74799c65ac
* added pause/resume * don't override displaymode in game engine * avoid setting light sensing display mode
781 lines
24 KiB
TypeScript
781 lines
24 KiB
TypeScript
enum Direction {
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//% block=right
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Right,
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//% block=left
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Left
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}
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enum LedSpriteProperty {
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//% block=x
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X,
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//% block=y
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Y,
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//% block=direction
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Direction,
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//% block=brightness
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Brightness,
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//% block=blink
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Blink
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}
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/**
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* A single-LED sprite game engine
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*/
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//% color=#008272 weight=32 icon="\uf11b"
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//% advanced=true
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namespace game {
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let _score: number = 0;
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let _life: number = 3;
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let _startTime: number = 0;
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let _endTime: number = 0;
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let _isGameOver: boolean = false;
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let _countdownPause: number = 0;
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let _level: number = 1;
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let _gameId: number = 0;
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let _img: Image;
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let _sprites: LedSprite[];
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let _paused: boolean = false;
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/**
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* Creates a new LED sprite pointing to the right.
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* @param x sprite horizontal coordinate, eg: 2
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* @param y sprite vertical coordinate, eg: 2
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*/
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//% weight=60 blockGap=8
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//% blockId=game_create_sprite block="create sprite at|x: %x|y: %y"
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//% parts="ledmatrix"
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export function createSprite(x: number, y: number): LedSprite {
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init();
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let p = new LedSprite(x, y);
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return p;
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}
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/**
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* Gets the current score
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*/
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//% weight=9 help=game/score
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//% blockId=game_score block="score" blockGap=8
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export function score(): number {
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return _score;
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}
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/**
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* Adds points to the current score and shows an animation
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* @param points amount of points to change, eg: 1
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*/
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//% weight=10 help=game/add-score
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//% blockId=game_add_score block="change score by|%points" blockGap=8
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//% parts="ledmatrix"
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export function addScore(points: number): void {
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setScore(_score + points);
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if (!_paused)
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
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});
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}
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/**
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* Shows an animation, then starts a game countdown timer, which causes Game Over when it reaches 0
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* @param ms countdown duration in milliseconds, eg: 10000
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*/
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//% weight=9 help=game/start-countdown
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//% blockId=game_start_countdown block="start countdown|(ms) %duration" blockGap=8
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//% parts="ledmatrix"
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export function startCountdown(ms: number): void {
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if (checkStart()) {
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basic.showAnimation(`1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
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0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
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1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
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0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
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1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0`, 400);
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_countdownPause = Math.max(500, ms);
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_startTime = -1;
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_endTime = input.runningTime() + _countdownPause;
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_paused = false;
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control.inBackground(() => {
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basic.pause(_countdownPause);
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gameOver();
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});
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}
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}
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/**
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* Displays a game over animation and the score.
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*/
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//% weight=8 help=game/game-over
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//% blockId=game_game_over block="game over"
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//% parts="ledmatrix"
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export function gameOver(): void {
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if (!_isGameOver) {
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_isGameOver = true;
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unplugEvents();
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led.stopAnimation();
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led.setBrightness(255);
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led.setDisplayMode(DisplayMode.BackAndWhite);
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while (true) {
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for (let i = 0; i < 8; i++) {
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basic.clearScreen();
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basic.pause(100);
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basic.showLeds(`1 1 1 1 1
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1 1 1 1 1
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1 1 1 1 1
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1 1 1 1 1
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1 1 1 1 1`, 300);
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}
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basic.showAnimation(`1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0
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1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 1 1 0 0 0 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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1 1 0 1 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 0 1 1 1 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 0 1 1 1 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0`, 100);
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for (let j = 0; j < 3; j++) {
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basic.showString(" GAMEOVER ", 100);
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showScore();
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}
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}
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} else {
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// already in game over mode in another fiber
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while (true) {
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basic.pause(10000);
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}
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}
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}
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/**
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* Sets the current score value
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* @param value new score value.
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*/
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//% blockId=game_set_score block="set score %points" blockGap=8
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//% weight=10 help=game/set-score
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export function setScore(value: number): void {
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_score = Math.max(0, value);
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}
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/**
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* Gets the current life
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*/
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//% weight=10
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export function life(): number {
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return _life;
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}
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/**
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* Sets the current life value
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* @param value TODO
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*/
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//% weight=10
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export function setLife(value: number): void {
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_life = Math.max(0, value);
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if (_life <= 0) {
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gameOver();
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}
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}
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/**
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* Adds life points to the current life
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* @param lives TODO
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*/
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//% weight=10
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export function addLife(lives: number): void {
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setLife(_life + lives);
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}
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/**
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* Gets the remaining time (since `start countdown`) or current time (since the device started or `start stopwatch`) in milliseconds.
