This commit is contained in:
Peli de Halleux 2017-12-14 10:40:07 -08:00
commit a1f1911eb0
12 changed files with 551 additions and 104 deletions

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@ -321,21 +321,30 @@
"motors.motorCommand": "Send break, coast or sleep commands to the motor. Has no effect in dual-motor mode.", "motors.motorCommand": "Send break, coast or sleep commands to the motor. Has no effect in dual-motor mode.",
"motors.motorPower": "Turns on the motor at a certain percent of power. Switches to single motor mode!", "motors.motorPower": "Turns on the motor at a certain percent of power. Switches to single motor mode!",
"motors.motorPower|param|power": "%percent of power sent to the motor. Negative power goes backward. eg: 50", "motors.motorPower|param|power": "%percent of power sent to the motor. Negative power goes backward. eg: 50",
"music": "Generation of music tones through pin ``P0``.", "music": "Generation of music tones.",
"music.beat": "Returns the duration of a beat in milli-seconds", "music.beat": "Returns the duration of a beat in milli-seconds",
"music.beginMelody": "Starts playing a melody.\nNotes are expressed as a string of characters with this format: NOTE[octave][:duration]",
"music.beginMelody|param|melodyArray": "the melody array to play, eg: ['g5:1']",
"music.beginMelody|param|options": "melody options, once / forever, in the foreground / background",
"music.builtInMelody": "Gets the melody array of a built-in melody.",
"music.changeTempoBy": "Change the tempo by the specified amount", "music.changeTempoBy": "Change the tempo by the specified amount",
"music.changeTempoBy|param|bpm": "The change in beats per minute to the tempo, eg: 20", "music.changeTempoBy|param|bpm": "The change in beats per minute to the tempo, eg: 20",
"music.noteFrequency": "Gets the frequency of a note.", "music.noteFrequency": "Gets the frequency of a note.",
"music.noteFrequency|param|name": "the note name", "music.noteFrequency|param|name": "the note name, eg: Note.C",
"music.playTone": "Plays a tone through ``speaker`` for the given duration.", "music.onEvent": "Registers code to run on various melody events",
"music.playTone": "Plays a tone through pin ``P0`` for the given duration.",
"music.playTone|param|frequency": "pitch of the tone to play in Hertz (Hz)", "music.playTone|param|frequency": "pitch of the tone to play in Hertz (Hz)",
"music.playTone|param|ms": "tone duration in milliseconds (ms)", "music.playTone|param|ms": "tone duration in milliseconds (ms)",
"music.rest": "Rests (plays nothing) for a specified time through pin ``P0``.", "music.rest": "Rests (plays nothing) for a specified time through pin ``P0``.",
"music.rest|param|ms": "rest duration in milliseconds (ms)", "music.rest|param|ms": "rest duration in milliseconds (ms)",
"music.ringTone": "Plays a tone through ``speaker``.", "music.ringTone": "Plays a tone through pin ``P0``.",
"music.ringTone|param|frequency": "pitch of the tone to play in Hertz (Hz)", "music.ringTone|param|frequency": "pitch of the tone to play in Hertz (Hz)",
"music.setPlayTone": "Sets a custom playTone function for playing melodies",
"music.setTempo": "Sets the tempo to the specified amount", "music.setTempo": "Sets the tempo to the specified amount",
"music.setTempo|param|bpm": "The new tempo in beats per minute, eg: 120", "music.setTempo|param|bpm": "The new tempo in beats per minute, eg: 120",
"music.speakerPlayTone": "Plays a tone through ``speaker`` for the given duration.",
"music.speakerPlayTone|param|frequency": "pitch of the tone to play in Hertz (Hz)",
"music.speakerPlayTone|param|ms": "tone duration in milliseconds (ms)",
"music.tempo": "Returns the tempo in beats per minute. Tempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play.", "music.tempo": "Returns the tempo in beats per minute. Tempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play.",
"parseInt": "Convert A string to an integer.", "parseInt": "Convert A string to an integer.",
"pins": "Control currents in Pins for analog/digital signals, servos, i2c, ...", "pins": "Control currents in Pins for analog/digital signals, servos, i2c, ...",

