Compare commits

...

43 Commits

Author SHA1 Message Date
61da1032d6 0.3.3 2016-07-27 07:26:24 -07:00
36d455c693 Bump pxt-core to 0.3.5 2016-07-27 07:26:20 -07:00
42c766b6d7 updated shim definition 2016-07-26 16:17:54 -07:00
6f00384891 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit 2016-07-26 13:52:01 -07:00
8440f7c763 adding "pin is pressed" block 2016-07-26 13:51:41 -07:00
8a8e864f99 fix reference section 2016-07-26 14:18:44 -04:00
7a3402b782 add FAQ for language 2016-07-26 14:10:41 -04:00
5e9a5b29f4 fix formatting problem 2016-07-26 14:10:41 -04:00
aff9d1ee60 clean up docs 2016-07-26 09:03:42 -07:00
8add7e8efb updated radio strings / docs page 2016-07-26 08:47:45 -07:00
e7dfd0531b 0.3.2 2016-07-26 13:12:48 +01:00
d2b1f70ce2 Bump pxt-core to 0.3.2 2016-07-26 13:12:48 +01:00
fbf7513c44 0.3.1 2016-07-26 13:03:23 +01:00
e9bdc26d15 Bump to 0.3 2016-07-26 13:03:15 +01:00
52fafe9359 0.2.188 2016-07-26 12:59:11 +01:00
971dca6c96 0.2.187 2016-07-26 12:58:47 +01:00
a761c27b19 Bump pxt-core to 0.3.1 2016-07-26 12:58:47 +01:00
a062a85c7f Merge branch 'master' of github.com:Microsoft/pxt-microbit 2016-07-26 12:46:24 +01:00
a9865a731a Moved to separate repos 2016-07-26 12:41:30 +01:00
ba4095ac9c fix problem with semis 2016-07-26 00:45:39 -04:00
8606a00701 remove link to pxt 2016-07-26 00:37:14 -04:00
bf57ba2902 link to PXT 2016-07-25 20:05:27 -04:00
4cd61cd96a delete lang.md 2016-07-25 17:01:37 -04:00
c4139a862f some doc fixes 2016-07-25 17:00:51 -04:00
ca3cd1de22 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit
# Conflicts:
#	package.json
2016-07-25 16:53:33 -04:00
d7f22bc8e6 fix broken link 2016-07-25 11:33:14 -07:00
12754acc54 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit 2016-07-22 15:14:50 -07:00
329baaf9a4 0.2.192 2016-07-22 17:07:29 +01:00
47efcfb41f Bump pxt-core to 0.2.202 2016-07-22 17:07:29 +01:00
e2d1b8a55c Run tests 2016-07-22 17:06:56 +01:00
579eb29ce3 0.2.191 2016-07-22 15:22:50 +01:00
ada9560642 Bump pxt-core to 0.2.201 2016-07-22 15:22:49 +01:00
7b352b3a58 Use pre-cached TD scripts for testing 2016-07-22 15:21:16 +01:00
a5d5836ea2 Add some tests converted from TD 2016-07-22 15:18:38 +01:00
57dc26a127 Merge branch 'master' of https://github.com/Microsoft/pxt-microbit 2016-07-22 07:15:57 -07:00
3e37b03808 0.2.190 2016-07-22 12:26:13 +01:00
d035713786 Bump pxt-core to 0.2.200 2016-07-22 12:26:13 +01:00
6e4a71b2f4 0.2.189 2016-07-22 12:12:21 +01:00
0b4dd534ab Bump pxt-core to 0.2.199 2016-07-22 12:12:20 +01:00
ed07f0baad 0.2.188 2016-07-22 11:57:15 +01:00
004d34b5df Bump pxt-core to 0.2.197 2016-07-22 11:57:15 +01:00
05098252ed slightly more impressive about example 2016-07-21 15:32:59 -07:00
1f32a4851e Bump pxt-core to 0.2.195 2016-07-20 15:37:26 -07:00
41 changed files with 1554 additions and 1460 deletions

3
.gitignore vendored
View File

@ -1,6 +1,7 @@
node_modules
yotta_modules
yotta_targets
pxt_modules
built
typings
tmp
@ -18,4 +19,4 @@ clients/**/obj/**
*.tgz
*.db
*.suo
*.log
*.log

View File

@ -4,8 +4,9 @@ node_js:
script:
- "node node_modules/pxt-core/built/pxt.js travis"
- "(cd libs/lang-test0; node ../../node_modules/pxt-core/built/pxt.js run)"
- "node node_modules/pxt-core/built/pxt.js testdir tests"
- "node node_modules/pxt-core/built/pxt.js uploaddoc"
- "(cd libs/hello; node ../../node_modules/pxt-core/built/pxt.js testconv ../../testconv.json)"
- "(cd libs/hello; node ../../node_modules/pxt-core/built/pxt.js testconv https://az851932.vo.msecnd.net/files/td-converter-tests-v0.json)"
sudo: false
notifications:
email:

View File

@ -38,7 +38,9 @@ Learn about the [hardware components](/device) of the micro:bit to make the most
You can program the micro:bit using [Blocks](/blocks) or [JavaScript](/javascript), via the [micro:bit APIs](/reference):
```blocks
basic.showString("Hi!");
input.onButtonPressed(Button.A, () => {
basic.showString("Hi!");
})
```
## Compile and Flash: Your Program!

View File

@ -1,15 +1,36 @@
# JavaScript
# JavaScript and TypeScript
If you already know some JavaScript, you might be interested in [the JavaScript and TypeScript languages](/js/lang).
Otherwise, visit the cards below to starting programming JavaScript with the micro:bit:
Visit the cards below to starting programming JavaScript and TypeScript with the micro:bit:
```codecard
[{
"name": "Calling Functions",
"url":"/js/call"
"name": "Calling",
"url": "/js/call"
},{
"name": "Sequencing Commands",
"url":"/js/sequence"
"name": "Sequencing",
"url": "/js/sequence"
},{
"name": "Variables",
"url": "/js/variables"
},{
"name": "Operators",
"url": "/js/operators"
},{
"name": "Statements",
"url": "/js/statements"
},{
"name": "Functions",
"url": "/js/functions"
},{
"name": "Types",
"url": "/js/types"
},{
"name": "Classes",
"url": "/js/classes"
},{
"name": "FAQ",
"url": "/js/faq"
}
]
```
```

View File

@ -3,8 +3,8 @@
The simplest way to get started in JavaScript with your micro:bit is to
call one of the micro:bit's built-in JavaScript functions. Just like Blocks
are organized into categories/drawers, the micro:bit functions are organized by
namespaces, with names corresponding to the drawer names.
The `basic` namespace contains a number of very helpful functions:
namespaces, with names corresponding to the drawer names. The `basic` namespace
contains a number of helpful functions, such as:
```typescript
basic.showString("Hello!")

268
docs/js/classes.md Normal file
View File

@ -0,0 +1,268 @@
# Classes
Traditional JavaScript focuses on functions and prototype-based inheritance as the basic means of building up reusable components,
but this may feel a bit awkward to programmers more comfortable with an object-oriented approach, where classes inherit functionality
and objects are built from these classes.
Starting with ECMAScript 2015, also known as ECMAScript 6, JavaScript programmers will be able to build their applications using
this object-oriented class-based approach. TypeScript, allows you to use these techniques now, compiling them
down to JavaScript that works across all major browsers and platforms, without having to wait for the next version of JavaScript.
Let's take a look at a simple class-based example:
```ts
class Greeter {
greeting: string;
constructor(message: string) {
this.greeting = message;
}
greet() {
return "Hello, " + this.greeting;
}
}
let greeter = new Greeter("world");
```
We declare a new class `Greeter`. This class has three members: a property called `greeting`, a constructor, and a method `greet`.
You'll notice that in the class when we refer to one of the members of the class we prepend `this.`.
This denotes that it's a member access.
In the last line we construct an instance of the `Greeter` class using `new`.
This calls into the constructor we defined earlier, creating a new object with the `Greeter` shape, and running the constructor to initialize it.
# Inheritance
### ~hint
### Inheritance is not supported yet for the micro:bit. Coming soon...
### ~
In TypeScript, we can use common object-oriented patterns.
Of course, one of the most fundamental patterns in class-based programming is being able to extend existing classes to create new ones using inheritance.
Let's take a look at an example:
```ts
class Animal {
name: string;
constructor(theName: string) { this.name = theName; }
move(distanceInMeters: number = 0) {
console.log(`${this.name} moved ${distanceInMeters}m.`);
}
}
class Snake extends Animal {
constructor(name: string) { super(name); }
move(distanceInMeters = 5) {
console.log("Slithering...");
super.move(distanceInMeters);
}
}
class Horse extends Animal {
constructor(name: string) { super(name); }
move(distanceInMeters = 45) {
console.log("Galloping...");
super.move(distanceInMeters);
}
}
let sam = new Snake("Sammy the Python");
let tom: Animal = new Horse("Tommy the Palomino");
sam.move();
tom.move(34);
```
This example covers quite a few of the inheritance features in TypeScript that are common to other languages.
Here we see the `extends` keywords used to create a subclass.
You can see this where `Horse` and `Snake` subclass the base class `Animal` and gain access to its features.
Derived classes that contain constructor functions must call `super()` which will execute the constructor function on the base class.
The example also shows how to override methods in the base class with methods that are specialized for the subclass.
Here both `Snake` and `Horse` create a `move` method that overrides the `move` from `Animal`, giving it functionality specific to each class.
Note that even though `tom` is declared as an `Animal`, since its value is a `Horse`, when `tom.move(34)` calls the overriding method in `Horse`:
```Text
Slithering...
Sammy the Python moved 5m.
Galloping...
Tommy the Palomino moved 34m.
```
# Public, private, and protected modifiers
## Public by default
In our examples, we've been able to freely access the members that we declared throughout our programs.
If you're familiar with classes in other languages, you may have noticed in the above examples
we haven't had to use the word `public` to accomplish this; for instance,
C# requires that each member be explicitly labeled `public` to be visible.
In TypeScript, each member is `public` by default.
You may still mark a member `public` explicitly.
We could have written the `Animal` class from the previous section in the following way:
```ts
class Animal {
public name: string;
public constructor(theName: string) { this.name = theName; }
public move(distanceInMeters: number) {
console.log(`${this.name} moved ${distanceInMeters}m.`);
}
}
```
## Understanding `private`
When a member is marked `private`, it cannot be accessed from outside of its containing class. For example:
```ts
class Animal {
private name: string;
constructor(theName: string) { this.name = theName; }
}
new Animal("Cat").name; // Error: 'name' is private;
```
TypeScript is a structural type system.
When we compare two different types, regardless of where they came from, if the types of all members are compatible, then we say the types themselves are compatible.
However, when comparing types that have `private` and `protected` members, we treat these types differently.
For two types to be considered compatible, if one of them has a `private` member,
then the other must have a `private` member that originated in the same declaration.
The same applies to `protected` members.
Let's look at an example to better see how this plays out in practice:
```ts
class Animal {
private name: string;
constructor(theName: string) { this.name = theName; }
}
class Rhino extends Animal {
constructor() { super("Rhino"); }
}
class Employee {
private name: string;
constructor(theName: string) { this.name = theName; }
}
let animal = new Animal("Goat");
let rhino = new Rhino();
let employee = new Employee("Bob");
animal = rhino;
animal = employee; // Error: 'Animal' and 'Employee' are not compatible
```
In this example, we have an `Animal` and a `Rhino`, with `Rhino` being a subclass of `Animal`.
We also have a new class `Employee` that looks identical to `Animal` in terms of shape.
We create some instances of these classes and then try to assign them to each other to see what will happen.
Because `Animal` and `Rhino` share the `private` side of their shape from the same declaration of
`private name: string` in `Animal`, they are compatible. However, this is not the case for `Employee`.
When we try to assign from an `Employee` to `Animal` we get an error that these types are not compatible.
Even though `Employee` also has a `private` member called `name`, it's not the one we declared in `Animal`.
## Understanding `protected`
The `protected` modifier acts much like the `private` modifier with the exception that members
declared `protected` can also be accessed by instances of deriving classes. For example,
```ts
class Person {
protected name: string;
constructor(name: string) { this.name = name; }
}
class Employee extends Person {
private department: string;
constructor(name: string, department: string) {
super(name);
this.department = department;
}
public getElevatorPitch() {
return `Hello, my name is ${this.name} and I work in ${this.department}.`;
}
}
let howard = new Employee("Howard", "Sales");
console.log(howard.getElevatorPitch());
console.log(howard.name); // error
```
Notice that while we can't use `name` from outside of `Person`,
we can still use it from within an instance method of `Employee` because `Employee` derives from `Person`.
A constructor may also be marked `protected`.
This means that the class cannot be instantiated outside of its containing class, but can be extended. For example,
```ts
class Person {
protected name: string;
protected constructor(theName: string) { this.name = theName; }
}
// Employee can extend Person
class Employee extends Person {
private department: string;
constructor(name: string, department: string) {
super(name);
this.department = department;
}
public getElevatorPitch() {
return `Hello, my name is ${this.name} and I work in ${this.department}.`;
}
}
let howard = new Employee("Howard", "Sales");
let john = new Person("John"); // Error: The 'Person' constructor is protected
```
# Readonly modifier
You can make properties readonly by using the `readonly` keyword.
Readonly properties must be initialized at their declaration or in the constructor.
```ts
class Octopus {
readonly name: string;
readonly numberOfLegs: number = 8;
constructor (theName: string) {
this.name = theName;
}
}
let dad = new Octopus("Man with the 8 strong legs");
dad.name = "Man with the 3-piece suit"; // error! name is readonly.
```
## Parameter properties
In our last example, we had to declare a readonly member `name` and a constructor parameter `theName` in the `Octopus` class, and we then immediately set `name` to `theName`.
This turns out to be a very common practice.
*Parameter properties* let you create and initialize a member in one place.
Here's a further revision of the previous `Octopus` class using a parameter property:
```ts
class Octopus {
readonly numberOfLegs: number = 8;
constructor(readonly name: string) {
}
}
```
Notice how we dropped `theName` altogether and just use the shortened `readonly name: string` parameter on the constructor to create and initialize the `name` member.
We've consolidated the declarations and assignment into one location.
Parameter properties are declared by prefixing a constructor parameter with an accessibility modifier or `readonly`, or both.
Using `private` for a parameter property declares and initializes a private member; likewise, the same is done for `public`, `protected`, and `readonly`.