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*/
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//% weight=10
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export function currentTime(): number {
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if (_endTime > 0) {
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return Math.max(0, _endTime - input.runningTime());
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} else {
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return input.runningTime() - _startTime;
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}
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}
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/**
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* Removes some life
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* @param life TODO
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*/
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//% weight=10
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//% parts="ledmatrix"
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export function removeLife(life: number): void {
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setLife(_life - life);
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if (!_paused)
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control.inBackground(() => {
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led.stopAnimation();
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basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
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0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
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0 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
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0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
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1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0`, 40);
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});
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}
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/**
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* Increments the level and display a message.
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*/
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//% weight=10
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//% parts="ledmatrix"
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export function levelUp(): void {
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_level = _level + 1;
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basic.showString("LEVEL:", 150);
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basic.showNumber(_level, 150);
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}
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/**
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* Gets the current level
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*/
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//% weight=10
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export function level(): number {
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return _level;
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}
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/**
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* Starts a stopwatch timer. `current time` will return the elapsed time.
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*/
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//% weight=10
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export function startStopwatch(): void {
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_startTime = input.runningTime();
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_endTime = -1;
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}
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/**
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* Gets a value indicating if the game is still running. Returns `false` if game over.
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*/
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//% weight=10
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export function isRunning(): boolean {
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let running: boolean;
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return !_isGameOver;
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}
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/**
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* Displays the score on the screen.
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*/
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//% weight=60
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//% parts="ledmatrix"
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export function showScore(): void {
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basic.showString(" SCORE ", 100);
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basic.showNumber(_score, 150);
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basic.showString(" ", 150);
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}
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/**
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* Indicates if the game is display the game over sequence.
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*/
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export function isGameOver(): boolean {
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return _isGameOver;
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}
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/**
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* Indicates if the game rendering is paused to allow other animations
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*/
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//%
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export function isPaused(): boolean {
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return _paused;
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}
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/**
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* Pauses the game rendering engine to allow other animations
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*/
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//% blockId=game_pause block="pause"
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//% advanced=true blockGap=8 help=game/pause
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export function pause(): void {
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plot()
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_paused = true;
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}
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/**
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* Resumes the game rendering engine
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*/
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//% blockId=game_resume block="resume"
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//% advanced=true blockGap=8 help=game/resumeP
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export function resume(): void {
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_paused = false;
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plot();
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}
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/**
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* returns false if game can't start
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*/
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function checkStart(): boolean {
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if (_countdownPause > 0 || _startTime > 0) {
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return false;
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} else {
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return true;
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}
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}
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function unplugEvents(): void {
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input.onButtonPressed(Button.A, () => { });
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input.onButtonPressed(Button.B, () => { });
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input.onButtonPressed(Button.AB, () => {
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control.reset();
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});
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}
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export class LedSprite {
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private _x: number;
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private _y: number;
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private _dir: number;
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private _brightness: number;
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private _blink: number;
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private _enabled: boolean;
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constructor(x: number, y: number) {
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this._x = Math.clamp(0, 4, x);
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this._y = Math.clamp(0, 4, y);
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this._dir = 90;
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this._brightness = 255;
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this._enabled = true;
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init();
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_sprites.push(this);
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plot();
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}
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/**
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* Move a certain number of LEDs in the current direction
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* @param this the sprite to move
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* @param leds number of leds to move, eg: 1, -1
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*/
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//% weight=50
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//% blockId=game_move_sprite block="%sprite|move by %leds" blockGap=8
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//% parts="ledmatrix"
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public move(leds: number): void {
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if (this._dir == 0) {
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this._y = this._y - leds;
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} else if (this._dir == 45) {
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this._x = this._x + leds;
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this._y = this._y - leds;
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} else if (this._dir == 90) {
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this._x = this._x + leds;
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} else if (this._dir == 135) {
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this._x = this._x + leds;
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this._y = this._y + leds;
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} else if (this._dir == 180) {
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this._y = this._y + leds;
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} else if (this._dir == -45) {
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this._x = this._x - leds;
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this._y = this._y - leds;
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} else if (this._dir == -90) {
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this._x = this._x - leds;
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} else {
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this._x = this._x - leds;
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this._y = this._y + leds;
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}
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this._x = Math.clamp(0, 4, this._x);
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this._y = Math.clamp(0, 4, this._y);
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plot();
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}
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/**
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* Go to this position on the screen
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* @param this TODO
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* @param x TODO
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* @param y TODO
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*/
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//% parts="ledmatrix"
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public goTo(x: number, y: number): void {
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this._x = x;
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this._y = y;
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this._x = Math.clamp(0, 4, this._x);
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this._y = Math.clamp(0, 4, this._y);
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plot();
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}
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/**
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* If touching the edge of the stage and facing towards it, then turn away.