View File

@ -20,6 +20,8 @@
"BaudRate.BaudRate115200|block": "115200", "BaudRate.BaudRate115200|block": "115200",
"BaudRate.BaudRate56700|block": "57600", "BaudRate.BaudRate56700|block": "57600",
"BaudRate.BaudRate9600|block": "9600", "BaudRate.BaudRate9600|block": "9600",
"BeatFraction.Breve|block": "4",
"BeatFraction.Double|block": "2",
"BeatFraction.Eighth|block": "1/8", "BeatFraction.Eighth|block": "1/8",
"BeatFraction.Half|block": "1/2", "BeatFraction.Half|block": "1/2",
"BeatFraction.Quarter|block": "1/4", "BeatFraction.Quarter|block": "1/4",
@ -121,10 +123,44 @@
"Math.randomBoolean|block": "pick random true or false", "Math.randomBoolean|block": "pick random true or false",
"Math.random|block": "pick random 0 to %limit", "Math.random|block": "pick random 0 to %limit",
"Math|block": "Math", "Math|block": "Math",
"Melodies.BaDing|block": "ba ding",
"Melodies.Baddy|block": "baddy",
"Melodies.Birthday|block": "birthday",
"Melodies.Blues|block": "blues",
"Melodies.Chase|block": "chase",
"Melodies.Dadadadum|block": "dadadum",
"Melodies.Entertainer|block": "entertainer",
"Melodies.Funeral|block": "funereal",
"Melodies.Funk|block": "funk",
"Melodies.JumpDown|block": "jump down",
"Melodies.JumpUp|block": "jump up",
"Melodies.Nyan|block": "nyan",
"Melodies.Ode|block": "ode",
"Melodies.PowerDown|block": "power down",
"Melodies.PowerUp|block": "power up",
"Melodies.Prelude|block": "prelude",
"Melodies.Punchline|block": "punchline",
"Melodies.Ringtone|block": "ringtone",
"Melodies.Wawawawaa|block": "wawawawaa",
"Melodies.Wedding|block": "wedding",
"MelodyOptions.ForeverInBackground|block": "forever in background",
"MelodyOptions.Forever|block": "forever",
"MelodyOptions.OnceInBackground|block": "once in background",
"MelodyOptions.Once|block": "once",
"Motor.AB|block": "A and B", "Motor.AB|block": "A and B",
"MotorCommand.Break|block": "break", "MotorCommand.Break|block": "break",
"MotorCommand.Coast|block": "coast", "MotorCommand.Coast|block": "coast",
"MotorCommand.Sleep|block": "sleep", "MotorCommand.Sleep|block": "sleep",
"MusicEvent.BackgroundMelodyEnded|block": "background melody ended",
"MusicEvent.BackgroundMelodyNotePlayed|block": "background melody note played",
"MusicEvent.BackgroundMelodyPaused|block": "background melody paused",
"MusicEvent.BackgroundMelodyRepeated|block": "background melody repeated",
"MusicEvent.BackgroundMelodyResumed|block": "background melody resumed",
"MusicEvent.BackgroundMelodyStarted|block": "background melody started",
"MusicEvent.MelodyEnded|block": "melody ended",
"MusicEvent.MelodyNotePlayed|block": "melody note played",
"MusicEvent.MelodyRepeated|block": "melody repeated",
"MusicEvent.MelodyStarted|block": "melody started",
"Note.CSharp3|block": "C#3", "Note.CSharp3|block": "C#3",
"Note.CSharp4|block": "C#4", "Note.CSharp4|block": "C#4",
"Note.CSharp5|block": "C#5", "Note.CSharp5|block": "C#5",
@ -225,8 +261,11 @@
"motors.motorPower|block": "motor on at %percent", "motors.motorPower|block": "motor on at %percent",
"motors|block": "motors", "motors|block": "motors",
"music.beat|block": "%fraction|beat", "music.beat|block": "%fraction|beat",
"music.beginMelody|block": "start melody %melody=device_builtin_melody| repeating %options",
"music.builtInMelody|block": "%melody",
"music.changeTempoBy|block": "change tempo by (bpm)|%value", "music.changeTempoBy|block": "change tempo by (bpm)|%value",
"music.noteFrequency|block": "%note", "music.noteFrequency|block": "%note",
"music.onEvent|block": "music on %value",
"music.playTone|block": "play|tone %note=device_note|for %duration=device_beat", "music.playTone|block": "play|tone %note=device_note|for %duration=device_beat",
"music.rest|block": "rest(ms)|%duration=device_beat", "music.rest|block": "rest(ms)|%duration=device_beat",
"music.ringTone|block": "ring tone (Hz)|%note=device_note", "music.ringTone|block": "ring tone (Hz)|%note=device_note",

