8a2d46d447
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
200 lines
4.4 KiB
Markdown
200 lines
4.4 KiB
Markdown
# 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.
|
||
|
||
```blocks
|
||
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:
|
||
|
||
```blocks
|
||
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:
|
||
|
||
```blocks
|
||
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.
|
||
|
||
```blocks
|
||
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:
|
||
|
||
```blocks
|
||
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:
|
||
|
||
```blocks
|
||
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.
|
||
|
||
```blocks
|
||
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:
|
||
|
||
```shuffle
|
||
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](http://www.samkass.com/theories/RPSSL.html)?
|
||
|