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2
.github/workflows/pxt-buildmain.yml
vendored
2
.github/workflows/pxt-buildmain.yml
vendored
@ -14,7 +14,7 @@ jobs:
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
node-version: [8.x]
|
||||
node-version: [18.x]
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
|
2
.github/workflows/pxt-buildpr.yml
vendored
2
.github/workflows/pxt-buildpr.yml
vendored
@ -9,7 +9,7 @@ jobs:
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
node-version: [8.x]
|
||||
node-version: [18.x]
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
|
2
.github/workflows/pxt-buildpush.yml
vendored
2
.github/workflows/pxt-buildpush.yml
vendored
@ -14,7 +14,7 @@ jobs:
|
||||
|
||||
strategy:
|
||||
matrix:
|
||||
node-version: [8.x]
|
||||
node-version: [18.x]
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
|
@ -26,12 +26,12 @@ The Calliope mini is packaged with sensors, radio and other goodies. Learn about
|
||||
You can program the Calliope mini using [Blocks](/blocks) or [JavaScript](/javascript) in your web browser via the [Calliope mini APIs](/reference):
|
||||
|
||||
```block
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showString("Hi!");
|
||||
})
|
||||
```
|
||||
```typescript
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showString("Hi!");
|
||||
})
|
||||
```
|
||||
@ -54,7 +54,7 @@ The simulator has support for the LED screen, buttons, as well as compass, accel
|
||||
basic.forever(() => {
|
||||
basic.showString("Hi!");
|
||||
})
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
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||||
led.stopAnimation();
|
||||
basic.showLeds(`
|
||||
. . . . .
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||||
@ -63,7 +63,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
# . . . #
|
||||
. # # # .`);
|
||||
});
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
led.stopAnimation();
|
||||
basic.showLeds(`
|
||||
. # . # .
|
||||
|
@ -17,7 +17,7 @@ if (led.point(1,1) && led.point(2,2)) {
|
||||
When you compare two Numbers, you get a Boolean value, such as the comparison `x < 5` in the code below:
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
let x = randint(0, 5)
|
||||
if(x < 5) {
|
||||
basic.showString("low");
|
||||
|
@ -7,7 +7,7 @@
|
||||
If the [light level](/reference/input/light-level) is `< 100`, this code sets the brightness to `255` when the button A is pressed:
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
if(input.lightLevel()<100){
|
||||
led.setBrightness(255);
|
||||
}
|
||||
|
@ -7,7 +7,7 @@
|
||||
This program will show the numbers 0, 1, 2, 3, and 4 one after another on the LED screen.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
for(let i = 0; i < 5; ++i) {
|
||||
basic.showNumber(i)
|
||||
}
|
||||
|
@ -7,7 +7,7 @@
|
||||
The following example uses a while loop to make a diagonal line on the LED screen (points `0, 0`, `1, 1`, `2, 2`, `3, 3`, `4, 4`).
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
let index = 4;
|
||||
while(index >= 0) {
|
||||
led.plot(index, index);
|
||||
|
@ -5,7 +5,7 @@
|
||||
In this example, ``on start`` sets a dimmer brightness on the screen and the button handler shows a string.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showString("Hello!")
|
||||
})
|
||||
led.setBrightness(50)
|
||||
|
@ -59,7 +59,7 @@ A counter is a great example:
|
||||
|
||||
```blocks
|
||||
let counter = 0;
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
counter = counter + 1;
|
||||
basic.showNumber(counter);
|
||||
});
|
||||
|
@ -38,7 +38,7 @@ Each time the crocodile clip is firmly connected and disconnected from pin `P0`,
|
||||
the @boardname@ will return a random Number between 0 and the parameter limit.
|
||||
|
||||
```blocks
|
||||
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
|
||||
input.onPinTouchEvent(TouchPin.P0, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showNumber(randint(0, 10))
|
||||
})
|
||||
```
|
||||
|
@ -63,7 +63,7 @@ for (let i = 0; i < values.length; i++) {
|
||||
The ``||led:plot bar graph||`` also sends the number value it's plotting to the console. You can see the output in the Data Viewer. It charts the values and they appear as individual numbers in console.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
for (let i = 0; i < 25; i++) {
|
||||
if (i % 2 > 0) {
|
||||
led.plotBarGraph(0, 0)
|
||||
|
@ -51,7 +51,7 @@ The first job of the scheduler is to allow multiple *subprograms* to be queued u
|
||||
```typescript
|
||||
let count = 0
|
||||
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
count++;
|
||||
})
|
||||
|
||||
@ -74,7 +74,7 @@ The second statement informs the scheduler that on each and every event of the *
|
||||
// statement 1
|
||||
let count = 0
|
||||
// statement 2
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
count++;
|
||||
})
|
||||
```
|
||||
@ -85,7 +85,7 @@ The third statement queues a `forever` loop for later execution by the scheduler
|
||||
// statement 1
|
||||
let count = 0
|
||||
// statement 2
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
count++;
|
||||
})
|
||||
// statement 3
|
||||
@ -157,7 +157,7 @@ As a result, you can easily add a new capability to the micro:bit by just adding
|
||||
```typescript
|
||||
let count = 0
|
||||
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
count = count + 1
|
||||
})
|
||||
|
||||
@ -165,7 +165,7 @@ basic.forever(() => {
|
||||
basic.showNumber(count)
|
||||
})
|
||||
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
count = 0
|
||||
})
|
||||
```
|
||||
|
@ -6,7 +6,7 @@ The code below shows a simple script that sends a line when the BBC micro:bit st
|
||||
|
||||
```blocks
|
||||
serial.writeLine("started...")
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
serial.writeLine("A pressed")
|
||||
})
|
||||
```
|
||||
|
@ -4,19 +4,19 @@ The JavaScript simulator allows you to test and execute most BBC micro:bit progr
|
||||
It allows you to emulate sensor data or user interactions.
|
||||
|
||||
```sim
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("A");
|
||||
});
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("B");
|
||||
});
|
||||
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Click, () => {
|
||||
input.onPinTouchEvent(TouchPin.P0, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("0");
|
||||
});
|
||||
input.onPinTouchEvent(TouchPin.P1, ButtonEvent.Click, () => {
|
||||
input.onPinTouchEvent(TouchPin.P1, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("1");
|
||||
});
|
||||
input.onPinTouchEvent(TouchPin.P2, ButtonEvent.Click, () => {
|
||||
input.onPinTouchEvent(TouchPin.P2, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("2");
|
||||
});
|
||||
input.temperature()
|
||||
|
@ -22,13 +22,13 @@ Here's a program that simulates cell life in the LED matrix. Use button ``A`` fo
|
||||
let lifeChart: Image = null
|
||||
|
||||
//Use button A for the next iteration of game of life
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
gameOfLife();
|
||||
show();
|
||||
})
|
||||
|
||||
//Use button B for reseting to random initial seed state
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
reset();
|
||||
show();
|
||||
})
|
||||
|
@ -1,3 +1,3 @@
|
||||
{
|
||||
"appref": "v3.0.33"
|
||||
"appref": "v4.0.29"
|
||||
}
|
||||
|
@ -11,7 +11,7 @@ Let's create a coin flipping program to simulate a real coin toss. We'll use ico
|
||||
Get an ``||input:on button A pressed||`` block from the ``||input:Input||`` drawer in the toolbox. We'll put our coin flipping code in here.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
})
|
||||
```
|
||||
|
||||
@ -22,7 +22,7 @@ Grab an ``||logic:if else||`` block and set it inside ``||input:on button A pres
|
||||
The ``||Math:pick random true or false||`` returns a random ``true`` or ``false`` value which we use to determine a ``heads`` or ``tails`` result for a coin toss.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
if (Math.randomBoolean()) {
|
||||
} else {
|
||||
}
|
||||
@ -34,7 +34,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
Now, put a ``||basic:show icon||`` block inside both the ``||logic:if||`` and the ``||logic:else||``. Pick images to mean ``heads`` and ``tails``.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
if (Math.randomBoolean()) {
|
||||
basic.showIcon(IconNames.Skull)
|
||||
} else {
|
||||
@ -52,7 +52,7 @@ Press button **A** in the simulator to try the coin toss code.