View File

@ -32,22 +32,22 @@ namespace game {
let _countdownPause: number = 0; let _countdownPause: number = 0;
let _level: number = 1; let _level: number = 1;
let _gameId: number = 0; let _gameId: number = 0;
let img: Image; let _img: Image;
let sprites: LedSprite[]; let _sprites: LedSprite[];
let _paused: boolean = false;
let _backgroundAnimation = false; // indicates if an auxiliary animation (and fiber) is already running
/** /**
* Creates a new LED sprite pointing to the right. * Creates a new LED sprite pointing to the right.
* @param x sprite horizontal coordinate, eg: 2 * @param x sprite horizontal coordinate, eg: 2
* @param y sprite vertical coordinate, eg: 2 * @param y sprite vertical coordinate, eg: 2
*/ */
//% weight=60 //% weight=60 blockGap=8 help=game/create-sprite
//% blockId=game_create_sprite block="create sprite at|x: %x|y: %y" //% blockId=game_create_sprite block="create sprite at|x: %x|y: %y"
//% parts="ledmatrix" //% parts="ledmatrix"
export function createSprite(x: number, y: number): LedSprite { export function createSprite(x: number, y: number): LedSprite {
init(); init();
let p = new LedSprite(x, y); let p = new LedSprite(x, y);
sprites.push(p);
plot();
return p; return p;
} }
@ -61,7 +61,7 @@ namespace game {
} }
/** /**
* Adds points to the current score * Adds points to the current score and shows an animation
* @param points amount of points to change, eg: 1 * @param points amount of points to change, eg: 1
*/ */
//% weight=10 help=game/add-score //% weight=10 help=game/add-score
@ -69,18 +69,22 @@ namespace game {
//% parts="ledmatrix" //% parts="ledmatrix"
export function addScore(points: number): void { export function addScore(points: number): void {
setScore(_score + points); setScore(_score + points);
if (!_paused && !_backgroundAnimation) {
_backgroundAnimation = true;
control.inBackground(() => { control.inBackground(() => {
led.stopAnimation(); led.stopAnimation();
basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20); 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
_backgroundAnimation = false;
}); });
} }
}
/** /**
* Starts a game countdown timer * Shows an animation, then starts a game countdown timer, which causes Game Over when it reaches 0
* @param ms countdown duration in milliseconds, eg: 10000 * @param ms countdown duration in milliseconds, eg: 10000
*/ */
//% weight=9 help=game/start-countdown //% weight=9 help=game/start-countdown
@ -96,6 +100,7 @@ namespace game {
_countdownPause = Math.max(500, ms); _countdownPause = Math.max(500, ms);
_startTime = -1; _startTime = -1;
_endTime = input.runningTime() + _countdownPause; _endTime = input.runningTime() + _countdownPause;
_paused = false;
control.inBackground(() => { control.inBackground(() => {
basic.pause(_countdownPause); basic.pause(_countdownPause);
gameOver(); gameOver();
@ -104,7 +109,7 @@ namespace game {
} }
/** /**
* Displays a game over animation. * Displays a game over animation and the score.
*/ */
//% weight=8 help=game/game-over //% weight=8 help=game/game-over
//% blockId=game_game_over block="game over" //% blockId=game_game_over block="game over"
@ -115,7 +120,6 @@ namespace game {
unplugEvents(); unplugEvents();
led.stopAnimation(); led.stopAnimation();
led.setBrightness(255); led.setBrightness(255);
led.setDisplayMode(DisplayMode.BackAndWhite);
while (true) { while (true) {
for (let i = 0; i < 8; i++) { for (let i = 0; i < 8; i++) {
basic.clearScreen(); basic.clearScreen();
@ -146,8 +150,9 @@ namespace game {
/** /**
* Sets the current score value * Sets the current score value
* @param value TODO * @param value new score value.
*/ */
//% blockId=game_set_score block="set score %points" blockGap=8
//% weight=10 help=game/set-score //% weight=10 help=game/set-score
export function setScore(value: number): void { export function setScore(value: number): void {
_score = Math.max(0, value); _score = Math.max(0, value);
@ -202,6 +207,7 @@ namespace game {
//% parts="ledmatrix" //% parts="ledmatrix"
export function removeLife(life: number): void { export function removeLife(life: number): void {
setLife(_life - life); setLife(_life - life);
if (!_paused)
control.inBackground(() => { control.inBackground(() => {
led.stopAnimation(); led.stopAnimation();
basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0 basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
@ -264,10 +270,38 @@ namespace game {
* Indicates if the game is display the game over sequence. * Indicates if the game is display the game over sequence.
*/ */
export function isGameOver(): boolean { export function isGameOver(): boolean {
let over: boolean;
return _isGameOver; return _isGameOver;
} }
/**
* Indicates if the game rendering is paused to allow other animations
*/
//%
export function isPaused(): boolean {
return _paused;
}
/**
* Pauses the game rendering engine to allow other animations
*/
//% blockId=game_pause block="pause"
//% advanced=true blockGap=8 help=game/pause
export function pause(): void {
plot()
_paused = true;
}
/**
* Resumes the game rendering engine
*/
//% blockId=game_resume block="resume"
//% advanced=true blockGap=8 help=game/resumeP
export function resume(): void {
_paused = false;
plot();
}
/** /**
* returns false if game can't start * returns false if game can't start
*/ */
@ -287,29 +321,35 @@ namespace game {
}); });
} }
/**
* A game sprite rendered as a single LED
*/
//%
export class LedSprite { export class LedSprite {
private _x: number; private _x: number;
private _y: number; private _y: number;
private _dir: number; private _dir: number;
private _brightness: number; private _brightness: number;
private _blink: number; private _blink: number;
private _enabled: boolean;
constructor(x: number, y: number) { constructor(x: number, y: number) {
this._x = Math.clamp(0, 4, x); this._x = Math.clamp(0, 4, x);
this._y = Math.clamp(0, 4, y); this._y = Math.clamp(0, 4, y);
this._dir = 90; this._dir = 90;
this._brightness = 255; this._brightness = 255;
this._enabled = true;
init(); init();
sprites.push(this); _sprites.push(this);
plot(); plot();
} }
/** /**
* Move a certain number of LEDs * Move a certain number of LEDs in the current direction
* @param this the sprite to move * @param this the sprite to move
* @param leds number of leds to move, eg: 1, -1 * @param leds number of leds to move, eg: 1, -1
*/ */
//% weight=50 //% weight=50 help=game/move
//% blockId=game_move_sprite block="%sprite|move by %leds" blockGap=8 //% blockId=game_move_sprite block="%sprite|move by %leds" blockGap=8
//% parts="ledmatrix" //% parts="ledmatrix"
public move(leds: number): void { public move(leds: number): void {
@ -355,10 +395,10 @@ namespace game {
} }
/** /**
* If touching the edge of the stage, then bounce away. * If touching the edge of the stage and facing towards it, then turn away.
* @param this TODO * @param this TODO
*/ */
//% weight=18 //% weight=18 help=game/if-on-edge-bounce
//% blockId=game_sprite_bounce block="%sprite|if on edge, bounce" //% blockId=game_sprite_bounce block="%sprite|if on edge, bounce"
//% parts="ledmatrix" //% parts="ledmatrix"
public ifOnEdgeBounce(): void { public ifOnEdgeBounce(): void {
@ -412,7 +452,7 @@ namespace game {
* @param direction left or right * @param direction left or right