58
docs/js/faq.md Normal file
View File

@ -0,0 +1,58 @@
# Frequently asked questions
# What is the language supported for the micro:bit?
For the micro:bit, we support a "static" subset of TypeScript (itself a superset of JavaScript):
## Supported language features
* variables with `let`, `const`, and `var`
* functions with lexical scoping and recursion
* top-level code in the file; hello world really is `console.log("Hello world")`
* `if ... else if ... else` statements
* `while` and `do ... while` loops
* `for(;;)` loops (see below about `for ... in/of`)
* `break/continue`; also with labeled loops
* `switch` statement (on numbers only)
* `debugger` statement for breakpoints
* conditional operator `? :`; lazy boolean operators
* namespaces (a form of modules)
* all arithmetic operators (including bitwise operators); note that in microcontroller targets
all arithmetic is performed on integers, also when simulating in the browser
* strings (with a few common methods)
* [string templates](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals) (`` `x is ${x}` ``)
* arrow functions `() => ...`
* classes with fields, methods and constructors; `new` keyword
* array literals `[1, 2, 3]`
* enums
## Unsupported language features
We generally stay away from the more dynamic parts of JavaScript.
Things you may miss and we may implement:
* exceptions (`throw`, `try ... catch`, `try ... finally`)
* `for ... of` statements
* object literals `{ foo: 1, bar: "two" }`
* method-like properties (get/set accessors)
* class inheritance
For JS-only targets we may implement the following:
* regular expressions
* classes implementing interfaces
Things that we are not very likely to implement:
* file-based modules (`import * from ...`, `module.exports` etc); we do support namespaces
* spread operator
* `yield` expression and ``function*``
* `await` expression and `async function`
* `typeof` expression
* tagged templates ``tag `text ${expression} more text` ``; regular templates are supported
* binding with arrays or objects: `let [a, b] = ...; let { x, y } = ...`
* `with` statement
* `eval`
* `delete` statement
* `for ... in` statements
* JSX (HTML as part of JavaScript)

161
docs/js/functions.md Normal file
View File

@ -0,0 +1,161 @@
# Functions
Functions are the fundamental building block of programs. Here is the simplest
way to make a function that adds two numbers:
```ts
// Named function
function add(x : number, y : number) {
return x + y;
}
basic.showNumber(add(1, 2))
```
### ~ hint
For the micro:bit, you must specify a [type](/js/types) for each function parameter.
### ~
Functions can refer to variables outside of the function body.
When they do so, they're said to `capture` these variables.
```ts
let z = 100;
function addToZ(x: number, y: number) {
return x + y + z;
}
basic.showNumber(addToZ(1, 2))
```
## Typing the function
Let's add a return type to our add function:
```ts
function add(x: number, y: number): number {
return x + y;
}
```
TypeScript can figure the return type out by looking at the return statements, so you can optionally leave this off in many cases.
# Optional and Default Parameters
In TypeScript, the number of arguments given to a function has to match the number of parameters the function expects.
```ts
function buildName(firstName: string, lastName: string) {
return firstName + " " + lastName;
}
let result1 = buildName("Bob"); // error, too few parameters
let result2 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result3 = buildName("Bob", "Adams"); // ah, just right
```
In JavaScript, every parameter is optional, and users may leave them off as they see fit.
When they do, their value is `undefined`.
We can get this functionality in TypeScript by adding a `?` to the end of parameters we want to be optional.
For example, let's say we want the last name parameter from above to be optional:
```ts
function buildName(firstName: string, lastName?: string) {
if (lastName)
return firstName + " " + lastName;
else
return firstName;
}
let result1 = buildName("Bob"); // works correctly now
let result2 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result3 = buildName("Bob", "Adams"); // ah, just right
```
Any optional parameters must follow required parameters.
Had we wanted to make the first name optional rather than the last name, we would need to change the order of parameters in the function, putting the first name last in the list.
In TypeScript, we can also set a value that a parameter will be assigned if the user does not provide one, or if the user passes `undefined` in its place.
These are called default-initialized parameters.
Let's take the previous example and default the last name to `"Smith"`.
```ts
function buildName(firstName: string, lastName = "Smith") {
return firstName + " " + lastName;
}
let result1 = buildName("Bob"); // works correctly now, returns "Bob Smith"
let result2 = buildName("Bob", undefined); // still works, also returns "Bob Smith"
let result3 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result4 = buildName("Bob", "Adams"); // ah, just right
```
Default-initialized parameters that come after all required parameters are treated as optional, and just like optional parameters, can be omitted when calling their respective function.
This means optional parameters and trailing default parameters will share commonality in their types, so both
```ts
function buildName(firstName: string, lastName?: string) {
// ...
}
```
and
```ts
function buildName(firstName: string, lastName = "Smith") {
// ...
}
```
share the same type `(firstName: string, lastName?: string) => string`.
The default value of `lastName` disappears in the type, only leaving behind the fact that the parameter is optional.
Unlike plain optional parameters, default-initialized parameters don't *need* to occur after required parameters.
If a default-initialized parameter comes before a required parameter, users need to explicitly pass `undefined` to get the default initialized value.
For example, we could write our last example with only a default initializer on `firstName`:
```ts
function buildName(firstName = "Will", lastName: string) {
return firstName + " " + lastName;
}
let result1 = buildName("Bob"); // error, too few parameters
let result2 = buildName("Bob", "Adams", "Sr."); // error, too many parameters
let result3 = buildName("Bob", "Adams"); // okay and returns "Bob Adams"
let result4 = buildName(undefined, "Adams"); // okay and returns "Will Adams"
```
# Rest Parameters
Required, optional, and default parameters all have one thing in common: they talk about one parameter at a time.
Sometimes, you want to work with multiple parameters as a group, or you may not know how many parameters a function will ultimately take.
In JavaScript, you can work with the arguments directly using the `arguments` variable that is visible inside every function body.
In TypeScript, you can gather these arguments together into a variable:
```ts
function buildName(firstName: string, ...restOfName: string[]) {
return firstName + " " + restOfName.join(" ");
}
let employeeName = buildName("Joseph", "Samuel", "Lucas", "MacKinzie");
```
*Rest parameters* are treated as a boundless number of optional parameters.
When passing arguments for a rest parameter, you can use as many as you want; you can even pass none.
The compiler will build an array of the arguments passed in with the name given after the ellipsis (`...`), allowing you to use it in your function.
The ellipsis is also used in the type of the function with rest parameters:
```ts
function buildName(firstName: string, ...restOfName: string[]) {
return firstName + " " + restOfName.join(" ");
}
let buildNameFun: (fname: string, ...rest: string[]) => string = buildName;
```
### ~button /js/types
NEXT: Types
### ~

0
docs/js/inference.md Normal file
View File

View File

@ -1,75 +0,0 @@
# JavaScript and TypeScript
You can write micro:bit programs in a subset of [TypeScript](https://www.typescriptlang.org), a superset of JavaScript.
Many micro:bit programs, especially at the beginner's level, are just plain JavaScript. TypeScript introduces class-based
object-oriented programming, such as:
```typescript
class Greeter {
greeting: string;
constructor(message: string) {
this.greeting = message;
}
greet() {
return "Hello, " + this.greeting;
}
}
let greeter = new Greeter("world");
basic.showString(greeter.greet())
```
This site is meant for teaching programming first, and JavaScript second. For this
reason, we have stayed away from concepts that are specific to JavaScript (for
example, prototype inheritance), and instead focused on ones common to most
modern programming languages (for example, loops, lexically scoped variables,
functions, classes, lambdas).
We leverage TypeScript's [type inference](http://www.typescriptlang.org/docs/handbook/type-inference.html) so that
students need not specify types when clear from context.
## Supported language features
* top-level code in the file: "Hello world!" really is just `basic.showString("Hello world!")`
* [basic types](http://www.typescriptlang.org/docs/handbook/basic-types.html)
* [variable declarations](http://www.typescriptlang.org/docs/handbook/variable-declarations.html): `let`, `const`, and `var`
* [functions](http://www.typescriptlang.org/docs/handbook/functions.html) with lexical scoping and recursion
### User-defined types and modules
* [classes](http://www.typescriptlang.org/docs/handbook/classes.html) with fields, methods and constructors; `new` keyword
* [enums](http://www.typescriptlang.org/docs/handbook/enums.html)
* [namespaces](http://www.typescriptlang.org/docs/handbook/namespaces.html) (a form of modules)
### Control-flow constructs
* `if ... else if ... else` statements
* `while` and `do ... while` loops
* `for(;;)` loops (see below about `for ... in/of`)
* `break/continue`; also with labeled loops
* `switch` statement (on numbers only)
* `debugger` statement for breakpoints
### Expressions
* conditional operator `? :`; lazy boolean operators
* all arithmetic operators (including bitwise operators); note that in microcontroller targets
all arithmetic is performed on integers, also when simulating in the browser
* strings (with a few common methods)
* [string templates](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals) (`` `x is ${x}` ``)
* arrow functions `() => ...`
* array literals `[1, 2, 3]`
## Unsupported language features
We generally stay away from the more dynamic parts of JavaScript.
Things you may miss and we may implement:
* exceptions (`throw`, `try ... catch`, `try ... finally`)
* `for ... of` statements
* object literals `{ foo: 1, bar: "two" }`
* method-like properties (get/set accessors)
* class inheritance
If there is something you'd like to see, please file an issue at [GitHub](http://github.com/microsoft/pxt/issues).