|
||||
You can animate the coin toss to add the feeling of suspense. Place different ``||basic:show icon||`` blocks before the ``||logic:if||`` to show that the coin is flipping.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showIcon(IconNames.Diamond)
|
||||
basic.showIcon(IconNames.SmallDiamond)
|
||||
basic.showIcon(IconNames.Diamond)
|
||||
|
@ -11,7 +11,7 @@ Make a love meter, how sweet! The @boardname@ is feeling the love, then sometime
|
||||
Let's build a **LOVE METER** machine. Place an ``||input:on pin pressed||`` block to run code when pin **0** is pressed. Use ``P0`` from the list of pin inputs.
|
||||
|
||||
```blocks
|
||||
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
|
||||
input.onPinTouchEvent(TouchPin.P0, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
});
|
||||
```
|
||||
|
||||
@ -20,7 +20,7 @@ input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
|
||||
Using ``||basic:show number||`` and ``||Math:pick random||`` blocks, show a random number from `0` to `100` when pin **0** is pressed.
|
||||
|
||||
```blocks
|
||||
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
|
||||
input.onPinTouchEvent(TouchPin.P0, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showNumber(randint(0, 100));
|
||||
});
|
||||
```
|
||||
@ -34,7 +34,7 @@ Show ``"LOVE METER"`` on the screen when the @boardname@ starts.
|
||||
|
||||
```blocks
|
||||
basic.showString("LOVE METER");
|
||||
input.onPinTouchEvent(TouchPin.P0, ButtonEvent.Down, () => {
|
||||
input.onPinTouchEvent(TouchPin.P0, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showNumber(randint(0, 100));
|
||||
});
|
||||
```
|
||||
|
@ -12,7 +12,7 @@ Use ``||input:on button pressed||`` to send a text message over radio with ``||r
|
||||
Every @boardname@ nearby will receive this message.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
radio.sendString("Yo");
|
||||
});
|
||||
```
|
||||
@ -41,7 +41,7 @@ radio.onReceivedString(function (receivedString) {
|
||||
Press button **A** on the simulator, you will notice that a second @boardname@ appears (if your screen is too small, the simulator might decide not to show it). Try pressing **A** again and notice that the "Yo" message gets displayed on the other @boardname@.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
radio.sendString("Yo");
|
||||
});
|
||||
radio.onReceivedString(function (receivedString) {
|
||||
|
@ -13,7 +13,7 @@ First, let's get your name to display on the screen.
|
||||
From the ``||input:Input||`` Toolbox drawer, drag an ``||input:on button A pressed||`` block onto the Workspace.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
|
||||
})
|
||||
```
|
||||
@ -23,7 +23,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
From the ``||basic:Basic||`` Toolbox drawer drag a ``||basic:show string||`` block into the ``||input:on button A pressed||`` block.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
basic.showString("Hello!")
|
||||
})
|
||||
```
|
||||
@ -33,7 +33,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
In the ``||basic:show string||`` block, type your name.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
basic.showString("My Name")
|
||||
})
|
||||
```
|
||||
@ -43,7 +43,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
Go to the simulator and test your name badge by pressing button **A**.
|
||||
|
||||
```sim
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
basic.showString("My Name")
|
||||
})
|
||||
```
|
||||
|
@ -123,7 +123,7 @@ basic.forever(function () {
|
||||
**MakeCode blocks for the Robot Unicorn controller**
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.AB, ButtonEvent.Down, function () {
|
||||
input.onButtonEvent(Button.AB, input.buttonEventValue(ButtonEvent.Down), function () {
|
||||
radio.sendNumber(4)
|
||||
basic.showLeds(`
|
||||
# . . . #
|
||||
|
@ -83,7 +83,7 @@ Now that we are detecting pulses, we can use a variable to count them too. In th
|
||||
|
||||
```blocks
|
||||
let pulseCount = 0
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), function () {
|
||||
basic.showNumber(pulseCount)
|
||||
pulseCount = 0
|
||||
})
|
||||
|
@ -12,7 +12,7 @@ Code the buttons on the @boardname@ to show that it's happy or sad.
|
||||
Place a ``||input:on button pressed||`` block to run code when button **A** is pressed.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
});
|
||||
```
|
||||
|
||||
@ -21,7 +21,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
Place a ``||basic:show leds||`` block inside ``||input:on button pressed||`` to display a smiley on the screen. Press the **A** button in the simulator to see the smiley.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
# # . # #
|
||||
@ -37,7 +37,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
Add ``||input:on button pressed||`` and ``||basic:show leds||`` blocks to display a frowny when button **B** is pressed.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
# # . # #
|
||||
@ -53,7 +53,7 @@ input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
Add a secret mode that happens when **A** and **B** are pressed together. For this case, add multiple ``||basic:show leds||`` blocks to create an animation.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.AB, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
# . # . .
|
||||
|
@ -59,7 +59,7 @@ Use a ``||input:on button pressed||`` block to handle the **A** button. Put in a
|
||||
|
||||
```blocks
|
||||
let sprite = game.createSprite(2, 2)
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
if (sprite.get(LedSpriteProperty.X) == 2) {
|
||||
} else {
|
||||
}
|
||||
@ -77,7 +77,7 @@ Finally, pull out an ``||game:add score||`` and a ``||game:game over||`` block t
|
||||
|
||||
```blocks
|
||||
let sprite = game.createSprite(2, 2)
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
if (sprite.get(LedSpriteProperty.X) == 2) {
|
||||
game.addScore(1)
|
||||
} else {
|
||||
|
@ -24,7 +24,7 @@ bluetooth.stopAdvertising();
|
||||
## Example: stop advertising on button pressed
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
bluetooth.stopAdvertising();
|
||||
})
|
||||
```
|
||||
|
@ -27,7 +27,7 @@ bluetooth.onBluetoothDisconnected(() => {
|
||||
basic.showString("D");
|
||||
connected = 0;
|
||||
});
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
if (connected == 1) {
|
||||
bluetooth.uartWriteLine("HELLO");
|
||||
}
|
||||
|
@ -27,7 +27,7 @@ bluetooth.onBluetoothDisconnected(() => {
|
||||
basic.showString("D");
|
||||
connected = 0;
|
||||
});
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
if (connected == 1) {
|
||||
bluetooth.uartWriteString("HELLO");
|
||||
}
|
||||
|
@ -29,7 +29,7 @@ control.inBackground(() => {
|
||||
basic.pause(100)
|
||||
}
|
||||
})
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
num++;
|
||||
})
|
||||
```
|
||||
@ -42,7 +42,7 @@ let num = 0
|
||||
basic.forever(() => {
|
||||
basic.showNumber(num)
|
||||
})
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
num++;
|
||||
})
|
||||
```
|
||||
|
@ -24,11 +24,11 @@ When you get tired of counting, press button `B` to reset the
|
||||
```blocks
|
||||
let item = 0;
|
||||
basic.showNumber(item);
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
item = item + 1;
|
||||
basic.showNumber(item);
|
||||
});
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
control.reset();
|
||||
});
|
||||
```
|
||||
|
@ -16,11 +16,11 @@ Press button ``A`` as much as possible to increase the score.
|
||||
Press ``B`` to display the score and reset the score.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showNumber(game.score())
|
||||
game.setScore(0)
|
||||
})
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
game.addScore(1)
|
||||
})
|
||||
```
|
||||
|
@ -16,7 +16,7 @@ Press button ``A`` as much as possible.
|
||||
At the end of 10 seconds, the program will show your score.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
game.addScore(1)
|
||||
})
|
||||
game.startCountdown(10000)
|
||||
|
@ -27,7 +27,7 @@ let img = images.createImage(`
|
||||
. . . . .
|
||||
`)
|
||||
img.showImage(0)
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
img.clear()
|
||||
img.showImage(0)
|
||||
})
|
||||
|
@ -14,10 +14,10 @@ If you press button `B`, it shows an animation and ends the game.
|
||||
|
||||
```blocks
|
||||
basic.showString("PICK A BUTTON");
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
basic.showString("YOU WIN!");
|
||||
});
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
game.gameOver();
|
||||
});
|
||||
```
|
||||
|
@ -20,7 +20,7 @@ degrees -- exactly the opposite direction.
|
||||
```blocks
|
||||
let ball = game.createSprite(4, 2);
|
||||
basic.showNumber(ball.get(LedSpriteProperty.Direction));
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
ball.ifOnEdgeBounce();
|
||||
basic.showNumber(ball.get(LedSpriteProperty.Direction));
|
||||
});
|
||||
|
@ -15,7 +15,7 @@ game.isPaused()
|
||||
Resume the game if it's paused and button **B** is pressed.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Down, function () {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Down), function () {
|
||||
if (game.isPaused()) {
|
||||
game.resume()
|
||||
}
|
||||
|
@ -13,7 +13,7 @@ This program adds one point to your score every time you press button
|
||||
second) and shows your score.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Down, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Down), () => {
|
||||
game.addScore(1);
|
||||
basic.pause(500);
|
||||
basic.showNumber(game.score());
|
||||
|
@ -13,7 +13,7 @@ basic.showString("Micro!")
|
||||
Well, the text stopped scrolling. Place the ``||basic:show string||`` block in the ``||input:on button pressed||`` slot to scroll your name when button **A** is pressed.