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* @param this TODO
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*/
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//% weight=18
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//% blockId=game_sprite_bounce block="%sprite|if on edge, bounce"
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//% parts="ledmatrix"
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public ifOnEdgeBounce(): void {
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if (this._dir == 0 && this._y == 0) {
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this._dir = 180;
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} else if (this._dir == 45 && (this._x == 4 || this._y == 0)) {
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if (this._x == 0 && this._y == 0) {
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this._dir = -135;
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} else if (this._y == 0) {
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this._dir = 135;
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} else {
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this._dir = -45;
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}
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} else if (this._dir == 90 && this._x == 4) {
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this._dir = -90;
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} else if (this._dir == 135 && (this._x == 4 || this._y == 4)) {
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if (this.x() == 4 && this.y() == 4) {
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this._dir = -45;
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} else if (this._y == 4) {
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this._dir = 45;
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} else {
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this._dir = -135;
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}
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} else if (this._dir == 180 && this._y == 4) {
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this._dir = 0;
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} else if (this._dir == -45 && (this._x == 0 || this._y == 0)) {
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if (this.x() == 0 && this.y() == 0) {
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this._dir = 135;
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} else if (this._y == 0) {
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this._dir = -135;
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} else {
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this._dir = 45;
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}
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} else if (this._dir == -90 && this._x == 0) {
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this._dir = 90;
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} else if (this._dir == -135 && (this._x == 0 || this._y == 4)) {
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if (this._x == 0 && this._y == 4) {
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this._dir = 45;
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} else if (this._y == 4) {
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this._dir = -45;
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} else {
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this._dir = 135;
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}
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}
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plot();
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}
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/**
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* Turn the sprite
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* @param this TODO
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* @param direction left or right
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* @param degrees angle in degrees to turn, eg: 45, 90, 180, 135
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*/
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//% weight=49
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//% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees"
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public turn(direction: Direction, degrees: number) {
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if (direction == Direction.Right)
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this.setDirection(this._dir + degrees);
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else
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this.setDirection(this._dir - degrees);
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}
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/**
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* Turn to the right (clockwise)
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* @param this TODO
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* @param degrees TODO
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*/
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public turnRight(degrees: number): void {
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this.turn(Direction.Right, degrees);
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}
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/**
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* Turn to the left (counter-clockwise)
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* @param this TODO
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* @param degrees TODO
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*/
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public turnLeft(degrees: number): void {
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this.turn(Direction.Left, degrees);
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}
