Batch of fixes from the Lancaster doc review (#451)

* Local commit.

* local commit

* Doc fixes from Lancaster review.

* I don't want to change these yet.

* Trailing newlines, arrr.

* Get the 'Game' cards setup.

* Take block support off of 'show animation'.

* Add 'see also' for showArrow().
This commit is contained in:
Galen Nickel 2017-07-24 13:40:36 -07:00 committed by Peli de Halleux
parent 5c82a0fcc6
commit fa37f1fac0
11 changed files with 69 additions and 47 deletions

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@ -137,7 +137,6 @@
* [clear screen](/reference/basic/clear-screen)
* [forever](/reference/basic/forever)
* [pause](/reference/basic/pause)
* [plot leds](/reference/basic/plot-leds)
* [show arrow](/reference/basic/show-arrow)
* [show animation](/reference/basic/show-animation)
* [Input](/reference/input)

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@ -1,7 +1,3 @@
# @extends
### #specific
```
basic.forever(() => {});
```

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@ -1,6 +1,6 @@
# Basic
Provides access to basic @boardname@ functionality.
Use basic @boardname@ functions and actions.
```cards
basic.showNumber(0);
@ -18,13 +18,6 @@ basic.forever(() => {
});
basic.pause(100);
basic.plotLeds(`
. . . . .
. . . . .
. . # . .
. . . . .
. . . . .
`);
basic.showArrow(ArrowNames.North);
basic.showAnimation(`
. . . . .
@ -35,10 +28,10 @@ basic.showAnimation(`
`);
```
### See Also
### See also
[showNumber](/reference/basic/show-number),
[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),
[showAnimation](/reference/basic/show-animation)
[showArrow](/reference/basic/show-arrow), [showAnimation](/reference/basic/show-animation)

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@ -1,4 +1,4 @@
# Show Animation
# show Animation
Show a group of image frames (pictures) one after another on the [LED screen](/device/screen). It pauses the amount of time you tell it after each frame.
@ -14,8 +14,8 @@ basic.showAnimation(`
### Parameters
* `leds` is a [String](/types/string) that shows which LEDs are on and off, in groups one after another.
* `interval` is an optional [Number](/types/number). It means the number of milliseconds to pause after each image frame.
* `leds` is a [string](/types/string) that shows which LEDs are on and off, in groups one after another.
* `interval` is an optional [number](/types/number). It means the number of milliseconds to pause after each image frame.
### Example: Animating a group of image frames

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@ -1,15 +1,41 @@
# Game
A single-LED sprite game engine
Make games with sprites. Keep score and control gameplay.
## Sprites
```cards
game.createSprite(0,0);
game.createSprite(0,0).delete();
game.createSprite(0,0).move(0);
game.createSprite(0,0).turn(Direction.Left,0);
game.createSprite(0,0).ifOnEdgeBounce();
game.createSprite(0,0).get(LedSpriteProperty.X);
game.createSprite(0,0).set(LedSpriteProperty.X, 0);
game.createSprite(0,0).change(LedSpriteProperty.X, 0);
game.createSprite(0,0).isTouching(null);
game.createSprite(0,0).isTouchingEdge();
```
## Scoring
```cards
game.addScore(1);
game.score();
game.startCountdown(10000);
game.gameOver();
game.setScore(0);
```
### See Also
## Game control
[addScore](/reference/game/change-score-by), [score](/reference/game/score), [startCountdown](/reference/game/start-countdown), [gameOver](/reference/game/game-over), [setScore](/reference/game/set-score)
```cards
game.startCountdown(10000);
game.gameOver();
```
### See also
[createSprite](/reference/game/create-sprite), [move](/reference/game/move), [turn](/reference/game/turn),
[ifOnEdgeBounce](/reference/game/if-on-edge-bounce), [get](/reference/game/get), [set](/reference/game/set),
[change](/reference/game/change), [isTouching](/reference/game/touching) [isTouchingEdge](/reference/game/touching-edge),
[addScore](/reference/game/change-score-by), [score](/reference/game/score), [setScore](/reference/game/set-score),
[startCountdown](/reference/game/start-countdown), [gameOver](/reference/game/game-over)