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("Micro!")
|
||||
});
|
||||
```
|
||||
@ -25,7 +25,7 @@ Place some blocks to display a smiley when button **B** is pressed.
|
||||
Use the dropdown to find ``B``!
|
||||
|
||||
```blocks
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showLeds(`
|
||||
# # . # #
|
||||
# # . # #
|
||||
|
@ -13,7 +13,7 @@ basic.showString("My Name")
|
||||
Well, you noticed that the text stopped. Place the ``||basic:show string||`` block in an ``||input:on button pressed||`` block to scroll your name whenever button **A** is pressed.
|
||||
|
||||
```block
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("My Name")
|
||||
});
|
||||
```
|
||||
@ -23,7 +23,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
Ok, let's try to talk to the @boardname@ using a button. Change the text in ``||basic:show string||`` to ask the question "How are you?". Add another ``||basic:show string||`` with "....." to show that the @boardname@ is thinking.
|
||||
|
||||
```block
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("How are you?")
|
||||
basic.showString(".....");
|
||||
})
|
||||
@ -34,7 +34,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
Now, make the @boardname@ give an answer with a smiley face! Find the ``||basic:show leds||`` and draw a smiley face on the block by clicking on the LEDs. Press button **A** in the simulator and see the @boardname@ respond to your question.
|
||||
|
||||
```block
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
basic.showString("How are you?")
|
||||
basic.showString(".....");
|
||||
basic.showLeds(`
|
||||
|
@ -57,7 +57,7 @@ You could simply save the light measurements in an array like this:
|
||||
|
||||
```blocks
|
||||
let darkness: number[] = []
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
for (let i = 0; i < 60 * 4; i++) {
|
||||
darkness.push(input.lightLevel())
|
||||
basic.pause(60000)
|
||||
@ -77,7 +77,7 @@ The code in blocks for recording the light level is modified to make our file da
|
||||
|
||||
```typescript-ignore
|
||||
let darkness = pins.createBuffer(60 * 4);
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
for (let i = 0; i < 60 * 4; i++) {
|
||||
darkness.setNumber(NumberFormat.UInt8LE, i, input.lightLevel())
|
||||
basic.pause(60000)
|
||||
@ -90,7 +90,7 @@ Later, we can upload the file to the laptop computer by pressing the **B** butto
|
||||
```typescript-ignore
|
||||
let dataReady = false;
|
||||
let darkness = pins.createBuffer(60 * 4);
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
for (let i = 0; i < 60 * 4; i++) {
|
||||
darkness.setNumber(NumberFormat.UInt8LE, i, input.lightLevel())
|
||||
basic.pause(60000)
|
||||
@ -98,7 +98,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
dataReady = true;
|
||||
})
|
||||
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
if (dataReady) {
|
||||
serial.writeLine("Transferring file: DARKNESS, Length: " + darkness.length + " bytes...");
|
||||
serial.writeBuffer(darkness)
|
||||
|
@ -1,9 +1,9 @@
|
||||
{
|
||||
"name": "{0} block",
|
||||
"description": "",
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
},
|
||||
"description": "",
|
||||
"files": [
|
||||
"main.blocks",
|
||||
"main.ts",
|
||||
|
@ -1,6 +1,9 @@
|
||||
{
|
||||
"name": "bluetooth",
|
||||
"description": "Bluetooth services",
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
},
|
||||
"files": [
|
||||
"README.md",
|
||||
"enums.d.ts",
|
||||
@ -10,13 +13,10 @@
|
||||
"BLEHF2Service.h",
|
||||
"BLEHF2Service.cpp"
|
||||
],
|
||||
"public": true,
|
||||
"weight": 10,
|
||||
"searchOnly": true,
|
||||
"icon": "./static/packages/bluetooth/icon.png",
|
||||
"public": true,
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
},
|
||||
"yotta": {
|
||||
"config": {
|
||||
"microbit-dal": {
|
||||
|
@ -1,10 +1,10 @@
|
||||
{
|
||||
"name": "{0} block",
|
||||
"description": "",
|
||||
"dependencies": {
|
||||
"core": "file:../core",
|
||||
"bluetooth": "file:../bluetooth"
|
||||
},
|
||||
"description": "",
|
||||
"files": [
|
||||
"main.blocks",
|
||||
"main.ts",
|
||||
|
@ -159,7 +159,7 @@
|
||||
"Math.icos|param|theta": "Eingangswinkel von 0-255",
|
||||
"Math.idiv": "Gibt den Wert einer 32-Bit-Ganzzahl (mit Vorzeichen) bei der Division zweier Zahlen aus.",
|
||||
"Math.idiv|param|x": "Die erste Zahl",
|
||||
"Math.idiv|param|y": "Die zweite Zahl,
|
||||
"Math.idiv|param|y": "Die zweite Zahl",
|
||||
"Math.imul": "Gibt den Wert einer 32-Bit-Ganzzahl (mit Vorzeichen) bei der Multiplikation zweier Zahlen aus.",
|
||||
"Math.imul|param|x": "Die erste Zahl",
|
||||
"Math.imul|param|y": "Die zweite Zahl",
|
||||
@ -220,7 +220,7 @@
|
||||
"String.indexOf|param|start": "optionaler Startindex für die Suche",
|
||||
"String.isEmpty": "Gibt einen Wert aus, der anzeigt, ob die Zeichenfolge leer ist",
|
||||
"String.length": "Gibt die Länge einer Zeichenfolge aus.",
|
||||
"String.replace": "Gib die aktuelle Zeichenkette mit dem ersten Auftreten von toReplace zurück,\nmit dem zu ersetzenden Inhalt gefüllt\n\n\oder eine Funktion die eine Teil-Zeichenfolge akzeptiert und den zu ersetzenden Inhalt zurückgibt.",
|
||||
"String.replace": "Gib die aktuelle Zeichenkette mit dem ersten Auftreten von toReplace zurück,\nmit dem zu ersetzenden Inhalt gefüllt \n\n\n oder eine Funktion die eine Teil-Zeichenfolge akzeptiert und den zu ersetzenden Inhalt zurückgibt.",
|
||||
"String.replaceAll": "Gibt die aktuelle Zeichenkette zurück, bei der jedes Auftreten von toReplace\ndurch den Ersetzer oder einer Funktion ersetzt wird, \n\n\ndie die Zeichenkette akzeptiert und den Ersetzungsstring zurückgibt.",
|
||||
"String.replaceAll|param|replacer": "entweder die Zeichenfolge, die toReplace in der aktuellen Zeichenfolge ersetzt,",
|
||||
"String.replaceAll|param|toReplace": "der Teilstring der in der aktuellen Zeichenkette ersetzt werden soll",
|
||||
@ -234,23 +234,23 @@
|
||||
"String.substr": "Gibt eine Teilzeichenfolge der aktuellen Zeichenfolge aus.",
|
||||
"String.substr|param|length": "Anzahl der zu extrahierenden Zeichen",
|
||||
"String.substr|param|start": "Erster Zeichenindex, kann beim zählen vom Ende negativ sein, zum Beispiel: 0",
|
||||
"String.toLowerCase": "Converts the string to lower case characters.",
|
||||
"String.trim": "Return a substring of the current string with whitespace removed from both ends",
|
||||
"String@type": "Combine, split, and search text strings.",
|
||||
"StringMap": "A dictionary from string key to string values",
|
||||
"_py.range": "Returns a sequence of numbers up to but not including the limit\n\nIf more than one argument is passed, this argument is instead used for the first value in the range",
|
||||
