skill game (#1235)

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Peli de Halleux 2018-09-14 11:22:08 -07:00 committed by GitHub
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* [Analog Pin Tester](/projects/analog-pin-tester)
* [Light Level Meter](/projects/light-level-meter)
* [Radio bridge](/projects/radio-bridge)
* [Snap the dot](/projects/snap-the-dot)
## #examples

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"url":"/projects/reaction-time",
"description": "Make a reaction time experiment that responds to your body's conductivity!",
"imageUrl":"/static/mb/projects/reaction.jpg"
}, {
"name": "Snap the dot",
"url": "/projects/snap-the-dot",
"description": "Use the game blocks to create a skill game",
"imageUrl": "/static/mb/projects/snap-the-dot.png"
}, {
"name": "Salute!",
"url":"/projects/salute",

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# Snap the dot
## Introduction @unplugged
Snap the dot is a kill game where the player has to press **A** exactly when the dot
is in the center of the screen.
This is a tutorial to learn how to use the game engine.
## Create a sprite @fullscreen
Drag a ``||game:create sprite||`` block in the workspace. A sprite is a single pixel that can move on the screen. It has a ``x``, ``y`` position and a direction.
```blocks
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 2)
```
## Move the dot @fullscreen
The sprite starts in the center facing right. Drag a
``||game:move||`` block in the forever to make it move.
Notice how it moves to the right but does not bounce back.
```blocks
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
})
```
## Bounce @fullscreen
Drag a ``||game:ifOnEdgeBounce||`` block to make the sprite
bounce on the side of the screen. Add also a ``||basic:pause||`` block to slow down the sprite.
```blocks
let sprite: game.LedSprite = null
sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
sprite.ifOnEdgeBounce()
basic.pause(100)
})
```
## Test and download
Use the simulator to find the best speed. If you have a @boardname@, press ``Download``
to try it out on the device.
## Button handling @fullscreen
When **A** is pressed, we test if the sprite is in the center or not.
Drag a ``||input:on button pressed||`` block to handle the **A** button.
Drag a ``||logic:if||`` block and test if ``||game:x||`` is equal to 2.
```blocks
let sprite: game.LedSprite = null
input.onButtonPressed(Button.A, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
} else {
}
})
sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
basic.pause(100)
sprite.ifOnEdgeBounce()
})
```
## Score and game over
Drag a ``||game:add score||`` and a ``||game:game over||`` block to handle success
(sprite in the center) and failure (sprite not in the center)
```blocks
let sprite: game.LedSprite = null
input.onButtonPressed(Button.A, function () {
if (sprite.get(LedSpriteProperty.X) == 2) {
game.addScore(1)
} else {
game.gameOver()
}
})
sprite = game.createSprite(2, 2)
basic.forever(function () {
sprite.move(1)
basic.pause(100)
sprite.ifOnEdgeBounce()
})
```
## Test and download
Your game is ready! Use the simulator to find the best speed. If you have a @boardname@, press ``Download`` to try it out on the device.

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