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@ -1,10 +1,14 @@
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# Getting started
|
||||
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## ~avatar
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||||
|
||||
Are you ready to build cool BBC micro:bit programs?
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||||
Here are some challenges for you. Unscramble the blocks in the editor
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to make real programs that work!
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||||
|
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## ~
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||||
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### Happy face
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||||
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There are three blocks in the editor (the area to the left).
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@ -33,11 +37,7 @@ When you run this program, you will see a smiley face, then a blank
|
||||
screen, then a smiley again -- it never stops! (That's because of the
|
||||
``forever`` block.)
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|
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To move your program from your computer to the BBC micro:bit:
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* Connect your micro:bit to the computer with the USB cable.
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* Click **Compile**.
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* Drag and drop the new file whose name ends in **.hex** into the **MICROBIT** window.
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* Wait until the yellow light stops blinking!
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Click **Compile** to move your program to the BBC micro:bit!
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### Happy unhappy face
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||||
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@ -65,12 +65,7 @@ basic.forever(() => {
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||||
`)
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||||
});
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```
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||||
|
||||
To move your program from your computer to the BBC micro:bit:
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* Connect your micro:bit to the computer with the USB cable.
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* Click **Compile**.
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* Drag and drop the new file whose name ends in **.hex** into the **MICROBIT** window.
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* Wait until the yellow light stops blinking!
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Click **Compile** to move your program to the BBC micro:bit!
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### Your turn!
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||||
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||||
@ -123,12 +118,7 @@ basic.forever(() => {
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||||
`)
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||||
});
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```
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||||
|
||||
To move your program from your computer to the BBC micro:bit:
|
||||
* Connect your micro:bit to the computer with the USB cable.
|
||||
* Click **Compile**.
|
||||
* Drag and drop the new file whose name ends in **.hex** into the **MICROBIT** window.
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||||
* Wait until the yellow light stops blinking!
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||||
Click **Compile** to move your program to the BBC micro:bit!
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|
||||
#### ~hint
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@ -138,12 +128,12 @@ You can find the ``show leds`` block in the **Basic** part of the editor.
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### Button A and button B
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This program will show the word **anteater** on the LED
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This program will show the word **ANTEATER** on the LED
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screen when you press button `A`.
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```blocks
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input.onButtonPressed(Button.A, () => {
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basic.showString("anteater");
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basic.showString("ANTEATER");
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});
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```
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@ -155,11 +145,11 @@ on the micro:bit screen.
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#### ~
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Now try to unscramble these blocks in the editor so that the micro:bit
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shows **banana** when you press button `B`.
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shows **BANANA** when you press button `B`.
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|
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```shuffle
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input.onButtonPressed(Button.B, () => {
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basic.showString("banana");
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basic.showString("BANANA");
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});
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```
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#### ~hint
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@ -169,11 +159,13 @@ You can find the letter `B` by clicking the letter `A` on the
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#### ~
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Click **Compile** to move your program to the BBC micro:bit!
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|
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#### Your turn!
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Can you combine these blocks so your program shows your real name
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instead of **anteater** when you press `A`, but _your secret agent
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name_ instead of **banana** when you press `B`?
|
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instead of **ANTEATER** when you press `A`, but _your secret agent
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name_ instead of **BANANA** when you press `B`?
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|
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### Shake
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|
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@ -194,46 +186,7 @@ input.onGesture(Gesture.Shake, () => {
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# . . . #`);
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});
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```
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|
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### Tilting with gestures
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||||
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You can also find when someone is tilting the micro:bit left or right,
|
||||
face up or face down, and logo up or logo down (the logo is the yellow
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oval picture at the top of the board). Tilting a micro:bit like this
|
||||
is called a **gesture**.
|
||||
|
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Try to build a Rock Paper Scissors game where you tilt the micro:bit
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left to show paper, right to show scissors, and down to show rock.
|
||||
|
||||
Unscramble these blocks in the editor and try this program on a real
|
||||
micro:bit!
|
||||
|
||||
```shuffle
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input.onGesture(Gesture.TiltLeft, () => {
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||||
basic.showLeds(`
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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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input.onGesture(Gesture.LogoDown, () => {
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basic.showLeds(`
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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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input.onGesture(Gesture.TiltRight, () => {
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basic.showLeds(`
|
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# # . . #
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# # . # .
