upgrading game apis (#13)
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5a6cbf2639
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@ -32,22 +32,22 @@ namespace game {
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let _countdownPause: number = 0;
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let _level: number = 1;
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let _gameId: number = 0;
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let img: Image;
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let sprites: LedSprite[];
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let _img: Image;
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let _sprites: LedSprite[];
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let _paused: boolean = false;
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let _backgroundAnimation = false; // indicates if an auxiliary animation (and fiber) is already running
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/**
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* Creates a new LED sprite pointing to the right.
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* @param x sprite horizontal coordinate, eg: 2
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* @param y sprite vertical coordinate, eg: 2
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*/
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//% weight=60
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//% weight=60 blockGap=8 help=game/create-sprite
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//% blockId=game_create_sprite block="create sprite at|x: %x|y: %y"
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//% parts="ledmatrix"
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export function createSprite(x: number, y: number): LedSprite {
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init();
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let p = new LedSprite(x, y);
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sprites.push(p);
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plot();
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return p;
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}
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@ -61,7 +61,7 @@ namespace game {
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}
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/**
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* Adds points to the current score
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* Adds points to the current score and shows an animation
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* @param points amount of points to change, eg: 1
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*/
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//% weight=10 help=game/add-score
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@ -69,18 +69,22 @@ namespace game {
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//% parts="ledmatrix"
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export function addScore(points: number): void {
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setScore(_score + points);
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
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});
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if (!_paused && !_backgroundAnimation) {
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_backgroundAnimation = true;
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
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_backgroundAnimation = false;
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});
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}
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}
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/**
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* Starts a game countdown timer
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* Shows an animation, then starts a game countdown timer, which causes Game Over when it reaches 0
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* @param ms countdown duration in milliseconds, eg: 10000
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*/
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//% weight=9 help=game/start-countdown
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@ -96,6 +100,7 @@ namespace game {
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_countdownPause = Math.max(500, ms);
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_startTime = -1;
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_endTime = input.runningTime() + _countdownPause;
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_paused = false;
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control.inBackground(() => {
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basic.pause(_countdownPause);
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gameOver();
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@ -104,7 +109,7 @@ namespace game {
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}
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/**
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* Displays a game over animation.
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* Displays a game over animation and the score.
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*/
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//% weight=8 help=game/game-over
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//% blockId=game_game_over block="game over"
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@ -115,7 +120,6 @@ namespace game {
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unplugEvents();
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led.stopAnimation();
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led.setBrightness(255);
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led.setDisplayMode(DisplayMode.BackAndWhite);
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while (true) {
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for (let i = 0; i < 8; i++) {
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basic.clearScreen();
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@ -146,8 +150,9 @@ namespace game {
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/**
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* Sets the current score value
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* @param value TODO
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* @param value new score value.
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*/
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//% blockId=game_set_score block="set score %points" blockGap=8
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//% weight=10 help=game/set-score
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export function setScore(value: number): void {
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_score = Math.max(0, value);
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@ -202,14 +207,15 @@ namespace game {
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//% parts="ledmatrix"
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export function removeLife(life: number): void {
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setLife(_life - life);
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
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if (!_paused)
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
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0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
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0 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
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0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
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1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0`, 40);
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});
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});
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}
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/**
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@ -264,10 +270,38 @@ namespace game {
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* Indicates if the game is display the game over sequence.
