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