
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input.onPinPressed("P0", () => {
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input.onPinPressed(TouchPin.P0, () => {
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let x = Math.random(11)
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})
|
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```
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@ -30,7 +30,7 @@ input.onPinPressed("P0", () => {
|
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Finally, let's show that number on the micro:bit.
|
||||
|
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```
|
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input.onPinPressed("P0", () => {
|
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input.onPinPressed(TouchPin.P0, () => {
|
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let x_ = Math.random(11)
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basic.showNumber(x_, 150)
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})
|
||||
|
@ -11,7 +11,7 @@ Complete the following guided tutorial:
|
||||
At the end of the tutorial, click `keep editing`. Your code should look like this:
|
||||
|
||||
```
|
||||
input.onPinPressed("P0", () => {
|
||||
input.onPinPressed(TouchPin.P0, () => {
|
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let x = Math.random(11)
|
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basic.showNumber(x, 150)
|
||||
})
|
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@ -22,7 +22,7 @@ input.onPinPressed("P0", () => {
|
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Add a pause of 3000 milliseconds (3 seconds) after showing the number so that the number won't immediately disappear in the next challenge.
|
||||
|
||||
```
|
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input.onPinPressed("P0", () => {
|
||||
input.onPinPressed(TouchPin.P0, () => {
|
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let x1 = Math.random(11)
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basic.showNumber(x1, 150)
|
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basic.pause(3000) // ***
|
||||
@ -34,7 +34,7 @@ input.onPinPressed("P0", () => {
|
||||
If the rating **x** is between ``0`` and ``3`` (strictly less than ``4``), display the text "HORRIBLE!".
|
||||
|
||||
```
|
||||
input.onPinPressed("P0", () => {
|
||||
input.onPinPressed(TouchPin.P0, () => {
|
||||
let x2 = Math.random(11)
|
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basic.showNumber(x2, 150)
|
||||
basic.pause(3000)
|
||||
@ -51,7 +51,7 @@ input.onPinPressed("P0", () => {
|
||||
If the rating is between 4 and 7, display the text "MEDIOCRE!" **else** display the text "MATCHED!"
|
||||
|
||||
```
|
||||
input.onPinPressed("P0", () => {
|
||||
input.onPinPressed(TouchPin.P0, () => {
|
||||
let x3 = Math.random(11)
|
||||
basic.showNumber(x3, 150)
|
||||
basic.pause(3000)
|
||||
|
@ -13,7 +13,7 @@ It's a method that runs code when the user holds the GND pin with a finger of on
|
||||
## 2. Create a condition for on pin pressed ("P1").
|
||||
|
||||
```
|
||||
input.onPinPressed("P1", () => {
|
||||
input.onPinPressed(TouchPin.P1, () => {
|
||||
})
|
||||
```
|
||||
|
||||
|
@ -32,7 +32,7 @@ Add a new event handler for `input->on button pressed(A)` and add the code to se
|
||||
```
|
||||
led.setBrightness(255)
|
||||
led.plotAll()
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.setBrightness(64) // ***
|
||||
}) // ***
|
||||
```
|
||||
|
@ -13,7 +13,7 @@ At the end of the tutorial, click `keep editing`. Your code should look like thi
|
||||
```
|
||||
led.setBrightness(255)
|
||||
led.plotAll()
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.setBrightness(64)
|
||||
})
|
||||
```
|
||||
@ -27,10 +27,10 @@ What if we want to turn off all the LEDs? Let's do this by setting the brightnes
|
||||
```
|
||||
led.setBrightness(255)
|
||||
led.plotAll()
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.setBrightness(64)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
led.setBrightness(0) // ***
|
||||
}) // ***
|
||||
```
|
||||
|
@ -126,7 +126,7 @@ for (let i4 = 0; i4 < 4; i4++) {
|
||||
<br />
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
if (gameMode == 0 && playerNumber == 0) {
|
||||
micro_bitTransfer.transferByte(255)
|
||||
}
|
||||
@ -148,7 +148,7 @@ for (let k1 = 0; k1 < 3; k1++) {
|
||||
<br />
|
||||
|
||||
```
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
if (gameMode == 2) {
|
||||
gameMode = 1
|
||||
basic.plotImage(`
|
||||
|
@ -24,7 +24,7 @@ basic.forever(() => {
|
||||
. . # . .
|
||||
`).showImage(offset)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
offset = offset + 1
|
||||
})
|
||||
```
|
||||
@ -47,10 +47,10 @@ basic.forever(() => {
|
||||
. . # . .
