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>
This commit is contained in:
Juri Wolf 2022-04-26 19:28:42 +02:00 committed by GitHub
parent 3b9d90e551
commit a93febb5b7
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102 changed files with 1458 additions and 740 deletions

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@ -26,12 +26,12 @@ The Calliope mini is packaged with sensors, radio and other goodies. Learn about
You can program the Calliope mini using [Blocks](/blocks) or [JavaScript](/javascript) in your web browser via the [Calliope mini APIs](/reference):
```block
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
basic.showString("Hi!");
})
```
```typescript
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
basic.showString("Hi!");
})
```
@ -54,7 +54,7 @@ The simulator has support for the LED screen, buttons, as well as compass, accel
basic.forever(() => {
basic.showString("Hi!");
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
led.stopAnimation();
basic.showLeds(`
. . . . .
@ -63,7 +63,7 @@ input.onButtonPressed(Button.A, () => {
# . . . #
. # # # .`);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
led.stopAnimation();
basic.showLeds(`
. # . # .

View File

@ -17,7 +17,7 @@ if (led.point(1,1) && led.point(2,2)) {
When you compare two Numbers, you get a Boolean value, such as the comparison `x < 5` in the code below:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
let x = randint(0, 5)
if(x < 5) {
basic.showString("low");

View File

@ -7,7 +7,7 @@
If the [light level](/reference/input/light-level) is `< 100`, this code sets the brightness to `255` when the button A is pressed:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
if(input.lightLevel()<100){
led.setBrightness(255);
}

View File

@ -7,7 +7,7 @@
This program will show the numbers 0, 1, 2, 3, and 4 one after another on the LED screen.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
for(let i = 0; i < 5; ++i) {
basic.showNumber(i)
}

View File

@ -7,7 +7,7 @@
The following example uses a while loop to make a diagonal line on the LED screen (points `0, 0`, `1, 1`, `2, 2`, `3, 3`, `4, 4`).
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
let index = 4;
while(index >= 0) {
led.plot(index, index);

View File

@ -5,7 +5,7 @@
In this example, ``on start`` sets a dimmer brightness on the screen and the button handler shows a string.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
basic.showString("Hello!")
})
led.setBrightness(50)

View File

@ -59,7 +59,7 @@ A counter is a great example:
```blocks
let counter = 0;
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
counter = counter + 1;
basic.showNumber(counter);
});

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@ -38,7 +38,7 @@ Each time the crocodile clip is firmly connected and disconnected from pin `P0`,
the @boardname@ will return a random Number between 0 and the parameter limit.
```blocks
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
basic.showNumber(randint(0, 10))
})
```

View File

@ -63,7 +63,7 @@ for (let i = 0; i < values.length; i++) {
The ``||led:plot bar graph||`` also sends the number value it's plotting to the console. You can see the output in the Data Viewer. It charts the values and they appear as individual numbers in console.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
for (let i = 0; i < 25; i++) {
if (i % 2 > 0) {
led.plotBarGraph(0, 0)

View File

@ -51,7 +51,7 @@ The first job of the scheduler is to allow multiple *subprograms* to be queued u
```typescript
let count = 0
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
count++;
})
@ -74,7 +74,7 @@ The second statement informs the scheduler that on each and every event of the *
// statement 1
let count = 0
// statement 2
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
count++;
})
```
@ -85,7 +85,7 @@ The third statement queues a `forever` loop for later execution by the scheduler
// statement 1
let count = 0
// statement 2
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
count++;
})
// statement 3
@ -157,7 +157,7 @@ As a result, you can easily add a new capability to the micro:bit by just adding
```typescript
let count = 0
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
count = count + 1
})
@ -165,7 +165,7 @@ basic.forever(() => {
basic.showNumber(count)
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
count = 0
})
```

View File

@ -6,7 +6,7 @@ The code below shows a simple script that sends a line when the BBC micro:bit st
```blocks
serial.writeLine("started...")
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
serial.writeLine("A pressed")
})
```

View File

@ -4,19 +4,19 @@ The JavaScript simulator allows you to test and execute most BBC micro:bit progr
It allows you to emulate sensor data or user interactions.
```sim
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("A");
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
basic.showString("B");
});
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Click, () => {
basic.showString("0");
});
input.onPinPressed(TouchPin.P1, () => {
input.onPinTouchEvent(TouchPin.P1, ButtonEvent.Click, () => {
basic.showString("1");
});
input.onPinPressed(TouchPin.P2, () => {
input.onPinTouchEvent(TouchPin.P2, ButtonEvent.Click, () => {
basic.showString("2");
});
input.temperature()

View File

@ -22,13 +22,13 @@ Here's a program that simulates cell life in the LED matrix. Use button ``A`` fo
let lifeChart: Image = null
//Use button A for the next iteration of game of life
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
gameOfLife();
show();
})
//Use button B for reseting to random initial seed state
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
reset();
show();
})

View File

@ -11,7 +11,7 @@ Let's create a coin flipping program to simulate a real coin toss. We'll use ico
Get an ``||input:on button A pressed||`` block from the ``||input:Input||`` drawer in the toolbox. We'll put our coin flipping code in here.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
})
```
@ -22,7 +22,7 @@ Grab an ``||logic:if else||`` block and set it inside ``||input:on button A pres
The ``||Math:pick random true or false||`` returns a random ``true`` or ``false`` value which we use to determine a ``heads`` or ``tails`` result for a coin toss.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (Math.randomBoolean()) {
} else {
}
@ -34,7 +34,7 @@ input.onButtonPressed(Button.A, () => {
Now, put a ``||basic:show icon||`` block inside both the ``||logic:if||`` and the ``||logic:else||``. Pick images to mean ``heads`` and ``tails``.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (Math.randomBoolean()) {
basic.showIcon(IconNames.Skull)
} else {
@ -52,7 +52,7 @@ Press button **A** in the simulator to try the coin toss code.
You can animate the coin toss to add the feeling of suspense. Place different ``||basic:show icon||`` blocks before the ``||logic:if||`` to show that the coin is flipping.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showIcon(IconNames.Diamond)
basic.showIcon(IconNames.SmallDiamond)
basic.showIcon(IconNames.Diamond)

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@ -11,7 +11,7 @@ Make a love meter, how sweet! The @boardname@ is feeling the love, then sometime
Let's build a **LOVE METER** machine. Place an ``||input:on pin pressed||`` block to run code when pin **0** is pressed. Use ``P0`` from the list of pin inputs.
```blocks
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
});
```
@ -20,7 +20,7 @@ input.onPinPressed(TouchPin.P0, () => {
Using ``||basic:show number||`` and ``||Math:pick random||`` blocks, show a random number from `0` to `100` when pin **0** is pressed.
```blocks
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
basic.showNumber(randint(0, 100));
});
```
@ -34,7 +34,7 @@ Show ``"LOVE METER"`` on the screen when the @boardname@ starts.
```blocks
basic.showString("LOVE METER");
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
basic.showNumber(randint(0, 100));
});
```

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@ -12,7 +12,7 @@ Use ``||input:on button pressed||`` to send a text message over radio with ``||r
Every @boardname@ nearby will receive this message.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
radio.sendString("Yo");
});
```
@ -41,7 +41,7 @@ radio.onReceivedString(function (receivedString) {
Press button **A** on the simulator, you will notice that a second @boardname@ appears (if your screen is too small, the simulator might decide not to show it). Try pressing **A** again and notice that the "Yo" message gets displayed on the other @boardname@.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
radio.sendString("Yo");
});
radio.onReceivedString(function (receivedString) {

View File

@ -13,7 +13,7 @@ First, let's get your name to display on the screen.
From the ``||input:Input||`` Toolbox drawer, drag an ``||input:on button A pressed||`` block onto the Workspace.
```blocks
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
})
```
@ -23,7 +23,7 @@ input.onButtonPressed(Button.A, function () {
From the ``||basic:Basic||`` Toolbox drawer drag a ``||basic:show string||`` block into the ``||input:on button A pressed||`` block.
```blocks
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
basic.showString("Hello!")
})
```
@ -33,7 +33,7 @@ input.onButtonPressed(Button.A, function () {
In the ``||basic:show string||`` block, type your name.
```blocks
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
basic.showString("My Name")
})
```
@ -43,7 +43,7 @@ input.onButtonPressed(Button.A, function () {
Go to the simulator and test your name badge by pressing button **A**.
```sim
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
basic.showString("My Name")
})
```

View File

@ -123,7 +123,7 @@ basic.forever(function () {
**MakeCode blocks for the Robot Unicorn controller**
```blocks
input.onButtonPressed(Button.AB, function () {
input.onButtonEvent(Button.AB, ButtonEvent.Down, function () {
radio.sendNumber(4)
basic.showLeds(`
# . . . #

View File

@ -83,7 +83,7 @@ Now that we are detecting pulses, we can use a variable to count them too. In th
```blocks
let pulseCount = 0
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Down, function () {
basic.showNumber(pulseCount)
pulseCount = 0
})

View File

@ -12,7 +12,7 @@ Code the buttons on the @boardname@ to show that it's happy or sad.
Place a ``||input:on button pressed||`` block to run code when button **A** is pressed.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
});
```
@ -21,7 +21,7 @@ input.onButtonPressed(Button.A, () => {
Place a ``||basic:show leds||`` block inside ``||input:on button pressed||`` to display a smiley on the screen. Press the **A** button in the simulator to see the smiley.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showLeds(`
# # . # #
# # . # #
@ -37,7 +37,7 @@ input.onButtonPressed(Button.A, () => {
Add ``||input:on button pressed||`` and ``||basic:show leds||`` blocks to display a frowny when button **B** is pressed.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
basic.showLeds(`
# # . # #
# # . # #
@ -53,7 +53,7 @@ input.onButtonPressed(Button.B, () => {
Add a secret mode that happens when **A** and **B** are pressed together. For this case, add multiple ``||basic:show leds||`` blocks to create an animation.
```blocks
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
basic.showLeds(`
. . . . .
# . # . .

