It's necessary to add a pause after addScore in order to display showNumber and showString based on this ticket: https://github.com/Microsoft/pxt/issues/2280
4.4 KiB
rock paper scissors
~avatar avatar
Build a rock paper scissors game!
~
Step 1: Getting started
We want the @boardname@ to choose rock, paper, or scissors when you shake it.
Try creating an on shake
block so when you shake the @boardname@, it will run part of a program.
input.onGesture(Gesture.Shake, () => {
})
Next, when you shake the @boardname@, it should pick a random number from 0
to 2
and store it in the variable weapon
. (This variable is named weapon
because
rock, paper, and scissors are the weapons you use to battle your friends!)
Add a set
block with a variable. Then add a pick random
block,
and store the random number in the variable,
like this:
input.onGesture(Gesture.Shake, () => {
let weapon = Math.random(3)
})
~hint
No one can predict random numbers. That's what makes them great for Rock Paper Scissors!
~
Each possible number these blocks can make (0
, 1
, or 2
) means a different picture.
We will show the right picture for that number on the LED screen.
Step 2: Picking paper
Put an if
block after the let
block that checks whether
weapon
is 0
. Make sure the if
block has an else if
part
and an else
part.
Next, add a show leds
block that shows a
picture of a piece of paper:
input.onGesture(Gesture.Shake, () => {
let weapon = Math.random(3)
if (weapon == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (false) {
} else {
}
})
Step 3: A random rock
Now we are going to add a new picture for the @boardname@ to show when another random number comes up.
Make the else if
part check if the variable weapon
is 1
.
Then add a show leds
block with a picture of a rock.
input.onGesture(Gesture.Shake, () => {
let weapon = Math.random(3)
if (weapon == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (weapon == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
} else {
}
})
Step 4: Suddenly scissors
Add a show leds
block with a picture of scissors to the else
part:
input.onGesture(Gesture.Shake, () => {
let weapon = Math.random(3)
if (weapon == 0) {
basic.showLeds(`
# # # # #
# . . . #
# . . . #
# . . . #
# # # # #
`)
} else if (weapon == 1) {
basic.showLeds(`
. . . . .
. # # # .
. # # # .
. # # # .
. . . . .
`)
} else {
basic.showLeds(`
# # . . #
# # . # .
. . # . .
# # . # .
# # . . #
`)
}
})
~hint
You don't need to check if weapon
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
.
~
Your game is ready! Have fun!
Step 5: Are you the greatest?
Here is a way you can make your Rock Paper Scissors game better.
When button A
is pressed,
the @boardname@ will add 1
to your score.
Open the Game
drawer, and then add the block change score by 1
to your program,
like this:
input.onButtonPressed(Button.A, () => {
game.addScore(1)
})
Step 6: Prove you're the greatest!
After your @boardname@ can add 1
to the score, show how many wins you have. Remember to add a pause after addScore so text will display.
input.onButtonPressed(Button.A, () => {
game.addScore(1)
basic.pause(1)
basic.showString("WINS:")
basic.showNumber(game.score())
})
Step 7: Staying honest
Success! Your @boardname@ can track wins!
But what about losses?
Use the Game
drawer to subtract 1
from your score when you press button B
.
Here are all the blocks you will need:
input.onButtonPressed(Button.B, () => {
game.addScore(-1)
basic.showString("LOSSES:")
basic.showNumber(game.score())
})
Step 8: Hacking Rock Paper Scissors
How else can you make your game better? Ever hear of Rock Paper Scissors Spock Lizard?