|
||||
`).showImage(offset)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
offset = offset + 1
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
offset = offset - 1 // ***
|
||||
}) // ***
|
||||
```
|
||||
@ -82,10 +82,10 @@ basic.forever(() => {
|
||||
. . # . .
|
||||
`).showImage(offset)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
offset = offset + 1
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
offset = offset - 1
|
||||
})
|
||||
```
|
||||
|
@ -41,7 +41,7 @@ Write the two lines of code that cause the `variable` offset to increase by one
|
||||
<br/>
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
offset = offset + 1
|
||||
})
|
||||
```
|
||||
|
@ -26,10 +26,10 @@ ball.setDirection(-45)
|
||||
The user will control the paddle by pressing ``A`` to go up and ``B`` to go down. Let's add ``on button pressed`` event handlers to do that.
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
paddle.changeYBy(-1)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
paddle.changeYBy(1)
|
||||
})
|
||||
```
|
||||
|
@ -42,7 +42,7 @@ led.plot(ballX, ballY)
|
||||
<br/>
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
if (paddleNotUp()) {
|
||||
led.unplot(0, paddleY)
|
||||
paddleY = paddleY - 1
|
||||
@ -56,7 +56,7 @@ input.onButtonPressed("A", () => {
|
||||
<br/>
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
if (paddleNotDown()) {
|
||||
led.unplot(0, paddleY)
|
||||
paddleY = paddleY + 1
|
||||
|
@ -8,7 +8,7 @@ Welcome! This [guided tutorial](/microbit/lessons/return/tutorial) will help you
|
||||
|
||||
```
|
||||
let original1 = 5
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let doubled = doubleIt_(5)
|
||||
basic.showNumber(doubled, 150) // ***
|
||||
})
|
||||
@ -32,11 +32,11 @@ Add a condition to know when button `B` is pressed. We will use this condition i
|
||||
|
||||
```
|
||||
let original = 5
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let one = doubleIt_(original)
|
||||
basic.showNumber(one, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
})
|
||||
```
|
||||
|
||||
|
@ -50,7 +50,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset1 = 5 * Math.random(3)
|
||||
img1.showImage(offset1)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
}) // ***
|
||||
```
|
||||
|
||||
@ -71,7 +71,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset2 = 5 * Math.random(3)
|
||||
img2.showImage(offset2)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1 // ***
|
||||
})
|
||||
```
|
||||
@ -93,7 +93,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset3 = 5 * Math.random(3)
|
||||
img3.showImage(offset3)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150) // ***
|
||||
basic.showNumber(wins, 150) // ***
|
||||
@ -129,12 +129,12 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset4 = 5 * Math.random(3)
|
||||
img4.showImage(offset4)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
}) // ***
|
||||
```
|
||||
|
||||
@ -155,12 +155,12 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset5 = 5 * Math.random(3)
|
||||
img5.showImage(offset5)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
losses = losses + 1 // ***
|
||||
})
|
||||
```
|
||||
@ -182,12 +182,12 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset6 = 5 * Math.random(3)
|
||||
img6.showImage(offset6)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
losses = losses + 1
|
||||
basic.showString("WINS", 150) // ***
|
||||
basic.showNumber(wins, 150) // ***
|
||||
@ -213,14 +213,14 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset7 = 5 * Math.random(3)
|
||||
img7.showImage(offset7)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
basic.showString("LOSSES:", 150) // ***
|
||||
basic.showNumber(losses, 150) // ***
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
losses = losses + 1
|
||||
basic.showString("WINS", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
|
@ -50,7 +50,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset1 = 5 * Math.random(3)
|
||||
img1.showImage(offset1)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
}) // ***
|
||||
```
|
||||
|
||||
@ -71,7 +71,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset2 = 5 * Math.random(3)
|
||||
img2.showImage(offset2)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1 // ***
|
||||
})
|
||||
```
|
||||
@ -93,7 +93,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset3 = 5 * Math.random(3)