"_py.range|param|first": "The value to end the sequence before. This value will not show up in the result.",
|
||||
"_py.range|param|step": "The value to increase or decrease by for each step in the range. Must be a nonzero integer",
|
||||
"_py.range|param|stop": "The value to end the sequence before. This value will not show up in the result",
|
||||
"_py.slice": "Returns a section of an array according to python's extended slice syntax",
|
||||
"_py.stringSlice": "Returns a section of a string according to python's extended slice syntax",
|
||||
"String.toLowerCase": "Konvertiert die Zeichenfolge in Kleinbuchstaben.",
|
||||
"String.trim": "Gibt eine Zeichenkette aus deraktuellen Zeichenkette zurück, welche die Leerzeichen von beiden Enden entfernt hat",
|
||||
"String@type": "Kombinieren, trennen und suchen von Text-Zeichenfolgen.",
|
||||
"StringMap": "Ein Wörterbuch von String-Schlüsseln zu String-Werten",
|
||||
"_py.range": "Gibt eine Folge von Zahlen bis zum aber ohne das Limits zurück\n\nWenn mehr als ein Argument übergeben wird, wird dieses Argument stattdessen für den ersten Wert im Bereich verwendet",
|
||||
"_py.range|param|first": "Der Wert, der die vorherige Sequenz abschließt. Dieser Wert wird nicht im Ergebnis angezeigt.",
|
||||
"_py.range|param|step": "Der Wert, der für jeden Schritt im Bereich erhöht oder verringert werden soll. Muss eine ganze Zahl ohne Null sein",
|
||||
"_py.range|param|stop": "Der Wert, der die vorherige Sequenz abschließt. Dieser Wert wird nicht im Ergebnis angezeigt",
|
||||
"_py.slice": "Gibt einen Abschnitt eines Arrays gemäß Pythons erweiterter Slice Syntax zurück",
|
||||
"_py.stringSlice": "Gibt einen Abschnitt einer Zeichenkette gemäß Pythons erweiterter Slice Syntax zurück",
|
||||
"basic": "Bietet Zugriff auf grundlegende mini-Funktionalität.",
|
||||
"basic.clearScreen": "Schalte alle LEDs aus",
|
||||
"basic.color": "Konvertiert den Farbnamen in eine Nummer",
|
||||
"basic.forever": "Wiederholt immer wieder den Code im Hintergrund. Bei jeder Iteration ist es möglich, anderen Code auszuführen.",
|
||||
"basic.pause": "Pausiere für die angegebene Zeit in Millisekunden",
|
||||
"basic.pause|param|ms": "wie lange pausieren, z.B.: 100, 200, 500, 1000, 2000",
|
||||
"basic.plotLeds": "Zeichnet ein Bild auf dem LED-Bildschirm.",
|
||||
"basic.plotLeds": "Zeichnet ein Bild auf der LED-Matrix.",
|
||||
"basic.plotLeds|param|leds": "Muster der LEDs, die ein-/ und ausgeschaltet werden",
|
||||
"basic.rgb": "Konvertiert Rot-, Grün- und Blau-Kanäle in eine RGB-Farbe",
|
||||
"basic.rgb|param|blue": "Blauwert zwischen 0 und 255, z.B. 255",
|
||||
@ -260,27 +260,27 @@
|
||||
"basic.showAnimation": "Zeigt eine Abfolge von LED-Anzeigen als Animation.",
|
||||
"basic.showAnimation|param|interval": "Zeit in Millisekunden zwischen jedem Neuzeichnen",
|
||||
"basic.showAnimation|param|leds": "Muster der LEDs, die ein-/ und ausgeschaltet werden",
|
||||
"basic.showArrow": "Draws an arrow on the LED screen",
|
||||
"basic.showArrow|param|direction": "the direction of the arrow",
|
||||
"basic.showArrow|param|interval": "the amount of time (milliseconds) to show the icon. Default is 600.",
|
||||
"basic.showCompass": "Draws needle on the screen which always points to north",
|
||||
"basic.showCompass|param|interval": "the amount of time (milliseconds) to show the needle. Default is 600.",
|
||||
"basic.showIcon": "Draws the selected icon on the LED screen",
|
||||
"basic.showIcon|param|icon": "the predefined icon id",
|
||||
"basic.showIcon|param|interval": "the amount of time (milliseconds) to block the LED Matrix for showing the icon. Default is 600.",
|
||||
"basic.showLeds": "Zeichnet ein Bild auf dem LED-Bildschirm.",
|
||||
"basic.showArrow": "Zeigt einen Pfeil auf der LED-Matrix an",
|
||||
"basic.showArrow|param|direction": "die Richtung des Pfeils",
|
||||
"basic.showArrow|param|interval": "die Zeitspanne (in Millisekunden), in der das Symbol angezeigt wird. Die Standardeinstellung ist 600.",
|
||||
"basic.showCompass": "Zeichnet eine Nadel, die immer nach Norden zeigt",
|
||||
"basic.showCompass|param|interval": "die Zeitspanne (in Millisekunden), in der die Nadel angezeigt wird. Die Standardeinstellung ist 600.",
|
||||
"basic.showIcon": "Zeichnet das ausgewählte Symbol auf der LED-Matrix",
|
||||
"basic.showIcon|param|icon": "die vordefinierte Matrix-ID",
|
||||
"basic.showIcon|param|interval": "die Zeitspanne (in Millisekunden), in der die LED-Matrix angezeigt wird. Die Standardeinstellung ist 600.",
|
||||
"basic.showLeds": "Zeichnet ein Bild auf der LED-Matrix.",
|
||||
"basic.showLeds|param|interval": "Zeit in Millisekunden, die nach der Zeichnung gewartet wird",
|
||||
"basic.showLeds|param|leds": "Muster der LEDs, die ein- und ausgeschaltet werden",
|
||||
"basic.showNumber": "Zeige eine Nummer auf dem Display. Wenn die Nummer auf das Display passt (es sich also um eine einstellige Zahl handelt), scrolle nicht weiter.",
|
||||
"basic.showNumber|param|interval": "Scroll-Geschwindigkeit; z.B. 150, 100, 200,-100",
|
||||
"basic.showString": "Zeige Text auf dem Display an, Buchstabe für Buchstabe. Wenn die Zeichenfolge in das Display passt (also wenn es sich um einen einzelnen Buchstaben handelt), scrolle nicht weiter.",
|
||||
"basic.showString": "Zeige Text auf der LED-Matrix an, Buchstabe für Buchstabe. Wenn die Zeichenfolge auf die LED-Matrix passt (also wenn es sich um einen einzelnen Buchstaben handelt), scrolle nicht weiter.",
|
||||
"basic.showString|param|interval": "Wie schnell die Zeichen geändert werden; z.B. 150, 100, 200,-100",
|
||||
"basic.showString|param|text": "Text auf dem Bildschirm dargestellt werden soll, z.B.: \"Hi!\"",
|
||||
"basic.turnRgbLedOff": "Sets the color on the build-in LED. Set to 0 to turn off.",
|
||||
"console": "Reading and writing data to the console output.",
|
||||
"console.addListener": "Adds a listener for the log messages",
|
||||
"console.inspect": "Convert any object or value to a string representation",
|
||||
"console.inspect|param|maxElements": "[optional] max number values in an object to include in output",
|
||||
"basic.showString|param|text": "Text auf LED-Matrix dargestellt werden soll, z.B.: \"Hi!\"",
|
||||
"basic.turnRgbLedOff": "Legt die Farbe der eingebauten RGB-LED fest. Setze auf 0, um diese abzuschalten.",
|
||||
"console": "Lesen und Schreiben von Daten in die Konsolenausgabe.",
|
||||
"console.addListener": "Fügt einen Listener für die Log-Nachrichten hinzu",
|
||||
"console.inspect": "Konvertiert ein beliebigen Objekts oder Wert in einen String",
|
||||
"console.inspect|param|maxElements": "[optional] max. Zahlenwerte in einem Objekt, das in die Ausgabe eingeschlossen werden soll",