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@ -1,10 +1,10 @@
# Get Sprite Property
# change Sprite Property
Change the kind of [number](/types/number) you say for a [sprite](/reference/game/create-sprite).
```sig
let item: game.LedSprite = null;
item.set(LedSpriteProperty.X, 0);
item.change(LedSpriteProperty.X, 0);
```
### Parameters

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@ -22,23 +22,8 @@ input.rotation(Rotation.Pitch);
input.magneticForce(Dimension.X);
input.runningTime();
input.setAccelerometerRange(AcceleratorRange.OneG);
input.onLogoDown(() => {
});
input.onLogoUp(() => {
});
input.onScreenDown(() => {
});
input.onScreenUp(() => {
});
input.onShake(() => {
});
```
### See Also
### See also
[onButtonPressed](/reference/input/on-button-pressed), [onGesture](/reference/input/on-gesture), [onPinPressed](/reference/input/on-pin-pressed), [buttonIsPressed](/reference/input/button-is-pressed), [compassHeading](/reference/input/compass-heading), [pinIsPressed](/reference/input/pin-is-pressed), [temperature](/reference/input/temperature), [acceleration](/reference/input/acceleration), [lightLevel](/reference/input/light-level), [rotation](/reference/input/rotation), [magneticForce](/reference/input/magnetic-force), [runningTime](/reference/input/running-time), [setAccelerometerRange](/reference/input/set-accelerometer-range), [calibrate-compass](/reference/input/calibrate-compass)

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@ -14,7 +14,7 @@ led.enable(false);
This program turns off the screen when pressing button ``B``
```typescript
```blocks
input.onButtonPressed(Button.B, () => {
led.enable(false)
});

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@ -1,8 +1,26 @@
# Set Display Mode
# set Display Mode
Sets the display mode between black and white and greyscale for rendering [LEDs](/device/screen).
Set the display mode to either black and white or greyscale for rendering [LEDs](/device/screen).
```sig
led.setDisplayMode(DisplayMode.Greyscale)
```
The LED screen can create a sense of color depth with the display mode setting. Color depth is the difference in darkness between the pixels in the display. The `greyscale` mode makes the pixels appear
to have some amount of brightness to represent the grey value of real color. The `black and white` mode just shows an image on the pixels with the LEDs either on or off.
## Parameters
* ``mode`` the display mode type. This is either `BlackAndWhite` or `GreyScale`.
## Example
Set the display mode to `black and white`.
```blocks
led.setDisplayMode(DisplayMode.BackAndWhite)
```
## See also
[set brightness](/reference/led/set-brightness)

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@ -1,6 +1,6 @@
# Serial
Reading and writing data over a serial connection.
Read and write data over a serial connection.
```cards
serial.writeLine("");
@ -23,4 +23,7 @@ serial.readBuffer(64);
### See Also
[writeLine](/reference/serial/write-line), [writeNumber](/reference/serial/write-number), [writeValue](/reference/serial/write-value), [writeString](/reference/serial/write-string), [readLine](/reference/serial/read-line), [redirect](/reference/serial/redirect-to)
[writeLine](/reference/serial/write-line), [writeNumber](/reference/serial/write-number), [writeValue](/reference/serial/write-value),
[writeString](/reference/serial/write-string), [readUntil](/reference/serial/read-until), [readLine](/reference/serial/read-line),
[readString](/reference/serial/read-string), [onDataReceived](/reference/serial/on-data-received),
[redirect](/reference/serial/redirect-to), [writeBuffer](/reference/serial/write-buffer), [readBuffer](/reference/serial/read-buffer)

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@ -111,6 +111,7 @@ namespace serial {
/**
* Sends a buffer through Serial connection
*/
//% blockId=serial_writebuffer block="serial|write buffer %buffer"
//% help=serial/write-buffer advanced=true weight=6
void writeBuffer(Buffer buffer) {
if (!buffer) return;
@ -120,9 +121,10 @@ namespace serial {
}
/**
* Reads multiple characters from the rxBuff and fills a user buffer.
* Reads multiple characters from the receive buffer and fills a user buffer.
* @param length default buffer length, eg: 64
*/
//% blockId=serial_readbuffer block="serial|read buffer %length"
//% help=serial/read-buffer advanced=true weight=5
Buffer readBuffer(int length) {
if (length <= 0)