* @param degrees angle in degrees to turn, eg: 45, 90, 180, 135 * @param degrees angle in degrees to turn, eg: 45, 90, 180, 135
*/ */
//% weight=49 //% weight=49 help=game/turn
//% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees" //% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees"
public turn(direction: Direction, degrees: number) { public turn(direction: Direction, degrees: number) {
if (direction == Direction.Right) if (direction == Direction.Right)
@ -444,7 +484,7 @@ namespace game {
* @param property the name of the property to change * @param property the name of the property to change
* @param the updated value * @param the updated value
*/ */
//% weight=29 //% weight=29 help=game/set
//% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8 //% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8
public set(property: LedSpriteProperty, value: number) { public set(property: LedSpriteProperty, value: number) {
switch (property) { switch (property) {
@ -461,7 +501,7 @@ namespace game {
* @param property the name of the property to change * @param property the name of the property to change
* @param value amount of change, eg: 1 * @param value amount of change, eg: 1
*/ */
//% weight=30 //% weight=30 help=game/change
//% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8 //% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8
public change(property: LedSpriteProperty, value: number) { public change(property: LedSpriteProperty, value: number) {
switch (property) { switch (property) {
@ -477,7 +517,7 @@ namespace game {
* Gets a property of the sprite * Gets a property of the sprite
* @param property the name of the property to change * @param property the name of the property to change
*/ */
//% weight=28 //% weight=28 help=game/get
//% blockId=game_sprite_property block="%sprite|%property" //% blockId=game_sprite_property block="%sprite|%property"
public get(property: LedSpriteProperty) { public get(property: LedSpriteProperty) {
switch (property) { switch (property) {
@ -567,21 +607,21 @@ namespace game {
} }
/** /**
* Reports true if sprite is touching specified sprite * Reports true if sprite has the same position as specified sprite
* @param this TODO * @param this TODO
* @param other TODO * @param other TODO
*/ */
//% weight=20 //% weight=20 help=game/is-touching
//% blockId=game_sprite_touching_sprite block="%sprite|touching %other|?" blockGap=8 //% blockId=game_sprite_touching_sprite block="%sprite|touching %other|?" blockGap=8
public isTouching(other: LedSprite): boolean { public isTouching(other: LedSprite): boolean {
return this._x == other._x && this._y == other._y; return this._enabled && other._enabled && this._x == other._x && this._y == other._y;
} }
/** /**
* Reports true if sprite is touching an edge * Reports true if sprite is touching an edge
* @param this TODO * @param this TODO
*/ */
//% weight=19 //% weight=19 help=game/is-touching-edge
//% blockId=game_sprite_touching_edge block="%sprite|touching edge?" blockGap=8 //% blockId=game_sprite_touching_edge block="%sprite|touching edge?" blockGap=8
public isTouchingEdge(): boolean { public isTouchingEdge(): boolean {
return this._x == 0 || this._x == 4 || this._y == 0 || this._y == 4; return this._x == 0 || this._x == 4 || this._y == 0 || this._y == 4;
@ -589,7 +629,7 @@ namespace game {
/** /**
* Turns on the sprite (on by default) * Turns on the sprite (on by default)
* @param this TODO * @param this the sprite
*/ */
public on(): void { public on(): void {
this.setBrightness(255); this.setBrightness(255);
@ -597,7 +637,7 @@ namespace game {
/** /**
* Turns off the sprite (on by default) * Turns off the sprite (on by default)
* @param this TODO * @param this the sprite
*/ */
public off(): void { public off(): void {
this.setBrightness(0); this.setBrightness(0);
@ -605,8 +645,8 @@ namespace game {
/** /**
* Set the ``brightness`` of a sprite * Set the ``brightness`` of a sprite
* @param this TODO * @param this the sprite
* @param brightness TODO * @param brightness the brightness from 0 (off) to 255 (on), eg: 255.
*/ */
//% parts="ledmatrix" //% parts="ledmatrix"
public setBrightness(brightness: number): void { public setBrightness(brightness: number): void {
@ -616,8 +656,9 @@ namespace game {
/** /**
* Reports the ``brightness` of a sprite on the LED screen * Reports the ``brightness` of a sprite on the LED screen
* @param this TODO * @param this the sprite
*/ */
//% parts="ledmatrix"
public brightness(): number { public brightness(): number {
let r: number; let r: number;
return this._brightness; return this._brightness;
@ -625,8 +666,8 @@ namespace game {
/** /**
* Changes the ``y`` position by the given amount * Changes the ``y`` position by the given amount
* @param this TODO * @param this the sprite
* @param value TODO * @param value the value to change brightness
*/ */
public changeBrightnessBy(value: number): void { public changeBrightnessBy(value: number): void {
this.setBrightness(this._brightness + value); this.setBrightness(this._brightness + value);
@ -642,11 +683,15 @@ namespace game {
} }
/** /**
* Deletes the sprite from the game engine. All further operation of the sprite will not have any effect. * Deletes the sprite from the game engine. The sprite will no longer appear on the screen or interact with other sprites.
* @param sprite TODO * @param this sprite to delete
*/ */
public delete(sprite: LedSprite): void { //% weight=59 help=game/delete
sprites.removeElement(sprite); //% blockId="game_delete_sprite" block="delete %this"
public delete(): void {
this._enabled = false;
if (_sprites.removeElement(this))
plot();
} }
/** /**
@ -686,22 +731,21 @@ namespace game {
r = (now / ps._blink) % 2; r = (now / ps._blink) % 2;
} }
if (r == 0) { if (r == 0) {
img.setPixelBrightness(ps._x, ps._y, img.pixelBrightness(ps._x, ps._y) + ps._brightness); _img.setPixelBrightness(ps._x, ps._y, _img.pixelBrightness(ps._x, ps._y) + ps._brightness);
} }
} }
} }
} }
function init(): void { function init(): void {
if (img == null) { if (_img) return;
img = images.createImage( const img = images.createImage(
`0 0 0 0 0 `0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0`); 0 0 0 0 0`);
sprites = (<LedSprite[]>[]); _sprites = (<LedSprite[]>[]);
led.setDisplayMode(DisplayMode.Greyscale);
basic.forever(() => { basic.forever(() => {
basic.pause(30); basic.pause(30);
plot(); plot();
@ -709,7 +753,7 @@ namespace game {
basic.pause(600); basic.pause(600);
} }
}); });
} _img = img;
} }
/** /**
@ -717,15 +761,23 @@ namespace game {
*/ */
//% parts="ledmatrix" //% parts="ledmatrix"
function plot(): void { function plot(): void {
if (game.isGameOver()) { if (game.isGameOver() || game.isPaused() || !_img || _backgroundAnimation) {
return; return;
} }
let now = input.runningTime(); // ensure greyscale mode
img.clear(); const dm = led.displayMode();
for (let i = 0; i < sprites.length; i++) { if (dm != DisplayMode.Greyscale)
sprites[i]._plot(now); led.setDisplayMode(DisplayMode.Greyscale);
// render sprites
const now = input.runningTime();
_img.clear();
for (let i = 0; i < _sprites.length; i++) {
_sprites[i]._plot(now);
} }
img.plotImage(0); _img.plotImage(0);
// restore previous display mode
if (dm != DisplayMode.Greyscale)
led.setDisplayMode(dm);
} }
/** /**
@ -737,4 +789,3 @@ namespace game {
} }
} }