View File

@ -59,7 +59,7 @@ Use a ``||input:on button pressed||`` block to handle the **A** button. Put in a
```blocks
let sprite = game.createSprite(2, 2)
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
} else {
}
@ -77,7 +77,7 @@ Finally, pull out an ``||game:add score||`` and a ``||game:game over||`` block t
```blocks
let sprite = game.createSprite(2, 2)
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
game.addScore(1)
} else {

View File

@ -18,7 +18,7 @@ basic.forever(() => {
});
basic.pause(100);
basic.showArrow(ArrowNames.North);
basic.showIcon(IconNames.ArrowNorth);
```
## See also
@ -27,4 +27,4 @@ basic.showArrow(ArrowNames.North);
[showIcon](/reference/basic/show-icon),
[showLeds](/reference/basic/show-leds), [showString](/reference/basic/show-string),
[clearScreen](/reference/basic/clear-screen), [forever](/reference/basic/forever), [pause](/reference/basic/pause),
[showArrow](/reference/basic/show-arrow), [showAnimation](/reference/basic/show-animation)
[showAnimation](/reference/basic/show-animation)

View File

@ -43,7 +43,7 @@ let num = 0
basic.forever(() => {
basic.showNumber(num)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
num = num + 1
})
```
@ -59,7 +59,7 @@ Try this on your @boardname@:
basic.forever(() => {
basic.showNumber(6789)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showNumber(2)
})
```

View File

@ -1,29 +0,0 @@
# Show Arrow
Shows the selected arrow on the LED screen
```sig
basic.showArrow(ArrowNames.North)
```
## Parameters
* ``direction``, the identifier of the arrow to display
* ``interval`` (optional), the time to display in milliseconds. default is 400.
## Example
This program shows all eight arrows.
```blocks
for (let index = 0; index <= 7; index++) {
basic.showArrow(index)
basic.pause(300)
}
```
## See also
[showIcon](/reference/basic/show-icon),
[showLeds](/reference/basic/show-leds)

View File

@ -24,7 +24,7 @@ bluetooth.stopAdvertising();
## Example: stop advertising on button pressed
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
bluetooth.stopAdvertising();
})
```

View File

@ -27,7 +27,7 @@ bluetooth.onBluetoothDisconnected(() => {
basic.showString("D");
connected = 0;
});
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
if (connected == 1) {
bluetooth.uartWriteLine("HELLO");
}

View File

@ -27,7 +27,7 @@ bluetooth.onBluetoothDisconnected(() => {
basic.showString("D");
connected = 0;
});
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
if (connected == 1) {
bluetooth.uartWriteString("HELLO");
}

View File

@ -29,7 +29,7 @@ control.inBackground(() => {
basic.pause(100)
}
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
num++;
})
```
@ -42,7 +42,7 @@ let num = 0
basic.forever(() => {
basic.showNumber(num)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
num++;
})
```

View File

@ -24,11 +24,11 @@ When you get tired of counting, press button `B` to reset the
```blocks
let item = 0;
basic.showNumber(item);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
item = item + 1;
basic.showNumber(item);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
control.reset();
});
```

View File

@ -9,7 +9,7 @@ An event handler is code that is associated with a particular event, such as "bu
Functions named "on <event>" create an association between an event and the event handler code. For example, the following code registers the event handler (the code between the `do` and `end` keywords) with the event of a press of button A:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("hello", 150)
})
```
@ -21,7 +21,7 @@ After this code executes, then whenever button A is pressed in the future, the s
Once you have registered an event handler for an event, like above, that event handler is active for the rest of the program execution. If you want to stop the string "hello" from printing each time button A is pressed then you need to arrange for the following code to execute:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
})
```
@ -32,10 +32,10 @@ The above code associated an event handler that does nothing with the event of a
The above example also illustrates that there is only one event handler for each event. What is the result of the following code?
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("hello", 150)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("goodbye", 150)
})
```
@ -43,7 +43,7 @@ input.onButtonPressed(Button.A, () => {
The answer is that whenever button A is pressed, the string "goodbye" will be printed. If you want both the strings "hello" and "goodbye" to be printed, you need to write the code like this:
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("hello", 150)
basic.showString("goodbye", 150)
})

View File

@ -16,11 +16,11 @@ Press button ``A`` as much as possible to increase the score.
Press ``B`` to display the score and reset the score.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
basic.showNumber(game.score())
game.setScore(0)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
game.addScore(1)
})
```

View File

@ -16,7 +16,7 @@ Press button ``A`` as much as possible.
At the end of 10 seconds, the program will show your score.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
game.addScore(1)
})
game.startCountdown(10000)

View File

@ -27,7 +27,7 @@ let img = images.createImage(`
. . . . .
`)
img.showImage(0)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
img.clear()
img.showImage(0)
})

View File

@ -14,10 +14,10 @@ If you press button `B`, it shows an animation and ends the game.
```blocks
basic.showString("PICK A BUTTON");
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
basic.showString("YOU WIN!");
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
game.gameOver();
});
```

View File

@ -20,7 +20,7 @@ degrees -- exactly the opposite direction.
```blocks
let ball = game.createSprite(4, 2);
basic.showNumber(ball.get(LedSpriteProperty.Direction));
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
ball.ifOnEdgeBounce();
basic.showNumber(ball.get(LedSpriteProperty.Direction));
});

View File

@ -15,7 +15,7 @@ game.isPaused()
Resume the game if it's paused and button **B** is pressed.
```blocks
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Down, function () {
if (game.isPaused()) {
game.resume()
}

View File

@ -15,7 +15,7 @@ game.isRunning()
If the game is currently running, end the game if button **B** is pressed.
```blocks
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
if (game.isRunning()) {
game.gameOver()
}

View File

@ -13,7 +13,7 @@ This program adds one point to your score every time you press button
second) and shows your score.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
game.addScore(1);
basic.pause(500);
basic.showNumber(game.score());

View File

@ -16,11 +16,11 @@ Press button ``A`` as much as possible to increase the score.
Press ``B`` to display the score and reset the score.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
basic.showNumber(game.score())
game.setScore(0)
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
game.addScore(1)
})
```

View File

@ -17,7 +17,7 @@ Press button ``A`` as much as possible.
At the end of 10 seconds, the program will show your score.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
game.addScore(1)
})
game.startCountdown(10000)

View File

@ -19,14 +19,12 @@ images.createBigImage(`
`);
images.createImage(``).showImage(0);
images.createImage(``).scrollImage(0,0);
images.arrowImage(ArrowNames.North)
images.iconImage(IconNames.Heart)
images.arrowNumber(ArrowNames.North)
```
## See Also
[createImage](/reference/images/create-image), [createBigImage](/reference/images/create-big-image),
[showImage](/reference/images/show-image), [scrollImage](/reference/images/scroll-image),
[arrowImage](/reference/images/arrow-image), [iconImage](/reference/images/icon-image), [arrowNumber](/reference/images/arrow-number),
[iconImage](/reference/images/icon-image),
[pixel](/reference/images/pixel), [set-pixel](/reference/images/set-pixel)

View File

@ -1,41 +0,0 @@
# arrow Image
Create an arrow shaped [image](/reference/images/image) for the [LED screen](/device/screen).
```sig
images.arrowImage(ArrowNames.North)
```
The arrow points in the direction of the arrow name you choose, like `North`.
## Parameters
* **i**: the arrow name to make an arrow [image](/reference/images/image) for. You can make an arrow image that points in one of these directions:
>* `North`
>* `NorthEast`
>* `East`
>* `SouthEast`
>* `South`
>* `SouthWest`
>* `West`
>* `NorthWest`
## Example
Display a left arrow when button A is pressed or a right arrow when button B is pressed.
```blocks
let arrowLeft = images.arrowImage(ArrowNames.West)
let arrowRight = images.arrowImage(ArrowNames.East)
input.onButtonPressed(Button.A, () => {
arrowLeft.showImage(0);
});
input.onButtonPressed(Button.B, () => {
arrowRight.showImage(0);
});
```
## See also
[arrow number](/reference/images/arrow-number)

View File

@ -1,33 +0,0 @@
# arrow Number
Get the number that matches an arrow image name.
```sig
images.arrowNumber(ArrowNames.North)
```
Each arrow image name has a number for it. You can find the number for any arrow name with ``||Images:arrow number||``.
## Parameters
* **arrow**: the arrow name to get an arrow number for. These are the arrow names:
>* `North`
* `NorthEast`
* `East`
* `SouthEast`
* `South`
* `SouthWest`
* `West`
* `NorthWest`
## Example
Get the arrow number for `ArrowNames.South`.
```blocks
let arrowSouthNumber = images.arrowNumber(ArrowNames.South)
```
## See also
[arrow image](/reference/images/arrow-image)

View File

@ -36,10 +36,10 @@ let arrows = images.createBigImage(`
. . # . . . # # # .
. . # . . . . # . .
`);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
arrows.showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
arrows.showImage(5);
});
```

View File

@ -25,7 +25,7 @@ arrow and show it on the LED screen. If you press button `B`, the
program will show a picture of the arrow upside-down.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
images.createImage(`
. . # . .
. # # # .
@ -34,7 +34,7 @@ input.onButtonPressed(Button.A, () => {
. . # . .
`).showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
images.createImage(`
. . # . .
. . # . .