30
docs/js/operators.md Normal file
View File

@ -0,0 +1,30 @@
## Operators
The following JavaScript operators are supported for the micro:bit.
### ~hint
Note that for the micro:bit all arithmetic is performed on integers, rather than floating point.
This also is true when simulating in the browser.
### ~
# Assignment, arithmetic and bitwise
* assignment operators - [read more](http://devdocs.io/javascript/operators/assignment_operators)
* arithmetic operators - [read more](http://devdocs.io/javascript/operators/arithmetic_operators)
* bitwise operators - [read more](http://devdocs.io/javascript/operators/bitwise_operators)
# Comparision and conditional
* comparison operators - [read more](http://devdocs.io/javascript/operators/comparison_operators)
* conditional operator - [read more](http://devdocs.io/javascript/operators/conditional_operator)
## More
* lambda functions `() => { ... }`
* array literals `[1, 2, 3]`
* strings, with a few common methods
* [string templates](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals) (`` `x is ${x}` ``)
### ~button /js/statements
NEXT: Statements
### ~

View File

@ -1,6 +1,6 @@
# Sequencing commands
# Sequencing
By calling one function after another, you can create an animation:
By calling one function after another, in sequence, you can create an animation:
```typescript
basic.showLeds(`
@ -9,17 +9,55 @@ basic.showLeds(`
. . # . .
# . . . #
. # # # .
`)
`);
basic.showLeds(`
. # . # .
. . . . .
. . . . .
. # # # .
# . . . #
`)
`);
```
## The Semicolon
### The semicolon
Coming soon...
In JavaScript, the semicolon (;) is used to terminate (or end) a statement. However, in most
cases, the semicolon is optional and can be omitted. So both code sequences below are
legal:
```typescript
basic.showNumber(1)
basic.showNumber(2)
```
```typescript
basic.showNumber(1);
basic.showNumber(2);
```
### The empty statement
In JavaScript, there is the concept of an *empty statement*, which is whitespace followed by
a semicolon in the context where a statement is expected.
So, the following code is an infinite loop
followed by a call to `showNumber` that will never execute:
```typescript
while(true) ;
basic.showNumber(1);
```
### ~hint
For the micro:bit, we don't allow a program to contain an empty statement, such as shown above.
If you really want an empty statement, you need to use curly braces to delimit an empty statement block:
```typescript
while(true) { }
basic.showNumber(1);
```
### ~
[Read more](http://inimino.org/~inimino/blog/javascript_semicolons) about semicolons in JavaScript.
### ~button /js/variables
NEXT: Variable Declarations
### ~

33
docs/js/statements.md Normal file
View File

@ -0,0 +1,33 @@
# Statements
The following JavaScript statements are supported for the micro:bit:
## Variable declarations
* `const` statement - [read more](http://devdocs.io/javascript/statements/const)
* `let` statement - [read more](http://devdocs.io/javascript/statements/let)
* `var` statement - [read more](http://devdocs.io/javascript/statements/var)
## Block-structured statements
* `{ }` block statement - [read more](http://devdocs.io/javascript/statements/block)
* `if-else` conditional statement - [read more](http://devdocs.io/javascript/statements/if...else)
* `while` loop - [read more](http://devdocs.io/javascript/statements/do...while)
* `do-while` loop - [read more](http://devdocs.io/javascript/statements/do...while)
* `for(;;)` loop - [read more](http://devdocs.io/javascript/statements/for)
* `switch` statement (on numbers only) - [read more](http://devdocs.io/javascript/statements/switch)
## Control-flow commands
* `break` statement - [read more](http://devdocs.io/javascript/statements/break)
* `continue` statement - [read more](http://devdocs.io/javascript/statements/continue)
* `return` statement - [read more](http://devdocs.io/javascript/statements/return)
* `debugger` statement for breakpoints - [read more](http://devdocs.io/javascript/statements/debugger)
## Labelling statements
* labelled statement - [read more](http://devdocs.io/javascript/statements/label)
* `default` statement - [read more](http://devdocs.io/javascript/statements/default)
### ~button /js/functions
NEXT: Functions
### ~

140
docs/js/types.md Normal file
View File

@ -0,0 +1,140 @@
# Types
For programs to be useful, we need to be able to work with some of the simplest units of data:
numbers, strings, structures, boolean values, and the like.
# Boolean
The most basic datatype is the simple true/false value, which is called a `boolean` value.
```ts
let isDone: boolean = false;
```
# Number
### ~ hint
In JavaScript, `numbers` are floating point values.
However, for the micro:bit, `numbers` are integer values.
### ~
Integer values can be specified via decimal, hexadecimal and octal notation:
```ts
let decimal: number = 42;
let hex: number = 0xf00d;
let binary: number = 0b1010;
let octal: number = 0o744;
```
# String
As in other languages, we use the type `string` to refer to textual data.
Use double quotes (`"`) or single quotes (`'`) to surround string data.
```ts
let color: string = "blue";
color = 'red';
```
You can also use *template strings*, which can span multiple lines and have embedded expressions.
These strings are surrounded by the backtick/backquote (`` ` ``) character, and embedded expressions are of the form `${ expr }`.
```ts
let fullName: string = `Bob Bobbington`;
let age: number = 37;
let sentence: string = `Hello, my name is ${ fullName }.
I'll be ${ age + 1 } years old next month.`
```
This is equivalent to declaring `sentence` like so:
```ts
let sentence: string = "Hello, my name is " + fullName + ".\n\n" +
"I'll be " + (age + 1) + " years old next month."
```
# Array
Arrays allow you to work with an expandable sequence of values, addressed by an integer-valued index.
Array types can be written in one of two ways.
In the first, you use the type of the elements followed by `[]` to denote an array of that element type:
```ts
let list: number[] = [1, 2, 3];
```
The second way uses a generic array type, `Array<elemType>`:
```ts
let list: Array<number> = [1, 2, 3];
```
### ~hint
For the micro:bit, all elements of an array must have the same type.
### ~
# Enum
A helpful addition to the standard set of datatypes from JavaScript is the `enum`.
As in languages like C#, an enum is a way of giving more friendly names to sets of numeric values.
```ts
enum Color {Red, Green, Blue};
let c: Color = Color.Green;
```
By default, enums begin numbering their members starting at `0`.
You can change this by manually setting the value of one of its members.
For example, we can start the previous example at `1` instead of `0`:
```ts
enum Color {Red = 1, Green, Blue};
let c: Color = Color.Green;
```
Or, even manually set all the values in the enum:
```ts
enum Color {Red = 1, Green = 2, Blue = 4};
let c: Color = Color.Green;
```
# Any
The TypeScript type `any` is not supported in the micro:bit.
# Void
`void` is the absence of having any type at all.
You may commonly see this as the return type of functions that do not return a value:
```ts
function warnUser(): void {
basic.showString("This is my warning message");
}
```
Declaring variables of type `void` is not useful.
# Type Inference
In TypeScript, there are several places where type inference is used to provide type information when there is
no explicit type annotation. For example, in this code
```ts
let x = 3;
let y = x + 3
```
The type of the `x` variable is inferred to be `number`. Similarly, the type of `y` variable also is inferred to be `number`.
This kind of inference takes place when initializing variables and members,
setting parameter default values, and determining function return types.
### ~button /js/classes
NEXT: Classes
### ~

121
docs/js/variables.md Normal file
View File

@ -0,0 +1,121 @@
# Variable Declarations
Declaring a variable in JavaScript has always traditionally been done with the `var` keyword.
```typescript
var a = 10;
```
The `var` construct has some [problems](http://www.typescriptlang.org/docs/handbook/variable-declarations.html),
which is why `let` statements were introduced. Apart from the keyword used, `let` statements are written
the same way `var` statements are.
```typescript
let a = 10;
```
The key difference is not in the syntax, but in the semantics, which we'll now dive into.
## Block-scoping
When a variable is declared using `let`, it uses what some call *lexical-scoping* or *block-scoping*.
Unlike variables declared with `var` whose scopes leak out to their containing function,
block-scoped variables are not visible outside of their nearest containing block or `for`-loop.
```typescript
function f(input: boolean) {
let a = 100;
if (input) {
// Still okay to reference 'a'
let b = a + 1;
return b;
}
// Error: 'b' doesn't exist here
return b;
}
```
Here, we have two local variables `a` and `b`.
`a`'s scope is limited to the body of `f` while `b`'s scope is limited to the containing `if` statement's block.
Another property of block-scoped variables is that they can't be read or written to before they're actually declared.
While these variables are "present" throughout their scope, all points up until their declaration are part of their *temporal dead zone*.
This is just a sophisticated way of saying you can't access them before the `let` statement, and luckily TypeScript will let you know that.
```typescript
a++; // illegal to use 'a' before it's declared;
let a;
```
## Re-declarations
With `var` declarations, it doesn't matter how many times you declare your variables, you just get one:
```typescript
var x = 10;
var x = 20;
```
In the above example, all declarations of `x` actually refer to the *same* `x`, and this is perfectly valid.
This often ends up being a source of bugs. Thankfully, `let` declarations are not as forgiving.
```typescript
let x = 10;
let x = 20; // error: can't re-declare 'x' in the same scope
```
## Shadowing
The act of introducing a new name in a more deeply nested scope is called *shadowing*.
It is a bit of a double-edged sword in that it can introduce certain bugs on its own in the
event of accidental shadowing, while also preventing certain bugs.
For instance, imagine a `sumMatrix` function using `let` variables.
```typescript
function sumMatrix(matrix: number[][]) {
let sum = 0;
for (let i = 0; i < matrix.length; i++) {
var currentRow = matrix[i];
for (let i = 0; i < currentRow.length; i++) {
sum += currentRow[i];
}
}
return sum;
}
```
This version of the loop will actually perform the summation correctly because the inner loop's `i` shadows `i` from the outer loop.
Shadowing should *usually* be avoided in the interest of write clearer code, such as
```typescript
function sumMatrix(matrix: number[][]) {
let sum = 0;
for (let i = 0; i < matrix.length; i++) {
var currentRow = matrix[i];
for (let j = 0; j < currentRow.length; j++) {
sum += currentRow[j];
}
}
return sum;
}
```
While there are some scenarios where it may be fitting to take advantage of it, you should use your best judgement.
# `const` declarations
`const` declarations are another way of declaring variables.
```typescript
const numLivesForCat = 9;
```
They are like `let` declarations but, as their name implies, their value cannot be changed once they are bound.
In other words, they have the same scoping rules as `let`, but you can't re-assign to them.
### ~button /js/operators
NEXT: Operators
### ~

View File

@ -14,7 +14,7 @@ Here are some cool projects that you can build with your micro:bit!
"imageUrl": "/static/mb/projects/a2-buttons.png"
},{
"name": "Love Meter",
"url":"/projects/lover-meter",
"url":"/projects/love-meter",
"imageUrl":"/static/mb/projects/a3-pins.png"
},{
"name": "Rock Paper Scissors",