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. . # . .
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# # . # .
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# # . . #`);
|
||||
});
|
||||
```
|
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Click **Compile** to move your program to the BBC micro:bit!
|
||||
|
||||
### Pins
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|
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@ -242,32 +195,231 @@ metal stripe at the bottom of the micro:bit board.) For example, hold
|
||||
the ``GND`` button with one hand and touch the ``0`` pin (called
|
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``P0``) with your other hand to tell the micro:bit you're pressing it.
|
||||
|
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Unscramble the blocks in the editor to show a smiley when you press
|
||||
Unscramble the blocks in the editor to show a heart when you press
|
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pin ``P0``.
|
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|
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```shuffle
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input.onPinPressed(TouchPin.P0, () => {
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basic.showLeds(`
|
||||
. . . . .
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. # . # .
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||||
. . . . .
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# . # . #
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||||
# . . . #
|
||||
. # # # .`);
|
||||
. # . # .
|
||||
. . # . .`);
|
||||
});
|
||||
```
|
||||
Click **Compile** to move your program to the BBC micro:bit!
|
||||
|
||||
### Your turn!
|
||||
## ~hint
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||||
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||||
Use the screen, buttons, gestures, and pins to make your own fun game
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||||
with the BBC micro:bit! What about some of these?
|
||||
Try this experiment: find a friend and hold hands together. Press the ``GND`` button
|
||||
while your friend pressed the ``P0`` button. You should see the heart! The electric current is going through your bodies and accross your handshake
|
||||
to make it happen!
|
||||
|
||||
* A backpack burglar alarm
|
||||
* Daily news broadcaster for your class
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||||
* Animated jewelry
|
||||
* A _complete_ animated cartoon
|
||||
* A calculator
|
||||
* A music box
|
||||
## ~
|
||||
|
||||
These are all things you can make with the BBC micro:bit by itself.
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Just think what you can do if you connect the micro:bit's pins to
|
||||
extra parts like microphones and other **sensors**!
|
||||
## Let's play Rock Paper Scissors!
|
||||
|
||||
### ~avatar avatar
|
||||
|
||||
Build a Rock Paper Scissors game with the BBC micro:bit!
|
||||
You can play the game with a friend who has it on a micro:bit.
|
||||
You can also play it with friends who are just using their hands.
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||||
|
||||
### ~
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||||
|
||||
## Step 1: Getting started
|
||||
|
||||
We want the micro:bit to choose rock, paper, or scissors when you
|
||||
shake it. Try creating an ``on shake`` block so when you shake the
|
||||
micro:bit, it will run part of a program.
|
||||
|
||||
Clear up the blocks and add the blocks below.
|
||||
|
||||
```blocks
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||||
input.onGesture(Gesture.Shake, () => {
|
||||
|
||||
})
|
||||
```
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||||
|
||||
Next, when you shake the micro:bit, it should pick a random number from `0` to `2`
|
||||
and store it in the variable `item`.
|
||||
|
||||
Add a ``set`` block with a variable. Then add a ``pick random`` block,
|
||||
and store the random number in the variable,
|
||||
like this:
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||||
|
||||
```blocks
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||||
input.onGesture(Gesture.Shake, () => {
|
||||
let item = Math.random(3)
|
||||
})
|
||||
|
||||
```
|
||||
|
||||
### ~hint
|
||||
No one can predict random numbers. That's what makes them great for Rock Paper Scissors!
|
||||
### ~
|
||||
|
||||
Each possible number these blocks can make (`0`, `1`, or `2`) means a different picture.
