* 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 * Fix Sound and replace AnalogPin.P0 * remove approved extensions * V4 Updates from remote Repo * locales * add storage functions * fix storage functions * fix int/float values * decrease decimal precision * reorder blocks * Update BLE Settings and Storage Blocks * Fetch MicroBit changes up to v4.0.18 * Update timing for LED Matrix usage * use 32kb ram (mini v2) * resize gatt table * Revert "use 32kb ram (mini v2)" This reverts commit 4b15592f0f0eacfc1a2e826f34682bc589faf16e. * fix missleading indentation * add support for 32kb and 16kb ram * only MIT extensions in preferredRepos * remove extensions without MIT License file * add updated extensions * add extensions with MIT license Co-authored-by: Juri <gitkraken@juriwolf.de> Co-authored-by: Juri <info@juriwolf.de>
172 lines
4.4 KiB
Markdown
172 lines
4.4 KiB
Markdown
# Space Explorer
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## Introduction @showdialog
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** Let's explore the depths of space! **
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In this tutorial, you'll design a spaceship for your journey.
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
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## Set the scene
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**Give 'em something to look at** 🔭
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---
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► Drag the ``||scene:start screen [confetti] effect ⊕||`` from the ``||scene:Scene||`` category and
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into the ``||loops:on start||`` block that's already in the workspace.
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► Next, select ``||scene:star field||`` (instead of ``||scene:confetti||``) from the dropdown
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and watch as you blast into space! 🚀
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---
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```blocks
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// @highlight
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effects.starField.startScreenEffect()
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```
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## Draw your ship
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**🧑🏿🚀 Time to choose our ship! 👩🏾🚀**
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---
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► From the ``||sprites:Sprites||`` category, drag the ``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
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block and place it at the end of the ``||loops:on start||`` container.
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► Click on the grey box in the middle of your
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``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` block
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to design a ship of your own! Are you a rusty pile of scraps or a sleek, futuristic rocket?
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---
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**Tip:** Don't feel like drawing your ship? Once you're in the sprite editor,
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flip to the gallery and choose from premade images.
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```blocks
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effects.starField.startScreenEffect()
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// @highlight
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let mySprite = sprites.create(img`
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. . . . . . . 9 9 . . . . . . .
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. . . . . . 9 . . 9 . . . . . .
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. . . . . . 9 . . 9 . . . . . .
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. . . . . 9 . 9 9 . 9 . . . . .
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. . . . . 9 . 9 9 . 9 . . . . .
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. . . . 9 . 9 9 9 9 . 9 . . . .
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. . . . 9 . 9 9 9 9 . 9 . . . .
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. . . 9 . 9 9 9 9 9 9 . 9 . . .
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. . . 9 . 9 . . . . 9 . 9 . . .
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. . 9 . 9 9 . 9 9 . 9 9 . 9 . .
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. . 9 . 9 9 . . . . 9 9 . 9 . .
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. 9 . 9 9 9 . 9 9 9 9 9 9 . 9 .
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. 9 . 9 9 9 . 9 9 9 9 9 9 . 9 .
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9 . 9 9 9 9 9 9 9 9 9 9 9 9 . 9
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9 . . . . . . . . . . . . . . 9
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9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
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`, SpriteKind.Player)
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```
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## Control your ship
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🌟 Let's get your ship moving 🌟
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---
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► Find the ``||controller:move [mySprite] with buttons ⊕||`` block
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and drag it into the bottom of the ``||loops:on start||`` container.
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** Now try moving your ship around on the game screen! **
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Your ship will move with the joystick, arrow keys, or **W A S D** keys.
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```blocks
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effects.starField.startScreenEffect()
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let mySprite = sprites.create(img`
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. . . . . . . 9 9 . . . . . . .
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. . . . . . 9 . . 9 . . . . . .
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. . . . . . 9 . . 9 . . . . . .
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. . . . . 9 . 9 9 . 9 . . . . .
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. . . . . 9 . 9 9 . 9 . . . . .
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. . . . 9 . 9 9 9 9 . 9 . . . .
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. . . . 9 . 9 9 9 9 . 9 . . . .
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. . . 9 . 9 9 9 9 9 9 . 9 . . .
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. . . 9 . 9 . . . . 9 . 9 . . .
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. . 9 . 9 9 . 9 9 . 9 9 . 9 . .
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. . 9 . 9 9 . . . . 9 9 . 9 . .
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. 9 . 9 9 9 . 9 9 9 9 9 9 . 9 .
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. 9 . 9 9 9 . 9 9 9 9 9 9 . 9 .
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9 . 9 9 9 9 9 9 9 9 9 9 9 9 . 9
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9 . . . . . . . . . . . . . . 9
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9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
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`, SpriteKind.Player)
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// @highlight
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controller.moveSprite(mySprite)
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```
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## Stay in screen
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**Uh-oh, if you move off screen, your ship disappears!**
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---
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► To keep your ship from exploring beyond the edges, find
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the ``||sprites:set [mySprite] stay in screen <on>||`` block and
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snap it in at the end of the program.
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```blocks
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effects.starField.startScreenEffect()
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let mySprite = sprites.create(img`
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. . . . . . . 9 9 . . . . . . .
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. . . . . . 9 . . 9 . . . . . .
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. . . . . . 9 . . 9 . . . . . .
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. . . . . 9 . 9 9 . 9 . . . . .
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. . . . . 9 . 9 9 . 9 . . . . .
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. . . . 9 . 9 9 9 9 . 9 . . . .
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. . . . 9 . 9 9 9 9 . 9 . . . .
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. . . 9 . 9 9 9 9 9 9 . 9 . . .
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. . . 9 . 9 . . . . 9 . 9 . . .
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. . 9 . 9 9 . 9 9 . 9 9 . 9 . .
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. . 9 . 9 9 . . . . 9 9 . 9 . .
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. 9 . 9 9 9 . 9 9 9 9 9 9 . 9 .
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. 9 . 9 9 9 . 9 9 9 9 9 9 . 9 .
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9 . 9 9 9 9 9 9 9 9 9 9 9 9 . 9
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9 . . . . . . . . . . . . . . 9
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9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9
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`, SpriteKind.Player)
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controller.moveSprite(mySprite)
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// @highlight
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mySprite.setStayInScreen(true)
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```
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## Finale @showdialog
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**Great Job!**
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---
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**Try your project on the game screen
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before you click finish on the tutorial.**
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Is everything how you want it? You can always go back and edit steps if you discover you'd like them to work differently.
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## Byeeee
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** 🚀 That's it! 🚀**
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You're all set to travel the universe!
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Click **Finish** to return to the main page where you can share your game
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with family and friends! |