View File

@ -22,15 +22,3 @@ control.inBackground(() => {
});
```
## Advanced
```namespaces
devices.tellCameraTo(MesCameraEvent.TakePhoto);
bluetooth.onBluetoothConnected(() => {});
```
```package
microbit-devices
microbit-bluetooth
```

View File

@ -1,148 +0,0 @@
# Game Library
The game library supports simple single-player time-based games. The player has a **sprite**, number of **lives** and a **score**. The game has a sprite, number of **levels** and a **countdown clock**. The general goal of a game will be to move the sprite and achieve a top score before time runs out or the number of lives goes to zero.
The code below shows a simple game where the user gets to press the button ``A`` as much times as possible in 10 seconds.
```blocks
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
game.startCountdown(10000)
```
### [Create sprite](/reference/game/create-sprite)
Create sprite with x, y coordinates and returns a LED Sprite. Create a new LED sprite.
![](/static/mb/create-sprite-0.png)
```
export function createSprite(x: number, y: number) : micro_bitSprites.LedSprite
```
### [Move](/reference/game/move)
Sprite move by a certain number
![](/static/mb/game-library/move-0.png)
```
export function move(_this: micro_bitSprites.LedSprite, leds: number)
```
### [Turn](/reference/game/turn)
Rotates a sprite to the right by a certain number of degrees
![](/static/mb/game-library/turn-0.png)
```
export function turnRight(_this: micro_bitSprites.LedSprite, degrees: number)
```
Rotates a sprite to the left by a certain number of degrees
```
export function turnLeft(_this: micro_bitSprites.LedSprite, degrees: number)
```
### [Change](/reference/game/change)
Sprite will change the x position by this number
![](/static/mb/change-0.png)
```
export function changeXBy(_this: micro_bitSprites.LedSprite, x: number)
```
Sprite will change the y position by this number
```
export function changeYBy(_this: micro_bitSprites.LedSprite, y: number)
```
### [Set](/reference/game/set)
Sprite will change the x position by this number
```
export function setX(_this: micro_bitSprites.LedSprite, x: number)
```
Sprite will change the y position by this number
![](/static/mb/change-0.png)
```
export function changeYBy(_this: micro_bitSprites.LedSprite, y: number)
```
### [If on edge, bounce](/reference/game/if-on-edge-bounce)
Sprite - If the sprite is on the edge, the sprite will bounce
![](/static/mb/game-library/if-on-edge-bounce-0.png)
```
export function ifOnEdgeBounce(_this: micro_bitSprites.LedSprite)
```
### [Change score by](/reference/game/change-score-by)
When a player achieves a goal, you can increase the game score
* add score points to the current score
![](/static/mb/game-library/pic1.png)
```
export function addScore(points: number)
```
### [Score](/reference/game/score)
* set the current score to a particular value.
```
export function setScore(value: number)
```
* get the current score value
![](/static/mb/game-library/pic2.png)
```
export function score() : number
```
### [Countdown](/reference/game/start-countdown)
If your game has a time limit, you can start a countdown in which case `game->current time` returns the remaining time.
* start a countdown with the maximum duration of the game in milliseconds.
![](/static/mb/game-library/pic3.png)
```
export function startCountdown(ms: number)
```
### [Game over](/reference/game/game-over)
If the `life` reaches zero or the time expires (see countdown), the game enters the **game over** mode. When the game is over, `game->is running` returns false
* check if the game still running.
```
let running = game.isRunning()
```
You can also end the game by calling the `game -> game over` function:
![](/static/mb/game-library/pic0.png)
```
game.gameOver()
```

View File

@ -16,7 +16,7 @@ export function showFrame(img: micro_bit.Image, frame: number)
### Difference from `plot frame`
The `show frame` function is the same as [plot frame](/reference/image/plot-frame), but contains a built-in delay after the LED screen has been updated (whereas `plot frame` has no built-in delay)
The `show frame` function is the same as [plot frame](/reference/images/plot-frame), but contains a built-in delay after the LED screen has been updated (whereas `plot frame` has no built-in delay)
### Example

View File

@ -14,7 +14,7 @@ radio.receivedNumberAt(0);
radio.receiveString();
radio.receivedSignalStrength();
radio.setGroup(0);
radio.setTransmitPower(0);
radio.setTransmitPower(7);
radio.writeValueToSerial();
radio.setTransmitSerialNumber(true);
radio.setTransmitSerialNumber(false);
```

View File

@ -46,8 +46,6 @@ for
forever
game-library
game-over
if

View File

@ -1,30 +0,0 @@
# I2C FRAM driver
This library provides a driver for this FRAM part: https://www.adafruit.com/products/1895
The memory is accessed one byte at a time. The library provides a utility functions
to write an entire buffer.
## Reading/writing byte
```
let addr = 100
i2c_fram.writeByte(addr, 42)
let val = i2c_fram.readByte(addr)
console.log(`${addr}: ${val}`)
```
## Reading/writing a buffer
This code will log current time and acceleration in X axis every second.
```
let bufSz = 8
for (let addr = 0; addr < 0x8000; addr += bufSz) {
let buf = pins.createBuffer(bufSz)
buf.setNumber(NumberFormat.Int32LE, 0, input.runningTime())
buf.setNumber(NumberFormat.Int32LE, 4, input.acceleration(Dimension.X))
i2c_fram.writeBuffer(addr, buf)
basic.pause(1000)
}
```

View File

@ -1,55 +0,0 @@
namespace i2c_fram {
const devaddr = 0x50;
const memend = 0x7fff;
//% shim=pxtrt::panic
function panic(code: number) { }
function die() { panic(142) }
export function readByte(addr: number) {
if (addr < 0 || addr > memend)
die();
let buf = pins.createBuffer(2)
buf[0] = (addr >> 8) & 0xff;
buf[1] = addr & 0xff;
pins.i2cWriteBuffer(devaddr, buf);
buf = pins.i2cReadBuffer(devaddr, 1);
return buf[0];
}
export function writeByte(addr: number, val: number) {
if (addr < 0 || addr > memend)
die();
if (val < 0 || val > 0xff)
die();
let buf = pins.createBuffer(3)
buf[0] = (addr >> 8) & 0xff;
buf[1] = addr & 0xff;
buf[2] = val;
pins.i2cWriteBuffer(devaddr, buf)
}
export function readBuffer(addr: number, length: number) {
if (addr < 0 || length < 0 || (addr + length) > memend)
die();
let buf = pins.createBuffer(length)
for (let i = 0; i < length; ++i)
buf[i] = readByte(addr + i)
return buf
}
export function writeBuffer(addr: number, buf: Buffer) {
if (addr < 0 || (addr + buf.length) > memend)
die();
for (let i = 0; i < buf.length; ++i)
writeByte(addr + i, buf[i])
}
}

View File

@ -1,16 +0,0 @@
i2c_fram.writeByte(100, 42)
i2c_fram.writeByte(101, 108)
function toBuf(arr: number[]) {
let buf = pins.createBuffer(arr.length)
for (let i = 0; i < arr.length; ++i)
buf[i] = arr[i]
return buf
}
i2c_fram.writeBuffer(98, toBuf([1, 2, 3, 4, 5, 6, 7]))
console.log("100:" + i2c_fram.readByte(100))
console.log("101:" + i2c_fram.readByte(101))

View File

@ -1,16 +0,0 @@
{
"name": "i2c-fram",
"description": "AdaFruit I2C FRAM driver for micro:bit",
"files": [
"README.md",
"fram.ts"
],
"testFiles": [
"ftest.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "hhneqa"
}