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||||
We will show the right picture for that number on the LED screen.
|
||||
|
||||
|
||||
## Step 2: Picking paper
|
||||
|
||||
Put an ``if`` block after the ``let`` block that checks whether
|
||||
`item` is `0`. Make sure the ``if`` block has an ``else if`` part
|
||||
and an ``else`` part.
|
||||
|
||||
Next, add a ``show leds`` block that shows a
|
||||
picture of a piece of paper:
|
||||
|
||||
```blocks
|
||||
input.onGesture(Gesture.Shake, () => {
|
||||
let item = Math.random(3)
|
||||
if (item == 0) {
|
||||
basic.showLeds(`
|
||||
# # # # #
|
||||
# . . . #
|
||||
# . . . #
|
||||
# . . . #
|
||||
# # # # #
|
||||
`)
|
||||
} else if (false) {
|
||||
|
||||
} else {
|
||||
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
## Step 3: A random rock
|
||||
|
||||
Now we are going to add a new picture for the micro:bit to show
|
||||
when another random number comes up.
|
||||
|
||||
Make the ``else if`` part check if the variable `item` is `1`.
|
||||
Then add a ``show leds`` block with a picture of a rock.
|
||||
|
||||
```blocks
|
||||
input.onGesture(Gesture.Shake, () => {
|
||||
let item = Math.random(3)
|
||||
if (item == 0) {
|
||||
basic.showLeds(`
|
||||
# # # # #
|
||||
# . . . #
|
||||
# . . . #
|
||||
# . . . #
|
||||
# # # # #
|
||||
`)
|
||||
} else if (item == 1) {
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
. # # # .
|
||||
. # # # .
|
||||
. # # # .
|
||||
. . . . .
|
||||
`)
|
||||
} else {
|
||||
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
## Step 4: Suddenly scissors
|
||||
|
||||
Add a ``show leds`` block with a picture of scissors to the ``else`` part:
|
||||
|
||||
```blocks
|
||||
input.onGesture(Gesture.Shake, () => {
|
||||
let item = Math.random(3)
|
||||
if (item == 0) {
|
||||
basic.showLeds(`
|
||||
# # # # #
|
||||
# . . . #
|
||||
# . . . #
|
||||
# . . . #
|
||||
# # # # #
|
||||
`)
|
||||
|
||||
} else if (item == 1) {
|
||||
basic.showLeds(`
|
||||
. . . . .
|
||||
. # # # .
|
||||
. # # # .
|
||||
. # # # .
|
||||
. . . . .
|
||||
`)
|
||||
} else {
|
||||
basic.showLeds(`
|
||||
# # . . #
|
||||
# # . # .
|
||||
. . # . .
|
||||
# # . # .
|
||||
# # . . #
|
||||
`)
|
||||
}
|
||||
})
|
||||
|
||||
```
|
||||
|
||||
### ~hint
|
||||
|
||||
You don't need to check if `item` is `2` because `2` is the only number left out of `0`, `1`, and `2`.
|
||||
That's why you can use an ``else`` instead of an ``else if``.
|
||||
|
||||
### ~
|
||||
|
||||
Your game is ready!
|
||||
|
||||
Click **Compile** to move your program to the BBC micro:bit!
|
||||
|
||||
Have fun!
|
||||
|
||||
## Step 5: Are you the greatest?
|
||||
|
||||
Here is a way you can make your Rock Paper Scissors game better.
|
||||
When button ``A`` is pressed,
|
||||
the micro:bit will add `1` to your score.
|
||||
|
||||
Open the ``Game`` drawer, and then add the block ``change score by 1`` to your program,
|
||||
like this:
|
||||
|
||||
```blocks
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
game.addScore(1)
|
||||
})
|
||||
|
||||
```
|
||||
|
||||
## Step 6: Prove you're the greatest!
|
||||
|
||||
After your micro:bit can add `1` to the score, show how many wins you have.
