Bump V3.0.22 (#110)

* change simulator svg

* change radio image

* Remove google fonts cdn

* change color of 'advanced' button

* font fix

* font fix 2

* display fix

* change fullsceen simulator bg

* Continuous servo

* handle continuous state

* adding shims

* update rendering for continuous servos

* fixing sim

* fix sig

* typo

* fix sim

* bump pxt

* bump pxt

* rerun travis

* Input blocks revision

- add Button and Pin event types
- merge onPinPressed & onPinReleased in new onPinEvent function
- create new onButtonEvent function

* update input blocks in docs and tests

* remove device_pin_release block

* Hide DAL.x behind Enum

* bring back deprecated blocks, but hide them

* shims and locales files

* fix input.input. typing

* remove buildpr

* bump V3

* update simulator aspect ratio

* add Loudness Block

* revoke loudness block

* Adds soundLevel

To be replaced by pxt-common-packages when DAL is updated.

* Remove P0 & P3 from AnalogPin

Co-authored-by: Juri <gitkraken@juriwolf.de>
This commit is contained in:
Amerlander
2020-09-08 11:04:25 +02:00
committed by GitHub
parent 98d8b2977b
commit 918af4f3ac
233 changed files with 9391 additions and 2739 deletions

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# Hey, @boardname@!
## Step 1
Welcome, let's code the @boardname@! Place the ``||basic:show string||`` block in the ``||basic:on start||`` slot. Change the ``"Hello"`` text to be your name instead. Did you see it scroll in the simulator?.
```blocks
basic.showString("My Name")
```
## Step 2
Well, you noticed that the text stopped. Place the ``||basic:show string||`` block in an ``||input:on button pressed||`` block to scroll your name whenever button **A** is pressed.
```block
input.onButtonPressed(Button.A, () => {
basic.showString("My Name")
});
```
## Step 3
Ok, let's try to talk to the @boardname@ using a button. Change the text in ``||basic:show string||`` to ask the question "How are you?". Add another ``||basic:show string||`` with "....." to show that the @boardname@ is thinking.
```block
input.onButtonPressed(Button.A, () => {
basic.showString("How are you?")
basic.showString(".....");
})
```
## Step 4
Now, make the @boardname@ give an answer with a smiley face! Find the ``||basic:show leds||`` and draw a smiley face on the block by clicking on the LEDs. Press button **A** in the simulator and see the @boardname@ respond to your question.
```block
input.onButtonPressed(Button.A, () => {
basic.showString("How are you?")
basic.showString(".....");
basic.showLeds(`
# # . # #
# # . # #
. . . . .
# . . . #
. # # # .
`)
})
```
## Step 5
OK, let's ask @boardname@ how it's feeling just now, but by a different method. We can use the shake gesture to ask the question. Go get an ``||input:on shake||`` block. Go grab your ``||basic:show leds||`` block from before and and put it in the ``||input:on shake||``.
```block
input.onGesture(Gesture.Shake, () => {
basic.showLeds(`
# # . # #
# # . # #
. . . . .
# . . . #
. # # # .
`)
})
```
## Step 6
We want the @boardname@ to change how it feels at different times. It will have two moods, happy and sad. Go to **Logic** and get an ``||logic:if then else||``. Put it in the ``||input:on shake||`` and move the ``||basic:show leds||`` into the ``||logic:if then||`` slot.
```block
input.onGesture(Gesture.Shake, () => {
if (true) {
basic.showLeds(`
# # . # #
# # . # #
. . . . .
# . . . #
. # # # .
`)
} else {
}
})
```
## Step 7
Duplicate the ``||basic:show leds||`` block (right-click, then choose Duplicate). Put the new one into the ``||logic:else||`` part of the ``||logic:if then else||``. This time, turn that one into a frowny face.
```block
input.onGesture(Gesture.Shake, () => {
if (true) {
basic.showLeds(`
# # . # #
# # . # #
. . . . .
# . . . #
. # # # .
`)
} else {
basic.showLeds(`
# # . # #
# # . # #
. . . . .
. # # # .
# . . . #
`)
}
})
```
## Step 8
Test it's mood by changing the condition in the ``||logic:if||`` from `true` to `false` and then click the **SHAKE** spot in the simulator.
## Step 9
So, to make the @boardname@ more fickle, let's give it a random mood. Find the ``||math:pick random true or false||`` block in **Math**. Pull it out and use it in the ``||logic:if||`` condition instead of the `true` value.
```block
input.onGesture(Gesture.Shake, () => {
if (Math.randomBoolean()) {
basic.showLeds(`
# # . # #
# # . # #
. . . . .
# . . . #
. # # # .
`)
} else {
basic.showLeds(`
# # . # #
# # . # #
. . . . .
. # # # .
# . . . #
`)
}
})
```
## Step 10
Now, click the **SHAKE** spot a few times to see how the @boardname@ is feeling. Hmm, it's mood is different sometimes!
## Step 11
Awesome job! You've completed your Microsoft MakeCode activity. If you have a @boardname@ to use, click the `|Download|` button and try your code on the board.

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# Rock Paper Scissors
## Step 1
We want the @boardname@ to choose rock, paper, or scissors when you shake it.
Place a ``||input:on shake||`` block so when you shake the @boardname@, it will run part of a program.
```blocks
input.onGesture(Gesture.Shake, () => {
})
```
## Step 2
Add a ``tool`` variable to store a random number computed with ``||math:pick random||``.
When you shake the @boardname@, it should pick a random number from `0` to `2`
and store it in the variable `tool`. (This variable is named `tool` because
rock, paper, and scissors are the tools you use to challenge your friends!)
```blocks
let tool = 0;
input.onGesture(Gesture.Shake, () => {
tool = randint(0, 3)
})
```
In a later step, each of the possible numbers (`0`, `1`, or `2`) is matched to its own picture. The picture is shown on the LEDs when its number is picked.
## Step 3
Place an ``if`` block under the ``||math:pick random||`` and
check whether ``tool`` is equal to ``0``.
```blocks
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
}
})
```
## Step 4
In the ``if`` block, place a ``||basic:show leds||`` block that shows a
picture of a piece of paper.
```blocks
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
}
})
```
## Step 5
Add an ``else if`` block to the ``if`` block and check whether ``tool``
is equal to ``1``.
Click on the **(+)** at the bottom of the ``if`` block to add an ``else if`` section.
```blocks
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (tool == 1) {
}
})
```
## Step 6
Place a ``||basic:show leds||`` block under the else if and draw a **rock** image on the screen.
```blocks
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (tool == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
}
})
```
## Step 7
Add a ``||basic:show leds||`` block with a picture of scissors to the ``else`` part.
You don't need to check if `tool` is `2` because `2` is the only number left out of `0`, `1`, and `2`.
That's why you can use an ``else`` instead of an ``else if``.
```blocks
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (tool == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
} else {
basic.showLeds(`
# # . . #
# # . # .
. . # . .
# # . # .
# # . . #
`)
}
})
```
## Step 8
Your game is ready! Gather your friends and play Rock Paper Scissors!