View File

@ -92,6 +92,14 @@ namespace led {
uBit.display.setDisplayMode((DisplayMode)mode); uBit.display.setDisplayMode((DisplayMode)mode);
} }
/**
* Gets the current display mode
*/
//% weight=1 parts="ledmatrix" advanced=true
DisplayMode_ displayMode() {
return (DisplayMode_)uBit.display.getDisplayMode();
}
/** /**
* Turns on or off the display * Turns on or off the display
*/ */

119
libs/core/melodies.ts Normal file
View File

@ -0,0 +1,119 @@
/*
The MIT License (MIT)
Copyright (c) 2013-2016 The MicroPython-on-micro:bit Developers, as listed
in the accompanying AUTHORS file
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
// Melodies from file microbitmusictunes.c https://github.com/bbcmicrobit/MicroPython
enum Melodies {
//% block="dadadum" blockIdentity=music.builtInMelody
Dadadadum = 0,
//% block="entertainer" blockIdentity=music.builtInMelody
Entertainer,
//% block="prelude" blockIdentity=music.builtInMelody
Prelude,
//% block="ode" blockIdentity=music.builtInMelody
Ode,
//% block="nyan" blockIdentity=music.builtInMelody
Nyan,
//% block="ringtone" blockIdentity=music.builtInMelody
Ringtone,
//% block="funk" blockIdentity=music.builtInMelody
Funk,
//% block="blues" blockIdentity=music.builtInMelody
Blues,
//% block="birthday" blockIdentity=music.builtInMelody
Birthday,
//% block="wedding" blockIdentity=music.builtInMelody
Wedding,
//% block="funereal" blockIdentity=music.builtInMelody
Funeral,
//% block="punchline" blockIdentity=music.builtInMelody
Punchline,
//% block="baddy" blockIdentity=music.builtInMelody
Baddy,
//% block="chase" blockIdentity=music.builtInMelody
Chase,
//% block="ba ding" blockIdentity=music.builtInMelody
BaDing,
//% block="wawawawaa" blockIdentity=music.builtInMelody
Wawawawaa,
//% block="jump up" blockIdentity=music.builtInMelody
JumpUp,
//% block="jump down" blockIdentity=music.builtInMelody
JumpDown,
//% block="power up" blockIdentity=music.builtInMelody
PowerUp,
//% block="power down" blockIdentity=music.builtInMelody
PowerDown,
}
namespace music {
export function getMelody(melody: Melodies): string[] {
switch (melody) {
case Melodies.Dadadadum:
return ['r4:2', 'g', 'g', 'g', 'eb:8', 'r:2', 'f', 'f', 'f', 'd:8'];
case Melodies.Entertainer:
return ['d4:1', 'd#', 'e', 'c5:2', 'e4:1', 'c5:2', 'e4:1', 'c5:3', 'c:1', 'd', 'd#', 'e', 'c', 'd', 'e:2', 'b4:1', 'd5:2', 'c:4'];
case Melodies.Prelude:
return ['c4:1', 'e', 'g', 'c5', 'e', 'g4', 'c5', 'e', 'c4', 'e', 'g', 'c5', 'e', 'g4', 'c5', 'e', 'c4', 'd', 'g', 'd5', 'f', 'g4', 'd5', 'f', 'c4', 'd', 'g', 'd5', 'f', 'g4', 'd5', 'f', 'b3', 'd4', 'g', 'd5', 'f', 'g4', 'd5', 'f', 'b3', 'd4', 'g', 'd5', 'f', 'g4', 'd5', 'f', 'c4', 'e', 'g', 'c5', 'e', 'g4', 'c5', 'e', 'c4', 'e', 'g', 'c5', 'e', 'g4', 'c5', 'e'];
case Melodies.Ode:
return ['e4', 'e', 'f', 'g', 'g', 'f', 'e', 'd', 'c', 'c', 'd', 'e', 'e:6', 'd:2', 'd:8', 'e:4', 'e', 'f', 'g', 'g', 'f', 'e', 'd', 'c', 'c', 'd', 'e', 'd:6', 'c:2', 'c:8'];
case Melodies.Nyan:
return ['f#5:2', 'g#', 'c#:1', 'd#:2', 'b4:1', 'd5:1', 'c#', 'b4:2', 'b', 'c#5', 'd', 'd:1', 'c#', 'b4:1', 'c#5:1', 'd#', 'f#', 'g#', 'd#', 'f#', 'c#', 'd', 'b4', 'c#5', 'b4', 'd#5:2', 'f#', 'g#:1', 'd#', 'f#', 'c#', 'd#', 'b4', 'd5', 'd#', 'd', 'c#', 'b4', 'c#5', 'd:2', 'b4:1', 'c#5', 'd#', 'f#', 'c#', 'd', 'c#', 'b4', 'c#5:2', 'b4', 'c#5', 'b4', 'f#:1', 'g#', 'b:2', 'f#:1', 'g#', 'b', 'c#5', 'd#', 'b4', 'e5', 'd#', 'e', 'f#', 'b4:2', 'b', 'f#:1', 'g#', 'b', 'f#', 'e5', 'd#', 'c#', 'b4', 'f#', 'd#', 'e', 'f#', 'b:2', 'f#:1', 'g#', 'b:2', 'f#:1', 'g#', 'b', 'b', 'c#5', 'd#', 'b4', 'f#', 'g#', 'f#', 'b:2', 'b:1', 'a#', 'b', 'f#', 'g#', 'b', 'e5', 'd#', 'e', 'f#', 'b4:2', 'c#5'];
case Melodies.Ringtone:
return ['c4:1', 'd', 'e:2', 'g', 'd:1', 'e', 'f:2', 'a', 'e:1', 'f', 'g:2', 'b', 'c5:4'];
case Melodies.Funk:
return ['c2:2', 'c', 'd#', 'c:1', 'f:2', 'c:1', 'f:2', 'f#', 'g', 'c', 'c', 'g', 'c:1', 'f#:2', 'c:1', 'f#:2', 'f', 'd#'];
case Melodies.Blues:
return ['c2:2', 'e', 'g', 'a', 'a#', 'a', 'g', 'e', 'c2:2', 'e', 'g', 'a', 'a#', 'a', 'g', 'e', 'f', 'a', 'c3', 'd', 'd#', 'd', 'c', 'a2', 'c2:2', 'e', 'g', 'a', 'a#', 'a', 'g', 'e', 'g', 'b', 'd3', 'f', 'f2', 'a', 'c3', 'd#', 'c2:2', 'e', 'g', 'e', 'g', 'f', 'e', 'd'];
case Melodies.Birthday:
return ['c4:3', 'c:1', 'd:4', 'c:4', 'f', 'e:8', 'c:3', 'c:1', 'd:4', 'c:4', 'g', 'f:8', 'c:3', 'c:1', 'c5:4', 'a4', 'f', 'e', 'd', 'a#:3', 'a#:1', 'a:4', 'f', 'g', 'f:8'];
case Melodies.Wedding:
return ['c4:4', 'f:3', 'f:1', 'f:8', 'c:4', 'g:3', 'e:1', 'f:8', 'c:4', 'f:3', 'a:1', 'c5:4', 'a4:3', 'f:1', 'f:4', 'e:3', 'f:1', 'g:8'];
case Melodies.Funeral:
return ['c3:4', 'c:3', 'c:1', 'c:4', 'd#:3', 'd:1', 'd:3', 'c:1', 'c:3', 'b2:1', 'c3:4'];
case Melodies.Punchline:
return ['c4:3', 'g3:1', 'f#', 'g', 'g#:3', 'g', 'r', 'b', 'c4'];
case Melodies.Baddy:
return ['c3:3', 'r', 'd:2', 'd#', 'r', 'c', 'r', 'f#:8'];
case Melodies.Chase:
return ['a4:1', 'b', 'c5', 'b4', 'a:2', 'r', 'a:1', 'b', 'c5', 'b4', 'a:2', 'r', 'a:2', 'e5', 'd#', 'e', 'f', 'e', 'd#', 'e', 'b4:1', 'c5', 'd', 'c', 'b4:2', 'r', 'b:1', 'c5', 'd', 'c', 'b4:2', 'r', 'b:2', 'e5', 'd#', 'e', 'f', 'e', 'd#', 'e'];
case Melodies.BaDing:
return ['b5:1', 'e6:3'];
case Melodies.Wawawawaa:
return ['e3:3', 'r:1', 'd#:3', 'r:1', 'd:4', 'r:1', 'c#:8'];
case Melodies.JumpUp:
return ['c5:1', 'd', 'e', 'f', 'g'];
case Melodies.JumpDown:
return ['g5:1', 'f', 'e', 'd', 'c'];
case Melodies.PowerUp:
return ['g4:1', 'c5', 'e', 'g:2', 'e:1', 'g:3'];
case Melodies.PowerDown:
return ['g5:1', 'd#', 'c', 'g4:2', 'b:1', 'c5:3'];
default:
return [];
}
}
}

