adding touch button examples
This commit is contained in:
		@@ -4,5 +4,12 @@ Here are some fun programs for your @boardname@!
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## Fun stuff
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Coming soon.
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```codecard
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[
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{
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  "name": "Happy unhappy",
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  "description": "Keep your brick entertained and happy",
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  "url":"/examples/happy-unhappy",
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  "cardType": "example"
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}]
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```
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										19
									
								
								docs/examples/happy-unhappy.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								docs/examples/happy-unhappy.md
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,19 @@
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# Happy unhappy
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Use a touch sensor to make the brick happy.
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```blocks
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sensors.touchSensor1.onEvent(TouchSensorEvent.Pressed, function () {
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    brick.showImage(images.expressionsBigSmile)
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})
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sensors.touchSensor1.onEvent(TouchSensorEvent.Released, function () {
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    brick.showImage(images.expressionsSick)
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})
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loops.forever(function () {
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    if (sensors.touchSensor1.isTouched()) {
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        brick.setStatusLight(LightsPattern.Green)
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    } else {
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        brick.setStatusLight(LightsPattern.Orange)
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    }
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})
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```
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@@ -27,8 +27,8 @@
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  "brick.buttonLeft": "Left button on the EV3 Brick.",
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  "brick.buttonRight": "Right button on the EV3 Brick.",
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  "brick.buttonUp": "Up button on the EV3 Brick.",
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  "brick.pattern": "Pattern block.",
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  "brick.pattern|param|pattern": "the lights pattern to use. eg: LightsPattern.Green",
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  "brick.lightPattern": "Pattern block.",
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  "brick.lightPattern|param|pattern": "the lights pattern to use. eg: LightsPattern.Green",
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  "brick.print": "Show text on the screen.",
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  "brick.print|param|text": "the text to print on the screen, eg: \"Hello world\"",
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  "brick.print|param|x": "the starting position's x coordinate, eg: 0",
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@@ -41,7 +41,7 @@
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  "brick.buttonLeft|block": "left",
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  "brick.buttonRight|block": "right",
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  "brick.buttonUp|block": "up",
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  "brick.pattern|block": "%pattern",
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  "brick.lightPattern|block": "%pattern",
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  "brick.print|block": "`icons.brickDisplay` print %text| at x: %x| y: %y",
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  "brick.setPixel|block": "`icons.brickDisplay` set pixel %on| at x: %x| y: %y",
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  "brick.setStatusLight|block": "set `icons.brickButtons` to %pattern=led_pattern",
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@@ -4,34 +4,34 @@
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 */
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const enum LightsPattern {
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    //% block=Off enumval=0
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    Off = 0,
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    //% block=Green enumval=1
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    Green = 1,
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    //% block=Red enumval=2
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    Red = 2,
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    //% block=Orange enumval=3
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    Orange = 3,
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    //% block="Flashing Green" enumval=4
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    GreenFlash = 4,
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    //% block="Flashing Red" enumval=5
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    RedFlash = 5,
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    //% block="Flashing Orange" enumval=6
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    OrangeFlash = 6,
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    //% block="Pulsing Green" enumval=7
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    GreenPulse = 7,
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    //% block="Pulsing Red" enumval=8
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    RedPulse = 8,
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    //% block="Pulsing Orange" enumval=9
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    //% blockIdentity=output.pattern
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    //% blockIdentity=brick.lightPattern
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    OrangePulse = 9,
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}
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@@ -252,7 +252,7 @@ namespace brick {
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    //% blockId=led_pattern block="%pattern"
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    //% shim=TD_ID colorSecondary="#6e9a36" group="Light"
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    //% blockHidden=true useEnumVal=1 pattern.fieldOptions.decompileLiterals=1
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    export function pattern(pattern: LightsPattern): number {
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    export function lightPattern(pattern: LightsPattern): number {
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        return pattern;
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    }
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}
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@@ -143,7 +143,8 @@ namespace brick {
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        if (!image) return;
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        image.draw(0, 0, Draw.Normal);
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        delay = Math.max(0, delay);
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        loops.pause(delay);
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        if (delay > 0)
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            loops.pause(delay);
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    }
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    /**
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