View File

@ -20,10 +20,10 @@ Show a happy face when button A is pressed or a sad face when button B is presse
let iamHappy = images.iconImage(IconNames.Happy)
let iamSad = images.iconImage(IconNames.Sad)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
iamHappy.showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
iamSad.showImage(0);
});
```

View File

@ -31,10 +31,10 @@ let arrows = images.createBigImage(`
. . # . . . # # # .
. . # . . . . # . .
`);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
arrows.showImage(0);
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
arrows.showImage(5);
});
```

View File

@ -3,13 +3,13 @@
Events and data from sensors
```cards
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
});
input.onGesture(Gesture.Shake, () => {
});
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Click, () => {
});
input.buttonIsPressed(Button.A);

View File

@ -23,7 +23,7 @@ confuse the @boardname@.
This example runs the calibration when the user presses **A+B** buttons.
```blocks
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
input.calibrateCompass();
})
```

View File

@ -41,15 +41,15 @@ let degrees = 0
basic.forever(() => {
degrees = input.compassHeading()
if (degrees < 45) {
basic.showArrow(ArrowNames.North)
basic.showIcon(IconNames.ArrowNorth)
} else if (degrees < 135) {
basic.showArrow(ArrowNames.East)
basic.showIcon(IconNames.ArrowEast)
} else if (degrees < 225) {
basic.showArrow(ArrowNames.South)
basic.showIcon(IconNames.ArrowSouth)
} else if (degrees < 315) {
basic.showArrow(ArrowNames.West)
basic.showIcon(IconNames.ArrowWest)
} else {
basic.showArrow(ArrowNames.North)
basic.showIcon(IconNames.ArrowNorth)
}
})
```
@ -70,7 +70,7 @@ confuse the @boardname@.
Keep the calibration handy by running it when the user pressed **A+B**.
```block
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
input.calibrateCompass();
})
```

View File

@ -29,7 +29,7 @@ program shows the light level
on the [LED screen](/device/screen).
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let level = input.lightLevel()
basic.showNumber(level)
})

View File

@ -9,7 +9,7 @@ on the @boardname@.
* For `A` and `B` together: This handler works when `A` and `B` are both pushed down, then one of them is released within 1.5 seconds of pushing down the second button.
```sig
input.onButtonPressed(Button.A, () => {})
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {})
```
Find out how buttons provide input to the @boardname@ in this video:
@ -24,7 +24,7 @@ Each time you press the button, the [LED screen](/device/screen) shows the `coun
```blocks
let count = 0
basic.showNumber(count)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
count++;
basic.showNumber(count);
})
@ -35,7 +35,7 @@ input.onButtonPressed(Button.A, () => {
This example shows a number from 1 to 6 when you press the `B` button.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let dice = randint(0, 5) + 1
basic.showNumber(dice)
})

View File

@ -14,7 +14,7 @@ through your body and back into the @boardname@. This is called
**completing a circuit**. It's like you're a big wire!
```sig
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Click, () => {
})
```
@ -43,7 +43,7 @@ Every time you press the pin, the program shows the number of times on the scree
```blocks
let count = 0
basic.showNumber(count)
input.onPinPressed(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Click, () => {
count = count + 1
basic.showNumber(count)
})

View File

@ -13,7 +13,7 @@ through your body and back into the @boardname@. This is called
**completing a circuit**. It's like you're a big wire!
```sig
input.onPinReleased(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Up, () => {
})
```
@ -36,7 +36,7 @@ Every time you release the pin, the program shows the number of times on the scr
```blocks
let count = 0
basic.showNumber(count, 100)
input.onPinReleased(TouchPin.P0, () => {
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Up, () => {
count = count + 1
basic.showNumber(count, 100)
})

View File

@ -18,7 +18,7 @@ program finds the number of milliseconds since the program started
and shows it on the [LED screen](/device/screen).
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let now = input.runningTime()
basic.showNumber(now)
})

View File

@ -15,7 +15,7 @@ led.enable(false);
This program turns off the screen when pressing button ``B``
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
led.enable(false)
});
```

View File

@ -13,7 +13,7 @@ This program sets up the ``stop animation`` part of the program,
and then shows a string that you can stop with button ``B``.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
led.stopAnimation();
});
basic.showString("STOP ME! STOP ME! PLEASE, WON'T SOMEBODY STOP ME?");

View File

@ -43,7 +43,7 @@ music.onEvent(MusicEvent.BackgroundMelodyResumed, () => {
music.onEvent(MusicEvent.BackgroundMelodyRepeated, () => {
serial.writeLine("background repeated")
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
music.beginMelody(music.builtInMelody(Melodies.BaDing), MelodyOptions.Once)
})
music.setTempo(100)

View File

@ -17,7 +17,7 @@ This example send the frequency and duration over radio
and plays it on the remote @boardname@.
```typescript
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
music.playTone(440, 120)
led.toggle(0, 0)
})
@ -26,7 +26,7 @@ radio.onReceivedNumber(function (receivedNumber) {
const duration = receivedNumber & 0xffff;
music.playTone(freq, duration);
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
music.setPlayTone((frequency: number, duration: number) => {
radio.sendNumber((frequency << 16) | (duration & 0xffff));
})

View File

@ -48,7 +48,7 @@ keeper @boardname@, you can press button `B` on the remote to buzz and
make the score bigger on the other @boardname@.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
pins.digitalWritePin(DigitalPin.P1, 1);
basic.pause(500);
pins.digitalWritePin(DigitalPin.P1, 0);

View File

@ -46,7 +46,7 @@ will use ``digital write pin`` to make the other @boardname@ buzz and
make the score bigger.
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
pins.digitalWritePin(DigitalPin.P1, 1);
basic.pause(500);
pins.digitalWritePin(DigitalPin.P1, 0);

View File

@ -34,7 +34,7 @@ If you load this program onto two or more @boardname@s, you can send a code word
The other @boardname@s will receive the code word and then show it.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("Codeword: TRIMARAN")
basic.showString("SENT");
})
@ -59,10 +59,10 @@ This program will also receive your friend's mood.
```blocks
let data: string = "";
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("H");
});
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
radio.sendString("S");
});
radio.onDataReceived(() => {

View File

@ -27,7 +27,7 @@ in the `x` direction (left and right) to other @boardname@s. This kind
of program might be useful in a model car or model rocket.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendNumber(input.acceleration(Dimension.X))
})
```

View File

@ -26,7 +26,7 @@ code word from one of them to the others by pressing button `A`. The
other @boardname@s will receive the code word and then show it.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendString("Codeword: TRIMARAN")
basic.showString("SENT");
})

View File

@ -29,7 +29,7 @@ or model rocket.
```blocks
radio.setGroup(99)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendValue("acc", input.acceleration(Dimension.X))
})
```

View File

@ -30,7 +30,7 @@ the second @boardname@), this program sends temperature data to the
serial port.
```blocks
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
radio.sendNumber(input.temperature())
radio.sendValue("temp", input.temperature())
radio.sendString("It's warm now")

View File

@ -29,7 +29,7 @@ the second @boardname@), this program sends temperature data to
serial.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
radio.sendNumber(input.temperature());
});
radio.onDataReceived(() => {