|
||||
img3.showImage(offset3)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150) // ***
|
||||
basic.showNumber(wins, 150) // ***
|
||||
@ -129,12 +129,12 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset4 = 5 * Math.random(3)
|
||||
img4.showImage(offset4)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
}) // ***
|
||||
```
|
||||
|
||||
@ -155,12 +155,12 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset5 = 5 * Math.random(3)
|
||||
img5.showImage(offset5)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
losses = losses + 1 // ***
|
||||
})
|
||||
```
|
||||
@ -182,12 +182,12 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset6 = 5 * Math.random(3)
|
||||
img6.showImage(offset6)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
losses = losses + 1
|
||||
basic.showString("WINS", 150) // ***
|
||||
basic.showNumber(wins, 150) // ***
|
||||
@ -213,14 +213,14 @@ input.onGesture(Gesture.Shake, () => {
|
||||
let offset7 = 5 * Math.random(3)
|
||||
img7.showImage(offset7)
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
wins = wins + 1
|
||||
basic.showString("WINS:", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
basic.showString("LOSSES:", 150) // ***
|
||||
basic.showNumber(losses, 150) // ***
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
losses = losses + 1
|
||||
basic.showString("WINS", 150)
|
||||
basic.showNumber(wins, 150)
|
||||
|
@ -34,7 +34,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
`)
|
||||
img1.plotFrame(Math.random(3))
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
game.addScore(1) // ***
|
||||
}) // ***
|
||||
```
|
||||
@ -54,7 +54,7 @@ input.onGesture(Gesture.Shake, () => {
|
||||
`)
|
||||
img2.plotFrame(Math.random(3))
|
||||
})
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
game.addScore(1)
|
||||
basic.showString("WINS: ", 150) // ***
|
||||
basic.showNumber(game.score(), 150) // ***
|
||||
|
@ -27,7 +27,7 @@ Now let's add to this by creating a condition for on button pressed `A` before t
|
||||
|
||||
```
|
||||
rotating = true
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
}) // ***
|
||||
while (rotating) {
|
||||
basic.showAnimation(`
|
||||
@ -48,7 +48,7 @@ Now that we have the on button pressed condition, let's make the animation stop
|
||||
|
||||
```
|
||||
rotating = true
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
rotating = false // ***
|
||||
}) // ***
|
||||
while (rotating) {
|
||||
|
@ -30,7 +30,7 @@ Now let's add to this by creating a condition for on button pressed `A` before t
|
||||
|
||||
```
|
||||
rotating = true
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
}) // ***
|
||||
while (rotating) {
|
||||
basic.showAnimation(`
|
||||
@ -52,7 +52,7 @@ Now that we have the on button pressed condition, let's make the animation stop
|
||||
|
||||
```
|
||||
rotating = true
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
rotating = false // ***
|
||||
}) // ***
|
||||
while (rotating) {
|
||||
|
@ -88,7 +88,7 @@ levelTime = 0
|
||||
<br/>
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let temp = math.abs(person.dirX) * (-1)
|
||||
// {stcode}
|
||||
// MACRO: stcode
|
||||
@ -104,7 +104,7 @@ input.onButtonPressed("A", () => {
|
||||
<br/>
|
||||
|
||||
```
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
let temp1 = math.abs(person.dirX)
|
||||
// {stcode}
|
||||
// MACRO: stcode
|
||||
|
@ -32,7 +32,7 @@ basic.showAnimation(`
|
||||
. . . . . # # # # # # # # # # # # # # #
|
||||
. . . . . . . . . . . . . . . # # # # #
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.clearScreen() // ***
|
||||
}) // ***
|
||||
```
|
||||
|
@ -14,7 +14,7 @@ basic.showAnimation(`
|
||||
. . . . . # # # # # # # # # # # # # # #
|
||||
. . . . . . . . . . . . . . . # # # # #
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.clearScreen()
|
||||
})
|
||||
```
|
||||
@ -31,10 +31,10 @@ basic.showAnimation(`
|
||||
. . . . . # # # # # # # # # # # # # # #
|
||||
. . . . . . . . . . . . . . . # # # # #
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.clearScreen()
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
})
|
||||
```
|
||||
|
||||
@ -52,10 +52,10 @@ basic.showAnimation(`
|
||||
. . . . . # # # # # # # # # # # # # # #
|
||||
. . . . . . . . . . . . . . . # # # # #
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.clearScreen()