|
||||
|
||||
```blocks
|
||||
input.onButtonPressed(Button.A, () => {
|
||||
game.addScore(1)
|
||||
basic.showString("WINS:")
|
||||
basic.showNumber(game.score())
|
||||
})
|
||||
```
|
||||
## Step 7: Staying honest
|
||||
|
||||
Success! Your micro:bit can track wins!
|
||||
But what about losses?
|
||||
Use the ``Game`` drawer to subtract `1` from your score when you press button `B`.
|
||||
|
||||
Here are all the blocks you will need:
|
||||
|
||||
```shuffle
|
||||
input.onButtonPressed(Button.B, () => {
|
||||
game.addScore(-1)
|
||||
basic.showString("LOSSES:")
|
||||
basic.showNumber(game.score())
|
||||
})
|
||||
```
|
||||
Click **Compile** to move your program to the BBC micro:bit!
|
||||
|
||||
## Your turn!
|
||||
|
||||
How else can you make your game better?
|
||||
Ever hear of [Rock Paper Scissors Spock Lizard](http://www.samkass.com/theories/RPSSL.html)?
|
||||
|
@ -71,4 +71,4 @@
|
||||
|
||||
### @section full
|
||||
|
||||
The lessons promote computational thinking and computer science literacy[ read more...](/lessons/teach)
|
||||
The lessons promote computational thinking and computer science literacy.
|
@ -1,10 +1,11 @@
|
||||
# Ring Tone
|
||||
|
||||
Play a continuous tone through pin P0.
|
||||
Play a musical tone through pin `P0` with the pitch as high or low as you say.
|
||||
The tone will keep playing until you tell it not to.
|
||||
|
||||
## Simulator
|
||||
|
||||
Simulation of this function is available in many, but not all browsers.
|
||||
This function only works on the micro:bit and in some browsers.
|
||||
|
||||
```sig
|
||||
music.ringTone(440)
|
||||
@ -12,11 +13,18 @@ music.ringTone(440)
|
||||
|
||||
### Parameters
|
||||
|
||||
* `frequency` : [Number](/reference/types/number) - Plays a tone in (Hz)
|
||||
* a [number](/reference/types/number) that says the tone's
|
||||
**frequency** (how high-pitched or low-pitched the tone is). This
|
||||
number is in **Hz** (**Hertz**), which is a measurement of frequency
|
||||
or pitch.
|
||||
|
||||
### Example
|
||||
|
||||
Play a sound based on the tile of the device
|
||||
This program checks the **accelerometer** for the micro:bit's
|
||||
**acceleration** (how much the micro:bit is speeding up or slowing
|
||||
down). Then it uses that acceleration to make a tone. If the micro:bit
|
||||
speeds up, the tone's pitch gets higher, and if it slows down, the
|
||||
tone's pitch gets lower. It's fun -- try it!
|
||||
|
||||
```blocks
|
||||
basic.forever(() => {
|
||||
@ -26,5 +34,6 @@ basic.forever(() => {
|
||||
|
||||
### See also
|
||||
|
||||
[rest](/reference/music/rest), [play tone](/reference/music/play-tone) , [tempo](/reference/music/tempo), [set tempo](/reference/music/set-tempo), [change tempo by](/reference/music/change-tempo-by)
|
||||
|
||||
[rest](/reference/music/rest), [play tone](/reference/music/play-tone),
|
||||
[tempo](/reference/music/tempo), [set tempo](/reference/music/set-tempo),
|
||||
[change tempo by](/reference/music/change-tempo-by)
|
||||
|
5
libs/microbit/dal.d.ts
vendored
5
libs/microbit/dal.d.ts
vendored
@ -223,12 +223,13 @@ declare const enum DAL {
|
||||