View File

@ -1,101 +1,32 @@
{
"basic": "Provides access to basic micro:bit functionality.",
"basic.clearScreen": "Turn off all LEDs",
"basic.forever": "Repeats the code forever in the background. On each iteration, allows other codes to run.",
"basic.pause": "Pause for the specified time in milliseconds",
"basic.plotLeds": "Draws an image on the LED screen.",
"basic.showAnimation": "Shows a sequence of LED screens as an animation.",
"basic.showLeds": "Draws an image on the LED screen.",
"basic.showNumber": "Scroll a number on the screen. If the number fits on the screen (i.e. is a single digit), do not scroll.",
"basic.showString": "Display text on the display, one character at a time. If the string fits on the screen (i.e. is one letter), does not scroll.",
"control": "Runtime and event utilities.",
"control.inBackground": "Schedules code that run in the background.",
"control.reset": "Resets the BBC micro:bit.",
"game": "A single-LED sprite game engine",
"game.addScore": "Adds points to the current score",
"game.gameOver": "Displays a game over animation.",
"game.score": "Gets the current score",
"game.setScore": "Sets the current score value",
"game.startCountdown": "Starts a game countdown timer",
"images": "Creation, manipulation and display of LED images.",
"images.createBigImage": "Creates an image with 2 frames.",
"images.createImage": "Creates an image that fits on the LED screen.",
"input": "Events and data from sensors",
"input.acceleration": "Get the acceleration value in milli-gravitys (when the board is laying flat with the screen up, x=0, y=0 and z=-1024)",
"input.buttonIsPressed": "Get the button state (pressed or not) for ``A`` and ``B``.",
"input.calibrate": "Obsolete, compass calibration is automatic.",
"input.compassHeading": "Get the current compass compass heading in degrees.",
"input.lightLevel": "Reads the light level applied to the LED screen in a range from ``0`` (dark) to ``255`` bright.",
"input.magneticForce": "Get the magnetic force value in ``micro-Teslas`` (``µT``). This function is not supported in the simulator.",
"input.onButtonPressed": "Do something when a button (``A``, ``B`` or both ``A+B``) is pressed",
"input.onGesture": "Attaches code to run when the screen is facing up.",
"input.onLogoDown": "Attaches code to run when the logo is oriented downwards and the board is vertical.",
"input.onLogoUp": "Attaches code to run when the logo is oriented upwards and the board is vertical.",
"input.onPinPressed": "Do something when a pin(``P0``, ``P1`` or both ``P2``) is pressed.",
"input.onScreenDown": "Attaches code to run when the screen is facing down.",
"input.onScreenUp": "Attaches code to run when the screen is facing up.",
"input.onShake": "Attaches code to run when the device is shaken.",
"input.pinIsPressed": "Get the pin state (pressed or not). Requires to hold the ground to close the circuit.",
"input.rotation": "The pitch of the device, rotation along the ``x-axis``, in degrees.",
"input.runningTime": "Gets the number of milliseconds elapsed since power on.",
"input.setAccelerometerRange": "Sets the accelerometer sample range in gravities.",
"input.temperature": "Gets the temperature in Celsius degrees (°C).",
"led": "Control of the LED screen.",
"led.brightness": "Get the screen brightness from 0 (off) to 255 (full bright).",
"led.fadeIn": "Fades in the screen display.",
"led.fadeOut": "Fades out the screen brightness.",
"led.plot": "Turn on the specified LED using x, y coordinates (x is horizontal, y is vertical). (0,0) is upper left.",
"led.plotAll": "Turns all LEDS on",
"led.plotBarGraph": "Displays a vertical bar graph based on the `value` and `high` value.\nIf `high` is 0, the chart gets adjusted automatically.",
"led.point": "Get the on/off state of the specified LED using x, y coordinates. (0,0) is upper left.",
"led.screenshot": "Takes a screenshot of the LED screen and returns an image.",
"led.setBrightness": "Set the screen brightness from 0 (off) to 255 (full bright).",
"led.setDisplayMode": "Sets the display mode between black and white and greyscale for rendering LEDs.",
"led.stopAnimation": "Cancels the current animation and clears other pending animations.",
"led.toggle": "Toggles a particular pixel",
"led.toggleAll": "Inverts the current LED display",
"led.unplot": "Turn off the specified LED using x, y coordinates (x is horizontal, y is vertical). (0,0) is upper left.",
"music": "Generation of music tones through pin ``P0``.",
"music.beat": "Returns the duration of a beat in milli-seconds",
"music.changeTempoBy": "Change the tempo by the specified amount",
"music.noteFrequency": "Gets the frequency of a note.",
"music.playTone": "Plays a tone through pin ``P0`` for the given duration.",
"music.rest": "Rests (plays nothing) for a specified time through pin ``P0``.",
"music.ringTone": "Plays a tone through pin ``P0``.",
"music.setTempo": "Sets the tempo to the specified amount",
"music.tempo": "Returns the tempo in beats per minute. Tempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play.",
"pins": "Control currents in Pins for analog/digital signals, servos, i2c, ...",
"pins.analogPitch": "Emits a Pulse-width modulation (PWM) signal to the current pitch pin. Use `analog set pitch pin` to define the pitch pin.",
"pins.analogReadPin": "Read the connector value as analog, that is, as a value comprised between 0 and 1023.",
"pins.analogSetPeriod": "Configures the Pulse-width modulation (PWM) of the analog output to the given value in **microseconds** or `1/1000` milliseconds.\nIf this pin is not configured as an analog output (using `analog write pin`), the operation has no effect.",
"pins.analogSetPitchPin": "Sets the pin used when using `pins->analog pitch`.",
"pins.analogWritePin": "Set the connector value as analog. Value must be comprised between 0 and 1023.",
"pins.digitalReadPin": "Read the specified pin or connector as either 0 or 1",
"pins.digitalWritePin": "Set a pin or connector value to either 0 or 1.",
"pins.i2cReadNumber": "Read one number from 7-bit I2C address.",
"pins.i2cWriteNumber": "Write one number to a 7-bit I2C address.",
"pins.map": "Re-maps a number from one range to another. That is, a value of ``from low`` would get mapped to ``to low``, a value of ``from high`` to ``to high``, values in-between to values in-between, etc.",
"pins.onPulsed": "Configures this pin to a digital input, and generates events where the timestamp is the duration that this pin was either ``high`` or ``low``.",
"pins.pulseDuration": "Gets the duration of the last pulse in micro-seconds. This function should be called from a ``onPulse`` handler.",
"pins.servoSetPulse": "Configures this IO pin as an analog/pwm output, configures the period to be 20 ms, and sets the pulse width, based on the value it is given **microseconds** or `1/1000` milliseconds.",
"pins.servoWritePin": "Writes a value to the servo, controlling the shaft accordingly. On a standard servo, this will set the angle of the shaft (in degrees), moving the shaft to that orientation. On a continuous rotation servo, this will set the speed of the servo (with ``0`` being full-speed in one direction, ``180`` being full speed in the other, and a value near ``90`` being no movement).",
"radio": "Communicate data using radio packets",
"radio.onDataReceived": "Registers code to run when a packet is received over radio.",
"radio.onDataReceived|block": "on data received",
"radio.receiveNumber": "Reads the next packet as a number from the radio queue.",
"radio.receiveNumber|block": "receive number",
"radio.receiveString": "Reads the next packet as a string and returns it.",
"radio.receiveString|block": "receive string",
"radio.receivedNumberAt": "Reads a number at a given index, between ``0`` and ``3``, from the packet received by ``receive number``. Not supported in simulator.",
"radio.receivedNumberAt|block": "receive number|at %VALUE",
"radio.receivedNumberAt|param|index": "index of the number to read from 0 to 3. 1 eg",
"radio.receivedSignalStrength": "Gets the received signal strength indicator (RSSI) from the packet received by ``receive number``. Not supported in simulator.\nnamespace=radio",
"radio.receivedSignalStrength|block": "received signal strength",
"radio.sendNumber": "Broadcasts a number over radio to any connected micro:bit in the group.",
"radio.sendNumber|block": "send number %value",
"radio.sendString": "Broadcasts a number over radio to any connected micro:bit in the group.",
"radio.sendString|block": "send string %msg",
"radio.sendValue": "Broadcasts a name / value pair along with the device serial number\nand running time to any connected BBC micro:bit in the group.",
"radio.sendValue|block": "send|value %name|= %value",
"radio.sendValue|param|name": "the field name (max 12 characters), eg: \"data\"",
"radio.sendValue|param|value": "the numberic value",
"radio.setGroup": "Sets the group id for radio communications. A micro:bit can only listen to one group ID at any time.\n@ param id the group id between ``0`` and ``255``, 1 eg",
"radio.setGroup|block": "set group %ID",
"radio.setTransmitPower": "Change the output power level of the transmitter to the given value.",
"radio.setTransmitPower|block": "set transmit power %power",
"radio.setTransmitPower|param|power": "a value in the range 0..7, where 0 is the lowest power and 7 is the highest. eg: 7",
"radio.setTransmitSerialNumber": "Set the radio to transmit the serial number in each message.",
"radio.setTransmitSerialNumber|block": "set tranmist serial number %transmit",
"radio.writeValueToSerial": "Reads a value sent with `stream value` and writes it\nto the serial stream as JSON",
"serial": "Reading and writing data over a serial connection.",
"serial.readLine": "Reads a line of text from the serial port.",
"serial.writeLine": "Prints a line of text to the serial",
"serial.writeNumber": "Prints a numeric value to the serial",
"serial.writeString": "Sends a piece of text through Serial connection.",
"serial.writeValue": "Writes a ``name: value`` pair line to the serial."
"radio.writeValueToSerial|block": "write value to serial",
"radio|block": "radio"
}

View File

@ -167,6 +167,17 @@ namespace input {
return false;
}
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=56
//% blockId="device_pin_is_pressed" block="pin %NAME|is pressed" icon="\uf094"
//% blockGap=8
bool pinIsPressed(TouchPin name) {
auto pin = getPin((int)name);
return pin && pin->isTouched();
}
/**
* Get the current compass compass heading in degrees.
@ -270,16 +281,6 @@ namespace input {
//% help=input/calibrate weight=0
void calibrate() { }
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=58 block="pin|%NAME|is pressed" icon="\uf094"
bool pinIsPressed(TouchPin name) {
auto pin = getPin((int)name);
return pin && pin->isTouched();
}
/**
* Sets the accelerometer sample range in gravities.
* @param range a value describe the maximum strengh of acceleration measured

View File

@ -230,6 +230,15 @@ declare namespace input {
//% icon="\uf192" blockGap=8 shim=input::buttonIsPressed
function buttonIsPressed(button: Button): boolean;
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=56
//% blockId="device_pin_is_pressed" block="pin %NAME|is pressed" icon="\uf094"
//% blockGap=8 shim=input::pinIsPressed
function pinIsPressed(name: TouchPin): boolean;
/**
* Get the current compass compass heading in degrees.
*/
@ -290,13 +299,6 @@ declare namespace input {
//% help=input/calibrate weight=0 shim=input::calibrate
function calibrate(): void;
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name pin used to detect the touch
*/
//% help=input/pin-is-pressed weight=58 block="pin|%NAME|is pressed" icon="\uf094" shim=input::pinIsPressed
function pinIsPressed(name: TouchPin): boolean;
/**
* Sets the accelerometer sample range in gravities.
* @param range a value describe the maximum strengh of acceleration measured

View File

@ -1,45 +0,0 @@
# NeoPixel driver
This library provides a driver for various Neo Pixel LED strips,
see https://www.adafruit.com/category/168
NeoPixels consist of a number of RGB LEDs, every one of them controlled
separately.
## Basic usage
```blocks
// Create a NeoPixel driver - specify the number of LEDs:
let strip = neopixel.create(DigitalPin.P0, 24)
// set pixel colors
strip.setPixelColor(0, 255, 255, 255) // white
strip.setPixelColor(1, 255, 0, 0) // red
strip.setPixelColor(2, 0, 255, 0) // green
strip.setPixelColor(3, 0, 0, 255) // blue
// send the data to the strip
strip.show()
```
Use `strip.setBrigthness()` to lower the brightness (it's maxed out by default).
Use `strip.shift()` or `strip.rotate()` to shift the lights around.
## Example: Using accelerometer to control colors
This little program will let the position of the microbit control the color of the first LED.
This first LED will then get shifted further away every 100ms.
```blocks
let strip = neopixel.create(DigitalPin.P0, 24)
while (true) {
let x = input.acceleration(Dimension.X) / 2
let y = input.acceleration(Dimension.Y) / 2
let z = input.acceleration(Dimension.Z) / 2
strip.setPixelColor(0, x, y, -z);
strip.shift(1);
strip.show();
basic.pause(100);
}
```

View File

@ -1,119 +0,0 @@
/**
* Functions to operate NeoPixel strips.
*/
//% weight=5 color=#2699BF
namespace neopixel {
//% shim=sendBufferAsm
function sendBuffer(buf: Buffer, pin: DigitalPin) {
}
/**
* A NeoPixel strip
*/
export class Strip {
buf: Buffer;
pin: DigitalPin;
brightness: number;
/**
* Set give LED to a given color (range 0-255 for r, g, b)
*/
//% blockId="neopixel_set_pixel_color" block="%strip|set pixel color at %ledoff|red: %red|green: %green|blue: %blue" blockGap=8
//% weight=80
setPixelColor(ledoff: number, red: number, green: number, blue: number): void {
ledoff = ledoff * 3;
let br = this.brightness;
if (br < 255) {
red = (Math.clamp(0, 255, red) * br) >> 8;
green = (Math.clamp(0, 255, blue) * br) >> 8;
blue = (Math.clamp(0, 255, blue) * br) >> 8;
}
let buf = this.buf;
buf[ledoff + 0] = Math.clamp(0, 255, green);
buf[ledoff + 1] = Math.clamp(0, 255, red);
buf[ledoff + 2] = Math.clamp(0, 255, blue);
}
/**
* Send all the changes to the strip.
*/
//% blockId="neopixel_show" block="%strip|show" blockGap=8
//% weight=79
show() {
basic.pause(1)
sendBuffer(this.buf, this.pin);
}
/**
* Turn off all LEDs.
*/
//% blockId="neopixel_clear" block="%strip|clear"
//% weight=76
clear(): void {
this.buf.fill(0);
}
/**
* Gets the number of pixels declared on the strip
*/
//% blockId="neopixel_length" block="%strip|length" blockGap=8
//% weight=60
length() {
return this.buf.length / 3
}
/**
* Set the brightness of the strip, 0-255. eg: 255
*/
//% blockId="neopixel_set_brightness" block="%strip|set brightness %brightness" blockGap=8
//% weight=59
setBrigthness(brightness: number): void {
this.brightness = brightness;
}
/**
* Shift LEDs forward and clear with zeros.
* @param off number of pixels to shift forward, eg: 1
*/
//% blockId="neopixel_shift" block="%strip|shift pixels forward by %off" blockGap=8
//% weight=40
shift(off: number = 1): void {
this.buf.shift(-off * 3)
}
/**
* Rotate LEDs forward.
* @param off number of pixels to rotate forward, eg: 1
*/
//% blockId="neopixel_rotate" block="%strip|rotate pixels forward by %off" blockGap=8
//% weight=39
rotate(off:number = 1): void {
this.buf.rotate(-off * 3)
}
/**
* Set the pin where the neopixel is connected, defaults to P0.
*/
setPin(pin: DigitalPin): void {
this.pin = pin;
pins.digitalWritePin(this.pin, 0)
basic.pause(50)
}
}
/**
* Create a new NeoPixel driver for `numleds` LEDs.
* @param pin the pin where the neopixel is connected.
* @param numleds number of leds in the strip, eg: 24,30,60,64
*/
//% blockId="neopixel_create" block="neopixel create|at pin %pin|with %numleds leds"
//% weight=90
export function create(pin: DigitalPin, numleds: number): Strip {
let strip = new Strip();
strip.buf = pins.createBuffer(numleds * 3);
strip.setBrigthness(255)
strip.setPin(pin)
return strip;
}
}

