skill game (#1235)
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    * [Analog Pin Tester](/projects/analog-pin-tester)
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    * [Light Level Meter](/projects/light-level-meter)
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    * [Radio bridge](/projects/radio-bridge)
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    * [Snap the dot](/projects/snap-the-dot)
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## #examples
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@@ -22,6 +22,11 @@ Fun games to build with your @boardname@.
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  "url":"/projects/reaction-time",
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  "description": "Make a reaction time experiment that responds to your body's conductivity!",
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  "imageUrl":"/static/mb/projects/reaction.jpg"
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}, {
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  "name": "Snap the dot",
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  "url": "/projects/snap-the-dot",
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  "description": "Use the game blocks to create a skill game",
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  "imageUrl": "/static/mb/projects/snap-the-dot.png"
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}, {
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  "name": "Salute!",
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  "url":"/projects/salute",
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# Snap the dot
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## Introduction @unplugged
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Snap the dot is a kill game where the player has to press **A** exactly when the dot
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is in the center of the screen.
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This is a tutorial to learn how to use the game engine.
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## Create a sprite @fullscreen
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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.
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```blocks
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let sprite: game.LedSprite = null
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sprite = game.createSprite(2, 2)
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```
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## Move the dot @fullscreen
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The sprite starts in the center facing right. Drag a
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``||game:move||`` block in the forever to make it move.
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Notice how it moves to the right but does not bounce back.
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```blocks
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let sprite: game.LedSprite = null
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sprite = game.createSprite(2, 2)
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basic.forever(function () {
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    sprite.move(1)
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})
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```
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## Bounce @fullscreen
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Drag a ``||game:ifOnEdgeBounce||`` block to make the sprite
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bounce on the side of the screen. Add also a ``||basic:pause||`` block to slow down the sprite.
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```blocks
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let sprite: game.LedSprite = null
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sprite = game.createSprite(2, 2)
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basic.forever(function () {
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    sprite.move(1)
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    sprite.ifOnEdgeBounce()
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    basic.pause(100)
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})
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```
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## Test and download
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Use the simulator to find the best speed. If you have a @boardname@, press ``Download``
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to try it out on the device.
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## Button handling @fullscreen
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When **A** is pressed, we test if the sprite is in the center or not.
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Drag a ``||input:on button pressed||`` block to handle the **A** button.
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Drag a ``||logic:if||`` block and test if ``||game:x||`` is equal to 2.
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```blocks
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let sprite: game.LedSprite = null
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input.onButtonPressed(Button.A, function () {
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    if (sprite.get(LedSpriteProperty.X) == 2) {
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    } else {
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    }
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})
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sprite = game.createSprite(2, 2)
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basic.forever(function () {
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    sprite.move(1)
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    basic.pause(100)
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    sprite.ifOnEdgeBounce()
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})
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```
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 ## Score and game over
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Drag a ``||game:add score||`` and a ``||game:game over||`` block to handle success
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(sprite in the center) and failure (sprite not in the center)
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 ```blocks
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let sprite: game.LedSprite = null
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input.onButtonPressed(Button.A, function () {
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    if (sprite.get(LedSpriteProperty.X) == 2) {
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        game.addScore(1)
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    } else {
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        game.gameOver()
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    }
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})
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sprite = game.createSprite(2, 2)
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basic.forever(function () {
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    sprite.move(1)
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    basic.pause(100)
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    sprite.ifOnEdgeBounce()
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})
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```
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## Test and download
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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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