MICROBIT_ACCELEROMETER_REST_TOLERANCE = 200,
|
||||
MICROBIT_ACCELEROMETER_TILT_TOLERANCE = 200,
|
||||
MICROBIT_ACCELEROMETER_FREEFALL_TOLERANCE = 400,
|
||||
MICROBIT_ACCELEROMETER_SHAKE_TOLERANCE = 1000,
|
||||
MICROBIT_ACCELEROMETER_SHAKE_TOLERANCE = 400,
|
||||
MICROBIT_ACCELEROMETER_3G_TOLERANCE = 3072,
|
||||
MICROBIT_ACCELEROMETER_6G_TOLERANCE = 6144,
|
||||
MICROBIT_ACCELEROMETER_8G_TOLERANCE = 8192,
|
||||
MICROBIT_ACCELEROMETER_GESTURE_DAMPING = 10,
|
||||
MICROBIT_ACCELEROMETER_GESTURE_DAMPING = 5,
|
||||
MICROBIT_ACCELEROMETER_SHAKE_DAMPING = 10,
|
||||
MICROBIT_ACCELEROMETER_SHAKE_RTX = 30,
|
||||
MICROBIT_ACCELEROMETER_SHAKE_COUNT_THRESHOLD = 4,
|
||||
// built/yt/yotta_modules/microbit-dal/inc//drivers/MicroBitButton.h
|
||||
MICROBIT_BUTTON_EVT_DOWN = 1,
|
||||
|
10
libs/microbit/enums.d.ts
vendored
10
libs/microbit/enums.d.ts
vendored
@ -278,6 +278,16 @@ declare namespace led {
|
||||
High = 4, // MICROBIT_PIN_EVT_PULSE_HI
|
||||
Low = 5, // MICROBIT_PIN_EVT_PULSE_LO
|
||||
}
|
||||
|
||||
|
||||
declare enum PinPullMode {
|
||||
//% block="down"
|
||||
PullDown = 0,
|
||||
//% block="up"
|
||||
PullUp = 1,
|
||||
//% block="none"
|
||||
PullNone = 2,
|
||||
}
|
||||
declare namespace pins {
|
||||
}
|
||||
|
||||
|
@ -36,6 +36,15 @@ enum class PulseValue {
|
||||
Low = MICROBIT_PIN_EVT_PULSE_LO
|
||||
};
|
||||
|
||||
enum class PinPullMode {
|
||||
//% block="down"
|
||||
PullDown = 0,
|
||||
//% block="up"
|
||||
PullUp = 1,
|
||||
//% block="none"
|
||||
PullNone = 2
|
||||
};
|
||||
|
||||
MicroBitPin *getPin(int id) {
|
||||
switch (id) {
|
||||
case MICROBIT_ID_IO_P0: return &uBit.io.P0;
|
||||
@ -214,6 +223,22 @@ namespace pins {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Configures the pull of this pin.
|
||||
* @param name pin to set the pull mode on
|
||||
* @param pull one of the mbed pull configurations: PullUp, PullDown, PullNone
|
||||
*/
|
||||
//% help=pins/digital-set-pull weight=3
|
||||
//% blockId=device_set_pull block="set pull|pin %pin|to %pull"
|
||||
void setPull(DigitalPin name, PinPullMode pull) {
|
||||
PinMode m = pull == PinPullMode::PullDown
|
||||
? PinMode::PullDown
|
||||
: pull == PinPullMode::PullUp ? PinMode::PullUp
|
||||
: PinMode::PullNone;
|
||||
PINOP(setPull(m));
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a new zero-initialized buffer.
|
||||
* @param size number of bytes in the buffer
|
||||
|
9
libs/microbit/shims.d.ts
vendored
9
libs/microbit/shims.d.ts
vendored
@ -535,6 +535,15 @@ declare namespace pins {
|
||||
//% help=pins/analog-pitch weight=14 async shim=pins::analogPitch
|
||||
function analogPitch(frequency: number, ms: number): void;
|
||||
|
||||
/**
|
||||
* Configures the pull of this pin.
|
||||
* @param name pin to set the pull mode on
|
||||
* @param pull one of the mbed pull configurations: PullUp, PullDown, PullNone
|
||||
*/
|
||||
//% help=pins/digital-set-pull weight=3
|
||||
//% blockId=device_set_pull block="set pull|pin %pin|to %pull" shim=pins::setPull
|
||||
function setPull(name: DigitalPin, pull: PinPullMode): void;
|
||||
|
||||
/**
|
||||
* Create a new zero-initialized buffer.