View File

@ -32,7 +32,7 @@ serial port to use the pins. The new configuration uses pin ``P1`` to transmit a
``P2`` to receive. The baud rate is set to `9600`.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
serial.redirect(SerialPin.P1, SerialPin.P2, BaudRate.BaudRate9600);
});
```

View File

@ -34,19 +34,19 @@ let direction = ""
basic.forever(() => {
degrees = input.compassHeading()
if (degrees < 45) {
basic.showArrow(ArrowNames.North)
basic.showIcon(IconNames.ArrowNorth)
direction = "North"
} else if (degrees < 135) {
basic.showArrow(ArrowNames.East)
basic.showIcon(IconNames.ArrowEast)
direction = "East"
} else if (degrees < 225) {
basic.showArrow(ArrowNames.South)
basic.showIcon(IconNames.ArrowSouth)
direction = "South"
} else if (degrees < 315) {
basic.showArrow(ArrowNames.West)
basic.showIcon(IconNames.ArrowWest)
direction = "West"
} else {
basic.showArrow(ArrowNames.North)
basic.showIcon(IconNames.ArrowNorth)
direction = "North"
}
serial.writeLine(direction + " @ " + degrees + " degrees")

View File

@ -13,7 +13,7 @@ basic.showString("Micro!")
Well, the text stopped scrolling. Place the ``||basic:show string||`` block in the ``||input:on button pressed||`` slot to scroll your name when button **A** is pressed.
```blocks
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("Micro!")
});
```
@ -25,7 +25,7 @@ Place some blocks to display a smiley when button **B** is pressed.
Use the dropdown to find ``B``!
```blocks
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
basic.showLeds(`
# # . # #
# # . # #

View File

@ -13,7 +13,7 @@ basic.showString("My Name")
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, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("My Name")
});
```
@ -23,7 +23,7 @@ input.onButtonPressed(Button.A, () => {
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, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("How are you?")
basic.showString(".....");
})
@ -34,7 +34,7 @@ input.onButtonPressed(Button.A, () => {
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, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
basic.showString("How are you?")
basic.showString(".....");
basic.showLeds(`

View File

@ -57,7 +57,7 @@ You could simply save the light measurements in an array like this:
```blocks
let darkness: number[] = []
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
for (let i = 0; i < 60 * 4; i++) {
darkness.push(input.lightLevel())
basic.pause(60000)
@ -77,7 +77,7 @@ The code in blocks for recording the light level is modified to make our file da
```typescript-ignore
let darkness = pins.createBuffer(60 * 4);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
for (let i = 0; i < 60 * 4; i++) {
darkness.setNumber(NumberFormat.UInt8LE, i, input.lightLevel())
basic.pause(60000)
@ -90,7 +90,7 @@ Later, we can upload the file to the laptop computer by pressing the **B** butto
```typescript-ignore
let dataReady = false;
let darkness = pins.createBuffer(60 * 4);
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
for (let i = 0; i < 60 * 4; i++) {
darkness.setNumber(NumberFormat.UInt8LE, i, input.lightLevel())
basic.pause(60000)
@ -98,7 +98,7 @@ input.onButtonPressed(Button.A, () => {
dataReady = true;
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
if (dataReady) {
serial.writeLine("Transferring file: DARKNESS, Length: " + darkness.length + " bytes...");
serial.writeBuffer(darkness)

View File

@ -1,3 +1,157 @@
export function patchBlocks(pkgTargetVersion: string, dom: Element) {
// is this a old script?
if (pxt.semver.majorCmp(pkgTargetVersion || "0.0.0", "4.0.20") >= 0) return;
// button and pin pressed/released blocks
/*
<block type="device_button_event" x="354" y="30">
<field name="NAME">Button.A</field>
</block>
<block type="device_pin_event" x="610" y="33">
<field name="name">TouchPin.P0</field>
</block>
<block type="device_pin_released" x="361" y="158">
<field name="NAME">TouchPin.P1</field>
</block>
converts to
<block type="device_button_selected_event" x="35" y="429">
<field name="NAME">Button.B</field>
<value name="eventType">
<shadow type="control_button_event_value_id">
<field name="id">ButtonEvent.Click</field>
</shadow>
</value>
</block>
<block type="device_pin_custom_event" x="368" y="428">
<field name="NAME">TouchPin.P2</field>
<value name="eventType">
<shadow type="control_button_event_value_id">
<field name="id">ButtonEvent.Up</field>
</shadow>
</value>
</block>
*/
const inputNodes = pxt.U.toArray(dom.querySelectorAll("block[type=device_button_event]"))
.concat(pxt.U.toArray(dom.querySelectorAll("block[type=device_pin_event]")))
.concat(pxt.U.toArray(dom.querySelectorAll("block[type=device_pin_released]")))
inputNodes.forEach(node => {
const nodeType = node.getAttribute("type");
if(nodeType === "device_button_event") {
node.setAttribute("type", "device_button_selected_event");
} else {
node.setAttribute("type", "device_pin_custom_event");
}
// fix lowercase 'name'in device_pin_event
if(nodeType === "device_pin_event") {
node.querySelectorAll("field[name=name]")[0].setAttribute("name", "NAME")
}
const valueNode = node.ownerDocument.createElement("value");
valueNode.setAttribute("name", "eventType")
const shadowNode = node.ownerDocument.createElement("shadow");
shadowNode.setAttribute("type", "control_button_event_value_id")
const fieldNode = node.ownerDocument.createElement("field");
fieldNode.setAttribute("name", "id")
if(nodeType === "device_button_event") {
fieldNode.textContent = "ButtonEvent.Click";
} else if(nodeType === "device_pin_released") {
fieldNode.textContent = "ButtonEvent.Up";
} else {
fieldNode.textContent = "ButtonEvent.Down";
}
shadowNode.prepend(fieldNode)
valueNode.prepend(shadowNode)
node.prepend(valueNode)
});
// loudness
/*
<block type="loudness" />
converts to
<block type="soundLevel" />
*/
const loudnessNodes = pxt.U.toArray(dom.querySelectorAll("block[type=loudness]"))
loudnessNodes.forEach(node => {
node.setAttribute("type", "soundLevel");
});
// rgbw to rgb block
const rgbwNodes = pxt.U.toArray(dom.querySelectorAll("block[type=core_rgbw]"))
rgbwNodes.forEach(node => {
node.setAttribute("type", "core_rgb");
node.querySelectorAll("value[name=white]")[0].remove();
});
// arrow blocks
/*
<block type="basic_show_arrow">
<value name="i">
<shadow type="device_arrow">
<field name="arrow">ArrowNames.North</field>
</shadow>
</value>
</block>
converts to
<block type="basic_show_icon">
<mutation xmlns="http://www.w3.org/1999/xhtml" _expanded="0" _input_init="false"></mutation>
<field name="i">IconNames.ArrowNorth</field>
</block>
*/
const arrowNodes = pxt.U.toArray(dom.querySelectorAll("block[type=basic_show_arrow]"))
arrowNodes.forEach(node => {
node.setAttribute("type", "basic_show_icon");
const arrowNode = node.querySelectorAll("value[name=i]")[0]
const iconName = "IconNames.Arrow" + arrowNode.querySelectorAll("field[name=arrow]")[0].textContent.split('.')[1];
const iconNode = node.ownerDocument.createElement("field");
iconNode.setAttribute("name", "i")
iconNode.textContent = iconName;
const mutationNode = node.ownerDocument.createElement("mutation");
// mutationNode.setAttribute("xmlns", "http://www.w3.org/1999/xhtml")
mutationNode.setAttribute("_expanded", "0")
mutationNode.setAttribute("_input_init", "false")
node.prepend(iconNode)
node.prepend(mutationNode)
node.removeChild(arrowNode);
});
// arrow icons
/*
<block type="builtin_arrow_image">
<field name="i">ArrowNames.East</field>
</block>
converts to
<block type="builtin_image">
<field name="i">IconNames.ArrowEast</field>
</block>
*/
const arrowImageNodes = pxt.U.toArray(dom.querySelectorAll("block[type=builtin_arrow_image]"))
arrowImageNodes.forEach(node => {
node.setAttribute("type", "builtin_image");
const arrowNode = node.querySelectorAll("field[name=i]")[0];
arrowNode.textContent = "IconNames.Arrow" + arrowNode.textContent.split('.')[1];
});
// is this a very old script?
if (pxt.semver.majorCmp(pkgTargetVersion || "0.0.0", "1.0.0") >= 0) return;
// LEDs
/**
* <block type="device_show_leds">
<field name="LED00">FALSE</field>
@ -40,11 +194,6 @@
</block>
*/
export function patchBlocks(pkgTargetVersion: string, dom: Element) {
// is this a old script?
if (pxt.semver.majorCmp(pkgTargetVersion || "0.0.0", "1.0.0") >= 0) return;
// showleds
const nodes = pxt.U.toArray(dom.querySelectorAll("block[type=device_show_leds]"))
.concat(pxt.U.toArray(dom.querySelectorAll("block[type=device_build_image]")))
.concat(pxt.U.toArray(dom.querySelectorAll("shadow[type=device_build_image]")))
@ -62,7 +211,7 @@ export function patchBlocks(pkgTargetVersion: string, dom: Element) {
let n = lednode.getAttribute("name");
let col = parseInt(n[3]);
let row = parseInt(n[4]);
leds[row][col] = lednode.innerHTML == "TRUE" ? "#" : ".";
leds[row][col] = lednode.textContent == "TRUE" ? "#" : ".";
// remove node
node.removeChild(lednode);
});
@ -74,6 +223,8 @@ export function patchBlocks(pkgTargetVersion: string, dom: Element) {
node.insertBefore(f, null);
});
// radio
/*
<block type="radio_on_packet" x="174" y="120">
@ -113,7 +264,7 @@ converts to
node.appendChild(f);
}
pxt.U.toArray(dom.querySelectorAll("variable")).forEach(node => varids[node.innerHTML] = node.getAttribute("id"));
pxt.U.toArray(dom.querySelectorAll("variable")).forEach(node => varids[node.textContent] = node.getAttribute("id"));
pxt.U.toArray(dom.querySelectorAll("block[type=radio_on_packet]"))
.forEach(node => {
const mutation = node.querySelector("mutation");

