renaming brick.setLight to brick.setStatusLight (#307)
* renaming brick.setLight to brick.setStatusLight * updated docs
This commit is contained in:
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@ -52,7 +52,7 @@
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* [is pressed](/reference/brick/button/is-pressed)
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* [is pressed](/reference/brick/button/is-pressed)
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* [was pressed](/reference/brick/button/was-pressed)
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* [was pressed](/reference/brick/button/was-pressed)
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* [pause until](/reference/brick/button/pause-until)
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* [pause until](/reference/brick/button/pause-until)
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* [set light](/reference/brick/set-light)
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* [set light](/reference/brick/set-status-light)
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* [battery level](/reference/brick/battery-level)
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* [battery level](/reference/brick/battery-level)
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* [Motors](/reference/motors)
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* [Motors](/reference/motors)
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* [set speed](/reference/motors/motor/set-speed)
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* [set speed](/reference/motors/motor/set-speed)
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@ -6,7 +6,7 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
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sensors.touch1.pauseUntil(ButtonEvent.Pressed)
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sensors.touch1.pauseUntil(ButtonEvent.Pressed)
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motors.largeBC.setSpeed(0)
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motors.largeBC.setSpeed(0)
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loops.pause(1000)
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loops.pause(1000)
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brick.setLight(BrickLight.OrangeFlash)
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brick.setStatusLight(StatusLight.OrangeFlash)
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motors.largeBC.setSpeed(-50)
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motors.largeBC.setSpeed(-50)
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loops.pause(2000)
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loops.pause(2000)
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motors.largeBC.setSpeed(0)
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motors.largeBC.setSpeed(0)
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@ -7,7 +7,7 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
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sensors.touch2.pauseUntil(ButtonEvent.Pressed)
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sensors.touch2.pauseUntil(ButtonEvent.Pressed)
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motors.largeBC.setSpeed(0)
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motors.largeBC.setSpeed(0)
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loops.pause(1000)
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loops.pause(1000)
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brick.setLight(BrickLight.OrangeFlash)
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brick.setStatusLight(StatusLight.OrangeFlash)
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motors.largeBC.setSpeed(-50)
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motors.largeBC.setSpeed(-50)
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loops.pause(2000)
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loops.pause(2000)
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motors.largeBC.setSpeed(0)
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motors.largeBC.setSpeed(0)
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@ -10,7 +10,7 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
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brick.showImage(images.eyesTiredMiddle)
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brick.showImage(images.eyesTiredMiddle)
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motors.largeBC.setSpeed(0)
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motors.largeBC.setSpeed(0)
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loops.pause(1000)
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loops.pause(1000)
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brick.setLight(BrickLight.OrangeFlash)
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brick.setStatusLight(StatusLight.OrangeFlash)
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brick.showImage(images.eyesDizzy)
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brick.showImage(images.eyesDizzy)
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motors.largeBC.setSpeed(-50)
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motors.largeBC.setSpeed(-50)
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loops.pause(2000)
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loops.pause(2000)
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@ -146,11 +146,11 @@ loops.forever(function () {
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}
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}
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motors.stopAllMotors()
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motors.stopAllMotors()
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st = 0;
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st = 0;
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brick.setLight(BrickLight.RedPulse);
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brick.setStatusLight(StatusLight.RedPulse);
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brick.showImage(images.eyesKnockedOut)
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brick.showImage(images.eyesKnockedOut)
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music.playSoundEffect(sounds.movementsSpeedDown)
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music.playSoundEffect(sounds.movementsSpeedDown)
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sensors.touch3.pauseUntil(ButtonEvent.Pressed)
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sensors.touch3.pauseUntil(ButtonEvent.Pressed)
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brick.setLight(BrickLight.Off);
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brick.setStatusLight(StatusLight.Off);
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})
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})
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// BHV
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// BHV
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@ -29,7 +29,7 @@ function DN() {
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function MNRH() {
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function MNRH() {
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motors.mediumC.setBrake(true)
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motors.mediumC.setBrake(true)
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brick.showImage(images.legoEv3icon)
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brick.showImage(images.legoEv3icon)
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brick.setLight(BrickLight.OrangePulse)
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brick.setStatusLight(StatusLight.OrangePulse)
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while (!brick.buttonEnter.wasPressed()) {
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while (!brick.buttonEnter.wasPressed()) {
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if (brick.buttonUp.wasPressed()) {
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if (brick.buttonUp.wasPressed()) {
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motors.mediumC.setSpeed(-100);
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motors.mediumC.setSpeed(-100);
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@ -41,7 +41,7 @@ function MNRH() {
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}
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}
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motors.mediumC.stop();
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motors.mediumC.stop();
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motors.mediumC.clearCounts();
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motors.mediumC.clearCounts();
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brick.setLight(BrickLight.Green);
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brick.setStatusLight(StatusLight.Green);
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}
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}
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function IS(t: number) {
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function IS(t: number) {
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@ -20,9 +20,9 @@ INI()
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let down = false;
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let down = false;
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loops.forever(function () {
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loops.forever(function () {
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brick.showImage(images.informationQuestionMark)
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brick.showImage(images.informationQuestionMark)
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brick.setLight(BrickLight.OrangePulse);
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brick.setStatusLight(StatusLight.OrangePulse);
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pauseUntil(() => (down = brick.buttonDown.wasPressed()) || brick.buttonUp.wasPressed())
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pauseUntil(() => (down = brick.buttonDown.wasPressed()) || brick.buttonUp.wasPressed())
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brick.setLight(BrickLight.Off)
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brick.setStatusLight(StatusLight.Off)
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music.playSoundEffect(sounds.mechanicalAirRelease)
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music.playSoundEffect(sounds.mechanicalAirRelease)
