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().
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@ -137,7 +137,6 @@
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* [clear screen](/reference/basic/clear-screen)
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* [forever](/reference/basic/forever)
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* [pause](/reference/basic/pause)
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* [plot leds](/reference/basic/plot-leds)
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* [show arrow](/reference/basic/show-arrow)
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* [show animation](/reference/basic/show-animation)
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* [Input](/reference/input)
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@ -1,7 +1,3 @@
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# @extends
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### #specific
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```
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basic.forever(() => {});
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```
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@ -1,6 +1,6 @@
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# Basic
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Provides access to basic @boardname@ functionality.
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Use basic @boardname@ functions and actions.
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```cards
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basic.showNumber(0);
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@ -18,13 +18,6 @@ basic.forever(() => {
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});
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basic.pause(100);
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basic.plotLeds(`
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. . . . .
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. . . . .
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. . # . .
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. . . . .
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. . . . .
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`);
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basic.showArrow(ArrowNames.North);
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basic.showAnimation(`
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. . . . .
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@ -35,10 +28,10 @@ basic.showAnimation(`
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`);
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```
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### See Also
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### See also
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[showNumber](/reference/basic/show-number),
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[showIcon](/reference/basic/show-icon),
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[showLeds](/reference/basic/show-leds), [showString](/reference/basic/show-string),
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[clearScreen](/reference/basic/clear-screen), [forever](/reference/basic/forever), [pause](/reference/basic/pause),
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[showAnimation](/reference/basic/show-animation)
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[showArrow](/reference/basic/show-arrow), [showAnimation](/reference/basic/show-animation)
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@ -1,4 +1,4 @@
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# Show Animation
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# show Animation
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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.
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@ -14,8 +14,8 @@ basic.showAnimation(`
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### Parameters
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* `leds` is a [String](/types/string) that shows which LEDs are on and off, in groups one after another.
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* `interval` is an optional [Number](/types/number). It means the number of milliseconds to pause after each image frame.
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* `leds` is a [string](/types/string) that shows which LEDs are on and off, in groups one after another.
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* `interval` is an optional [number](/types/number). It means the number of milliseconds to pause after each image frame.
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### Example: Animating a group of image frames
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@ -1,15 +1,41 @@
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# Game
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A single-LED sprite game engine
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Make games with sprites. Keep score and control gameplay.
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## Sprites
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```cards
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game.createSprite(0,0);
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game.createSprite(0,0).delete();
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game.createSprite(0,0).move(0);
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game.createSprite(0,0).turn(Direction.Left,0);
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game.createSprite(0,0).ifOnEdgeBounce();
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game.createSprite(0,0).get(LedSpriteProperty.X);
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game.createSprite(0,0).set(LedSpriteProperty.X, 0);
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game.createSprite(0,0).change(LedSpriteProperty.X, 0);
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game.createSprite(0,0).isTouching(null);
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game.createSprite(0,0).isTouchingEdge();
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```
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## Scoring
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```cards
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game.addScore(1);
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game.score();
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game.startCountdown(10000);
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game.gameOver();
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game.setScore(0);
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```
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### See Also
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## Game control
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[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)
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```cards
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game.startCountdown(10000);
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game.gameOver();
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```
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### See also
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[createSprite](/reference/game/create-sprite), [move](/reference/game/move), [turn](/reference/game/turn),
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[ifOnEdgeBounce](/reference/game/if-on-edge-bounce), [get](/reference/game/get), [set](/reference/game/set),
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[change](/reference/game/change), [isTouching](/reference/game/touching) [isTouchingEdge](/reference/game/touching-edge),
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[addScore](/reference/game/change-score-by), [score](/reference/game/score), [setScore](/reference/game/set-score),
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[startCountdown](/reference/game/start-countdown), [gameOver](/reference/game/game-over)
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@ -1,10 +1,10 @@
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# Get Sprite Property
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# change Sprite Property
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Change the kind of [number](/types/number) you say for a [sprite](/reference/game/create-sprite).
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```sig
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let item: game.LedSprite = null;
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item.set(LedSpriteProperty.X, 0);
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item.change(LedSpriteProperty.X, 0);
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```
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### Parameters
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@ -22,23 +22,8 @@ input.rotation(Rotation.Pitch);
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input.magneticForce(Dimension.X);
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input.runningTime();
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input.setAccelerometerRange(AcceleratorRange.OneG);
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input.onLogoDown(() => {
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});
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input.onLogoUp(() => {
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});
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input.onScreenDown(() => {
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});
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input.onScreenUp(() => {
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});
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input.onShake(() => {
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});
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```
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### See Also
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### See also
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[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);
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This program turns off the screen when pressing button ``B``
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```typescript
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```blocks
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input.onButtonPressed(Button.B, () => {
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led.enable(false)
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});
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@ -1,8 +1,26 @@
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# Set Display Mode
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# set Display Mode
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Sets the display mode between black and white and greyscale for rendering [LEDs](/device/screen).
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Set the display mode to either black and white or greyscale for rendering [LEDs](/device/screen).
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```sig
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led.setDisplayMode(DisplayMode.Greyscale)
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```
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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
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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.
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## Parameters
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* ``mode`` the display mode type. This is either `BlackAndWhite` or `GreyScale`.
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## Example
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Set the display mode to `black and white`.
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```blocks
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led.setDisplayMode(DisplayMode.BackAndWhite)
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```
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## See also
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[set brightness](/reference/led/set-brightness)
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# Serial
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Reading and writing data over a serial connection.
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Read and write data over a serial connection.
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```cards
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serial.writeLine("");
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@ -23,4 +23,7 @@ serial.readBuffer(64);
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### See Also
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[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)
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[writeLine](/reference/serial/write-line), [writeNumber](/reference/serial/write-number), [writeValue](/reference/serial/write-value),
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[writeString](/reference/serial/write-string), [readUntil](/reference/serial/read-until), [readLine](/reference/serial/read-line),
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[readString](/reference/serial/read-string), [onDataReceived](/reference/serial/on-data-received),
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[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 {
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/**
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* Sends a buffer through Serial connection
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*/
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//% blockId=serial_writebuffer block="serial|write buffer %buffer"
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//% help=serial/write-buffer advanced=true weight=6
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void writeBuffer(Buffer buffer) {
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if (!buffer) return;
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@ -120,9 +121,10 @@ namespace serial {
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}
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/**
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* Reads multiple characters from the rxBuff and fills a user buffer.
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* Reads multiple characters from the receive buffer and fills a user buffer.
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* @param length default buffer length, eg: 64
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*/
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//% blockId=serial_readbuffer block="serial|read buffer %length"
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//% help=serial/read-buffer advanced=true weight=5
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Buffer readBuffer(int length) {
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if (length <= 0)
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