View File

@ -6,10 +6,9 @@ namespace music {
* @param frequency pitch of the tone to play in Hertz (Hz) * @param frequency pitch of the tone to play in Hertz (Hz)
* @param ms tone duration in milliseconds (ms) * @param ms tone duration in milliseconds (ms)
*/ */
//% help=music/play-tone weight=90 //%
//% blockId=device_play_note block="play|tone %note=device_note|for %duration=device_beat" icon="\uf025" blockGap=8
//% parts="speaker" async useEnumVal=1 //% parts="speaker" async useEnumVal=1
void playTone(int frequency, int ms) { void speakerPlayTone(int frequency, int ms) {
if(frequency > 0) uBit.soundmotor.soundOn(frequency); if(frequency > 0) uBit.soundmotor.soundOn(frequency);
else uBit.soundmotor.soundOff(); else uBit.soundmotor.soundOff();
if(ms > 0) { if(ms > 0) {

View File

@ -119,15 +119,82 @@ enum BeatFraction {
//% block="1/8" //% block="1/8"
Eighth = 8, Eighth = 8,
//% block="1/16" //% block="1/16"
Sixteenth = 16 Sixteenth = 16,
//% block="2"
Double = 32,
//% block="4",
Breve = 64
}
enum MelodyOptions {
//% block="once""
Once = 1,
//% block="forever"
Forever = 2,
//% block="once in background"
OnceInBackground = 4,
//% block="forever in background"
ForeverInBackground = 8
}
enum MusicEvent {
//% block="melody note played"
MelodyNotePlayed = 1,
//% block="melody started"
MelodyStarted = 2,
//% block="melody ended"
MelodyEnded = 3,
//% block="melody repeated"
MelodyRepeated = 4,
//% block="background melody note played"
BackgroundMelodyNotePlayed = MelodyNotePlayed | 0xf0,
//% block="background melody started"
BackgroundMelodyStarted = MelodyStarted | 0xf0,
//% block="background melody ended"
BackgroundMelodyEnded = MelodyEnded | 0xf0,
//% block="background melody repeated"
BackgroundMelodyRepeated = MelodyRepeated | 0xf0,
//% block="background melody paused"
BackgroundMelodyPaused = 5 | 0xf0,
//% block="background melody resumed"
BackgroundMelodyResumed = 6 | 0xf0
} }
/** /**
* Generation of music tones through pin ``P0``. * Generation of music tones.
*/ */
//% color=#DF4600 weight=98 icon="\uf025" //% color=#DF4600 weight=98 icon="\uf025"
namespace music { namespace music {
let beatsPerMinute: number = 120; let beatsPerMinute: number = 120;
let freqTable: number[] = [];
let _playTone: (frequency: number, duration: number) => void;
const MICROBIT_MELODY_ID = 2000;
/**
* Plays a tone through pin ``P0`` for the given duration.
* @param frequency pitch of the tone to play in Hertz (Hz)
* @param ms tone duration in milliseconds (ms)
*/
//% help=music/play-tone weight=90
//% blockId=device_play_note block="play|tone %note=device_note|for %duration=device_beat" blockGap=8
//% parts="headphone"
//% useEnumVal=1
export function playTone(frequency: number, ms: number): void {
if (_playTone) _playTone(frequency, ms);
else speakerPlayTone(frequency, ms);
}
/**
* Plays a tone through pin ``P0``.
* @param frequency pitch of the tone to play in Hertz (Hz)
*/
//% help=music/ring-tone weight=80
//% blockId=device_ring block="ring tone (Hz)|%note=device_note" blockGap=8
//% parts="headphone"
//% useEnumVal=1
export function ringTone(frequency: number): void {
playTone(frequency, 0);
}
/** /**
* Rests (plays nothing) for a specified time through pin ``P0``. * Rests (plays nothing) for a specified time through pin ``P0``.
@ -135,38 +202,28 @@ namespace music {
*/ */
//% help=music/rest weight=79 //% help=music/rest weight=79
//% blockId=device_rest block="rest(ms)|%duration=device_beat" //% blockId=device_rest block="rest(ms)|%duration=device_beat"
//% parts="speaker" //% parts="headphone"
export function rest(ms: number): void { export function rest(ms: number): void {
playTone(0, ms); playTone(0, ms);
} }
/**
* Plays a tone through ``speaker``.
* @param frequency pitch of the tone to play in Hertz (Hz)
*/
//% help=music/ring-tone weight=80
//% blockId=device_ring block="ring tone (Hz)|%note=device_note" blockGap=8
//% parts="speaker" async
//% useEnumVal=1
export function ringTone(frequency: number) {
playTone(frequency, 0);
}
/** /**
* Gets the frequency of a note. * Gets the frequency of a note.
* @param name the note name * @param name the note name, eg: Note.C
*/ */
//% weight=50 help=music/note-frequency //% weight=50 help=music/note-frequency
//% blockId=device_note block="%note" //% blockId=device_note block="%note"
//% shim=TD_ID blockHidden=true //% shim=TD_ID
//% blockFieldEditor="note_editor" //% note.fieldEditor="note" note.defl="262"
//% useEnumVal = 1 //% useEnumVal=1
export function noteFrequency(name: Note): number { export function noteFrequency(name: Note): number {
return name; return name;
} }
function init() { function init() {
if (beatsPerMinute <= 0) beatsPerMinute = 120; if (beatsPerMinute <= 0) beatsPerMinute = 120;
if (freqTable.length == 0) freqTable = [31, 33, 35, 37, 39, 41, 44, 46, 49, 52, 55, 58, 62, 65, 69, 73, 78, 82, 87, 92, 98, 104, 110, 117, 123, 131, 139, 147, 156, 165, 175, 185, 196, 208, 220, 233, 247, 262, 277, 294, 311, 330, 349, 370, 392, 415, 440, 466, 494, 523, 554, 587, 622, 659, 698, 740, 784, 831, 880, 932, 988, 1047, 1109, 1175, 1245, 1319, 1397, 1480, 1568, 1661, 1760, 1865, 1976, 2093, 2217, 2349, 2489, 2637, 2794, 2960, 3136, 3322, 3520, 3729, 3951, 4186]
} }
/** /**
@ -178,11 +235,15 @@ namespace music {
init(); init();
if (fraction == null) fraction = BeatFraction.Whole; if (fraction == null) fraction = BeatFraction.Whole;
let beat = 60000 / beatsPerMinute; let beat = 60000 / beatsPerMinute;
if (fraction == BeatFraction.Whole) return beat; switch (fraction) {
else if (fraction == BeatFraction.Half) return beat / 2; case BeatFraction.Half: return beat / 2;
else if (fraction == BeatFraction.Quarter) return beat / 4; case BeatFraction.Quarter: return beat / 4;
else if (fraction == BeatFraction.Eighth) return beat / 8; case BeatFraction.Eighth: return beat / 8;
else return beat / 16; case BeatFraction.Sixteenth: return beat / 16;
case BeatFraction.Double: return beat * 2;
