Map and clean deprecated functions (#175)
* add image and deprecated arrow functions * update locales * map basic.showArrow * map arrow blocks * map & remove arrow images * remove arrow blocks * update locales * remove & patch: rgbw -> rgb button/pin pressed -> button/pin event loudness -> soundLevel * update ts mappings for arrows * add wip ts patch rules * update .blocks files * use Click instead of Down as default in Documentation and tests * patch test.blocks * fix lowercase name tag * update test.blocks * update blocks test files * update blocks test files * format block files * pass blocks file tests * fix ts mapping * fix color.defl value closes https://github.com/microsoft/pxt-calliope/issues/136 * fix ts mappings - add optional spacing at the end of rgbw() - map up to v4.0.19 * add suggested changes * replace innerText by textContent Co-authored-by: JW <gitkraken@juriwolf.de> Co-authored-by: Juri <info@juriwolf.de>
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@ -16,11 +16,11 @@ Press button ``A`` as much as possible to increase the score.
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Press ``B`` to display the score and reset the score.
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```blocks
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input.onButtonPressed(Button.B, () => {
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input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
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basic.showNumber(game.score())
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game.setScore(0)
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})
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input.onButtonPressed(Button.A, () => {
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input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
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game.addScore(1)
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})
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```
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@ -16,7 +16,7 @@ Press button ``A`` as much as possible.
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At the end of 10 seconds, the program will show your score.
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```blocks
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input.onButtonPressed(Button.A, () => {
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input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
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game.addScore(1)
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})
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game.startCountdown(10000)
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@ -27,7 +27,7 @@ let img = images.createImage(`
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. . . . .
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`)
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img.showImage(0)
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input.onButtonPressed(Button.A, () => {
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input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
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img.clear()
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img.showImage(0)
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})
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@ -14,10 +14,10 @@ If you press button `B`, it shows an animation and ends the game.
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```blocks
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basic.showString("PICK A BUTTON");
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input.onButtonPressed(Button.A, () => {
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input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
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basic.showString("YOU WIN!");
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});
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input.onButtonPressed(Button.B, () => {
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input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
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game.gameOver();
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});
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```
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@ -20,7 +20,7 @@ degrees -- exactly the opposite direction.
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```blocks
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let ball = game.createSprite(4, 2);
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basic.showNumber(ball.get(LedSpriteProperty.Direction));
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input.onButtonPressed(Button.B, () => {
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input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
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ball.ifOnEdgeBounce();
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basic.showNumber(ball.get(LedSpriteProperty.Direction));
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});
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@ -15,7 +15,7 @@ game.isPaused()
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Resume the game if it's paused and button **B** is pressed.
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```blocks
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input.onButtonPressed(Button.B, function () {
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input.onButtonEvent(Button.B, ButtonEvent.Down, function () {
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if (game.isPaused()) {
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game.resume()
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}
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@ -15,7 +15,7 @@ game.isRunning()
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If the game is currently running, end the game if button **B** is pressed.
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```blocks
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input.onButtonPressed(Button.B, function () {
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input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
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if (game.isRunning()) {
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game.gameOver()
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}
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@ -13,7 +13,7 @@ This program adds one point to your score every time you press button
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second) and shows your score.
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```blocks
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input.onButtonPressed(Button.A, () => {
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input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
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game.addScore(1);
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basic.pause(500);
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basic.showNumber(game.score());
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@ -16,11 +16,11 @@ Press button ``A`` as much as possible to increase the score.
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Press ``B`` to display the score and reset the score.
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```blocks
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input.onButtonPressed(Button.B, () => {
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input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
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basic.showNumber(game.score())
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game.setScore(0)
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})
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input.onButtonPressed(Button.A, () => {
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input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
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game.addScore(1)
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})
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```
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@ -17,7 +17,7 @@ Press button ``A`` as much as possible.
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At the end of 10 seconds, the program will show your score.
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```blocks
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input.onButtonPressed(Button.A, () => {
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input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
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game.addScore(1)
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})
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game.startCountdown(10000)
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