|
||||
"console.inspect|param|obj": "value to be converted to a string",
|
||||
"console.log": "Write a line of text to the console output.",
|
||||
"console.logValue": "Write a name:value pair as a line of text to the console output.",
|
||||
@ -335,37 +335,37 @@
|
||||
"convertToText|param|value": "value to be converted to text",
|
||||
"forever": "Repeats the code forever in the background. On each iteration, allows other codes to run.",
|
||||
"game": "Eine Einzel-LED-Sprite-Spielumgebung",
|
||||
"game.LedSprite": "A game sprite rendered as a single LED",
|
||||
"game.LedSprite.blink": "Reports the ``blink`` duration of a sprite",
|
||||
"game.LedSprite.brightness": "Reports the ``brightness` of a sprite on the LED screen",
|
||||
"game.LedSprite.change": "Changes a property of the sprite",
|
||||
"game.LedSprite.changeBlinkBy": "Changes the ``blink`` duration by the given amount of millisecons",
|
||||
"game.LedSprite": "Ein Spiel-Sprite, der als einzelne LED gerendert wird",
|
||||
"game.LedSprite.blink": "Meldet die ``Blink``-Dauer eines Sprites",
|
||||
"game.LedSprite.brightness": "Meldet die ``Helligkeit`` eines Sprites auf dem LED-Bildschirm",
|
||||
"game.LedSprite.change": "Ändert eine Eigenschaft des Sprites",
|
||||
"game.LedSprite.changeBlinkBy": "Ändert die ``Blink``-Dauer um die angegebene Anzahl an Millisekunden",
|
||||
"game.LedSprite.changeBlinkBy|param|ms": "TODO",
|
||||
"game.LedSprite.changeBrightnessBy": "Changes the ``y`` position by the given amount",
|
||||
"game.LedSprite.changeBrightnessBy|param|value": "the value to change brightness",
|
||||
"game.LedSprite.changeDirectionBy": "Changes the ``direction`` position by the given amount by turning right",
|
||||
"game.LedSprite.changeBrightnessBy": "Ändert die ``Y``-Position um die angegebene Anzahl",
|
||||
"game.LedSprite.changeBrightnessBy|param|value": "der Wert zum Ändern der Helligkeit",
|
||||
"game.LedSprite.changeDirectionBy": "Ändert die Position der ``Richtung`` um die angegebene Anzahl durch Drehen nach rechts",
|
||||
"game.LedSprite.changeDirectionBy|param|angle": "TODO",
|
||||
"game.LedSprite.changeXBy": "Changes the ``x`` position by the given amount",
|
||||
"game.LedSprite.changeXBy": "Ändert die ``X``-Position um die angegebene Anzahl",
|
||||
"game.LedSprite.changeXBy|param|x": "TODO",
|
||||
"game.LedSprite.changeYBy": "Changes the ``y`` position by the given amount",
|
||||
"game.LedSprite.changeYBy": "Ändert die ``Y``-Position um die angegebene Anzahl",
|
||||
"game.LedSprite.changeYBy|param|y": "TODO",
|
||||
"game.LedSprite.change|param|property": "the name of the property to change",
|
||||
"game.LedSprite.change|param|value": "amount of change, eg: 1",
|
||||
"game.LedSprite.delete": "Deletes the sprite from the game engine. The sprite will no longer appear on the screen or interact with other sprites.",
|
||||
"game.LedSprite.direction": "Reports the current direction of a sprite",
|
||||
"game.LedSprite.get": "Gets a property of the sprite",
|
||||
"game.LedSprite.get|param|property": "the name of the property to change",
|
||||
"game.LedSprite.goTo": "Go to this position on the screen",
|
||||
"game.LedSprite.change|param|property": "der Name der Eigenschaft zum Ändern",
|
||||
"game.LedSprite.change|param|value": "Anzahl der Veränderung, z. B.: 1",
|
||||
"game.LedSprite.delete": "Löscht den Sprite aus der Spielumgebung. Der Sprite erscheint nicht mehr auf dem Bildschirm und interagiert nicht mehr mit anderen Sprites.",
|
||||
"game.LedSprite.direction": "Meldet die aktuelle Richtung eines Sprites",
|
||||
"game.LedSprite.get": "Ruft eine Eigenschaft des Sprites ab",
|
||||
"game.LedSprite.get|param|property": "der Name der Eigenschaft zum Ändern",
|
||||
"game.LedSprite.goTo": "Gehe zu dieser Position auf dem Bildschirm",
|
||||
"game.LedSprite.goTo|param|x": "TODO",
|
||||
"game.LedSprite.goTo|param|y": "TODO",
|
||||
"game.LedSprite.ifOnEdgeBounce": "If touching the edge of the stage and facing towards it, then turn away.",
|
||||
"game.LedSprite.isDeleted": "Reports whether the sprite has been deleted from the game engine.",
|
||||
"game.LedSprite.isTouching": "Reports true if sprite has the same position as specified sprite",
|
||||
"game.LedSprite.isTouchingEdge": "Reports true if sprite is touching an edge",
|
||||
"game.LedSprite.isTouching|param|other": "the other sprite to check overlap or touch",
|
||||
"game.LedSprite.move": "Move a certain number of LEDs in the current direction",
|
||||
"game.LedSprite.move|param|leds": "number of leds to move, eg: 1, -1",
|
||||
"game.LedSprite.off": "Turns off the sprite (on by default)",
|
||||
"game.LedSprite.ifOnEdgeBounce": "Wenn der Bildschirmrand berührt wird und die Sichtrichtung geradeaus ist, wegdrehen.",
|
||||
"game.LedSprite.isDeleted": "Meldet, ob der Sprite aus der Spiele-Engine gelöscht wurde.",
|
||||
"game.LedSprite.isTouching": "Meldet wahr, wenn der Sprite dieselbe Position hat wie der angegebene Sprite",
|
||||
"game.LedSprite.isTouchingEdge": "Meldet wahr, wenn der Sprite einen Rand berührt",
|
||||
"game.LedSprite.isTouching|param|other": "der andere Sprite, um Überlagerung oder Berührung zu überprüfen",
|
||||
"game.LedSprite.move": "Bewege eine bestimmte Anzahl von LEDs in die aktuelle Richtung",
|
||||
"game.LedSprite.move|param|leds": "Anzahl der zu bewegenden LEDs, z. B.: 1, -1",
|
||||
"game.LedSprite.off": "Schaltet den Sprite aus (bei Standardeinstellung ein)",
|
||||
"game.LedSprite.on": "Turns on the sprite (on by default)",
|
||||
"game.LedSprite.set": "Sets a property of the sprite",
|
||||
"game.LedSprite.setBlink": "Sets the blink duration interval in millisecond.",
|
||||
|
12
libs/core/enums.d.ts
vendored
12
libs/core/enums.d.ts
vendored
@ -39,21 +39,11 @@ declare namespace basic {
|
||||
}
|
||||
|
||||
|
||||
declare const enum ButtonEvent {
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="pressed down"
|
||||
declare const enum ButtonEvents {
|
||||
Down = 1, // MICROBIT_BUTTON_EVT_DOWN
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="released up"
|
||||
Up = 2, // MICROBIT_BUTTON_EVT_UP
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="clicked"
|
||||
Click = 3, // MICROBIT_BUTTON_EVT_CLICK
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="long clicked"
|
||||
LongClick = 4, // MICROBIT_BUTTON_EVT_LONG_CLICK
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="hold"
|
||||
Hold = 5, // MICROBIT_BUTTON_EVT_HOLD
|
||||
}
|
||||
|
||||
|
@ -323,9 +323,9 @@ namespace game {
|
||||
}
|
||||
|
||||
function unplugEvents(): void {
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => { });
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => { });