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/**
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* Sets a property of the sprite
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* @param property the name of the property to change
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* @param the updated value
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*/
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//% weight=29
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//% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8
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public set(property: LedSpriteProperty, value: number) {
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switch (property) {
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case LedSpriteProperty.X: this.setX(value); break;
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case LedSpriteProperty.Y: this.setY(value); break;
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case LedSpriteProperty.Direction: this.setDirection(value); break;
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case LedSpriteProperty.Brightness: this.setBrightness(value); break;
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case LedSpriteProperty.Blink: this.setBlink(value); break;
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}
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}
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/**
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* Changes a property of the sprite
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* @param property the name of the property to change
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* @param value amount of change, eg: 1
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*/
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//% weight=30
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//% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8
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public change(property: LedSpriteProperty, value: number) {
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switch (property) {
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case LedSpriteProperty.X: this.changeXBy(value); break;
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case LedSpriteProperty.Y: this.changeYBy(value); break;
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case LedSpriteProperty.Direction: this.changeDirectionBy(value); break;
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case LedSpriteProperty.Brightness: this.changeBrightnessBy(value); break;
|
|
case LedSpriteProperty.Blink: this.changeBlinkBy(value); break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Gets a property of the sprite
|
|
* @param property the name of the property to change
|
|
*/
|
|
//% weight=28
|
|
//% blockId=game_sprite_property block="%sprite|%property"
|
|
public get(property: LedSpriteProperty) {
|
|
switch (property) {
|
|
case LedSpriteProperty.X: return this.x();
|
|
case LedSpriteProperty.Y: return this.y();
|
|
case LedSpriteProperty.Direction: return this.direction()
|
|
case LedSpriteProperty.Brightness: return this.brightness();
|
|
case LedSpriteProperty.Blink: return this.blink();
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set the direction of the current sprite, rounded to the nearest multiple of 45
|
|
* @param this TODO
|
|
* @param degrees TODO
|
|
*/
|
|
//% parts="ledmatrix"
|
|
public setDirection(degrees: number): void {
|
|
this._dir = ((degrees / 45) % 8) * 45;
|
|
if (this._dir <= -180) {
|
|
this._dir = this._dir + 360;
|
|
} else if (this._dir > 180) {
|
|
this._dir = this._dir - 360;
|
|
}
|
|
plot();
|
|
}
|
|
|
|
/**
|
|
* Reports the ``x`` position of a sprite on the LED screen
|
|
* @param this TODO
|
|
*/
|
|
public x(): number {
|
|
return this._x;
|
|
}
|
|
|
|
/**
|
|
* Reports the ``y`` position of a sprite on the LED screen
|
|
* @param this TODO
|
|
*/
|
|
public y(): number {
|
|
return this._y;
|
|
}
|
|
|
|
/**
|
|
* Reports the current direction of a sprite
|
|
* @param this TODO
|
|
*/
|
|
public direction(): number {
|
|
return this._dir;
|
|
}
|
|
|
|
/**
|
|
* Set the ``x`` position of a sprite
|
|
* @param this TODO
|
|
* @param x TODO
|
|
*/
|
|
public setX(x: number): void {
|
|
this.goTo(x, this._y);
|
|
}
|
|
|
|
/**
|
|
* Set the ``y`` position of a sprite
|
|
* @param this TODO
|
|
* @param y TODO
|
|
*/
|
|
public setY(y: number): void {
|
|
this.goTo(this._x, y);
|
|
}
|
|
|
|
/**
|
|
* Changes the ``y`` position by the given amount
|
|
* @param this TODO
|
|
* @param y TODO
|
|
*/
|
|
public changeYBy(y: number): void {
|
|
this.goTo(this._x, this._y + y);
|
|
}
|
|
|
|
/**
|
|
* Changes the ``x`` position by the given amount
|
|
* @param this TODO
|
|
* @param x TODO
|
|
*/
|
|
public changeXBy(x: number): void {
|
|
this.goTo(this._x + x, this._y);
|
|
}
|
|
|
|
/**
|
|
* Reports true if sprite has the same position as specified sprite
|
|
* @param this TODO
|
|
* @param other TODO
|
|
*/
|
|
//% weight=20
|
|
//% blockId=game_sprite_touching_sprite block="%sprite|touching %other|?" blockGap=8
|
|
public isTouching(other: LedSprite): boolean {
|
|
return this._enabled && other._enabled && this._x == other._x && this._y == other._y;
|
|
}
|
|
|
|
/**
|
|
* Reports true if sprite is touching an edge
|
|
* @param this TODO
|
|
*/
|
|
//% weight=19
|
|
//% blockId=game_sprite_touching_edge block="%sprite|touching edge?" blockGap=8
|
|
public isTouchingEdge(): boolean {
|
|
return this._x == 0 || this._x == 4 || this._y == 0 || this._y == 4;
|
|
}
|
|
|
|
/**
|
|
* Turns on the sprite (on by default)
|
|
* @param this the sprite
|
|
*/
|
|
public on(): void {
|
|
this.setBrightness(255);
|
|
}
|
|
|
|
/**
|
|
* Turns off the sprite (on by default)
|
|
* @param this the sprite
|
|
*/
|
|
public off(): void {
|
|
this.setBrightness(0);
|
|
}
|
|
|
|
/**
|
|
* Set the ``brightness`` of a sprite
|
|
* @param this the sprite
|
|
* @param brightness the brightness from 0 (off) to 255 (on), eg: 255.