View File

@ -254,11 +254,6 @@
"basic.plotLeds": "Draws an image on the LED screen.",
"basic.plotLeds|param|leds": "pattern of LEDs to turn on/off",
"basic.rgb": "Converts red, green, blue channels into a RGB color",
"basic.rgbw": "Converts red, green, blue channels into a RGB color",
"basic.rgbw|param|blue": "value of the blue channel between 0 and 255. eg: 255",
"basic.rgbw|param|green": "value of the green channel between 0 and 255. eg: 255",
"basic.rgbw|param|red": "value of the red channel between 0 and 255. eg: 255",
"basic.rgbw|param|white": "value of the white channel between 0 and 255. eg: 0",
"basic.rgb|param|blue": "value of the blue channel between 0 and 255. eg: 255",
"basic.rgb|param|green": "value of the green channel between 0 and 255. eg: 255",
"basic.rgb|param|red": "value of the red channel between 0 and 255. eg: 255",
@ -441,25 +436,15 @@
"input.isGesture": "Tests if a gesture is currently detected.",
"input.isGesture|param|gesture": "the type of gesture to detect, eg: Gesture.Shake",
"input.lightLevel": "Reads the light level applied to the LED screen in a range from ``0`` (dark) to ``255`` bright.",
"input.loudness": "gets the level of loudness from 0 (silent) to 255 (loud)",
"input.magneticForce": "Get the magnetic force value in ``micro-Teslas`` (``µT``). This function is not supported in the simulator.",
"input.magneticForce|param|dimension": "the x, y, or z dimension, eg: Dimension.X",
"input.onButtonEvent": "Do something when a button (A, B or both A+B) receives an event.",
"input.onButtonEvent|param|body": "code to run when event is raised",
"input.onButtonEvent|param|button": "the button",
"input.onButtonEvent|param|eventType": "event Type",
"input.onButtonPressed": "Do something when a button (A, B or both A+B) is pushed down and released again.",
"input.onButtonPressed|param|body": "code to run when event is raised",
"input.onButtonPressed|param|button": "the button that needs to be pressed",
"input.onGesture": "Do something when when a gesture is done (like shaking the micro:bit).",
"input.onGesture|param|body": "code to run when gesture is raised",
"input.onGesture|param|gesture": "the type of gesture to track, eg: Gesture.Shake",
"input.onPinPressed": "Do something when a pin is touched and released again (while also touching the GND pin).",
"input.onPinPressed|param|body": "the code to run when the pin is pressed",
"input.onPinPressed|param|name": "the pin that needs to be pressed, eg: TouchPin.P0",
"input.onPinReleased": "Do something when a pin is released.",
"input.onPinReleased|param|body": "the code to run when the pin is released",
"input.onPinReleased|param|name": "the pin that needs to be released, eg: TouchPin.P0",
"input.onPinTouchEvent": "Do something when a pin receives an touch event (while also touching the GND pin).",
"input.onPinTouchEvent|param|body": "the code to run when event is fired on pin",
"input.onPinTouchEvent|param|name": "the pin, eg: TouchPin.P0",
@ -700,7 +685,7 @@
"storage.putValueInt|param|key": "the key for accesing the value",
"storage.putValueInt|param|value": "value to store",
"storage.remove": "Removes a key value pair from the non volatile storage",
"storage.removeKeyInt": "Deletes the key from the non volatile storage",
"storage.removeKeyInt|param|key": "the key for accesing the value",
"storage.removeNumber": "Deletes the key from the non volatile storage",
"storage.removeNumber|param|key": "the key for accesing the value",
"storage.remove|param|key": "the key for accesing the value"
}

View File

@ -276,7 +276,6 @@
"basic.color|block": "%c",
"basic.forever|block": "forever",
"basic.pause|block": "pause (ms) %pause",
"basic.rgbw|block": "red %red|green %green|blue %blue|white %white",
"basic.rgb|block": "red %red|green %green|blue %blue",
"basic.setLedColor|block": "set led to %color=colorNumberPicker",
"basic.showArrow|block": "show arrow %i=device_arrow",
@ -344,13 +343,9 @@
"input.isCalibratedCompass|block": "is compass calibrated",
"input.isGesture|block": "is %gesture gesture",
"input.lightLevel|block": "light level",
"input.loudness|block": "Loudness",
"input.magneticForce|block": "magnetic force (µT)|%NAME",
"input.onButtonEvent|block": "on button %NAME| %eventType=control_button_event_value_id",
"input.onButtonPressed|block": "on button|%NAME|pressed",
"input.onGesture|block": "on |%NAME",
"input.onPinPressed|block": "on pin %name|pressed",
"input.onPinReleased|block": "on pin %NAME|released",
"input.onPinTouchEvent|block": "on pin %name| %eventType=control_button_event_value_id",
"input.pinIsPressed|block": "pin %NAME|is pressed",
"input.rotation|block": "rotation (°)|%NAME",
@ -451,7 +446,7 @@
"storage.getValueInt|block": "get number from %key",
"storage.putNumber|block": "Save into number %key a value of %value",
"storage.putValueInt|block": "Put into %key a value of %value as Int",
"storage.removeKeyInt|block": "Clear number %key",
"storage.removeNumber|block": "Clear number %key",
"storage.remove|block": "remove %key",
"storage|block": "storage",
"{id:category}AnalogInPin": "AnalogInPin",

View File

@ -118,6 +118,7 @@ namespace basic {
*/
//% blockId=device_set_led_color
//% block="set led to %color=colorNumberPicker"
//% color.defl=0xff0000
//% weight=10
//% group="RGB LED"
void setLedColor(int color) {

View File

@ -82,22 +82,6 @@ namespace basic {
return ((red & 0xFF) << 16) | ((green & 0xFF) << 8) | (blue & 0xFF);
}
/**
* Converts red, green, blue channels into a RGB color
* @param red value of the red channel between 0 and 255. eg: 255
* @param green value of the green channel between 0 and 255. eg: 255
* @param blue value of the blue channel between 0 and 255. eg: 255
* @param white value of the white channel between 0 and 255. eg: 0
*/
//% weight=2
//% blockId="core_rgbw" block="red %red|green %green|blue %blue|white %white"
//% group="RGB LED"
//% deprecated=true
export function rgbw(red: number, green: number, blue: number, white:number): number {
return ((white & 0xFF) << 24) | ((red & 0xFF) << 16) | ((green & 0xFF) << 8) | (blue & 0xFF);
}
}
/**

View File

@ -1,53 +1,125 @@
<xml xmlns="http://www.w3.org/1999/xhtml">
<variables>
<variable type="" id="PGGhch1kuMF##st8~wFr">receivedNumber</variable>
</variables>
<block type="pxt-on-start" x="77" y="38">
<statement name="HANDLER">
<block type="device_show_number">
<value name="number">
<shadow type="math_number">
<field name="NUM">12</field>
</shadow>
</value>
<next>
<block type="basic_show_icon">
<field name="i">IconNames.Umbrella</field>
<next>
<block type="device_print_message">
<value name="text">
<shadow type="text">
<field name="TEXT">hi!</field>
</shadow>
</value>
<next>
<block type="device_pause">
<value name="pause">
<shadow type="math_number">
<field name="NUM">100</field>
</shadow>
</value>
<next>
<block type="device_clear_display">
<next>
<block type="device_pause">
<value name="pause">
<shadow type="math_number">
<field name="NUM">100</field>
</shadow>
</value>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</statement>
</block>
<block type="device_forever" x="418" y="25"></block>
<xml xmlns="https://developers.google.com/blockly/xml">
<variables>
<variable id="PGGhch1kuMF##st8~wFr">receivedNumber</variable>
</variables>
<block type="pxt-on-start" x="-307" y="-128">
<statement name="HANDLER">
<block type="device_show_number">
<value name="number">
<shadow type="math_number">
<field name="NUM">12</field>
</shadow>
</value>
<next>
<block type="device_show_number">
<value name="number">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
<next>
<block type="basic_show_icon">
<field name="i">IconNames.Umbrella</field>
<next>
<block type="basic_show_icon">
<field name="i">IconNames.Heart</field>
<next>
<block type="device_print_message">
<value name="text">
<shadow type="text">
<field name="TEXT">hi!</field>
</shadow>
</value>
<next>
<block type="device_print_message">
<value name="text">
<shadow type="text">
<field name="TEXT">hi!</field>
</shadow>
</value>
<next>
<block type="device_pause">
<value name="pause">
<shadow type="math_number">
<field name="NUM">100</field>
</shadow>
</value>
<next>
<block type="device_clear_display">
<next>
<block type="device_show_leds">
<field name="LEDS">`
. . . . #
. . . # .
. . # . .
. # . . .
# . . . .
`</field>
<next>
<block type="device_set_led_color">
<value name="color">
<shadow type="colorNumberPicker">
<field name="value">0xff0000</field>
</shadow>
</value>
<next>
<block type="device_show_number">
<value name="number">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="core_rgb">
<value name="red">
<shadow type="math_number">
<field name="NUM">255</field>
</shadow>
</value>
<value name="green">
<shadow type="math_number">
<field name="NUM">255</field>
</shadow>
</value>
<value name="blue">
<shadow type="math_number">
<field name="NUM">255</field>
</shadow>
</value>
</block>
</value>
<next>
<block type="basic_show_compass">
<value name="interval">
<shadow type="timePicker">
<field name="ms">600</field>
</shadow>
</value>
<next>
<block type="device_turn_rgb_led_off" />
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</statement>
</block>
<block type="device_forever" x="412" y="-30" />
</xml>