View File

@ -1,47 +0,0 @@
let strip = neopixel.create(DigitalPin.P0, 24);
let br = 100;
strip.setBrigthness(100);
input.onButtonPressed(Button.B, () => {
br = br + 20;
if (br > 255) {
br = 5;
}
strip.setBrigthness(br);
});
let rotationMode = false;
input.onButtonPressed(Button.A, () => {
rotationMode = !rotationMode;
if (rotationMode) {
basic.showLeds(`
. # # # .
# . . . #
# . . . #
# . . . #
. # # # .
`);
} else {
basic.showLeds(`
. . # . .
. . . # .
# # # # #
. . . # .
. . # . .
`);
}
});
while (true) {
let x = input.acceleration(Dimension.X) / 2
let y = input.acceleration(Dimension.Y) / 2
let z = input.acceleration(Dimension.Z) / 2
if (rotationMode) {
strip.rotate();
} else {
strip.setPixelColor(0, x, y, -z);
strip.shift(1);
}
strip.show();
basic.pause(100);
}

View File

@ -1,26 +0,0 @@
{
"name": "neopixel",
"description": "AdaFruit NeoPixel driver for micro:bit",
"files": [
"README.md",
"neopixel.ts",
"sendbuffer.asm"
],
"testFiles": [
"neotest.ts"
],
"yotta": {
"config": {
"microbit-dal": {
"bluetooth": {
"enabled": 0
}
}
}
},
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "fgluxh"
}

View File

@ -1,67 +0,0 @@
sendBufferAsm:
push {r4,r5,r6,r7,lr}
mov r4, r0 ; save buff
mov r6, r1 ; save pin
mov r0, r4
bl BufferMethods::length
mov r5, r0
mov r0, r4
bl BufferMethods::getBytes
mov r4, r0
; setup pin as digital
mov r0, r6
movs r1, #0
bl pins::digitalWritePin
; load pin address
mov r0, r6
bl pins::getPinAddress
ldr r0, [r0, #8] ; get mbed DigitalOut from MicroBitPin
ldr r1, [r0, #4] ; r1-mask for this pin
ldr r2, [r0, #16] ; r2-clraddr
ldr r3, [r0, #12] ; r3-setaddr
cpsid i ; disable irq
b .start
.nextbit: ; C0
str r1, [r3, #0] ; pin := hi C2
tst r6, r0 ; C3
bne .islate ; C4
str r1, [r2, #0] ; pin := lo C6
.islate:
lsrs r6, r6, #1 ; r6 >>= 1 C7
bne .justbit ; C8
; not just a bit - need new byte
adds r4, #1 ; r4++ C9
subs r5, #1 ; r5-- C10
bcc .stop ; if (r5<0) goto .stop C11
.start:
movs r6, #0x80 ; reset mask C12
nop ; C13
.common: ; C13
str r1, [r2, #0] ; pin := lo C15
; always re-load byte - it just fits with the cycles better this way
ldrb r0, [r4, #0] ; r0 := *r4 C17
b .nextbit ; C20
.justbit: ; C10
; no nops, branch taken is already 3 cycles
b .common ; C13
.stop:
str r1, [r2, #0] ; pin := lo
cpsie i ; enable irq
pop {r4,r5,r6,r7,pc}

View File

@ -185,7 +185,6 @@ Functions in this category require to be connected to a remote device.
### Libraries
* [game library](/js/game-library)
* [serial library](/js/serial-library)
### ~

View File

@ -47,7 +47,6 @@ Learn how to create a guessing game with **global variables** `var str: "this is
* **on screen down** [read more...](/functions/on-screen-down)
* **on screen up** [read more...](/functions/on-screen-up)
* **math random** : [read more...](/js/math)
* **game library** [read more...](/js/game-library)
## Resources

View File

@ -1,6 +1,6 @@
{
"name": "pxt-microbit",
"version": "0.2.187",
"version": "0.3.3",
"description": "BBC micro:bit target for PXT",
"keywords": [
"JavaScript",
@ -29,6 +29,6 @@
"typescript": "^1.8.7"
},
"dependencies": {
"pxt-core": "0.2.196"
"pxt-core": "0.3.5"
}
}

View File

@ -7,8 +7,7 @@
"libs/microbit",
"libs/microbit-radio",
"libs/microbit-devices",
"libs/microbit-bluetooth",
"libs/neopixel"
"libs/microbit-bluetooth"
],
"cloud": {
"workspace": false,

View File

@ -1,670 +0,0 @@
{
"apiUrl": "https://www.microbit.co.uk/api/",
"fakeids": [
"zzltaj",
"zzpgxf",
"rhisri",
"zztzyk"
],
"ids": [
"balcxr",
"bambkh",
"bbfxnw",
"bbtlly",
"bbvscl",
"bbxapr",
"bcbxtu",
"bchtnm",
"bcpnpx",
"bcredt",
"bdbwuy",
"bdddfl",
"bedihg",
"behvrp",
"bevhll",
"bezbat",
"bfrafy",
"bfvuez",
"bgqdmi",
"bguxyx",
"bhbzvc",
"bhhzvr",
"bhollk",
"biczhe",
"bieoqj",
"biwfto",
"bjayrk",
"bjcbpf",
"bjcdte",
"bjomis",
"bjqlzz",
"bkaofs",
"bkbsfh",
"bkxbji",
"blbhmr",
"blkuau",
"bllhdc",
"blougi",
"blpvxv",
"bmevma",
"bmlwtk",
"bmmayl",
"bncsjd",
"bnlfif",
"bnsfch",
"bnucdu",
"bolvvm",
"bouhxx",
"bpbvyx",
"bpmeio",
"bpqvtv",
"bptlwr",
"bqceny",
"bqgsnm",
"bqkwia",
"bqvoqy",
"bqyoyn",
"brlcdr",
"bsmmsp",
"bsncre",
"bstaqt",
"butypx",
"buuzga",
"bvnciu",
"bwbuga",
"bwhttb",
"bwkezu",
"bxswvm",
"bynkeb",
"bypanj",
"bywqzx",
"byzegt",
"bzaaya",
"bzrusu",
"bzwbps",
"dalzjm",
"damymx",
"dbdpxx",
"dcapfd",
"dceikq",
"ddikkz",
"ddjpss",
"ddtadz",
"ddxbjj",
"dfkuyn",
"dfmpxf",
"dfypdn",
"dhabye",
"dhbioa",
"dieoiu",
"diuhli",
"djchkz",
"djohvc",
"djztxc",
"dkqbyq",
"dkvxwr",
"dmbcwi",
"dmekmj",
"dmghho",
"dnmrlu",
"dnnzgd",
"dooboj",
"dosuna",
"dqgnhz",
"dqqfgv",
"dqwrsw",
"drmbxg",
"drrrty",
"dscjnc",
"dsvguv",
"dtemsf",
"dtmmmc",
"dundpx",
"dushve",
"duupgd",
"dvgzyq",
"dvnoer",
"dwcxtn",
"dwtoyp",
"dxdfbw",
"dxqdqw",
"dxroxs",
"dxvgvs",
"dycuzj",
"dyhnkt",
"dyxejk",
"dzlocb",
"dzlogl",
"fadekj",
"faffgr",
"fapznm",
"fbgdog",
"fbpnng",
"fbyrog",
"fcfoox",
"fcicvk",
"fcjlto",
"fcvwvj",
"fdjhpo",
"fdtayy",
"fdyxvx",
"fegzbd",
"felusd",
"fethzd",
"ffcqby",
"ffjeei",
"ffjuuz",
"fflxnx",
"ffpyfa",
"fhcyyx",
"fhoonu",
"fitucj",
"fitvxu",
"fjdnmb",
"fjhnpw",
"fjlzrt",
"fjwknw",
"fkgprd",
"fklpld",
"fllghh",
"flqpgb",
"fmdsdi",
"fmdzgg",
"fnimjx",
"fnjmfx",
"fnscgh",
"fomwmz",
"fpelnl",
"fpngwv",
"fpqusd",
"fpuclv",
"fpvrwv",
"fqmgsu",
"fqsbhp",
"fqsrdu",
"frlxvd",
"froxsb",
"frqqnm",
"ftcrip",
"ftrzta",
"fubsaf",
"fvgogo",
"fvgxfz",
"fvkluo",
"fvsfrv",
"fwkjkj",
"fxxsgy",
"fyazlp",
"fypaix",
"fzcoly",
"fzidej",
"hatpaz",
"haxiza",
"hbfvlb",
"hbklfv",
"hbwlkf",
"hcmpdm",
"hdnlmx",
"hetmho",
"hfklxz",
"hfkvpg",
"hfmkbt",
"hftxjx",
"hfunev",
"hgepqq",
"hivbxk",
"hjesfm",
"hklazc",
"hkncxl",
"hkrfni",
"hlenxc",
"hlhipg",
"hlhvoe",
"hlwdwo",
"hnljdp",
"howggk",
"hpjppy",
"hptebp",
"hpupwc",
"hqdpet",
"hqhclr",
"hqheal",
"hqoqjh",
"hqpuxt",
"hrnitd",
"hrooif",
"hsuiag",
"hsxmox",
"humerf",
"huqcpc",
"huydje",
"hwetsq",
"hxuwlt",
"hzcxdp",
"hzpfge",
"hzpkma",
"jaeeve",
"jcmkmq",
"jcojot",
"jcvdvp",
"jdcils",
"jddumo",
"jdsqxr",
"jerwei",
"jfwcov",
"jgdknu",
"jgjijp",
"jgofmw",
"jhjauh",
"jhrjvj",
"jhseak",
"jiyhsk",
"jiyoeq",
"jjumac",
"jkppnc",
"jkxyeh",
"jkymhg",
"jlatje",
"jlbxjm",
"jlmzps",
"jmmgyn",
"jmshop",
"jnengo",
"jnhcat",
"jnvrkr",
"jnxdok",
"jociyw",
"joryiq",
"jpbfze",
"jpcrcj",
"jrfuqz",
"jrfwyh",
"jrpbtk",
"jrwkyz",
"jrxhxe",
"jsxvju",
"jszrpp",
"jtbdng",
"jtglrx",
"jtodxy",
"julzbh",
"juqrkb",
"jvstzh",
"jwckaz",
"jwplaw",
"jwskcb",
"jxgcel",
"jxjryw",
"jxmrht",
"jxqobc",
"jzenhj",
"jzwxbr",
"jzzbqg",
"laanun",
"lagxjo",
"lamnpb",
"lapexp",
"lazmuu",
"lbeyfh",
"lbhuwc",
"lcdeuk",
"lchqfb",
"lcpmnp",
"ldgoae",
"lecrpo",
"lfpidi",
"lfrpst",
"lgsrwm",
"lhjcvy",
"licgsp",
"likrcp",
"ljauxo",
"ljkskx",
"llsepx",
"llxcdk",
"lmvoxp",
"lniybn",
"loafab",
"loehfe",
"lpnzct",
"lqwdio",
"lqxnnj",
"lracic",
"lrwotp",
"lryglt",
"lsikdy",
"ltchng",
"ltsbpa",
"lucaof",
"lvahkk",
"lvvdne",
"lwtsxc",
"lxleej",
"lxwstg",
"lxwwtd",
"lzndlk",
"lzosmg",
"lzsseg",
"naevvc",
"nawmtp",
"nbomql",
"nbuuii",
"nbwine",
"ndayhb",
"ndikwg",
"ndlikc",
"ndljim",
"ndooqj",
"ndqgow",
"nfjrxg",
"nfmunh",
"nghraa",
"nhpyof",
"nhtyzy",
"nikzhg",
"nitcfc",
"njfeff",
"njvcbs",
"njynsd",
"nkdbmy",
"nlyuwy",
"nmbxkh",
"nmdfik",
"nmuhlk",
"noftar",
"noikvz",
"novevx",
"noxyjg",
"noyovd",
"npkjbk",
"nqdtvd",
"nqgyno",
"nqxloa",
"nrjdzu",
"nsaumh",
"nsegbi",
"ntfmsx",
"ntsvek",
"nujrlc",
"nvogiv",
"nvrqzl",
"nvtfbc",
"nvymrn",
"nwowql",
"nwxlij",
"nxhnvy",
"nxpwae",
"nynwto",
"nytwlb",
"nyuakq",
"nzrgyf",
"nzrwza",
"nzzcea",
"pbsolq",
"pbtnpf",
"pcdvqu",
"pchzqo",
"pdmxpl",
"pdnntw",
"pdsghq",
"pewcsa",
"pflxxj",
"pfutwa",
"pgvoic",
"phehbm",
"phgmqm",
"phhkfi",
"phjonu",
"phvurr",
"piaksu",
"pijsrg",
"piubiw",
"pjsmac",
"pjxdoj",
"pjzfgn",
"pkmwkn",
"pkntkb",
"pkquey",
"pmxlhz",
"pnvgvr",
"pooqwk",
"ppslyh",
"ppxsux",
"prglvf",
"probjd",
"psmgrz",
"psptyd",
"psqjon",
"pughxs",
"puhetz",
"pujfoc",
"purkko",
"puthiz",
"pvjilh",
"pvqrgm",
"pvzmhz",
"pxebwk",
"pxizap",
"pxyovu",
"pymfqh",
"pzmjbx",
"pzucty",
"rannhh",
"rbnvdq",
"rccfvy",
"rceosh",
"rcobok",
"rdamey",
"rdhndz",
"rdpdll",
"rdzfjv",
"redkby",
"reqjzm",
"revjgd",
"rfihyn",
"rfzukz",
"rgtmoz",
"rheeoa",
"rheyiw",
"rilbti",
"rilexn",
"riotng",
"riqiss",
"riupfo",
"rjglqu",
"rjthvx",
"rjvjwq",
"rlporb",
"rmazpa",
"rmyvbb",
"rnkxav",
"rnvzdo",
"ropkaf",
"rozudg",
"rrvdls",
"rsdjun",
"rudelg",
"rugwft",
"rupbjr",
"rvjwiu",
"rvqkwq",
"rwdqcz",
"rwjnfq",
"rxdqqf",
"rxnztr",
"rxugmm",
"rydpvf",
"ryftuq",
"rygikf",
"ryvkkx",
"rzmnrf",
"tbehov",
"tcaulx",
"tcrfuz",
"tcvaou",
"tdfxfg",
"tdkwue",
"tfrbqz",
"tgbxuq",
"tglsyl",
"tgorrv",
"theruf",
"thhvzq",
"thncnj",
"tiircu",
"tjdpzj",
"tjliry",
"tjpwmu",
"tjqgba",
"tkhgfo",
"tkxbfr",
"tmkbao",
"tmnhhx",
"tnripk",
"tnudiw",
"tnuuwe",
"tnvnko",
"toqcgf",
"tpdiyw",
"tqeddl",
"tqhpqp",
"tqwach",
"trkitt",
"trkrrh",
"tsdmft",
"ttvzqd",
"ttxeud",
"tujsjf",
"tvbjyi",
"tvkqoe",
"twrsnj",
"txkmpg",
"txouzs",
"txszvu",
"txwbbf",
"tzqydt",
"vaszak",
"vaymbt",
"vbcdot",
"vbtmwf",
"vcijrw",
"vcoevo",
"vcrvjm",
"vcudrv",
"vczceh",
"vfcwwr",
"vftxlg",
"vfusfw",
"vgovse",
"vgvkok",
"vgxdxq",
"vhhygu",
"vioniz",
"vipnog",
"vjkwgj",
"vjmnkh",
"vkhabg",
"vkhiga",
"vkybzm",
"vlrsar",
"vmhvfa",
"vndxor",
"vodekh",
"vopucc",
"vovivd",
"vpnspf",
"vpslsg",
"vreifv",
"vrikcc",
"vrxpod",
"vsbzms",
"vslnue",
"vsrguv",
"vsyfym",
"vtfund",
"vtviqj",
"vtzfzy",
"vuwzmu",
"vwkpiw",
"vwlohb",
"vwnjqy",
"vwtwos",
"vxjfnm",
"vyewot",
"vyhvrg",
"vzmvvw",
"vzniie",
"vzrycv",
"vztdyx",
"xascqb",
"xaurjv",
"xcenyy",
"xczuut",
"xdvawd",
"xdwebc",
"xdxlsd",
"xfdrwr",
"xfrysj",
"xfytns",
"xhgnmw",
"xhjkvj",
"xjngae",
"xjuzjz",
"xkrsfl",
"xlfmnd",
"xltsru",
"xmcivt",
"xmlisq",
"xmzztb",
"xndixq",
"xnhxka",
"xnurqq",
"xolqgf",
"xoojpa",
"xoulbi",
"xoygfg",
"xpekdp",
"xpiqbj",
"xrqriw",
"xrsohj",
"xrvzyi",
"xsvwgh",
"xtrrnu",
"xtsmne",
"xuxlra",
"xvjcdf",
"xvmxti",
"xvpkiq",
"xxuosa",
"xymixn",
"xzcsqr",
"xzlzgl",
"zaidka",
"zbiznd",
"zbqfmt",
"zdfkcr",
"zdntvf",
"zdwmwu",
"zehjio",
"zelzkd",
"zewaak",
"zgozuh",
"zifrtl",
"ziqeez",
"zldufm",
"zlfusn",
"zmrcwu",
"zoyilz",
"zqlcxg",
"zqotda",
"zswztj",
"zszuqa",
"zwkhxx",
"zwpewj",
"zytfqg",
"zywows",
"zzltaj",
"zzpgxf",
"zztzyk"
]
}

