3e0c9b43a2
* 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 4b15592f0f
.
* 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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![Flying through space](/static/skillmap/space/space1.gif "Blasting through a starfield" )
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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! |