# Rock Paper Scissors ## Introduction @unplugged  Use the accelerometer and the screen to build a **Rock Paper Scissors** game that you can play with your friends! ## Step 1 @fullscreen Add a ``||input:on shake||`` block to run code when when you shake the @boardname@. ```blocks input.onGesture(Gesture.Shake, () => { }) ``` ## Step 2 @fullscreen Add a ``hand`` variable and place the ``||variables:set hand to||`` block in the shake event.  ## Step 3 @fullscreen Add a ``||math:pick random||`` block to pick a random number from `1` to `3` and store it in the variable named ``hand``. ```blocks let hand = 0; input.onGesture(Gesture.Shake, () => { hand = Math.randomRange(1, 3) }) ``` In a later step, each of the possible numbers (`1`, `2`, or `3`) is matched to its own picture. The picture is shown on the LEDs when its matching number is picked. ## Step 4 @fullscreen Place an ``||logic:if||`` block under the ``||math:pick random||`` and check whether ``hand`` is equal to ``1``. Add a ``||basic:show leds||`` block that shows a picture of a piece of paper. The number `1` will mean paper. ```blocks let hand = 0; input.onGesture(Gesture.Shake, () => { hand = Math.randomRange(1, 3) if (hand == 1) { basic.showLeds(` # # # # # # . . . # # . . . # # . . . # # # # # # `) } }) ``` ## Step 5 @fullscreen Click on the **SHAKE** button in the simulator. If you try enough times, you should see a picture of paper on the screen.  ## Step 6 @fullscreen Click the ``+`` button to add an ``||logic:else||`` section.  ## Step 7 @fullscreen Add a ``||basic:show leds||`` block inside the ``||logic:else||``. Make a picture of a scissors in the LEDs. ```blocks let hand = 0; input.onGesture(Gesture.Shake, () => { hand = Math.randomRange(1, 3) if (hand == 1) { basic.showLeds(` # # # # # # . . . # # . . . # # . . . # # # # # # `) } else { basic.showLeds(` # # . . # # # . # . . . # . . # # . # . # # . . # `) } }) ``` ## Step 8 @fullscreen Click the ``+`` button again to add an ``||logic:else if||`` section. Now, add a conditional block for ``||logic:hand = 1||`` to the condition in ``||logic:else if||``. Since ``hand`` can only be `1`, `2`, or `3`, your code is covering all possible cases!  ## Step 9 @fullscreen Get one more ``||basic:show leds||`` block and put it in the ``||logic:else if||``. Make a picture of a rock in the LEDs. ```blocks let hand = 0; input.onGesture(Gesture.Shake, () => { hand = Math.randomRange(1, 3) if (hand == 1) { basic.showLeds(` # # # # # # . . . # # . . . # # . . . # # # # # # `) } else if (hand == 2) { basic.showLeds(` . . . . . . # # # . . # # # . . # # # . . . . . . `) } else { basic.showLeds(` # # . . # # # . # . . . # . . # # . # . # # . . # `) } }) ``` ## Step 10 @fullscreen Click on the **SHAKE** button in the simulator and check to see that each image is showing up.  ## Step 11 @fullscreen If you have a @boardname@, click on ``|Download|`` and follow the instructions to get the code onto your @boardname@. Your game is ready! Gather your friends and play Rock Paper Scissors! 