View File

@ -1,38 +1,53 @@
<xml xmlns="http://www.w3.org/1999/xhtml">
<variables>
<variable type="" id="tgDN]qF_Ah1Z*?=|+?^Y">item</variable>
</variables>
<block type="pxt-on-start" x="-29" y="116">
<statement name="HANDLER">
<block type="device_show_image_offset">
<value name="sprite">
<block type="builtin_image">
<field name="i">IconNames.Heart</field>
</block>
</value>
<value name="offset">
<shadow type="math_number" id="KX(1%=^vQUd=Q`UHhD*n">
<field name="NUM">0</field>
</shadow>
</value>
<next>
<block type="device_scroll_image">
<value name="frameoffset">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
<value name="delay">
<shadow type="math_number">
<field name="NUM">200</field>
</shadow>
</value>
</block>
</next>
</block>
</statement>
</block>
<block type="variables_get" disabled="true" x="145" y="168">
<field name="VAR" id="tgDN]qF_Ah1Z*?=|+?^Y" variabletype="">item</field>
</block>
<xml xmlns="https://developers.google.com/blockly/xml">
<variables>
<variable id="tgDN]qF_Ah1Z*?=|+?^Y">item</variable>
</variables>
<block type="pxt-on-start" x="48" y="151">
<statement name="HANDLER">
<block type="variables_set">
<field name="VAR" id="tgDN]qF_Ah1Z*?=|+?^Y">item</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="builtin_image">
<field name="i">IconNames.Yes</field>
</block>
</value>
<next>
<block type="device_show_image_offset">
<value name="sprite">
<block type="builtin_image">
<field name="i">IconNames.Heart</field>
</block>
</value>
<value name="offset">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
</value>
<next>
<block type="device_scroll_image">
<value name="sprite">
<block type="variables_get">
<field name="VAR" id="tgDN]qF_Ah1Z*?=|+?^Y">item</field>
</block>
</value>
<value name="frameoffset">
<shadow type="math_number">
<field name="NUM">1</field>
</shadow>
</value>
<value name="delay">
<shadow type="math_number">
<field name="NUM">200</field>
</shadow>
</value>
</block>
</next>
</block>
</next>
</block>
</statement>
</block>
</xml>

View File

@ -1,132 +1,141 @@
<xml xmlns="http://www.w3.org/1999/xhtml">
<variables>
<variable type="" id="wUkGVHoc@p^mter~Rc7h">item</variable>
<variable type="" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</variable>
</variables>
<block type="device_button_event" x="-6" y="17">
<field name="NAME">Button.AB</field>
<statement name="HANDLER">
<block type="variables_set">
<field name="VAR" id="wUkGVHoc@p^mter~Rc7h" variabletype="">item</field>
<value name="VALUE">
<shadow type="math_number" id="*jGI?[NsA.f}=qk0RHHf">
<field name="NUM">0</field>
</shadow>
<block type="device_get_button2">
<field name="NAME">Button.B</field>
</block>
<xml xmlns="https://developers.google.com/blockly/xml">
<variables>
<variable id="wUkGVHoc@p^mter~Rc7h">item</variable>
<variable id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</variable>
</variables>
<block type="device_button_selected_event" x="0" y="0">
<field name="NAME">Button.AB</field>
<value name="eventType">
<shadow type="control_button_event_value_id"></shadow>
</value>
<next>
<block type="variables_set">
<field name="VAR" id="wUkGVHoc@p^mter~Rc7h" variabletype="">item</field>
<value name="VALUE">
<shadow type="math_number" id="*jGI?[NsA.f}=qk0RHHf">
<field name="NUM">0</field>
</shadow>
<block type="device_pin_is_pressed">
<field name="NAME">TouchPin.P1</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;" variabletype="">sdfsadf</field>
<statement name="HANDLER">
<block type="variables_set">
<field name="VAR" id="wUkGVHoc@p^mter~Rc7h">item</field>
<value name="VALUE">
<shadow type="math_number" id="bZBPUCLiZ6#D@e_[Y`:0">
<field name="NUM">0</field>
</shadow>
<block type="device_acceleration">
<field name="NAME">Dimension.Y</field>
</block>
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_get_button2">
<field name="NAME">Button.B</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;" variabletype="">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number" id="bZBPUCLiZ6#D@e_[Y`:0">
<field name="NUM">0</field>
</shadow>
<block type="device_get_light_level"></block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;" variabletype="">sdfsadf</field>
<block type="variables_set">
<field name="VAR" id="wUkGVHoc@p^mter~Rc7h">item</field>
<value name="VALUE">
<shadow type="math_number" id="bZBPUCLiZ6#D@e_[Y`:0">
<field name="NUM">0</field>
</shadow>
<block type="device_heading"></block>
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_pin_is_pressed">
<field name="NAME">TouchPin.P1</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;" variabletype="">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number" id="bZBPUCLiZ6#D@e_[Y`:0">
<field name="NUM">0</field>
</shadow>
<block type="device_temperature"></block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;" variabletype="">sdfsadf</field>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number" id="o~k},FK*r@[O2)Cy!lM}">
<field name="NUM">0</field>
</shadow>
<block type="device_get_rotation">
<field name="NAME">Rotation.Roll</field>
</block>
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_acceleration">
<field name="NAME">Dimension.Y</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;" variabletype="">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number" id="Uu,ZpYs7!BzIpX`%V_^!">
<field name="NUM">0</field>
</shadow>
<block type="device_get_magnetic_force">
<field name="NAME">Dimension.Z</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;" variabletype="">sdfsadf</field>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number" id="s{USu#UBc84Ao*jy(EQC">
<field name="NUM">0</field>
</shadow>
<block type="device_get_running_time"></block>
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_get_light_level" />
</value>
<next>
<block type="device_set_accelerometer_range">
<field name="range">AcceleratorRange.TwoG</field>
</block>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_heading" />
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_temperature" />
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_get_rotation">
<field name="NAME">Rotation.Roll</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_get_magnetic_force">
<field name="NAME">Dimension.Z</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id=")f$ml.CVl6|1^?sPWl:;">sdfsadf</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_get_running_time" />
</value>
<next>
<block type="device_set_accelerometer_range">
<field name="range">AcceleratorRange.TwoG</field>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</block>
</next>
</block>
</next>
</block>
</block>
</next>
</block>
</next>
</block>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</statement>
</block>
<block type="device_gesture_event" x="472" y="-8">
<field name="NAME">Gesture.SixG</field>
</block>
<block type="device_pin_event" x="555" y="96">
<field name="name">TouchPin.P2</field>
</block>
<block type="device_pin_released" x="188" y="435">
<field name="NAME">TouchPin.P2</field>
</block>
</block>
</statement>
</block>
<block type="device_gesture_event" x="555" y="30">
<field name="NAME">Gesture.SixG</field>
</block>
<block type="device_pin_custom_event" x="556" y="156">
<field name="name">TouchPin.P0</field>
<value name="eventType">
<shadow type="control_button_event_value_id"></shadow>
</value>
</block>
<block type="device_pin_custom_event" x="560" y="274">
<field name="name">TouchPin.P0</field>
<value name="eventType">
<shadow type="control_button_event_value_id"></shadow>
</value>
</block>
</xml>

View File

@ -0,0 +1,29 @@
<xml xmlns="https://developers.google.com/blockly/xml">
<block type="pxt-on-start" x="20" y="20">
<statement name="HANDLER">
<block type="motor_on">
<value name="percent">
<shadow type="speedPicker">
<field name="speed">100</field>
</shadow>
</value>
<next>
<block type="motor_command">
<field name="command">MotorCommand.Break</field>
<next>
<block type="block_dual_motor">
<field name="motor">Motor.A</field>
<value name="percent">
<shadow type="speedPicker">
<field name="speed">100</field>
</shadow>
</value>
</block>
</next>
</block>
</next>
</block>
</statement>
</block>
<block type="device_forever" x="294" y="22" />
</xml>