|
||||
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => { });
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => { });
|
||||
input.onButtonEvent(Button.AB, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
control.reset();
|
||||
});
|
||||
}
|
||||
|
@ -7,21 +7,11 @@ enum class Button {
|
||||
AB = MICROBIT_ID_BUTTON_AB,
|
||||
};
|
||||
|
||||
enum class ButtonEvent {
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="pressed down"
|
||||
enum class ButtonEvents {
|
||||
Down = MICROBIT_BUTTON_EVT_DOWN,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="released up"
|
||||
Up = MICROBIT_BUTTON_EVT_UP,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="clicked"
|
||||
Click = MICROBIT_BUTTON_EVT_CLICK,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="long clicked"
|
||||
LongClick = MICROBIT_BUTTON_EVT_LONG_CLICK,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="hold"
|
||||
Hold = MICROBIT_BUTTON_EVT_HOLD,
|
||||
};
|
||||
|
||||
|
@ -1,3 +1,23 @@
|
||||
enum ButtonEvent {
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="pressed down"
|
||||
Down = ButtonEvents.Down,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="released up"
|
||||
Up = ButtonEvents.Up,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="clicked"
|
||||
Click = ButtonEvents.Click,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="long clicked"
|
||||
LongClick = ButtonEvents.LongClick,
|
||||
//% blockIdentity="input.buttonEventValueId"
|
||||
//% block="hold"
|
||||
Hold = ButtonEvents.Hold,
|
||||
};
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Events and data from sensors
|
||||
*/
|
||||
@ -10,7 +30,7 @@ namespace input {
|
||||
*/
|
||||
//% help=input/button-event
|
||||
//% weight=19 blockId="control_button_event_value" block="%id"
|
||||
//% shim=TD_ID advanced=true
|
||||
//% advanced=true
|
||||
//% group="Events"
|
||||
export function buttonEventValue(id: ButtonEvent): number {
|
||||
return id;
|
||||
|
@ -1,7 +1,7 @@
|
||||
{
|
||||
"name": "core",
|
||||
"description": "The microbit core library",
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/base",
|
||||
"dependencies": {},
|
||||
"files": [
|
||||
"README.md",
|
||||
"platform.h",
|
||||
@ -76,7 +76,7 @@
|
||||
],
|
||||
"testFiles": [],
|
||||
"public": true,
|
||||
"dependencies": {},
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/base",
|
||||
"dalDTS": {
|
||||
"compileServiceVariant": "mbcodal",
|
||||
"includeDirs": [
|
||||
@ -172,5 +172,6 @@
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"partial": true
|
||||
}
|
||||
|
@ -1,6 +1,10 @@
|
||||
{
|
||||
"name": "devices",
|
||||
"description": "BETA - Camera, remote control and other Bluetooth services. App required.",
|
||||
"dependencies": {
|
||||
"core": "file:../core",
|
||||
"bluetooth": "file:../bluetooth"
|
||||
},
|
||||
"files": [
|
||||
"README.md",
|
||||
"enums.d.ts",
|
||||
@ -8,12 +12,8 @@
|
||||
"devices.cpp",
|
||||
"devices.ts"
|
||||
],
|
||||
"public": true,
|
||||
"icon": "./static/packages/devices/icon.png",
|
||||
"hidden": true,
|
||||
"public": true,
|
||||
"dependencies": {
|
||||
"core": "file:../core",
|
||||
"bluetooth": "file:../bluetooth"
|
||||
},
|
||||
"installedVersion": "ljipgq"
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,9 @@
|
||||
{
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/microphone",
|
||||
"name": "microphone",
|
||||
"description": "The microphone library",
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
},
|
||||
"files": [
|
||||
"README.md",
|
||||
"microphone.cpp",
|
||||
@ -7,8 +11,10 @@
|
||||
"enums.d.ts",
|
||||
"shims.d.ts"
|
||||
],
|
||||
"hidden": true,
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
}
|
||||
"testFiles": [
|
||||
"test.ts"
|
||||
],
|
||||
"public": true,
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/microphone",
|
||||
"hidden": true
|
||||
}
|
||||
|
@ -22,10 +22,10 @@ enum RadioMessage {
|
||||
heart,
|
||||
skull
|
||||
}
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
radio.sendMessage(RadioMessage.heart)
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
radio.sendMessage(RadioMessage.skull)
|
||||
})
|
||||
radio.onReceivedMessage(RadioMessage.heart, function () {
|
||||
|
@ -20,10 +20,10 @@ enum RadioMessage {
|
||||
heart,
|
||||
skull
|
||||
}
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
radio.sendMessage(RadioMessage.heart)
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, function () {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), function () {
|
||||
radio.sendMessage(RadioMessage.skull)
|
||||
})
|
||||
radio.onReceivedMessage(RadioMessage.heart, function () {
|
||||
|
@ -1,4 +1,13 @@
|
||||
{
|
||||
"name": "radio-broadcast",
|
||||
"description": "Adds new blocks for message communication in the radio category",
|
||||
"dependencies": {
|
||||
"core": "file:../core",
|
||||
"radio": "file:../radio"
|
||||
},
|
||||
"files": [
|
||||
"radio-broadcast.ts"
|
||||
],
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/radio-broadcast",
|
||||
"icon": "./static/packages/radio-broadcast/icon.png"
|
||||
}
|
||||
|
@ -1,4 +1,18 @@
|
||||
{
|
||||
"name": "radio",
|
||||
"description": "The radio services",
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
},
|
||||
"files": [
|
||||
"README.md",
|
||||
"shims.d.ts",
|
||||
"enums.d.ts",
|
||||
"radio.cpp",
|
||||
"radio.ts",
|
||||
"targetoverrides.ts"
|
||||
],
|
||||
"public": true,
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/radio",
|
||||
"icon": "./static/packages/radio/icon.png",
|
||||
"yotta": {
|
||||
@ -10,4 +24,4 @@
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,14 +1,16 @@
|
||||
{
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/servo",
|
||||
"name": "servo",
|
||||
"description": "A micro-servo library",
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
},
|
||||
"files": [
|
||||
"README.md",
|
||||
"servo.ts",
|
||||
"ns.ts",
|
||||
"targetoverrides.ts"
|
||||
],
|
||||
"icon": "./static/packages/servo/icon.png",
|
||||
"public": true,
|
||||
"dependencies": {
|
||||
"core": "file:../core"
|
||||
}
|
||||
}
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/servo",
|
||||
"icon": "./static/packages/servo/icon.png"
|
||||
}
|
||||
|
@ -1,10 +1,10 @@
|
||||
{
|
||||
"name": "{0} bit",
|
||||
"description": "",
|
||||
"dependencies": {
|
||||
"core": "file:../core",
|
||||
"radio": "file:../radio"
|
||||
},
|
||||
"description": "",
|
||||
"files": [
|
||||
"main.ts",
|
||||
"README.md"
|
||||
|
52
package-lock.json
generated
52
package-lock.json
generated
@ -1,16 +1,16 @@
|
||||
{
|
||||
"name": "pxt-calliopemini",
|
||||