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*/
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export function isGameOver(): boolean {
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let over: boolean;
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return _isGameOver;
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}
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/**
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* Indicates if the game rendering is paused to allow other animations
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*/
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//%
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export function isPaused(): boolean {
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return _paused;
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}
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/**
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* Pauses the game rendering engine to allow other animations
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*/
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//% blockId=game_pause block="pause"
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//% advanced=true blockGap=8 help=game/pause
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export function pause(): void {
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plot()
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_paused = true;
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}
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/**
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* Resumes the game rendering engine
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*/
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//% blockId=game_resume block="resume"
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//% advanced=true blockGap=8 help=game/resumeP
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export function resume(): void {
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_paused = false;
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plot();
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}
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/**
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* returns false if game can't start
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*/
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@ -287,29 +321,35 @@ namespace game {
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});
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}
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/**
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* A game sprite rendered as a single LED
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*/
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//%
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export class LedSprite {
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private _x: number;
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private _y: number;
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private _dir: number;
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private _brightness: number;
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private _blink: number;
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private _enabled: boolean;
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constructor(x: number, y: number) {
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this._x = Math.clamp(0, 4, x);
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this._y = Math.clamp(0, 4, y);
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this._dir = 90;
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this._brightness = 255;
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this._enabled = true;
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init();
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sprites.push(this);
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_sprites.push(this);
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plot();
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}
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/**
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* Move a certain number of LEDs
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* Move a certain number of LEDs in the current direction
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* @param this the sprite to move
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* @param leds number of leds to move, eg: 1, -1
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*/
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//% weight=50
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//% weight=50 help=game/move
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//% blockId=game_move_sprite block="%sprite|move by %leds" blockGap=8
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//% parts="ledmatrix"
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public move(leds: number): void {
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@ -355,10 +395,10 @@ namespace game {
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}
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/**
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* If touching the edge of the stage, then bounce away.
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* If touching the edge of the stage and facing towards it, then turn away.
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* @param this TODO
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*/
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//% weight=18
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//% weight=18 help=game/if-on-edge-bounce
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//% blockId=game_sprite_bounce block="%sprite|if on edge, bounce"
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//% parts="ledmatrix"
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public ifOnEdgeBounce(): void {
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@ -412,7 +452,7 @@ namespace game {
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* @param direction left or right
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* @param degrees angle in degrees to turn, eg: 45, 90, 180, 135
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*/
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//% weight=49
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//% weight=49 help=game/turn
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//% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees"
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public turn(direction: Direction, degrees: number) {
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if (direction == Direction.Right)
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@ -444,7 +484,7 @@ namespace game {
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* @param property the name of the property to change
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* @param the updated value
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*/
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//% weight=29
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//% weight=29 help=game/set
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//% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8
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public set(property: LedSpriteProperty, value: number) {
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switch (property) {
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@ -461,7 +501,7 @@ namespace game {
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* @param property the name of the property to change
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* @param value amount of change, eg: 1
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*/
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//% weight=30
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//% weight=30 help=game/change
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//% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8
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public change(property: LedSpriteProperty, value: number) {
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switch (property) {
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@ -477,7 +517,7 @@ namespace game {
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* Gets a property of the sprite
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* @param property the name of the property to change
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*/
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//% weight=28
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//% weight=28 help=game/get
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//% blockId=game_sprite_property block="%sprite|%property"
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public get(property: LedSpriteProperty) {
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switch (property) {
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@ -567,21 +607,21 @@ namespace game {
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}
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/**
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* Reports true if sprite is touching specified sprite
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* Reports true if sprite has the same position as specified sprite
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* @param this TODO
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* @param other TODO
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*/
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//% weight=20
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//% weight=20 help=game/is-touching
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//% blockId=game_sprite_touching_sprite block="%sprite|touching %other|?" blockGap=8
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public isTouching(other: LedSprite): boolean {
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return this._x == other._x && this._y == other._y;
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return this._enabled && other._enabled && this._x == other._x && this._y == other._y;
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}
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/**
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* Reports true if sprite is touching an edge
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* @param this TODO
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*/
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//% weight=19
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//% weight=19 help=game/is-touching-edge
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//% blockId=game_sprite_touching_edge block="%sprite|touching edge?" blockGap=8
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public isTouchingEdge(): boolean {
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return this._x == 0 || this._x == 4 || this._y == 0 || this._y == 4;
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@ -589,7 +629,7 @@ namespace game {
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/**
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* Turns on the sprite (on by default)
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* @param this TODO
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* @param this the sprite
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*/
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public on(): void {
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this.setBrightness(255);
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@ -597,7 +637,7 @@ namespace game {
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/**
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* Turns off the sprite (on by default)
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* @param this TODO
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* @param this the sprite
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*/
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public off(): void {
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this.setBrightness(0);
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@ -605,8 +645,8 @@ namespace game {
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/**
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* Set the ``brightness`` of a sprite
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* @param this TODO
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* @param brightness TODO
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* @param this the sprite
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* @param brightness the brightness from 0 (off) to 255 (on), eg: 255.
