Edits for 'snap the dot' (#1246)
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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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Snap the dot is a game of skill where the player has to press **A** exactly when the dot reaches 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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This tutorial shows 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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Drag a ``||game:create sprite||`` block onto the workspace. A sprite is a single pixel that can move on the screen. It has an ``x`` and ``y`` position along with a direction of motion.
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```blocks
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let sprite: game.LedSprite = null
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@ -18,9 +17,7 @@ sprite = game.createSprite(2, 2)
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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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The sprite starts in the center facing right. Put a ``||game:move||`` block into the ``||basic:forever||`` to make it move. 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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@ -32,8 +29,7 @@ basic.forever(function () {
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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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Grab a ``||game:if on edge, bounce||`` block to make the sprite bounce on the side of the screen. Also, add 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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@ -47,15 +43,13 @@ basic.forever(function () {
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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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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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## 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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Use a ``||input:on button pressed||`` block to handle the **A** button. Put in 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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@ -71,10 +65,10 @@ basic.forever(function () {
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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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Finally, pull out an ``||game:add score||`` and a ``||game:game over||`` block to handle both success (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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@ -95,4 +89,4 @@ basic.forever(function () {
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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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Your game is ready! If you have a @boardname@, press ``|Download|`` to try it out on the device.
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