case BeatFraction.Breve: return beat * 4;
default: return beat;
}
} }
/** /**
@ -212,10 +273,166 @@ namespace music {
*/ */
//% help=music/set-tempo weight=38 //% help=music/set-tempo weight=38
//% blockId=device_set_tempo block="set tempo to (bpm)|%value" //% blockId=device_set_tempo block="set tempo to (bpm)|%value"
//% bpm.min=4 bpm.max=400
export function setTempo(bpm: number): void { export function setTempo(bpm: number): void {
init(); init();
if (bpm > 0) { if (bpm > 0) {
beatsPerMinute = Math.max(1, bpm); beatsPerMinute = Math.max(1, bpm);
} }
} }
let currentMelody: Melody;
let currentBackgroundMelody: Melody;
/**
* Gets the melody array of a built-in melody.
* @param name the note name, eg: Note.C
*/
//% weight=50 help=music/builtin-melody
//% blockId=device_builtin_melody block="%melody"
//% blockHidden=true
export function builtInMelody(melody: Melodies): string[] {
return getMelody(melody);
}
/**
* Registers code to run on various melody events
*/
//% blockId=melody_on_event block="music on %value"
//% help=music/on-event weight=59
export function onEvent(value: MusicEvent, handler: Action) {
control.onEvent(MICROBIT_MELODY_ID, value, handler);
}
/**
* Starts playing a melody.
* Notes are expressed as a string of characters with this format: NOTE[octave][:duration]
* @param melodyArray the melody array to play, eg: ['g5:1']
* @param options melody options, once / forever, in the foreground / background
*/
//% help=music/begin-melody weight=60 blockGap=8
//% blockId=device_start_melody block="start melody %melody=device_builtin_melody| repeating %options"
//% parts="headphone"
export function beginMelody(melodyArray: string[], options: MelodyOptions = 1) {
init();
if (currentMelody != undefined) {
if (((options & MelodyOptions.OnceInBackground) == 0)
&& ((options & MelodyOptions.ForeverInBackground) == 0)
&& currentMelody.background) {
currentBackgroundMelody = currentMelody;
currentMelody = null;
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.BackgroundMelodyPaused);
}
if (currentMelody)
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyEnded : MusicEvent.MelodyEnded);
currentMelody = new Melody(melodyArray, options);
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyStarted : MusicEvent.MelodyStarted);
} else {
currentMelody = new Melody(melodyArray, options);
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyStarted : MusicEvent.MelodyStarted);
// Only start the fiber once
control.inBackground(() => {
while (currentMelody.hasNextNote()) {
playNextNote(currentMelody);
if (!currentMelody.hasNextNote() && currentBackgroundMelody) {
// Swap the background melody back
currentMelody = currentBackgroundMelody;
currentBackgroundMelody = null;
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.MelodyEnded);
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.BackgroundMelodyResumed);
}
}
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyEnded : MusicEvent.MelodyEnded);
currentMelody = null;
})
}
}
/**
* Sets a custom playTone function for playing melodies
*/
//% help=music/set-play-tone
//% advanced=true
export function setPlayTone(f: (frequency: number, duration: number) => void) {
_playTone = f;
}
function playNextNote(melody: Melody): void {
// cache elements
let currNote = melody.nextNote();
let currentPos = melody.currentPos;
let currentDuration = melody.currentDuration;
let currentOctave = melody.currentOctave;
let note: number;
let isrest: boolean = false;
let beatPos: number;
let parsingOctave: boolean = true;
for (let pos = 0; pos < currNote.length; pos++) {
let noteChar = currNote.charAt(pos);
switch (noteChar) {
case 'c': case 'C': note = 1; break;
case 'd': case 'D': note = 3; break;
case 'e': case 'E': note = 5; break;
case 'f': case 'F': note = 6; break;
case 'g': case 'G': note = 8; break;
case 'a': case 'A': note = 10; break;
case 'b': case 'B': note = 12; break;
case 'r': case 'R': isrest = true; break;
case '#': note++; break;
case 'b': note--; break;
case ':': parsingOctave = false; beatPos = pos; break;
default: if (parsingOctave) currentOctave = parseInt(noteChar);
}
}
if (!parsingOctave) {
currentDuration = parseInt(currNote.substr(beatPos + 1, currNote.length - beatPos));
}
let beat = (60000 / beatsPerMinute) / 4;
if (isrest) {
music.rest(currentDuration * beat)
} else {
let keyNumber = note + (12 * (currentOctave - 1));
let frequency = keyNumber >= 0 && keyNumber < freqTable.length ? freqTable[keyNumber] : 0;
music.playTone(frequency, currentDuration * beat);
}
melody.currentDuration = currentDuration;
melody.currentOctave = currentOctave;
const repeating = melody.repeating && currentPos == melody.melodyArray.length - 1;
melody.currentPos = repeating ? 0 : currentPos + 1;
control.raiseEvent(MICROBIT_MELODY_ID, melody.background ? MusicEvent.BackgroundMelodyNotePlayed : MusicEvent.MelodyNotePlayed);
if (repeating)
control.raiseEvent(MICROBIT_MELODY_ID, melody.background ? MusicEvent.BackgroundMelodyRepeated : MusicEvent.MelodyRepeated);
}
class Melody {
public melodyArray: string[];
public currentDuration: number;
public currentOctave: number;
public currentPos: number;
public repeating: boolean;
public background: boolean;
constructor(melodyArray: string[], options: MelodyOptions) {
this.melodyArray = melodyArray;
this.repeating = ((options & MelodyOptions.Forever) != 0);
this.repeating = this.repeating ? true : ((options & MelodyOptions.ForeverInBackground) != 0)
this.background = ((options & MelodyOptions.OnceInBackground) != 0);
this.background = this.background ? true : ((options & MelodyOptions.ForeverInBackground) != 0);
this.currentDuration = 4; //Default duration (Crotchet)
this.currentOctave = 4; //Middle octave
this.currentPos = 0;
}
hasNextNote() {
return this.repeating || this.currentPos < this.melodyArray.length;
}
nextNote(): string {
const currentNote = this.melodyArray[this.currentPos];
return currentNote;
}
}
} }