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
basic.showAnimation(`
|
||||
# # # # # # # # # # . . . . . . . . . .
|
||||
# # # # # # # # # # . . . . . . . . . .
|
||||
|
@ -1,6 +1,6 @@
|
||||
# set brightness challenges
|
||||
|
||||
These challenges will allow you to change the brightness of the micro:bit. #docs
|
||||
These challenges will allow you to change the brightness of the micro:bit. docs
|
||||
|
||||
**Challenge 0**
|
||||
|
||||
@ -11,7 +11,7 @@ These challenges will allow you to change the brightness of the micro:bit. #docs
|
||||
```
|
||||
led.setBrightness(255)
|
||||
led.plotAll()
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.setBrightness(64)
|
||||
})
|
||||
```
|
||||
@ -25,10 +25,10 @@ What if we want to turn off all the LEDs? Let's do this by setting the brightnes
|
||||
```
|
||||
led.setBrightness(255)
|
||||
led.plotAll()
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.setBrightness(64)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
}) // ***
|
||||
```
|
||||
|
||||
@ -39,10 +39,10 @@ Inside of the condition `input->on button pressed("B")`, add `led->set brightnes
|
||||
```
|
||||
led.setBrightness(255)
|
||||
led.plotAll()
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.setBrightness(64)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
led.setBrightness(0) // ***
|
||||
})
|
||||
```
|
||||
|
@ -30,7 +30,7 @@ basic.showAnimation(`
|
||||
# . . . # . . . . .
|
||||
. # # # . . . . . .
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
}) // ***
|
||||
```
|
||||
|
||||
@ -48,7 +48,7 @@ basic.showAnimation(`
|
||||
# . . . # . . . . .
|
||||
. # # # . . . . . .
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.showLeds(`
|
||||
. # . # .
|
||||
. # . # .
|
||||
|
@ -13,7 +13,7 @@ At the end of the tutorial, click `keep editing`. Your code should look like thi
|
||||
```
|
||||
let counter = 0
|
||||
let fastPress = false
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
counter = counter + 1
|
||||
})
|
||||
```
|
||||
@ -25,7 +25,7 @@ We need to know when the user has hit button `A` 15 times. The user wins when he
|
||||
```
|
||||
let counter1 = 0
|
||||
let fastPress1 = false
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
counter1 = counter1 + 1
|
||||
if (counter1 == 15 && input.runningTime() < 5000) {
|
||||
}
|
||||
@ -37,7 +37,7 @@ Next, if the user has won, let's set our boolean to true. This indicates that he
|
||||
```
|
||||
let counter2 = 0
|
||||
let fastPress2 = false
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
counter2 = counter2 + 1
|
||||
if (counter2 == 15 && input.runningTime() < 5000) {
|
||||
fastPress2 = true // ***
|
||||
@ -52,7 +52,7 @@ We want to set `fastPress` to false if the user was too slow. To do so, we need
|
||||
```
|
||||
let counter3 = 0
|
||||
let fastPress3 = false
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
counter3 = counter3 + 1
|
||||
if (counter3 == 15 && input.runningTime() < 5000) {
|
||||
fastPress3 = true
|
||||
@ -72,7 +72,7 @@ Now let's display if the user won or lost. To do so, we need to check the status
|
||||
```
|
||||
let counter4 = 0
|
||||
let fastPress4 = false
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
counter4 = counter4 + 1
|
||||
if (counter4 == 15 && input.runningTime() < 5000) {
|
||||
fastPress4 = true
|
||||
|
@ -22,7 +22,7 @@ let count = 0
|
||||
|
||||
```
|
||||
let count_ = 0
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
count_ = count_ + 1
|
||||
basic.showNumber(count_, 100)
|
||||
})
|
||||
@ -38,7 +38,7 @@ After two button presses, **count** will be equal to 2.
|
||||
|
||||
```
|
||||
count_ = 0
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
count_ = count_ + 1
|
||||
basic.showNumber(count_, 100)
|
||||
})
|
||||
|
@ -24,7 +24,7 @@ let count = 0
|
||||
|
||||
```
|
||||
let count_ = 0
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
count_ = count_ + 1
|
||||
basic.showNumber(count_, 100)
|
||||
})
|
||||
@ -38,7 +38,7 @@ input.onButtonPressed("A", () => {
|
||||
|
||||
```
|
||||
count_ = 0
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
count_ = count_ + 1
|
||||
basic.showNumber(count_, 100)
|
||||
})
|
||||
|
@ -13,10 +13,10 @@ At the end of the tutorial, click `keep editing`. Your code should look like thi
|
||||
```
|
||||
initializeGame()
|
||||
playLevel()
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
selectHat()
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
chooseHat()
|
||||
})
|
||||
```
|
||||
|
@ -46,7 +46,7 @@ Write the code that displays the next letter of the string in "cup select" when
|
||||
<br/>
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
index = index + 1
|
||||
if (index > 2) {
|
||||
index = 0
|
||||
|
@ -12,7 +12,7 @@ At the end of the tutorial, click `keep editing`. Your code should look like thi
|
||||
|
||||
```
|
||||
let inital = 5
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let doubled1 = double(initial)
|
||||
basic.showNumber(doubled1, 150) // ***
|
||||
})
|
||||
@ -40,11 +40,11 @@ Add a condition for when button `B` is pressed. We will use this condition in th
|
||||
|
||||
```
|
||||
initial = 5
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let doubled = double(initial)
|
||||
basic.showNumber(doubled, 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
}) // ***
|
||||
```
|
||||
|
||||
|
@ -21,7 +21,7 @@ let x = 5
|
||||
<br/>
|
||||
|
||||
```
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
})
|
||||
```
|
||||
|
||||
|
@ -28,7 +28,7 @@ basic.showLeds(`
|
||||
. . # . .
|
||||
. . # . .