"version": "4.0.28",
|
||||
"version": "4.0.30",
|
||||
"lockfileVersion": 2,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "pxt-calliopemini",
|
||||
"version": "4.0.28",
|
||||
"version": "4.0.30",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"pxt-common-packages": "9.0.1",
|
||||
"pxt-core": "7.0.17"
|
||||
"pxt-core": "7.0.16"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/marked": "0.3.0",
|
||||
@ -3015,9 +3015,9 @@
|
||||
"integrity": "sha512-mrqyZKfX5EhL7hvqcV6WG1yYjnjeuYDzDhhcAAUrq8Po85NBQBJP+ZDUT75qZQ98IkUoBqdkExkukOU7Ts2wrw=="
|
||||
},
|
||||
"node_modules/json-schema": {
|
||||
"version": "0.4.0",
|
||||
"resolved": "https://registry.npmjs.org/json-schema/-/json-schema-0.4.0.tgz",
|
||||
"integrity": "sha512-es94M3nTIfsEPisRafak+HDLfHXnKBhV3vU5eqPcS3flIWqcxJWgXHXiey3YrpaNsanY5ei1VoYEbOzijuq9BA=="
|
||||
"version": "0.2.3",
|
||||
"resolved": "https://registry.npmjs.org/json-schema/-/json-schema-0.2.3.tgz",
|
||||
"integrity": "sha1-tIDIkuWaLwWVTOcnvT8qTogvnhM="
|
||||
},
|
||||
"node_modules/json-schema-traverse": {
|
||||
"version": "0.4.1",
|
||||
@ -3077,17 +3077,17 @@
|
||||
}
|
||||
},
|
||||
"node_modules/jsprim": {
|
||||
"version": "1.4.2",
|
||||
"resolved": "https://registry.npmjs.org/jsprim/-/jsprim-1.4.2.tgz",
|
||||
"integrity": "sha512-P2bSOMAc/ciLz6DzgjVlGJP9+BrJWu5UDGK70C2iweC5QBIeFf0ZXRvGjEj2uYgrY2MkAAhsSWHDWlFtEroZWw==",
|
||||
"version": "1.4.1",
|
||||
"resolved": "https://registry.npmjs.org/jsprim/-/jsprim-1.4.1.tgz",
|
||||
"integrity": "sha1-MT5mvB5cwG5Di8G3SZwuXFastqI=",
|
||||
"engines": [
|
||||
"node >=0.6.0"
|
||||
],
|
||||
"dependencies": {
|
||||
"assert-plus": "1.0.0",
|
||||
"extsprintf": "1.3.0",
|
||||
"json-schema": "0.4.0",
|
||||
"json-schema": "0.2.3",
|
||||
"verror": "1.10.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=0.6.0"
|
||||
}
|
||||
},
|
||||
"node_modules/jsprim/node_modules/assert-plus": {
|
||||
@ -5283,9 +5283,9 @@
|
||||
}
|
||||
},
|
||||
"node_modules/pxt-core": {
|
||||
"version": "7.0.17",
|
||||
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.17.tgz",
|
||||
"integrity": "sha512-a9PTiUAkINhTODyJ4JDddYuIY1ptF7LCW+6QAaNmOyhx3W1sqLL32rG++Ia+RK6+gd/aqrfduxXJ0Ke+P1u0mg==",
|
||||
"version": "7.0.16",
|
||||
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.16.tgz",
|
||||
"integrity": "sha512-fXSubuU46s6zVxlDfrswYvgTcZiPf+a3um5aTMcwYeVWnSug09+X/agsNnbZZBmAsavUygYLlaDKzmnBXTozMQ==",
|
||||
"dependencies": {
|
||||
"@microsoft/immersive-reader-sdk": "1.1.0",
|
||||
"applicationinsights-js": "^1.0.20",
|
||||
@ -9154,9 +9154,9 @@
|
||||
"integrity": "sha512-mrqyZKfX5EhL7hvqcV6WG1yYjnjeuYDzDhhcAAUrq8Po85NBQBJP+ZDUT75qZQ98IkUoBqdkExkukOU7Ts2wrw=="
|
||||
},
|
||||
"json-schema": {
|
||||
"version": "0.4.0",
|
||||
"resolved": "https://registry.npmjs.org/json-schema/-/json-schema-0.4.0.tgz",
|
||||
"integrity": "sha512-es94M3nTIfsEPisRafak+HDLfHXnKBhV3vU5eqPcS3flIWqcxJWgXHXiey3YrpaNsanY5ei1VoYEbOzijuq9BA=="
|
||||
"version": "0.2.3",
|
||||
"resolved": "https://registry.npmjs.org/json-schema/-/json-schema-0.2.3.tgz",
|
||||
"integrity": "sha1-tIDIkuWaLwWVTOcnvT8qTogvnhM="
|
||||
},
|
||||
"json-schema-traverse": {
|
||||
"version": "0.4.1",
|
||||
@ -9204,13 +9204,13 @@
|
||||
}
|
||||
},
|
||||
"jsprim": {
|
||||
"version": "1.4.2",
|
||||
"resolved": "https://registry.npmjs.org/jsprim/-/jsprim-1.4.2.tgz",
|
||||
"integrity": "sha512-P2bSOMAc/ciLz6DzgjVlGJP9+BrJWu5UDGK70C2iweC5QBIeFf0ZXRvGjEj2uYgrY2MkAAhsSWHDWlFtEroZWw==",
|
||||
"version": "1.4.1",
|
||||
"resolved": "https://registry.npmjs.org/jsprim/-/jsprim-1.4.1.tgz",
|
||||
"integrity": "sha1-MT5mvB5cwG5Di8G3SZwuXFastqI=",
|
||||
"requires": {
|
||||
"assert-plus": "1.0.0",
|
||||
"extsprintf": "1.3.0",
|
||||
"json-schema": "0.4.0",
|
||||
"json-schema": "0.2.3",
|
||||
"verror": "1.10.0"
|
||||
},
|
||||
"dependencies": {
|
||||
@ -10913,9 +10913,9 @@
|
||||
}
|
||||
},
|
||||
"pxt-core": {
|
||||
"version": "7.0.17",
|
||||
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.17.tgz",
|
||||
"integrity": "sha512-a9PTiUAkINhTODyJ4JDddYuIY1ptF7LCW+6QAaNmOyhx3W1sqLL32rG++Ia+RK6+gd/aqrfduxXJ0Ke+P1u0mg==",
|
||||
"version": "7.0.16",
|
||||
"resolved": "https://registry.npmjs.org/pxt-core/-/pxt-core-7.0.16.tgz",
|
||||
"integrity": "sha512-fXSubuU46s6zVxlDfrswYvgTcZiPf+a3um5aTMcwYeVWnSug09+X/agsNnbZZBmAsavUygYLlaDKzmnBXTozMQ==",
|
||||
"requires": {
|
||||
"@microsoft/immersive-reader-sdk": "1.1.0",
|
||||
"applicationinsights-js": "^1.0.20",
|
||||
|
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "pxt-calliopemini",
|
||||
"version": "4.0.28",
|
||||
"version": "4.0.30",
|
||||
"description": "calliope mini target for Microsoft MakeCode (PXT)",
|
||||
"keywords": [
|
||||
"JavaScript",
|
||||
@ -46,6 +46,6 @@
|
||||
},
|
||||
"dependencies": {
|
||||
"pxt-common-packages": "9.0.1",
|
||||
"pxt-core": "7.0.17"
|
||||
"pxt-core": "7.0.22"
|
||||
}
|
||||
}
|
||||
|
@ -105,13 +105,21 @@
|
||||
"basic\\s*\\.\\s*showArrow\\s*\\(": "basic.showIcon(",
|
||||
"images\\s*\\.\\s*arrowImage\\s*\\(": "images.iconImage(",
|
||||
"ArrowNames\\s*\\.\\s*": "IconNames.Arrow",
|
||||
"input\\s*\\.\\s*onButtonPressed\\s*\\(\\s*(.*?),": "input.onButtonEvent($1, ButtonEvent.Click,",
|
||||
"input\\s*\\.\\s*onPinPressed\\s*\\(\\s*(.*?),": "input.onPinTouchEvent($1, ButtonEvent.Down,",
|
||||
"input\\s*\\.\\s*onPinReleased\\s*\\(\\s*(.*?),": "input.onPinTouchEvent($1, ButtonEvent.Up,",
|
||||
"input\\s*\\.\\s*onButtonPressed\\s*\\(\\s*(.*?),": "input.onButtonEvent($1, input.buttonEventValue(ButtonEvent.Click),",
|
||||
"input\\s*\\.\\s*onPinPressed\\s*\\(\\s*(.*?),": "input.onPinTouchEvent($1, input.buttonEventValue(ButtonEvent.Down),",
|
||||
"input\\s*\\.\\s*onPinReleased\\s*\\(\\s*(.*?),": "input.onPinTouchEvent($1, input.buttonEventValue(ButtonEvent.Up),",
|
||||
"input\\s*\\.\\s*loudness\\s*\\(": "input.soundLevel(",
|
||||
"basic\\s*\\.\\s*rgbw\\s*\\(\\s*(.*?),\\s*(.*?),\\s*(.*?),\\s*(.*?)\\s*\\)": "basic.rgb($1, $2, $3)"
|
||||
}
|
||||
}
|
||||
],
|
||||
"0.0.0 - 4.0.29": [
|
||||
{
|
||||
"type": "api",
|
||||
"map": {
|
||||
"input\\s*\\.\\s*onButtonEvent\\s*\\(\\s*(.*?),\\s*ButtonEvent\\s*.\\s*(.*?),": "input.onButtonEvent($1, input.buttonEventValue(ButtonEvent.$2),"
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
"hidSelectors": [{
|
||||
|
@ -18,40 +18,47 @@
|
||||
"KitronikLtd/pxt-kitronik-rtc",
|
||||
"KitronikLtd/pxt-kitronik-servo-lite",
|
||||
"KitronikLtd/pxt-kitronik-stopbit",
|
||||
"MKleinSB/pxt-MAX7219_8x8",
|
||||
"MKleinSB/pxt-OLED-SSD1306",
|
||||
"MKleinSB/pxt-OLEDpaint",
|
||||
"MKleinSB/pxt-callibot",
|
||||
"MKleinSB/pxt-callicolor",
|
||||
"MKleinSB/pxt-callicross",
|
||||
"MKleinSB/pxt-callimotor",
|