|
||||
* @param size number of bytes in the buffer
|
||||
|
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "pxt-microbit",
|
||||
"version": "0.2.145",
|
||||
"version": "0.2.151",
|
||||
"description": "BBC micro:bit target for PXT",
|
||||
"keywords": [
|
||||
"JavaScript",
|
||||
@ -29,6 +29,6 @@
|
||||
"typescript": "^1.8.7"
|
||||
},
|
||||
"dependencies": {
|
||||
"pxt-core": "0.2.157"
|
||||
"pxt-core": "0.2.163"
|
||||
}
|
||||
}
|
||||
|
@ -68,7 +68,7 @@
|
||||
"yottaTarget": "bbc-microbit-classic-gcc",
|
||||
"yottaCorePackage": "pxt-microbit-core",
|
||||
"githubCorePackage": "microsoft/pxt-microbit-core",
|
||||
"gittag": "v0.1.10",
|
||||
"gittag": "v0.1.11",
|
||||
"serviceId": "ws"
|
||||
},
|
||||
"serial": {
|
||||
|
@ -524,29 +524,35 @@ namespace pxsim.pins {
|
||||
export function digitalReadPin(pinId: number): number {
|
||||
let pin = getPin(pinId);
|
||||
if (!pin) return;
|
||||
pin.mode = PinMode.Digital | PinMode.Input;
|
||||
pin.mode = PinFlags.Digital | PinFlags.Input;
|
||||
return pin.value > 100 ? 1 : 0;
|
||||
}
|
||||
|
||||
export function digitalWritePin(pinId: number, value: number) {
|
||||
let pin = getPin(pinId);
|
||||
if (!pin) return;
|
||||
pin.mode = PinMode.Digital | PinMode.Output;
|
||||
pin.mode = PinFlags.Digital | PinFlags.Output;
|
||||
pin.value = value > 0 ? 1023 : 0;
|
||||
runtime.queueDisplayUpdate();
|
||||
}
|
||||
|
||||
export function setPull(pinId: number, pull: number) {
|
||||
let pin = getPin(pinId);
|
||||
if (!pin) return;
|
||||
pin.pull = pull;
|
||||
}
|
||||
|
||||
export function analogReadPin(pinId: number): number {
|
||||
let pin = getPin(pinId);
|
||||
if (!pin) return;
|
||||
pin.mode = PinMode.Analog | PinMode.Input;
|
||||
pin.mode = PinFlags.Analog | PinFlags.Input;
|
||||
return pin.value || 0;
|
||||
}
|
||||
|
||||
export function analogWritePin(pinId: number, value: number) {
|
||||
let pin = getPin(pinId);
|
||||
if (!pin) return;
|
||||
pin.mode = PinMode.Analog | PinMode.Output;
|
||||
pin.mode = PinFlags.Analog | PinFlags.Output;
|
||||
pin.value = value ? 1 : 0;
|
||||
runtime.queueDisplayUpdate();
|
||||
}
|
||||
@ -554,7 +560,7 @@ namespace pxsim.pins {
|
||||
export function analogSetPeriod(pinId: number, micros: number) {
|
||||
let pin = getPin(pinId);
|
||||
if (!pin) return;
|
||||
pin.mode = PinMode.Analog | PinMode.Output;
|
||||
pin.mode = PinFlags.Analog | PinFlags.Output;
|
||||
pin.period = micros;
|
||||
runtime.queueDisplayUpdate();
|
||||
}
|
||||
@ -580,7 +586,7 @@ namespace pxsim.pins {
|
||||
export function analogPitch(frequency: number, ms: number) {
|
||||
// update analog output
|
||||
let pin = board().pins.filter(pin => !!pin && pin.pitch)[0] || board().pins[0];
|
||||
pin.mode = PinMode.Analog | PinMode.Output;
|
||||