View File

@ -27,6 +27,7 @@
"led.ts", "led.ts",
"motors.cpp", "motors.cpp",
"music.cpp", "music.cpp",
"melodies.ts",
"music.ts", "music.ts",
"pins.cpp", "pins.cpp",
"pins.ts", "pins.ts",

View File

@ -552,10 +552,9 @@ declare namespace music {
* @param frequency pitch of the tone to play in Hertz (Hz) * @param frequency pitch of the tone to play in Hertz (Hz)
* @param ms tone duration in milliseconds (ms) * @param ms tone duration in milliseconds (ms)
*/ */
//% help=music/play-tone weight=90 //%
//% blockId=device_play_note block="play|tone %note=device_note|for %duration=device_beat" icon="\uf025" blockGap=8 //% parts="speaker" async useEnumVal=1 shim=music::speakerPlayTone
//% parts="speaker" async useEnumVal=1 shim=music::playTone function speakerPlayTone(frequency: number, ms: number): void;
function playTone(frequency: number, ms: number): void;
} }
declare namespace pins { declare namespace pins {

View File

@ -61,7 +61,8 @@
"listsBlocks": true, "listsBlocks": true,
"functionBlocks": true, "functionBlocks": true,
"onStartColor": "#54C9C9", "onStartColor": "#54C9C9",
"onStartNamespace": "basic" "onStartNamespace": "basic",
"onStartWeight": 54
}, },
"simulator": { "simulator": {
"autoRun": true, "autoRun": true,

View File

@ -286,6 +286,10 @@ namespace pxsim.led {
runtime.queueDisplayUpdate() runtime.queueDisplayUpdate()
} }
export function displayMode() : DisplayMode {
return board().ledMatrixState.displayMode;
}
export function screenshot(): Image { export function screenshot(): Image {
let img = createImage(5) let img = createImage(5)
board().ledMatrixState.image.copyTo(0, 5, img, 0); board().ledMatrixState.image.copyTo(0, 5, img, 0);

View File

@ -7,7 +7,7 @@ namespace pxsim {
} }
namespace pxsim.music { namespace pxsim.music {
export function playTone(frequency: number, ms: number) { export function speakerPlayTone(frequency: number, ms: number) {
const b = board(); const b = board();
b.speakerState.frequency = frequency; b.speakerState.frequency = frequency;
b.speakerState.ms = ms; b.speakerState.ms = ms;