View File

@ -1,95 +1,94 @@
<xml xmlns="http://www.w3.org/1999/xhtml">
<variables>
<variable type="" id="I3xB5Q]ehg#-~(sq{[|E">item</variable>
</variables>
<block type="melody_on_event" x="-27" y="128">
<field name="value">MusicEvent.BackgroundMelodyStarted</field>
<statement name="HANDLER">
<block type="device_play_note">
<value name="note">
<shadow type="device_note">
<field name="name">175</field>
</shadow>
</value>
<value name="duration">
<shadow type="device_beat">
<field name="fraction">BeatFraction.Sixteenth</field>
</shadow>
</value>
<next>
<block type="device_ring">
<value name="note">
<shadow type="device_note">
<field name="name">147</field>
</shadow>
</value>
<next>
<block type="device_rest">
<xml xmlns="https://developers.google.com/blockly/xml">
<variables>
<variable id="I3xB5Q]ehg#-~(sq{[|E">item</variable>
</variables>
<block type="device_forever" x="21" y="128">
<statement name="HANDLER">
<block type="device_play_note">
<value name="note">
<shadow type="device_note">
<field name="name">175</field>
</shadow>
</value>
<value name="duration">
<shadow type="device_beat">
<field name="fraction">BeatFraction.Sixteenth</field>
</shadow>
<shadow type="device_beat">
<field name="fraction">BeatFraction.Sixteenth</field>
</shadow>
</value>
<next>
<block type="variables_set">
<field name="VAR" id="I3xB5Q]ehg#-~(sq{[|E" variabletype="">item</field>
<value name="VALUE">
<shadow type="math_number" id="8/Ht9pG0DuL-0~sPe},^">
<field name="NUM">0</field>
</shadow>
<block type="device_note">
<field name="name">466</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id="I3xB5Q]ehg#-~(sq{[|E" variabletype="">item</field>
<value name="VALUE">
<shadow type="math_number" id="8/Ht9pG0DuL-0~sPe},^">
<field name="NUM">0</field>
</shadow>
<block type="device_beat">
<field name="fraction">BeatFraction.Sixteenth</field>
</block>
<block type="device_ring">
<value name="note">
<shadow type="device_note">
<field name="name">147</field>
</shadow>
</value>
<next>
<block type="variables_set">
<field name="VAR" id="I3xB5Q]ehg#-~(sq{[|E" variabletype="">item</field>
<value name="VALUE">
<shadow type="math_number" id="8/Ht9pG0DuL-0~sPe},^">
<field name="NUM">0</field>
</shadow>
<block type="device_tempo"></block>
</value>
<next>
<block type="device_change_tempo">
<value name="value">
<shadow type="math_number">
<field name="NUM">1242</field>
</shadow>
<block type="device_rest">
<value name="duration">
<shadow type="device_beat">
<field name="fraction">BeatFraction.Sixteenth</field>
</shadow>
</value>
<next>
<block type="device_set_tempo">
<value name="value">
<shadow type="math_number">
<field name="NUM">5</field>
</shadow>
</value>
</block>
<block type="variables_set">
<field name="VAR" id="I3xB5Q]ehg#-~(sq{[|E">item</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_note">
<field name="name">466</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id="I3xB5Q]ehg#-~(sq{[|E">item</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_beat">
<field name="fraction">BeatFraction.Sixteenth</field>
</block>
</value>
<next>
<block type="variables_set">
<field name="VAR" id="I3xB5Q]ehg#-~(sq{[|E">item</field>
<value name="VALUE">
<shadow type="math_number">
<field name="NUM">0</field>
</shadow>
<block type="device_tempo" />
</value>
<next>
<block type="device_change_tempo">
<value name="value">
<shadow type="math_number">
<field name="NUM">1242</field>
</shadow>
</value>
<next>
<block type="device_set_tempo">
<value name="value">
<shadow type="math_number">
<field name="NUM">5</field>
</shadow>
</value>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</block>
</next>
</block>
</next>
</block>
</block>
</next>
</block>
</next>
</block>
</next>
</block>
</statement>
</block>
</block>
</statement>
</block>
</xml>

View File

@ -59,8 +59,8 @@
</value>
<next>
<block type="serial_redirect">
<field name="tx">SerialPin.P12</field>
<field name="rx">SerialPin.P13</field>
<field name="tx">SerialPin.C16</field>
<field name="rx">SerialPin.C17</field>
<field name="rate">BaudRate.BaudRate28800</field>
<next>
<block type="serial_writebuffer">

File diff suppressed because one or more lines are too long

View File

@ -323,9 +323,9 @@ namespace game {
}
function unplugEvents(): void {
input.onButtonPressed(Button.A, () => { });
input.onButtonPressed(Button.B, () => { });
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => { });
input.onButtonEvent(Button.B, ButtonEvent.Click, () => { });
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
control.reset();
});
}

View File

@ -190,21 +190,6 @@ namespace input {
registerWithDal((int)button, eventType, body);
}
/**
* Do something when a button (A, B or both A+B) is pushed down and released again.
* @param button the button that needs to be pressed
* @param body code to run when event is raised
*/
//% help=input/on-button-pressed weight=85 blockGap=16
//% blockId=device_button_event block="on button|%NAME|pressed"
//% parts="buttonpair"
//% deprecated=true
//% group="Events"
void onButtonPressed(Button button, Action body) {
registerWithDal((int)button, MICROBIT_BUTTON_EVT_CLICK, body);
}
/**
* Do something when when a gesture is done (like shaking the micro:bit).
* @param gesture the type of gesture to track, eg: Gesture.Shake
@ -240,7 +225,6 @@ namespace input {
return uBit.accelerometer.getGesture() == gi;
}
/**
* Do something when a pin receives an touch event (while also touching the GND pin).
* @param name the pin, eg: TouchPin.P0
@ -258,43 +242,6 @@ namespace input {
registerWithDal((int)name, eventType, body);
}
/**
* Do something when a pin is touched and released again (while also touching the GND pin).
* @param name the pin that needs to be pressed, eg: TouchPin.P0
* @param body the code to run when the pin is pressed
*/
//% help=input/on-pin-pressed weight=83 blockGap=16
//% blockId=device_pin_event block="on pin %name|pressed"
//% group="Events"
//% deprecated=true
void onPinPressed(TouchPin name, Action body) {
auto pin = getPin((int)name);
if (!pin) return;
// Forces the PIN to switch to makey-makey style detection.
pin->isTouched();
registerWithDal((int)name, MICROBIT_BUTTON_EVT_CLICK, body);
}
/**
* Do something when a pin is released.
* @param name the pin that needs to be released, eg: TouchPin.P0
* @param body the code to run when the pin is released
*/
//% help=input/on-pin-released weight=6 blockGap=16
//% blockId=device_pin_released block="on pin %NAME|released"
//% advanced=true
//% group="Events"
//% deprecated=true
void onPinReleased(TouchPin name, Action body) {
auto pin = getPin((int)name);
if (!pin) return;
// Forces the PIN to switch to makey-makey style detection.
pin->isTouched();
registerWithDal((int)name, MICROBIT_BUTTON_EVT_UP, body);
}
/**
* Get the button state (pressed or not) for ``A`` and ``B``.
* @param button the button to query the request, eg: Button.A

View File

@ -2,26 +2,26 @@
* Events and data from sensors
*/
//% color=#C90072 weight=99
namespace input {
// namespace input {
/**
* gets the level of loudness from 0 (silent) to 255 (loud)
*/
//% blockId="loudness"
//% block="Loudness"
//% deprecated=true
export function loudness(): number {
let value = 0
let max = pins.analogReadPin(AnalogPin.MIC)
let min = max
for (let index = 0; index < 32; index++) {
value = pins.analogReadPin(AnalogPin.MIC)
if (value > max) {
max = value
} else if (value < min) {
min = value
}
}
value = Math.floor((max - min) / 4)
return value
}
}
// export function loudness(): number {
// let value = 0
// let max = pins.analogReadPin(AnalogPin.MIC)
// let min = max
// for (let index = 0; index < 32; index++) {
// value = pins.analogReadPin(AnalogPin.MIC)
// if (value > max) {
// max = value
// } else if (value < min) {
// min = value
// }
// }
// value = Math.floor((max - min) / 4)
// return value
// }
// }