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*/
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//% parts="ledmatrix"
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public setBrightness(brightness: number): void {
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@ -616,8 +656,9 @@ namespace game {
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/**
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* Reports the ``brightness` of a sprite on the LED screen
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* @param this TODO
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* @param this the sprite
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*/
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//% parts="ledmatrix"
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public brightness(): number {
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let r: number;
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return this._brightness;
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@ -625,8 +666,8 @@ namespace game {
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/**
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* Changes the ``y`` position by the given amount
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* @param this TODO
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* @param value TODO
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* @param this the sprite
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* @param value the value to change brightness
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*/
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public changeBrightnessBy(value: number): void {
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this.setBrightness(this._brightness + value);
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@ -642,11 +683,15 @@ namespace game {
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}
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/**
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* Deletes the sprite from the game engine. All further operation of the sprite will not have any effect.
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* @param sprite TODO
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* Deletes the sprite from the game engine. The sprite will no longer appear on the screen or interact with other sprites.
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* @param this sprite to delete
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*/
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public delete(sprite: LedSprite): void {
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sprites.removeElement(sprite);
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//% weight=59 help=game/delete
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//% blockId="game_delete_sprite" block="delete %this"
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public delete(): void {
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this._enabled = false;
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if (_sprites.removeElement(this))
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plot();
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}
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/**
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@ -686,30 +731,29 @@ namespace game {
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r = (now / ps._blink) % 2;
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}
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if (r == 0) {
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img.setPixelBrightness(ps._x, ps._y, img.pixelBrightness(ps._x, ps._y) + ps._brightness);
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_img.setPixelBrightness(ps._x, ps._y, _img.pixelBrightness(ps._x, ps._y) + ps._brightness);
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}
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}
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}
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}
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function init(): void {
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if (img == null) {
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img = images.createImage(
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`0 0 0 0 0
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if (_img) return;
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const img = images.createImage(
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`0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0
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0 0 0 0 0`);
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sprites = (<LedSprite[]>[]);
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led.setDisplayMode(DisplayMode.Greyscale);
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basic.forever(() => {
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basic.pause(30);
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plot();
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if (game.isGameOver()) {
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basic.pause(600);
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}
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});
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}
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_sprites = (<LedSprite[]>[]);
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basic.forever(() => {
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basic.pause(30);
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plot();
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if (game.isGameOver()) {
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basic.pause(600);
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}
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});
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_img = img;
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}
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/**
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@ -717,15 +761,23 @@ namespace game {
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*/
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//% parts="ledmatrix"
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function plot(): void {
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if (game.isGameOver()) {
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if (game.isGameOver() || game.isPaused() || !_img || _backgroundAnimation) {
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return;
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}
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let now = input.runningTime();
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img.clear();
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for (let i = 0; i < sprites.length; i++) {
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sprites[i]._plot(now);
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// ensure greyscale mode
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const dm = led.displayMode();
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if (dm != DisplayMode.Greyscale)
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led.setDisplayMode(DisplayMode.Greyscale);
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// render sprites
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const now = input.runningTime();
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_img.clear();
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for (let i = 0; i < _sprites.length; i++) {
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_sprites[i]._plot(now);
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}
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img.plotImage(0);
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_img.plotImage(0);
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// restore previous display mode
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if (dm != DisplayMode.Greyscale)
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led.setDisplayMode(dm);
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}
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/**
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@ -737,4 +789,3 @@ namespace game {
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}
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}
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@ -92,6 +92,14 @@ namespace led {
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uBit.display.setDisplayMode((DisplayMode)mode);
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}
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/**
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* Gets the current display mode
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*/
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//% weight=1 parts="ledmatrix" advanced=true
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DisplayMode_ displayMode() {
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return (DisplayMode_)uBit.display.getDisplayMode();
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}
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/**
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* Turns on or off the display
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*/
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@ -286,6 +286,10 @@ namespace pxsim.led {
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runtime.queueDisplayUpdate()
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}
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export function displayMode() : DisplayMode {
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return board().ledMatrixState.displayMode;
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}
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export function screenshot(): Image {
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let img = createImage(5)
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board().ledMatrixState.image.copyTo(0, 5, img, 0);
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