232
tests/hat-game.ts Normal file
View File

@ -0,0 +1,232 @@
let correctBall: number
let ballRevealing: boolean
let cupSelect: string
let index: number
let score: number
let level: number
let swapSpeed: number
initializeGame()
input.onButtonPressed(Button.A, () => {
if (ballRevealing) {
index = index + 1
if (index > 2) {
index = 0
}
basic.showString(cupSelect[index], 150)
}
})
input.onButtonPressed(Button.B, () => {
if (ballRevealing) {
ballRevealing = false
if (correctBall == index) {
score = score + level
images.createImage(`
. . . . .
. . . . #
. . . # .
# . # . .
. # . . .
`).showImage(0)
basic.pause(1000)
basic.showString("+".concat(level.toString()), 150)
basic.pause(1000)
} else {
images.createImage(`
# . . . #
. # . # .
. . # . .
. # . # .
# . . . #
`).showImage(0)
basic.pause(1000)
basic.clearScreen()
revealBall(correctBall)
basic.pause(1000)
}
}
level = level + 1
if (level == 4) {
basic.showString("FINAL SCORE:", 75)
basic.showNumber(score, 150)
} else {
playLevel(level)
}
})
playLevel(1)
function revealBall(p: number) {
let xCoordinate = 2 * p
for (let j = 0; j < 3; j++) {
led.plot(j * 2, 2)
}
for (let i = 0; i < 3; i++) {
led.unplot(xCoordinate, 2)
led.plot(xCoordinate, 1)
basic.pause(100)
led.unplot(xCoordinate, 1)
led.plot(xCoordinate, 0)
basic.pause(200)
led.unplot(xCoordinate, 0)
led.plot(xCoordinate, 1)
basic.pause(100)
led.unplot(xCoordinate, 1)
led.plot(xCoordinate, 2)
basic.pause(75)
}
basic.pause(1000)
}
function initializeGame() {
ballRevealing = false
level = 1
score = 0
cupSelect = "LMR"
}
function swapCups(cup_1: number, cup_2: number, pauseDifficulty: number) {
let cup_1X = 2 * cup_1
let cup_2X = 2 * cup_2
let cupXAverage = (cup_1X + cup_2X) / 2
led.unplot(cup_1X, 2)
led.unplot(cup_2X, 2)
led.plot(cup_1X, 3)
led.plot(cup_2X, 1)
basic.pause(pauseDifficulty)
led.unplot(cup_1X, 3)
led.unplot(cup_2X, 1)
led.plot(cup_1X, 4)
led.plot(cup_2X, 0)
basic.pause(pauseDifficulty)
led.unplot(cup_1X, 4)
led.unplot(cup_2X, 0)
if (cupXAverage == 2) {
led.plot((cupXAverage + cup_1X) / 2, 4)
led.plot((cupXAverage + cup_2X) / 2, 0)
basic.pause(pauseDifficulty)
led.unplot((cupXAverage + cup_1X) / 2, 4)
led.unplot((cupXAverage + cup_2X) / 2, 0)
}
led.plot(cupXAverage, 4)
led.plot(cupXAverage, 0)
basic.pause(pauseDifficulty)
led.unplot(cupXAverage, 4)
led.unplot(cupXAverage, 0)
if (cupXAverage == 2) {
led.plot((cupXAverage + cup_2X) / 2, 4)
led.plot((cupXAverage + cup_1X) / 2, 0)
basic.pause(pauseDifficulty)
led.unplot((cupXAverage + cup_2X) / 2, 4)
led.unplot((cupXAverage + cup_1X) / 2, 0)
}
led.plot(cup_2X, 4)
led.plot(cup_1X, 0)
basic.pause(pauseDifficulty)
led.unplot(cup_2X, 4)
led.unplot(cup_1X, 0)
led.plot(cup_2X, 3)
led.plot(cup_1X, 1)
basic.pause(pauseDifficulty)
led.unplot(cup_2X, 3)
led.unplot(cup_1X, 1)
led.plot(cup_2X, 2)
led.plot(cup_1X, 2)
basic.pause(pauseDifficulty)
if (correctBall == cup_1) {
correctBall = cup_2
} else if (correctBall == cup_2) {
correctBall = cup_1
}
}
function swapFake(cup_1: number, cup_2: number, pauseDifficulty: number) {
let cup_1X = 2 * cup_1
let cup_2X = 2 * cup_2
let cupXAverage = (cup_1X + cup_2X) / 2
led.unplot(cup_1X, 2)
led.unplot(cup_2X, 2)
led.plot(cup_1X, 3)
led.plot(cup_2X, 1)
basic.pause(pauseDifficulty)
led.unplot(cup_1X, 3)
led.unplot(cup_2X, 1)
led.plot(cup_1X, 4)
led.plot(cup_2X, 0)
basic.pause(pauseDifficulty)
led.unplot(cup_1X, 4)
led.unplot(cup_2X, 0)
if (cupXAverage == 2) {
led.plot((cupXAverage + cup_1X) / 2, 4)
led.plot((cupXAverage + cup_2X) / 2, 0)
basic.pause(pauseDifficulty)
led.unplot((cupXAverage + cup_1X) / 2, 4)
led.unplot((cupXAverage + cup_2X) / 2, 0)
}
led.plot(cupXAverage, 4)
led.plot(cupXAverage, 0)
basic.pause(pauseDifficulty)
led.unplot(cupXAverage, 4)
led.unplot(cupXAverage, 0)
if (cupXAverage == 2) {
led.plot((cupXAverage + cup_1X) / 2, 4)
led.plot((cupXAverage + cup_2X) / 2, 0)
basic.pause(pauseDifficulty)
led.unplot((cupXAverage + cup_1X) / 2, 4)
led.unplot((cupXAverage + cup_2X) / 2, 0)
}
led.plot(cup_1X, 4)
led.plot(cup_2X, 0)
basic.pause(pauseDifficulty)
led.unplot(cup_1X, 4)
led.unplot(cup_2X, 0)
led.plot(cup_1X, 3)
led.plot(cup_2X, 1)
basic.pause(pauseDifficulty)
led.unplot(cup_1X, 3)
led.unplot(cup_2X, 1)
led.plot(cup_1X, 2)
led.plot(cup_2X, 2)
basic.pause(pauseDifficulty)
}
function playLevel(level1: number) {
basic.showNumber(level, 150)
basic.pause(3000)
basic.clearScreen()
for (let i = 0; i < 3; i++) {
led.plot(2 * i, 2)
}
basic.pause(1000)
correctBall = Math.random(3)
revealBall(correctBall)
basic.pause(1000)
let swaps = 5 + 10 * level1
if (level1 == 1) {
swapSpeed = 80
} else if (level1 == 2) {
swapSpeed = 40
} else {
swapSpeed = 20
}
for (let i1 = 0; i1 < swaps; i1++) {
let swapType = Math.random(3)
let not = Math.random(3)
if (swapType < 2) {
let swapOrientation = Math.random(2)
if (swapOrientation == 0) {
swapCups((not + 1) % 3, (not + 2) % 3, swapSpeed)
} else {
swapCups((not + 2) % 3, (not + 1) % 3, swapSpeed)
}
} else {
let swapOrientation1 = Math.random(2)
if (swapOrientation1 == 0) {
swapFake((not + 1) % 3, (not + 2) % 3, swapSpeed)
} else {
swapFake((not + 2) % 3, (not + 1) % 3, swapSpeed)
}
}
}
index = -1
ballRevealing = true
}

