pxt-calliope/docs/lessons/graphics.md
2016-11-01 10:42:42 -07:00

83 lines
3.0 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# blocks - rendering graphics
An introduction to graphics for the Block Editor.
## Before we get started
Ensure you have completed the 'Hello, world!' and Loop tutorials and tested them on a simulator or on @boardname@.
```blocks
basic.showString("HI!");
```
The @boardname@ has a grid of 25 LEDs, so we can use these to display images.
Weve already experimented with the `show string` block that displays a string (some text) that we program it to. However we can use more blocks from the **Images** drawer to render or display images in different ways.
### Pixel Art
We can draw little images from the LEDs by ticking boxes. Drag a `show image` block from the **Images** drawer and connect in a `create image` block. You can customize this image by clicking boxes to tick whether the LED will turn on or off. For example, if we were creating a music player we may want to the show the `play` block:
![](/static/mb/blocks/lessons/graphics-0.png)
### Plotting points
We can also code our bug to plot a point by giving an x (horizontal) and y (vertical) coordinates, from 0 to 4. Click the **LED** drawer and drag a `plot` block. Try changing the coordinates and see the effect this has on the @boardname@.
We can also unplot a point (turn the LED off again) using the `unplot` block. So we could create a flashing LED program, using the `pause` block to create a delay.
```blocks
basic.forever(() => {
led.plot(2,2)
basic.pause(100)
led.unplot(2,2)
basic.pause(100)
})
```
We can also use the `basic.clearScreen` block to turn off all LEDs.
## Tip
The pause block is in milliseconds, so setting it to 1000 will have a pause of a single second.
### Devising algorithms for shapes
An algorithm is a set of steps to follow to solve a problem. We can begin to draw shapes on the @boardname@ using an algorithm.
For example, we could draw a straight line with this code:
```blocks
for(let i = 0; i <=4; i++) {
led.plot(i, 0);
basic.pause(200)
}
```
Our algorithm is: increase **i** by 1 **from 0** to **4**, and **plot** the point **x=i**, **y=0**. The pause block allows this line to be animated (drawn frame by frame).
Try devising an algorithm for a diagonal line using the code above and the variable **i**.
```sim
basic.forever(() => {
for(let i = 0; i <=4; i++) {
led.plot(i, i);
basic.pause(200)
}
basic.clearScreen();
})
```
### Animations
Animations are changes happening at a certain rate. For example, we could add the `pause` block from the **Basic** drawer with our square algorithm this will slowly draw a square (as an animation).
We could create more complex animations, for example we could make our @boardname@ display an explosion or fireworks.
### Image variables
We can create image variables so we can easily display an image at a later point. For example:
![](/static/mb/blocks/lessons/graphics-4.png)
This uses the blocks from the **Variable** drawer, and the **create image** block from the **Image** drawer. This means our image can be displayed without having to replicate the `create image` block each time.