* change simulator svg * change radio image * Remove google fonts cdn * change color of 'advanced' button * font fix * font fix 2 * display fix * change fullsceen simulator bg * Continuous servo * handle continuous state * adding shims * update rendering for continuous servos * fixing sim * fix sig * typo * fix sim * bump pxt * bump pxt * rerun travis * Input blocks revision - add Button and Pin event types - merge onPinPressed & onPinReleased in new onPinEvent function - create new onButtonEvent function * update input blocks in docs and tests * remove device_pin_release block * Hide DAL.x behind Enum * bring back deprecated blocks, but hide them * shims and locales files * fix input.input. typing * remove buildpr * bump V3 * update simulator aspect ratio * add Loudness Block * revoke loudness block * Adds soundLevel To be replaced by pxt-common-packages when DAL is updated. * Remove P0 & P3 from AnalogPin Co-authored-by: Juri <gitkraken@juriwolf.de>
3.4 KiB
Rock Paper Scissors
Step 1
We want the @boardname@ to choose rock, paper, or scissors when you shake it.
Place a ||input:on shake||
block so when you shake the @boardname@, it will run part of a program.
input.onGesture(Gesture.Shake, () => {
})
Step 2
Add a tool
variable to store a random number computed with ||math:pick random||
.
When you shake the @boardname@, it should pick a random number from 0
to 2
and store it in the variable tool
. (This variable is named tool
because
rock, paper, and scissors are the tools you use to challenge your friends!)
let tool = 0;
input.onGesture(Gesture.Shake, () => {
tool = randint(0, 3)
})
In a later step, each of the possible numbers (0
, 1
, or 2
) is matched to its own picture. The picture is shown on the LEDs when its number is picked.
Step 3
Place an if
block under the ||math:pick random||
and
check whether tool
is equal to 0
.
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
}
})
Step 4
In the if
block, place a ||basic:show leds||
block that shows a
picture of a piece of paper.
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
}
})
Step 5
Add an else if
block to the if
block and check whether tool
is equal to 1
.
Click on the (+) at the bottom of the if
block to add an else if
section.
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (tool == 1) {
}
})
Step 6
Place a ||basic:show leds||
block under the else if and draw a rock image on the screen.
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (tool == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
}
})
Step 7
Add a ||basic:show leds||
block with a picture of scissors to the else
part.
You don't need to check if tool
is 2
because 2
is the only number left out of 0
, 1
, and 2
.
That's why you can use an else
instead of an else if
.
let tool = 0;
input.onGesture(Gesture.Shake, () => {
let tool = randint(0, 3)
if (tool == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (tool == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
} else {
basic.showLeds(`
# # . . #
# # . # .
. . # . .
# # . # .
# # . . #
`)
}
})
Step 8
Your game is ready! Gather your friends and play Rock Paper Scissors!