155
tests/meteorite.ts Normal file
View File

@ -0,0 +1,155 @@
let oneX: number
let oneY: number
let twoX: number
let twoY: number
let pause: number
let meteoriteOneX: number
let meteoriteOneY: number
let meteoriteTwoX: number
let meteoriteTwoY: number
let counter: number
basic.pause(2000)
oneX = 0
oneY = 4
twoX = 1
twoY = 4
counter = 0
pause = 700
led.plot(oneX, oneY)
led.plot(twoX, twoY)
input.onButtonPressed(Button.A, () => {
if (oneX > 0) {
led.unplot(oneX, oneY)
led.unplot(twoX, twoY)
oneX = oneX - 1
twoX = twoX - 1
led.plot(oneX, oneY)
led.plot(twoX, twoY)
}
})
input.onButtonPressed(Button.B, () => {
if (twoX < 4) {
led.unplot(oneX, oneY)
led.unplot(twoX, twoY)
oneX = oneX + 1
twoX = twoX + 1
led.plot(oneX, oneY)
led.plot(twoX, twoY)
}
})
meteoriteOneX = Math.random(5)
meteoriteOneY = 0
meteoriteTwoX = Math.random(5)
meteoriteTwoY = -3
basic.pause(1000)
for (let i = 0; i < 3; i++) {
led.plot(meteoriteTwoX, meteoriteTwoY)
led.plot(meteoriteOneX, meteoriteOneY)
basic.pause(pause)
led.unplot(meteoriteTwoX, meteoriteTwoY)
led.unplot(meteoriteOneX, meteoriteOneY)
meteoriteOneY = meteoriteOneY + 1
meteoriteTwoY = meteoriteTwoY + 1
}
basic.forever(() => {
for (let i1 = 0; i1 < 3; i1++) {
led.plot(meteoriteTwoX, meteoriteTwoY)
led.plot(meteoriteOneX, meteoriteOneY)
basic.pause(pause)
led.unplot(meteoriteOneX, meteoriteOneY)
led.unplot(meteoriteTwoX, meteoriteTwoY)
meteoriteOneY = meteoriteOneY + 1
meteoriteTwoY = meteoriteTwoY + 1
if (meteoriteOneY == 4) {
if (meteoriteOneX == oneX) {
for (let j = 0; j < 10; j++) {
led.plotAll()
basic.pause(200)
basic.clearScreen()
basic.pause(200)
}
basic.showNumber(counter, 150)
basic.pause(10000)
} else if (meteoriteOneX == twoX) {
for (let j1 = 0; j1 < 10; j1++) {
led.plotAll()
basic.pause(200)
basic.clearScreen()
basic.pause(200)
}
basic.showNumber(counter, 150)
basic.pause(10000)
}
}
}
while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
meteoriteOneX = Math.random(5)
}
meteoriteOneY = 0
counter = counter + 1
if (counter == 3) {
pause = pause - 250
} else if (counter == 8) {
pause = pause - 100
} else if (counter == 12) {
pause = pause - 100
} else if (counter == 20) {
pause = pause - 100
} else if (counter == 30) {
pause = pause - 70
}
if (counter == 40) {
pause = pause - 70
}
for (let i2 = 0; i2 < 3; i2++) {
led.plot(meteoriteOneX, meteoriteOneY)
led.plot(meteoriteTwoX, meteoriteTwoY)
basic.pause(pause)
led.unplot(meteoriteOneX, meteoriteOneY)
led.unplot(meteoriteTwoX, meteoriteTwoY)
meteoriteOneY = meteoriteOneY + 1
meteoriteTwoY = meteoriteTwoY + 1
if (meteoriteTwoY == 4) {
if (meteoriteTwoX == oneX) {
for (let j2 = 0; j2 < 10; j2++) {
led.plotAll()
basic.pause(200)
basic.clearScreen()
basic.pause(200)
}
basic.showNumber(counter, 150)
basic.pause(10000)
} else if (meteoriteTwoX == twoX) {
for (let j3 = 0; j3 < 10; j3++) {
led.plotAll()
basic.pause(200)
basic.clearScreen()
basic.pause(200)
}
basic.showNumber(counter, 150)
basic.pause(10000)
}
}
}
meteoriteTwoX = Math.random(5)
while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
meteoriteTwoX = Math.random(5)
}
meteoriteTwoY = 0
counter = counter + 1
if (counter == 3) {
pause = pause - 250
} else if (counter == 8) {
pause = pause - 100
} else if (counter == 12) {
pause = pause - 100
} else if (counter == 20) {
pause = pause - 100
} else if (counter == 30) {
pause = pause - 70
} else if (counter == 40) {
pause = pause - 70
}
})

230
tests/pac-man-runaway.ts Normal file
View File

@ -0,0 +1,230 @@
let levelTime: number
let person: Entity
let monsters: Entity[]
let totalMonsters: number
let playing: boolean
let gameSuspended: boolean
let busyPos: Point[]
class Entity {
public x: number
public y: number
public dirX: number
public dirY: number
public hitHorizontalWall(): boolean {
return this.y == 0 && this.dirY == -1 || this.y == 4 && this.dirY == 1
}
public hitVerticalWall(): boolean {
return this.x == 0 && this.dirX == -1 || this.x == 4 && this.dirX == 1
}
public possHorizontalDir(): number {
if (this.x == 0) {
return 1
} else if (this.x == 4) {
return - 1
} else {
return Math.random(2) * 2 - 1
}
}
public possVerticalDir(): number {
if (this.y == 0) {
return 1
} else if (this.y == 4) {
return - 1
} else {
return Math.random(2) * 2 - 1
}
}
public collidesX(p2: Entity): boolean {
return this.y == p2.y && this.y + this.dirY == p2.y + p2.dirY && (this.x + this.dirX == p2.x || this.x + this.dirX == p2.x + p2.dirX || p2.x + p2.dirX == this.x)
}
public collidesY(p2: Entity): boolean {
return this.x == p2.x && this.x + this.dirX == p2.x + p2.dirX && (this.y + this.dirY == p2.y || this.y + this.dirY == p2.y + p2.dirY || p2.y + p2.dirY == this.y)
}
public move1() {
this.x = this.x + this.dirX
this.y = this.y + this.dirY
}
public towardsX(p2: Entity): number {
return Math.sign(p2.x - this.x)
}
public towardsY(p2: Entity): number {
return Math.sign(p2.y - this.y)
}
public plot() {
led.plot(this.x, this.y)
}
public blink() {
led.plot(this.x, this.y)
basic.pause(125)
led.unplot(this.x, this.y)
basic.pause(125)
led.plot(this.x, this.y)
}
}
class Point {
public x: number
public y: number
}
initializeState()
redraw()
basic.pause(1000)
basic.forever(() => {
levelTime = levelTime + 12
basic.pause(12)
if (!playing) {
levelTime = 0
playing = true
}
if (levelTime >= 5000) {
gameSuspended = true
game.levelUp()
levelUp()
levelTime = 0
resetState()
redraw()
basic.pause(1000)
gameSuspended = false
}
})
basic.forever(() => {
if (!gameSuspended) {
logic()
redraw()
basic.pause(500)
}
})
input.onButtonPressed(Button.A, () => {
let temp = Math.abs(person.dirX) * (-1)
person.dirX = Math.abs(person.dirY) * (-1)
person.dirY = temp
})
input.onButtonPressed(Button.B, () => {
let temp1 = Math.abs(person.dirX)
person.dirX = Math.abs(person.dirY)
person.dirY = temp1
})
function redraw() {
basic.clearScreen()
person.plot()
for (let i = 0; i < totalMonsters; i++) {
monsters[i].blink()
}
}
function initializeState() {
person = new Entity()
playing = false
busyPos = ([] as Point[])
let busyPos1 = new Point()
busyPos1.x = 1
busyPos1.y = 1
let busyPos2 = new Point()
busyPos2.x = 1
busyPos2.y = 3
let busyPos3 = new Point()
busyPos3.x = 3
busyPos3.y = 1
busyPos.push(busyPos1)
busyPos.push(busyPos2)
busyPos.push(busyPos3)
monsters = ([] as Entity[])
addMonster()
resetState()
}
function logic() {
if (person.hitHorizontalWall()) {
person.dirY = 0
person.dirX = person.possHorizontalDir()
}
if (person.hitVerticalWall()) {
person.dirX = 0
person.dirY = person.possVerticalDir()
}
let lost = false
for (let i = 0; i < totalMonsters; i++) {
let m = monsters[i]
m.dirX = m.towardsX(person)
m.dirY = m.towardsY(person)
if (m.dirX != 0 && m.dirY != 0) {
let x = Math.random(2)
if (x == 1) {
m.dirX = 0
} else {
m.dirY = 0
}
}
if (person.collidesX(m) || person.collidesY(m)) {
lost = true
}
}
if (!lost) {
moveAll()
} else {
loseLife()
}
}
function loseLife() {
moveAll()
basic.pause(500)
basic.showLeds(`
. # . # .
. . # . .
. . . . .
. # # # .
# . . . #
`, 400)
basic.pause(1000)
basic.clearScreen()
game.removeLife(1)
playing = false
resetState()
}
function moveAll() {
person.move1()
for (let i = 0; i < totalMonsters; i++) {
monsters[i].move1()
}
}
function addMonster() {
let m = new Entity()
monsters.push(m)
totalMonsters = totalMonsters + 1
}
function levelUp() {
addMonster()
}
function resetState() {
levelTime = 0
game.setLife(5)
person.x = 4
person.y = 4
person.dirX = -1
person.dirY = 0
for (let i = 0; i < totalMonsters; i++) {
let busy = busyPos[i]
let m = monsters[i]
m.x = (busy.x + Math.random(3)) - 1
m.y = (busy.y + Math.random(3)) - 1
}
}