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brick.showImage(images.informationAccept)
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brick.showImage(images.informationAccept)
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if (down) {
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if (down) {
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@ -20,9 +20,9 @@ INI()
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let down = false;
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let down = false;
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loops.forever(function () {
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loops.forever(function () {
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brick.showImage(images.informationQuestionMark)
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brick.showImage(images.informationQuestionMark)
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brick.setLight(BrickLight.OrangePulse);
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brick.setStatusLight(StatusLight.OrangePulse);
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pauseUntil(() => (down = brick.buttonDown.wasPressed()) || brick.buttonUp.wasPressed())
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pauseUntil(() => (down = brick.buttonDown.wasPressed()) || brick.buttonUp.wasPressed())
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brick.setLight(BrickLight.Off)
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brick.setStatusLight(StatusLight.Off)
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music.playSoundEffect(sounds.mechanicalAirRelease)
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music.playSoundEffect(sounds.mechanicalAirRelease)
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brick.showImage(images.informationAccept)
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brick.showImage(images.informationAccept)
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if (down) {
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if (down) {
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@ -146,11 +146,11 @@ loops.forever(function () {
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}
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}
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motors.stopAllMotors()
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motors.stopAllMotors()
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st = 0;
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st = 0;
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brick.setLight(BrickLight.RedPulse);
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brick.setStatusLight(StatusLight.RedPulse);
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brick.showImage(images.eyesKnockedOut)
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brick.showImage(images.eyesKnockedOut)
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music.playSoundEffect(sounds.movementsSpeedDown)
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music.playSoundEffect(sounds.movementsSpeedDown)
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sensors.touch3.pauseUntil(ButtonEvent.Pressed)
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sensors.touch3.pauseUntil(ButtonEvent.Pressed)
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brick.setLight(BrickLight.Off);
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brick.setStatusLight(StatusLight.Off);
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})
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})
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// BHV
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// BHV
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@ -20,7 +20,7 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
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brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
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brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
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brick.buttonEnter.isPressed()
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brick.buttonEnter.isPressed()
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brick.buttonEnter.wasPressed()
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brick.buttonEnter.wasPressed()
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brick.setLight(BrickLight.Red);
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brick.setStatusLight(StatusLight.Red);
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```
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```
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## Other
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## Other
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@ -22,11 +22,11 @@ loops.forever(function() {
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battery = brick.batteryLevel();
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battery = brick.batteryLevel();
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if (battery > 15)
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if (battery > 15)
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{
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{
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brick.setLight(BrickLight.Green);
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brick.setStatusLight(StatusLight.Green);
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} else if (battery > 5) {
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} else if (battery > 5) {
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brick.setLight(BrickLight.Orange);
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brick.setStatusLight(StatusLight.Orange);
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} else {
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} else {
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brick.setLight(BrickLight.RedPulse)
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brick.setStatusLight(StatusLight.RedPulse)
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}
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}
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loops.pause(30000)
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loops.pause(30000)
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})
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})
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@ -34,11 +34,11 @@ Set the brick light to green when the `down` is pressed. When the button is not
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let isRed = false;
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let isRed = false;
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loops.forever(function() {
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loops.forever(function() {
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if (brick.buttonLeft.isPressed()) {
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if (brick.buttonLeft.isPressed()) {
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brick.setLight(BrickLight.Green);
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brick.setStatusLight(StatusLight.Green);
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isRed = false;
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isRed = false;
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} else {
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} else {
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if (!isRed) {
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if (!isRed) {
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brick.setLight(BrickLight.Red);
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brick.setStatusLight(StatusLight.Red);
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isRed = true;
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isRed = true;
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}
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}
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}
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}
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@ -16,7 +16,7 @@ Your @boardname@ has touch sensors that work like buttons. Instead of saying `en
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```block
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```block
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sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
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sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
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brick.setLight(BrickLight.Orange);
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brick.setStatusLight(StatusLight.Orange);
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});
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});
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```
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```
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@ -35,9 +35,9 @@ Set the brick light to green if the `right` button was pressed before the `left`
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```blocks
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```blocks
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brick.buttonLeft.onEvent(ButtonEvent.Bumped, function() {
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brick.buttonLeft.onEvent(ButtonEvent.Bumped, function() {
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if (brick.buttonRight.wasPressed()) {
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if (brick.buttonRight.wasPressed()) {
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brick.setLight(BrickLight.Green)
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brick.setStatusLight(StatusLight.Green)
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} else {
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} else {
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brick.setLight(BrickLight.Off)
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brick.setStatusLight(StatusLight.Off)
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}
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}
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})
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})
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```
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```
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@ -3,7 +3,7 @@
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Set the light on the brick to a solid or flashing color.
