renaming brick.setLight to brick.setStatusLight (#307)

* renaming brick.setLight to brick.setStatusLight

* updated docs
This commit is contained in:
Peli de Halleux
2018-02-06 22:18:39 -08:00
committed by GitHub
parent 88c58b4e76
commit e94ac6f6f1
23 changed files with 60 additions and 60 deletions

View File

@ -3,9 +3,9 @@
```blocks
loops.forever(function () {
if (sensors.color1.ambientLight() > 20) {
brick.setLight(BrickLight.Green)
brick.setStatusLight(StatusLight.Green)
} else {
brick.setLight(BrickLight.Orange)
brick.setStatusLight(StatusLight.Orange)
}
})
```

View File

@ -3,9 +3,9 @@
```blocks
loops.forever(function () {
if (sensors.color1.color() == ColorSensorColor.Green) {
brick.setLight(BrickLight.Green)
brick.setStatusLight(StatusLight.Green)
} else {
brick.setLight(BrickLight.Orange)
brick.setStatusLight(StatusLight.Orange)
}
})
```

View File

@ -3,9 +3,9 @@
```blocks
loops.forever(function () {
if (sensors.color1.reflectedLight() > 20) {
brick.setLight(BrickLight.Green)
brick.setStatusLight(StatusLight.Green)
} else {
brick.setLight(BrickLight.Orange)
brick.setStatusLight(StatusLight.Orange)
}
})
```

View File

@ -2,7 +2,7 @@
/**
* Patterns for lights under the buttons.
*/
const enum BrickLight {
const enum StatusLight {
//% block=off enumval=0
Off = 0,
//% block=green enumval=1
@ -244,16 +244,16 @@ namespace control {
namespace brick {
// the brick starts with the red color
let currPattern: BrickLight = BrickLight.Red;
let currPattern: StatusLight = StatusLight.Red;
/**
* Set lights.
* @param pattern the lights pattern to use. eg: BrickLight.Orange
*/
//% blockId=setLights block="set light to %pattern"
//% blockId=setLights block="set status light to %pattern"
//% weight=100 group="Buttons"
//% help=brick/set-light
export function setLight(pattern: BrickLight): void {
//% help=brick/set-status-light
export function setStatusLight(pattern: StatusLight): void {
if (currPattern === pattern)
return
currPattern = pattern;

View File

@ -2,7 +2,7 @@ screen.clear()
brick.print("PXT!", 10, 30, Draw.Quad)
brick.drawRect(40, 40, 20, 10, Draw.Fill)
brick.setLight(BrickLight.Orange)
brick.setStatusLight(StatusLight.Orange)
brick.heart.doubled().draw(100, 50, Draw.Double | Draw.Transparent)
@ -12,7 +12,7 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
brick.buttonLeft.onEvent(ButtonEvent.Bumped, () => {
brick.drawRect(10, 70, 20, 10, Draw.Fill)
brick.setLight(BrickLight.Red)
brick.setStatusLight(StatusLight.Red)
brick.setFont(brick.microbitFont())
})