40
libs/core/shims.d.ts vendored
View File

@ -217,9 +217,10 @@ declare namespace basic {
*/
//% blockId=device_set_led_color
//% block="set led to %color=colorNumberPicker"
//%
//% weight=10
//% group="RGB LED" shim=basic::setLedColor
function setLedColor(color: int32): void;
//% group="RGB LED" color.defl=0xff0000 shim=basic::setLedColor
function setLedColor(color?: int32): void;
/**
* Sets the color on the build-in LED. Set to 0 to turn off.
@ -248,18 +249,6 @@ declare namespace input {
//% group="Events" shim=input::onButtonEvent
function onButtonEvent(button: Button, eventType: int32, body: () => void): void;
/**
* Do something when a button (A, B or both A+B) is pushed down and released again.
* @param button the button that needs to be pressed
* @param body code to run when event is raised
*/
//% help=input/on-button-pressed weight=85 blockGap=16
//% blockId=device_button_event block="on button|%NAME|pressed"
//% parts="buttonpair"
//% deprecated=true
//% group="Events" shim=input::onButtonPressed
function onButtonPressed(button: Button, body: () => void): void;
/**
* Do something when when a gesture is done (like shaking the micro:bit).
* @param gesture the type of gesture to track, eg: Gesture.Shake
@ -293,29 +282,6 @@ declare namespace input {
//% group="Events" shim=input::onPinTouchEvent
function onPinTouchEvent(name: TouchPin, eventType: int32, body: () => void): void;
/**
* Do something when a pin is touched and released again (while also touching the GND pin).
* @param name the pin that needs to be pressed, eg: TouchPin.P0
* @param body the code to run when the pin is pressed
*/
//% help=input/on-pin-pressed weight=83 blockGap=16
//% blockId=device_pin_event block="on pin %name|pressed"
//% group="Events"
//% deprecated=true shim=input::onPinPressed
function onPinPressed(name: TouchPin, body: () => void): void;
/**
* Do something when a pin is released.
* @param name the pin that needs to be released, eg: TouchPin.P0
* @param body the code to run when the pin is released
*/
//% help=input/on-pin-released weight=6 blockGap=16
//% blockId=device_pin_released block="on pin %NAME|released"
//% advanced=true
//% group="Events"
//% deprecated=true shim=input::onPinReleased
function onPinReleased(name: TouchPin, body: () => void): void;
/**
* Get the button state (pressed or not) for ``A`` and ``B``.
* @param button the button to query the request, eg: Button.A

View File

@ -60,7 +60,7 @@ namespace storage {
//% block="Clear number %key"
//% blockId=storage_remove_key_int
//% group="Remove"
export function removeKeyInt(key: StorageSlots) : void {
export function removeNumber(key: StorageSlots) : void {
remove(storagesInt[key]);
}

View File

@ -22,10 +22,10 @@ enum RadioMessage {
heart,
skull
}
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.heart)
})
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.skull)
})
radio.onReceivedMessage(RadioMessage.heart, function () {

View File

@ -20,10 +20,10 @@ enum RadioMessage {
heart,
skull
}
input.onButtonPressed(Button.A, function () {
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.heart)
})
input.onButtonPressed(Button.B, function () {
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
radio.sendMessage(RadioMessage.skull)
})
radio.onReceivedMessage(RadioMessage.heart, function () {

14
package-lock.json generated
View File

@ -10,7 +10,7 @@
"license": "MIT",
"dependencies": {
"pxt-common-packages": "9.0.1",
"pxt-core": "7.0.12"
"pxt-core": "7.0.14"
},
"devDependencies": {
"@types/marked": "0.3.0",
@ -5282,9 +5282,9 @@
}
},
"node_modules/pxt-core": {
"version": "7.0.12",
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.12.tgz",
"integrity": "sha512-i7caqFdwTB4Lt5yaGwCDmb+3HiBp0HIB2If0zIt7MQ9RV3vBxY0vtsd+BRoiYLPnX3vXAXQPycJgVdTntntNrw==",
"version": "7.0.14",
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.14.tgz",
"integrity": "sha512-mLdaBm69j2AnxqQCDa7D54RyiQJMgZAiPyz/TMAmc7J0LgplJhxCqUsz6lXBur8kk4QqkS/i2/MAWIURqvuJBw==",
"dependencies": {
"@microsoft/immersive-reader-sdk": "1.1.0",
"applicationinsights-js": "^1.0.20",
@ -10912,9 +10912,9 @@
}
},
"pxt-core": {
"version": "7.0.12",
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.12.tgz",
"integrity": "sha512-i7caqFdwTB4Lt5yaGwCDmb+3HiBp0HIB2If0zIt7MQ9RV3vBxY0vtsd+BRoiYLPnX3vXAXQPycJgVdTntntNrw==",
"version": "7.0.14",
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.14.tgz",
"integrity": "sha512-mLdaBm69j2AnxqQCDa7D54RyiQJMgZAiPyz/TMAmc7J0LgplJhxCqUsz6lXBur8kk4QqkS/i2/MAWIURqvuJBw==",
"requires": {
"@microsoft/immersive-reader-sdk": "1.1.0",
"applicationinsights-js": "^1.0.20",

View File

@ -97,7 +97,22 @@
"map": {
"DisplayMode\\s*\\.\\s*BackAndWhite": "DisplayMode.BlackAndWhite"
}
}]
}],
"0.0.0 - 4.0.20": [
{
"type": "api",
"map": {
"basic\\s*\\.\\s*showArrow\\s*\\(": "basic.showIcon(",
"images\\s*\\.\\s*arrowImage\\s*\\(": "images.iconImage(",
"ArrowNames\\s*\\.\\s*": "IconNames.Arrow",
"input\\s*\\.\\s*onButtonPressed\\s*\\(\\s*(.*?),": "input.onButtonEvent($1, ButtonEvent.Click,",
"input\\s*\\.\\s*onPinPressed\\s*\\(\\s*(.*?),": "input.onPinTouchEvent($1, ButtonEvent.Down,",
"input\\s*\\.\\s*onPinReleased\\s*\\(\\s*(.*?),": "input.onPinTouchEvent($1, ButtonEvent.Up,",
"input\\s*\\.\\s*loudness\\s*\\(": "input.soundLevel(",
"basic\\s*\\.\\s*rgbw\\s*\\(\\s*(.*?),\\s*(.*?),\\s*(.*?),\\s*(.*?)\\s*\\)": "basic.rgb($1, $2, $3)"
}
}
]
},
"hidSelectors": [{
"usagePage": "0xFF00",

View File

@ -8,16 +8,6 @@ namespace pxsim.input {
pxtcore.registerWithDal(button, buttonEvent, handler);
}
// Deprecated
export function onButtonPressed(button: number, handler: RefAction): void {
let b = board().buttonPairState;
if (button == b.props.ID_BUTTON_AB && !b.usesButtonAB) {
b.usesButtonAB = true;
runtime.queueDisplayUpdate();
}
pxtcore.registerWithDal(button, DAL.MICROBIT_BUTTON_EVT_CLICK, handler);
}
export function buttonIsPressed(button: number): boolean {
let b = board().buttonPairState;
if (button == b.abBtn.id && !b.usesButtonAB) {

View File

@ -7,24 +7,6 @@ namespace pxsim.input {
pxtcore.registerWithDal(pin.id, pinEvent, handler);
}
// Deprecated
export function onPinPressed(pinId: number, handler: RefAction) {
let pin = getPin(pinId);
if (!pin) return;
pin.isTouched();
runtime.queueDisplayUpdate();
pxtcore.registerWithDal(pin.id, DAL.MICROBIT_BUTTON_EVT_CLICK, handler);
}
// Deprecated
export function onPinReleased(pinId: number, handler: RefAction) {
let pin = getPin(pinId);
if (!pin) return;
pin.isTouched();
runtime.queueDisplayUpdate();
pxtcore.registerWithDal(pin.id, DAL.MICROBIT_BUTTON_EVT_UP, handler);
}
export function pinIsPressed(pinId: number): boolean {
let pin = getPin(pinId);
if (!pin) return false;

View File

@ -7,7 +7,7 @@ let level: number
let swapSpeed: number
initializeGame()
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (ballRevealing) {
index = index + 1
if (index > 2) {
@ -16,7 +16,7 @@ input.onButtonPressed(Button.A, () => {
basic.showString(cupSelect[index], 150)
}
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
if (ballRevealing) {
ballRevealing = false
if (correctBall == index) {

View File

@ -18,7 +18,7 @@ counter = 0
pause = 700
led.plot(oneX, oneY)
led.plot(twoX, twoY)
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
if (oneX > 0) {
led.unplot(oneX, oneY)
led.unplot(twoX, twoY)
@ -28,7 +28,7 @@ input.onButtonPressed(Button.A, () => {
led.plot(twoX, twoY)
}
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
if (twoX < 4) {
led.unplot(oneX, oneY)
led.unplot(twoX, twoY)

View File

@ -107,12 +107,12 @@ basic.forever(() => {
basic.pause(500)
}
})
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
let temp = Math.abs(person.dirX) * (-1)
person.dirX = Math.abs(person.dirY) * (-1)
person.dirY = temp
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
let temp1 = Math.abs(person.dirX)
person.dirX = Math.abs(person.dirY)
person.dirY = temp1

View File

@ -24,13 +24,13 @@ playOneGame(gameTime)
showFinalScores(scoreA, scoreB)
function startIOMonitor() {
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
AWasPressed = true
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
BWasPressed = true
})
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
ABWasPressed = true
AWasPressed = false
BWasPressed = false

View File

@ -501,13 +501,13 @@ function convertPenaltyTimeToScore(penaltyTime: number): number {
}
function startIOMonitor() {
input.onButtonPressed(Button.A, () => {
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
AWasPressed = true
})
input.onButtonPressed(Button.B, () => {
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
BWasPressed = true
})
input.onButtonPressed(Button.AB, () => {
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
ABWasPressed = true
})
input.onShake(() => {

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