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Set the light on the brick to a solid or flashing color.
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```sig
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```sig
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brick.setLight(BrickLight.Red);
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brick.setStatusLight(StatusLight.Red);
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```
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```
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## Parameters
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## Parameters
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@ -25,13 +25,13 @@ Repeatedly show a different color pattern for the brick light.
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```blocks
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```blocks
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loops.forever(function () {
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loops.forever(function () {
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brick.setLight(BrickLight.Orange)
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brick.setStatusLight(StatusLight.Orange)
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loops.pause(1000)
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loops.pause(1000)
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brick.setLight(BrickLight.GreenFlash)
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brick.setStatusLight(StatusLight.GreenFlash)
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loops.pause(2000)
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loops.pause(2000)
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brick.setLight(BrickLight.RedPulse)
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brick.setStatusLight(StatusLight.RedPulse)
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loops.pause(2000)
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loops.pause(2000)
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brick.setLight(BrickLight.Off)
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brick.setStatusLight(StatusLight.Off)
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loops.pause(500)
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loops.pause(500)
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})
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})
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```
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```
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@ -3,9 +3,9 @@
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```blocks
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```blocks
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loops.forever(function () {
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loops.forever(function () {
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if (sensors.color1.ambientLight() > 20) {
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if (sensors.color1.ambientLight() > 20) {
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brick.setLight(BrickLight.Green)
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brick.setStatusLight(StatusLight.Green)
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} else {
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} else {
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brick.setLight(BrickLight.Orange)
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brick.setStatusLight(StatusLight.Orange)
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}
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}
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})
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})
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```
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```
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@ -3,9 +3,9 @@
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```blocks
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```blocks
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loops.forever(function () {
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loops.forever(function () {
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if (sensors.color1.color() == ColorSensorColor.Green) {
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if (sensors.color1.color() == ColorSensorColor.Green) {
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brick.setLight(BrickLight.Green)
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brick.setStatusLight(StatusLight.Green)
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} else {
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} else {
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brick.setLight(BrickLight.Orange)
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brick.setStatusLight(StatusLight.Orange)
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}
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}
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})
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})
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```
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```
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@ -3,9 +3,9 @@
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```blocks
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```blocks
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loops.forever(function () {
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loops.forever(function () {
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if (sensors.color1.reflectedLight() > 20) {
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if (sensors.color1.reflectedLight() > 20) {
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brick.setLight(BrickLight.Green)
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brick.setStatusLight(StatusLight.Green)
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} else {
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} else {
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brick.setLight(BrickLight.Orange)
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brick.setStatusLight(StatusLight.Orange)
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}
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}
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})
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})
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```
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```
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@ -2,7 +2,7 @@
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/**
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/**
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* Patterns for lights under the buttons.
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* Patterns for lights under the buttons.
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*/
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*/
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const enum BrickLight {
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const enum StatusLight {
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//% block=off enumval=0
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//% block=off enumval=0
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Off = 0,
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Off = 0,
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//% block=green enumval=1
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//% block=green enumval=1
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@ -244,16 +244,16 @@ namespace control {
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namespace brick {
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namespace brick {
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// the brick starts with the red color
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// the brick starts with the red color
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let currPattern: BrickLight = BrickLight.Red;
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let currPattern: StatusLight = StatusLight.Red;
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/**
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/**
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* Set lights.
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* Set lights.