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@ -18,9 +18,9 @@ namespace brick {
export class Mood {
private image: Image;
private sound: Sound;
private light: BrickLight;
private light: StatusLight;
constructor(image: Image, sound: Sound, light: BrickLight) {
constructor(image: Image, sound: Sound, light: StatusLight) {
this.image = image;
this.sound = sound;
this.light = light;
@ -30,7 +30,7 @@ namespace brick {
* Shows the mood on the EV3
*/
show() {
brick.setLight(this.light);
brick.setStatusLight(this.light);
brick.showImage(this.image);
music.playSoundEffectUntilDone(this.sound);
loops.pause(20);
@ -56,71 +56,71 @@ namespace moods {
* A sleeping mood
*/
//% fixedInstance jres=images.eyesSleeping
export const sleeping = new brick.Mood(images.eyesSleeping, sounds.expressionsSnoring, BrickLight.OrangePulse);
export const sleeping = new brick.Mood(images.eyesSleeping, sounds.expressionsSnoring, StatusLight.OrangePulse);
/**
* A awake mood
*/
//% fixedInstance jres=images.eyesAwake
export const awake = new brick.Mood(images.eyesAwake, sounds.informationActivate, BrickLight.Orange);
export const awake = new brick.Mood(images.eyesAwake, sounds.informationActivate, StatusLight.Orange);
/**
* A tired mood
*/
//% fixedInstance jres=images.eyesTiredMiddle
export const tired = new brick.Mood(images.eyesTiredMiddle, sounds.expressionsSneezing, BrickLight.OrangeFlash);
export const tired = new brick.Mood(images.eyesTiredMiddle, sounds.expressionsSneezing, StatusLight.OrangeFlash);
/**
* An angry mood
*/
//% fixedInstance jres=images.eyesAngry
export const angry = new brick.Mood(images.eyesAngry, sounds.animalsDogGrowl, BrickLight.RedPulse);
export const angry = new brick.Mood(images.eyesAngry, sounds.animalsDogGrowl, StatusLight.RedPulse);
/**
* A sad mood
*/
//% fixedInstance jres=images.eyesTear
export const sad = new brick.Mood(images.eyesTear, sounds.animalsDogWhine, BrickLight.Red);
export const sad = new brick.Mood(images.eyesTear, sounds.animalsDogWhine, StatusLight.Red);
/**
* A dizzy mood
*/
//% fixedInstance jres=images.eyesDizzy
export const dizzy = new brick.Mood(images.eyesDizzy, sounds.expressionsUhOh, BrickLight.OrangeFlash);
export const dizzy = new brick.Mood(images.eyesDizzy, sounds.expressionsUhOh, StatusLight.OrangeFlash);
/**
* A knocked out mood
*/
//% fixedInstance jres=images.eyesKnockedOut
export const knockedOut = new brick.Mood(images.eyesKnockedOut, sounds.informationError, BrickLight.RedFlash);
export const knockedOut = new brick.Mood(images.eyesKnockedOut, sounds.informationError, StatusLight.RedFlash);
/**
* Looking around left
*/
//% fixedInstance jres=images.eyesMiddleLeft
export const middleLeft = new brick.Mood(images.eyesMiddleLeft, sounds.informationAnalyze, BrickLight.Off);
export const middleLeft = new brick.Mood(images.eyesMiddleLeft, sounds.informationAnalyze, StatusLight.Off);
/**
* Looking around right
*/
//% fixedInstance jres=images.eyesMiddleRight
export const middleRight = new brick.Mood(images.eyesMiddleRight, sounds.informationAnalyze, BrickLight.Off);
export const middleRight = new brick.Mood(images.eyesMiddleRight, sounds.informationAnalyze, StatusLight.Off);
/**
* In love mood
*/
//% fixedInstance jres=images.eyesLove
export const love = new brick.Mood(images.eyesLove, sounds.expressionsMagicWand, BrickLight.GreenPulse);
export const love = new brick.Mood(images.eyesLove, sounds.expressionsMagicWand, StatusLight.GreenPulse);
/**
* In laughing mood
*/
//% fixedInstance jres=images.eyesWinking
export const winking = new brick.Mood(images.eyesWinking, sounds.expressionsLaughing1, BrickLight.GreenFlash);
export const winking = new brick.Mood(images.eyesWinking, sounds.expressionsLaughing1, StatusLight.GreenFlash);
/**
* In a neutral mood
*/
//% fixedInstance jres=images.eyesNeutral
export const neutral = new brick.Mood(images.eyesNeutral, undefined, BrickLight.Green);
export const neutral = new brick.Mood(images.eyesNeutral, undefined, StatusLight.Green);
}

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@ -3,9 +3,9 @@
```blocks
loops.forever(function () {
if (sensors.touch1.isPressed()) {
brick.setLight(BrickLight.Green)
brick.setStatusLight(StatusLight.Green)
} else {
brick.setLight(BrickLight.Orange)
brick.setStatusLight(StatusLight.Orange)
}
})
```

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@ -3,9 +3,9 @@
```blocks
loops.forever(function () {
if (sensors.touch1.wasPressed()) {
brick.setLight(BrickLight.Green)
brick.setStatusLight(StatusLight.Green)
} else {
brick.setLight(BrickLight.Orange)
brick.setStatusLight(StatusLight.Orange)
}
})
```