||||
"MKleinSB/pxt-calliope-buttons",
|
||||
"MKleinSB/pxt-CO2OLED",
|
||||
"MKleinSB/pxt-dht11",
|
||||
"MKleinSB/pxt-esp-thingspeak",
|
||||
"MKleinSB/pxt-gatorlog-calliope",
|
||||
"MKleinSB/pxt-huskylens",
|
||||
"MKleinSB/pxt-kitronik-zip-tile-calliope",
|
||||
"MKleinSB/pxt-mpr121",
|
||||
"MKleinSB/pxt-pca9685",
|
||||
"MKleinSB/pxt-seeed-temperature",
|
||||
"MKleinSB/pxt-serialmp3",
|
||||
"MKleinSB/pxt-KY-040",
|
||||
"MKleinSB/ScrollText",
|
||||
"MKleinSB/pxt-BME680",
|
||||
"MKleinSB/pxt-IR-Calliope",
|
||||
"MKleinSB/pxt-MCP23017",
|
||||
"MKleinSB/pxt-OLED-SSD1306",
|
||||
"MKleinSB/pxt-Seeed-Temperatursensor",
|
||||
"MKleinSB/pxt-automationbit-calliope",
|
||||
"MKleinSB/pxt-bc95",
|
||||
"MKleinSB/pxt-callibot",
|
||||
"MKleinSB/pxt-callicolor",
|
||||
"MKleinSB/pxt-callicross",
|
||||
"MKleinSB/pxt-calliope-esp",
|
||||
"MKleinSB/pxt-calliope-oled96",
|
||||
"MKleinSB/pxt-columbuseye",
|
||||
"MKleinSB/pxt-dht11",
|
||||
"MKleinSB/pxt-envirobit",
|
||||
"MKleinSB/pxt-esp-thingspeak",
|
||||
"MKleinSB/pxt-fischertechnik-calliope",
|
||||
"MKleinSB/pxt-foldio",
|
||||
"MKleinSB/pxt-ft-fototransistor-calliope",
|
||||
"MKleinSB/pxt-gatorlog-calliope",
|
||||
"MKleinSB/pxt-graphs",
|
||||
"MKleinSB/pxt-iot-environment-kit",
|
||||
"MKleinSB/pxt-kitronik-robotics-board-calliope",
|
||||
"MKleinSB/pxt-kitronik-zip-64",
|
||||
"MKleinSB/pxt-kitronik-zip-tile-calliope",
|
||||
"MKleinSB/pxt-makerbit-motor-calliope",
|
||||
"MKleinSB/pxt-makerbit-touch",
|
||||
"MKleinSB/pxt-makerbit-ultrasonic-calliope",
|
||||
"MKleinSB/pxt-mpr121",
|
||||
"MKleinSB/pxt-pca9685",
|
||||
"MKleinSB/pxt-seeed-temperature",
|
||||
"MKleinSB/pxt-serial-rb",
|
||||
"MKleinSB/pxt-serialmp3",
|
||||
"MKleinSB/pxt-thumbjoystick-calliope",
|
||||
"Microsoft/pxt-bluetooth-max6675",
|
||||
"Microsoft/pxt-bluetooth-midi",
|
||||
@ -79,10 +86,16 @@
|
||||
"alankrantas/pxt-ESP8266_ThingSpeak",
|
||||
"assirati/pxt-inventura",
|
||||
"calliope-edu/CO2-Sensor-SCD40",
|
||||
"calliope-edu/pxt-HM3301_Dust_Sensor",
|
||||
"calliope-edu/pxt-SCD30",
|
||||
"calliope-edu/pxt-TCS34725FN",
|
||||
"calliope-edu/pxt-display",
|
||||
"calliope-edu/pxt-grove",
|
||||
"calliope-edu/pxt-rgblcd",
|
||||
"calliope-edu/pxt-sunlightsensor-si1145",
|
||||
"calliope-mini/pxt-SCD30",
|
||||
"tinysuperlab/motionkit",
|
||||
"tinysuperlab/touchkit",
|
||||
"cgs-matthew-pham/pxt-hitechnic-irseeker-v2",
|
||||
"jcubuntu/pxt-iKB1",
|
||||
"jdarling/pxt-pca9685",
|
||||
@ -122,7 +135,8 @@
|
||||
"sparkfun/pxt-gator-temp",
|
||||
"tinysuperlab/motionkit",
|
||||
"tinysuperlab/touchkit",
|
||||
"vengit/pxt-sbrick"
|
||||
"vengit/pxt-sbrick",
|
||||
"CalliTGS3/pxt-calliope-grovePCF85063TP"
|
||||
],
|
||||
"preferredRepos": [
|
||||
"calliope-edu/CO2-Sensor-SCD40",
|
||||
@ -156,8 +170,7 @@
|
||||
"MKleinSB/pxt-serialmp3",
|
||||
"Microsoft/pxt-microturtle",
|
||||
"Microsoft/pxt-neopixel",
|
||||
"dl1ekm/pxt-calliope-ADS1x15",
|
||||
"dl1ekm/pxt-calliope-PCF85063-RTC"
|
||||
"CalliTGS3/pxt-calliope-grovePCF85063TP"
|
||||
]
|
||||
},
|
||||
"galleries": {
|
||||
|
@ -7,7 +7,7 @@ let level: number
|
||||
let swapSpeed: number
|
||||
|
||||
initializeGame()
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
if (ballRevealing) {
|
||||
index = index + 1
|
||||
if (index > 2) {
|
||||
@ -16,7 +16,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
basic.showString(cupSelect[index], 150)
|
||||
}
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
if (ballRevealing) {
|
||||
ballRevealing = false
|
||||
if (correctBall == index) {
|
||||
|
@ -18,7 +18,7 @@ counter = 0
|
||||
pause = 700
|
||||
led.plot(oneX, oneY)
|
||||
led.plot(twoX, twoY)
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
if (oneX > 0) {
|
||||
led.unplot(oneX, oneY)
|
||||
led.unplot(twoX, twoY)
|
||||
@ -28,7 +28,7 @@ input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
led.plot(twoX, twoY)
|
||||
}
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
if (twoX < 4) {
|
||||
led.unplot(oneX, oneY)
|
||||
led.unplot(twoX, twoY)
|
||||
|
@ -107,12 +107,12 @@ basic.forever(() => {
|
||||
basic.pause(500)
|
||||
}
|
||||
})
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
let temp = Math.abs(person.dirX) * (-1)
|
||||
person.dirX = Math.abs(person.dirY) * (-1)
|
||||
person.dirY = temp
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
let temp1 = Math.abs(person.dirX)
|
||||
person.dirX = Math.abs(person.dirY)
|
||||
person.dirY = temp1
|
||||
|
@ -24,13 +24,13 @@ playOneGame(gameTime)
|
||||
showFinalScores(scoreA, scoreB)
|
||||
|
||||
function startIOMonitor() {
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
AWasPressed = true
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
BWasPressed = true
|
||||
})
|
||||
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.AB, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
ABWasPressed = true
|
||||
AWasPressed = false
|
||||
BWasPressed = false
|
||||
|
@ -501,13 +501,13 @@ function convertPenaltyTimeToScore(penaltyTime: number): number {
|
||||
}
|
||||
|
||||
function startIOMonitor() {
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
AWasPressed = true
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
BWasPressed = true
|
||||
})
|
||||
input.onButtonEvent(Button.AB, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.AB, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
ABWasPressed = true
|
||||
})
|
||||
input.onShake(() => {
|
||||
|
@ -377,11 +377,11 @@ function beepNTimesFor(times: number, duration: number) {
|
||||
|
||||
function startIOMonitor() {
|
||||
aWasPressed = false
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
aWasPressed = true
|
||||
})
|
||||
bWasPressed = false
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
bWasPressed = true
|
||||
})
|
||||
wasTweezers = false
|
||||
|
@ -476,10 +476,10 @@ function testTiltZ() {
|
||||
}
|
||||
|
||||
function startIOMonitor() {
|
||||
input.onButtonEvent(Button.A, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.A, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
AWasPressed = true
|
||||
})
|
||||
input.onButtonEvent(Button.B, ButtonEvent.Click, () => {
|
||||
input.onButtonEvent(Button.B, input.buttonEventValue(ButtonEvent.Click), () => {
|
||||
BWasPressed = true
|
||||
})
|
||||
input.onShake(() => {
|
||||
|
@ -82,6 +82,12 @@
|
||||
}
|
||||
}
|
||||
}
|
||||
// Safari Only for iPad and iPhone second rule
|
||||
@supports (-webkit-touch-callout: none) {
|
||||
#mainmenu .right.menu {
|
||||
margin-right: 4rem;
|
||||
}
|
||||
}
|
||||
|
||||
/* Mobile */
|
||||
@media only screen and (max-width: @largestMobileScreen) {
|
||||
|
Loading…
Reference in New Issue
Block a user