pin.mode = PinFlags.Analog | PinFlags.Output;
|
||||
if (frequency <= 0) {
|
||||
pin.value = 0;
|
||||
pin.period = 0;
|
||||
@ -598,7 +604,7 @@ namespace pxsim.pins {
|
||||
AudioContextManager.stop();
|
||||
pin.value = 0;
|
||||
pin.period = 0;
|
||||
pin.mode = PinMode.Unused;
|
||||
pin.mode = PinFlags.Unused;
|
||||
runtime.queueDisplayUpdate();
|
||||
cb()
|
||||
}, ms);
|
||||
|
@ -183,20 +183,20 @@ namespace pxsim.micro_bit {
|
||||
if (!pin) return;
|
||||
let text = this.pinTexts[index];
|
||||
let v = "";
|
||||
if (pin.mode & PinMode.Analog) {
|
||||
if (pin.mode & PinFlags.Analog) {
|
||||
v = Math.floor(100 - (pin.value || 0) / 1023 * 100) + "%";
|
||||
if (text) text.textContent = (pin.period ? "~" : "") + (pin.value || 0) + "";
|
||||
}
|
||||
else if (pin.mode & PinMode.Digital) {
|
||||
else if (pin.mode & PinFlags.Digital) {
|
||||
v = pin.value > 0 ? '0%' : '100%';
|
||||
if (text) text.textContent = pin.value > 0 ? "1" : "0";
|
||||
}
|
||||
else if (pin.mode & PinMode.Touch) {
|
||||
v = pin.touched ? '0%' : '100%';
|
||||
else if (pin.mode & PinFlags.Touch) {
|
||||
v = pin.touched ? "0%" : "100%";
|
||||
if (text) text.textContent = "";
|
||||
} else {
|
||||
v = '100%';
|
||||
if (text) text.textContent = '';
|
||||
v = "100%";
|
||||
if (text) text.textContent = "";
|
||||
}
|
||||
if (v) svg.setGradientValue(this.pinGradients[index], v);
|
||||
}
|
||||
@ -651,7 +651,7 @@ svg.sim.grayscale {
|
||||
let state = this.board;
|
||||
let pin = state.pins[index];
|
||||
let svgpin = this.pins[index];
|
||||
if (pin.mode & PinMode.Input) {
|
||||
if (pin.mode & PinFlags.Input) {
|
||||
let cursor = svg.cursorPoint(pt, this.element, ev);
|
||||
let v = (400 - cursor.y) / 40 * 1023
|
||||
pin.value = Math.max(0, Math.min(1023, Math.floor(v)));
|
||||
@ -664,7 +664,7 @@ svg.sim.grayscale {
|
||||
let pin = state.pins[index];
|
||||
let svgpin = this.pins[index];
|
||||
svg.addClass(svgpin, "touched");
|
||||
if (pin.mode & PinMode.Input) {
|
||||
if (pin.mode & PinFlags.Input) {
|
||||
let cursor = svg.cursorPoint(pt, this.element, ev);
|
||||
let v = (400 - cursor.y) / 40 * 1023
|
||||
pin.value = Math.max(0, Math.min(1023, Math.floor(v)));
|
||||
|
@ -8,7 +8,7 @@ namespace pxsim {
|
||||
greyscale
|
||||
}
|
||||
|
||||
export enum PinMode {
|
||||
export enum PinFlags {
|
||||
Unused = 0,
|
||||
Digital = 0x0001,
|
||||
Analog = 0x0002,
|
||||
@ -22,11 +22,12 @@ namespace pxsim {
|
||||
touched = false;
|
||||
value = 0;
|
||||
period = 0;
|
||||
mode = PinMode.Unused;
|
||||
mode = PinFlags.Unused;
|
||||
pitch = false;
|
||||
pull = 0; // PullDown
|
||||
|
||||
isTouched(): boolean {
|
||||
this.mode = PinMode.Touch;
|
||||
this.mode = PinFlags.Touch;
|
||||
return this.touched;
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user