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
})
|
||||
```
|
||||
|
||||
@ -42,7 +42,7 @@ basic.showLeds(`
|
||||
. . # . .
|
||||
. . # . .
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let random = Math.random(2)
|
||||
})
|
||||
```
|
||||
@ -57,7 +57,7 @@ basic.showLeds(`
|
||||
. . # . .
|
||||
. . # . .
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let random1 = Math.random(2)
|
||||
if (random1 == 0) {
|
||||
basic.showString("TRUTH", 150)
|
||||
@ -79,7 +79,7 @@ basic.showLeds(`
|
||||
. . # . .
|
||||
. . # . .
|
||||
`, 400)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let random2 = Math.random(2)
|
||||
if (random2 == 0) {
|
||||
basic.showString("TRUTH", 150)
|
||||
|
@ -18,7 +18,7 @@ basic.plotImage(`
|
||||
. . # . .
|
||||
. . # . .
|
||||
`)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let random = Math.random(2)
|
||||
if (random == 0) {
|
||||
basic.showString("TRUTH", 150)
|
||||
@ -47,7 +47,7 @@ basic.plotImage(`
|
||||
. . # . .
|
||||
. . # . .
|
||||
`)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let random1 = Math.random(3) // ***
|
||||
if (random1 == 0) {
|
||||
basic.showString("TRUTH", 150)
|
||||
@ -76,7 +76,7 @@ basic.plotImage(`
|
||||
. . # . .
|
||||
. . # . .
|
||||
`)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
let random2 = Math.random(3)
|
||||
if (random2 == 0) {
|
||||
basic.showString("TRUTH", 150) // ***
|
||||
|
@ -10,14 +10,14 @@ This [guided tutorial](/microbit/lessons/typing-game/tutorial) will teach you ho
|
||||
alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
|
||||
index = 0
|
||||
name = ""
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.showString(alphabet.substr(index, 1), 0)
|
||||
index = index + 1
|
||||
})
|
||||
if (index > 25) {
|
||||
index = 0
|
||||
}
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
name = name.concat(alphabet.substr(index - 1, 1))
|
||||
})
|
||||
input.onGesture(Gesture.Shake, () => {
|
||||
@ -33,14 +33,14 @@ After you have shown the string in the condition `on shake`, make the name varia
|
||||
alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
|
||||
index = 0
|
||||
name = ""
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.showString(alphabet.substr(index, 1), 0)
|
||||
index = index + 1
|
||||
})
|
||||
if (index > 25) {
|
||||
index = 0
|
||||
}
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
name = name.concat(alphabet.substr(index - 1, 1))
|
||||
})
|
||||
input.onGesture(Gesture.Shake, () => {
|
||||
@ -57,14 +57,14 @@ After you have cleared the name variable to hold nothing, make `index := 0` so t
|
||||
alphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
|
||||
index = 0
|
||||
name = ""
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
led.showString(alphabet.substr(index, 1), 0)
|
||||
index = index + 1
|
||||
})
|
||||
if (index > 25) {
|
||||
index = 0
|
||||
}
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
name = name.concat(alphabet.substr(index - 1, 1))
|
||||
})
|
||||
input.onGesture(Gesture.Shake, () => {
|
||||
|
@ -18,7 +18,7 @@ Now we need to reply after someone asks Micro a yes or no question. We want to
|
||||
|
||||
```
|
||||
basic.showString("ASK ME A QUESTION", 150)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.showString("YES", 150) // ***
|
||||
}) // ***
|
||||
```
|
||||
@ -33,10 +33,10 @@ What if Micro's answer to the question is no? Let's have `NO` be displayed when
|
||||
|
||||
```
|
||||
basic.showString("ASK ME A QUESTION", 150)
|
||||
input.onButtonPressed("A", () => {
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
basic.showString("YES", 150)
|
||||
})
|
||||
input.onButtonPressed("B", () => {
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
basic.showString("NO", 150) // ***
|
||||
}) // ***
|
||||
```
|
||||
|
Reference in New Issue
Block a user