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* @param pattern the lights pattern to use. eg: BrickLight.Orange
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* @param pattern the lights pattern to use. eg: BrickLight.Orange
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*/
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*/
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//% blockId=setLights block="set light to %pattern"
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//% blockId=setLights block="set status light to %pattern"
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//% weight=100 group="Buttons"
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//% weight=100 group="Buttons"
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//% help=brick/set-light
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//% help=brick/set-status-light
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export function setLight(pattern: BrickLight): void {
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export function setStatusLight(pattern: StatusLight): void {
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if (currPattern === pattern)
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if (currPattern === pattern)
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return
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return
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currPattern = pattern;
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currPattern = pattern;
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@ -2,7 +2,7 @@ screen.clear()
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brick.print("PXT!", 10, 30, Draw.Quad)
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brick.print("PXT!", 10, 30, Draw.Quad)
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brick.drawRect(40, 40, 20, 10, Draw.Fill)
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brick.drawRect(40, 40, 20, 10, Draw.Fill)
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brick.setLight(BrickLight.Orange)
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brick.setStatusLight(StatusLight.Orange)
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brick.heart.doubled().draw(100, 50, Draw.Double | Draw.Transparent)
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brick.heart.doubled().draw(100, 50, Draw.Double | Draw.Transparent)
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@ -12,7 +12,7 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
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brick.buttonLeft.onEvent(ButtonEvent.Bumped, () => {
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brick.buttonLeft.onEvent(ButtonEvent.Bumped, () => {
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brick.drawRect(10, 70, 20, 10, Draw.Fill)
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brick.drawRect(10, 70, 20, 10, Draw.Fill)
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brick.setLight(BrickLight.Red)
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brick.setStatusLight(StatusLight.Red)
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brick.setFont(brick.microbitFont())
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brick.setFont(brick.microbitFont())
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})
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})
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@ -18,9 +18,9 @@ namespace brick {
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export class Mood {
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export class Mood {
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private image: Image;
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private image: Image;
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private sound: Sound;
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private sound: Sound;
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private light: BrickLight;
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private light: StatusLight;
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constructor(image: Image, sound: Sound, light: BrickLight) {
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constructor(image: Image, sound: Sound, light: StatusLight) {
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this.image = image;
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this.image = image;
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this.sound = sound;
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this.sound = sound;
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this.light = light;
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this.light = light;
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@ -30,7 +30,7 @@ namespace brick {
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* Shows the mood on the EV3
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* Shows the mood on the EV3
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*/
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*/
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show() {
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show() {
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brick.setLight(this.light);
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brick.setStatusLight(this.light);
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brick.showImage(this.image);
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brick.showImage(this.image);
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music.playSoundEffectUntilDone(this.sound);
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music.playSoundEffectUntilDone(this.sound);
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loops.pause(20);
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loops.pause(20);
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@ -56,71 +56,71 @@ namespace moods {
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* A sleeping mood
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* A sleeping mood
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*/
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*/
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//% fixedInstance jres=images.eyesSleeping
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//% fixedInstance jres=images.eyesSleeping
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export const sleeping = new brick.Mood(images.eyesSleeping, sounds.expressionsSnoring, BrickLight.OrangePulse);
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export const sleeping = new brick.Mood(images.eyesSleeping, sounds.expressionsSnoring, StatusLight.OrangePulse);
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/**
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/**
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* A awake mood
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* A awake mood
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*/
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*/
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//% fixedInstance jres=images.eyesAwake
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//% 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
|
* A tired mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesTiredMiddle
|
//% 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
|
* An angry mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesAngry
|
//% 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
|
* A sad mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesTear
|
//% 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
|
* A dizzy mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesDizzy
|
//% 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
|
* A knocked out mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesKnockedOut
|
//% 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
|
* Looking around left
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesMiddleLeft
|
//% 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
|
* Looking around right
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesMiddleRight
|
//% 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
|
* In love mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesLove
|
//% 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
|
* In laughing mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesWinking
|
//% 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
|
* In a neutral mood
|
||||||
*/
|
*/
|
||||||
//% fixedInstance jres=images.eyesNeutral
|
//% 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);
|
||||||
}
|
}
|
@ -3,9 +3,9 @@
|
|||||||
```blocks
|
```blocks
|
||||||
loops.forever(function () {
|
loops.forever(function () {
|
||||||
if (sensors.touch1.isPressed()) {
|
if (sensors.touch1.isPressed()) {
|
||||||
brick.setLight(BrickLight.Green)
|
brick.setStatusLight(StatusLight.Green)
|
||||||
} else {
|
} else {
|
||||||
brick.setLight(BrickLight.Orange)
|
brick.setStatusLight(StatusLight.Orange)
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
```
|
```
|
@ -3,9 +3,9 @@
|
|||||||
```blocks
|
```blocks
|
||||||
loops.forever(function () {
|
loops.forever(function () {
|
||||||
if (sensors.touch1.wasPressed()) {
|
if (sensors.touch1.wasPressed()) {
|
||||||
brick.setLight(BrickLight.Green)
|
brick.setStatusLight(StatusLight.Green)
|
||||||
} else {
|
} else {
|
||||||
brick.setLight(BrickLight.Orange)
|
brick.setStatusLight(StatusLight.Orange)
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
```
|
```
|
Loading…
Reference in New Issue
Block a user