|
|
*/
|
|
//% parts="ledmatrix"
|
|
public setBrightness(brightness: number): void {
|
|
this._brightness = Math.clamp(0, 255, brightness);
|
|
plot();
|
|
}
|
|
|
|
/**
|
|
* Reports the ``brightness` of a sprite on the LED screen
|
|
* @param this the sprite
|
|
*/
|
|
//% parts="ledmatrix"
|
|
public brightness(): number {
|
|
let r: number;
|
|
return this._brightness;
|
|
}
|
|
|
|
/**
|
|
* Changes the ``y`` position by the given amount
|
|
* @param this the sprite
|
|
* @param value the value to change brightness
|
|
*/
|
|
public changeBrightnessBy(value: number): void {
|
|
this.setBrightness(this._brightness + value);
|
|
}
|
|
|
|
/**
|
|
* Changes the ``direction`` position by the given amount by turning right
|
|
* @param this TODO
|
|
* @param angle TODO
|
|
*/
|
|
public changeDirectionBy(angle: number): void {
|
|
this.turnRight(angle);
|
|
}
|
|
|
|
/**
|
|
* Deletes the sprite from the game engine. The sprite will no longer appear on the screen or interact with other sprites.
|
|
* @param this sprite to delete
|
|
*/
|
|
//% weight=59
|
|
//% blockId="game_delete_sprite" block="delete %this"
|
|
public delete(): void {
|
|
this._enabled = false;
|
|
if (_sprites.removeElement(this))
|
|
plot();
|
|
}
|
|
|
|
/**
|
|
* Sets the blink duration interval in millisecond.
|
|
* @param sprite TODO
|
|
* @param ms TODO
|
|
*/
|
|
public setBlink(ms: number): void {
|
|
this._blink = Math.clamp(0, 10000, ms);
|
|
}
|
|
|
|
/**
|
|
* Changes the ``blink`` duration by the given amount of millisecons
|
|
* @param this TODO
|
|
* @param ms TODO
|
|
*/
|
|
public changeBlinkBy(ms: number): void {
|
|
this.setBlink(this._blink + ms);
|
|
}
|
|
|
|
/**
|
|
* Reports the ``blink`` duration of a sprite
|
|
* @param this TODO
|
|
*/
|
|
public blink(): number {
|
|
let r: number;
|
|
return this._blink;
|
|
}
|
|
|
|
//% weight=-1
|
|
//% parts="ledmatrix"
|
|
public _plot(now: number) {
|
|
let ps = this
|
|
if (ps._brightness > 0) {
|
|
let r = 0;
|
|
if (ps._blink > 0) {
|
|
r = (now / ps._blink) % 2;
|
|
}
|
|
if (r == 0) {
|
|
_img.setPixelBrightness(ps._x, ps._y, _img.pixelBrightness(ps._x, ps._y) + ps._brightness);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function init(): void {
|
|
if (_img == null) {
|
|
_img = images.createImage(
|
|
`0 0 0 0 0
|
|
0 0 0 0 0
|
|
0 0 0 0 0
|
|
0 0 0 0 0
|
|
0 0 0 0 0`);
|
|
_sprites = (<LedSprite[]>[]);
|
|
basic.forever(() => {
|
|
basic.pause(30);
|
|
plot();
|
|
if (game.isGameOver()) {
|
|
basic.pause(600);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Plots the current sprites on the screen
|
|
*/
|
|
//% parts="ledmatrix"
|
|
function plot(): void {
|
|
if (game.isGameOver() || game.isPaused() || !_img) {
|
|
return;
|
|
}
|
|
let now = input.runningTime();
|
|
_img.clear();
|
|
for (let i = 0; i < _sprites.length; i++) {
|
|
_sprites[i]._plot(now);
|
|
}
|
|
const mode = led.displayMode() == DisplayMode.Greyscale ? DisplayMode.Greyscale : DisplayMode.BackAndWhite;
|
|
led.setDisplayMode(DisplayMode.Greyscale);
|
|
_img.plotImage(0);
|
|
led.setDisplayMode(mode);
|
|
}
|
|
|
|
/**
|
|
* Gets an invalid sprite; used to initialize locals.
|
|
*/
|
|
//% weight=0
|
|
export function invalidSprite(): LedSprite {
|
|
return null;
|
|
}
|
|
|
|
}
|
|
|