adding a few more blocks
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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.getPattern
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//% blockIdentity=output.pattern
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Off = 0,
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//% block=Green enumval=1
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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Green = 1,
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//% block=Red enumval=2
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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Red = 2,
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//% block=Orange enumval=3
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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Orange = 3,
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//% block="Flashing Green" enumval=4
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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GreenFlash = 4,
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//% block="Flashing Red" enumval=5
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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RedFlash = 5,
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//% block="Flashing Orange" enumval=6
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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OrangeFlash = 6,
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//% block="Pulsing Green" enumval=7
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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GreenPulse = 7,
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//% block="Pulsing Red" enumval=8
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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RedPulse = 8,
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//% block="Pulsing Orange" enumval=9
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//% blockIdentity=output.getPattern
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//% blockIdentity=output.pattern
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OrangePulse = 9,
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}
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@ -241,7 +241,7 @@ namespace output {
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*/
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//% blockId=setLights block="set status light %pattern=led_pattern"
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//% weight=100 group="Lights"
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export function setLights(pattern: number): void {
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export function setStatusLight(pattern: number): void {
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if (currPattern === pattern)
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return
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currPattern = pattern
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@ -258,7 +258,7 @@ namespace output {
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//% blockId=led_pattern block="%pattern"
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//% shim=TD_ID colorSecondary="#6e9a36"
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//% blockHidden=true useEnumVal=1 pattern.fieldOptions.decompileLiterals=1
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export function getPattern(pattern: LightsPattern): number {
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export function pattern(pattern: LightsPattern): number {
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return pattern;
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}
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}
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@ -5,6 +5,7 @@ const enum GyroSensorMode {
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}
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namespace input {
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//% fixedInstances
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export class GyroSensor extends internal.UartSensor {
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constructor() {
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super()
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@ -18,12 +19,32 @@ namespace input {
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this._setMode(m)
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}
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getAngle() {
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/**
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* Get the current angle from the gyroscope.
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* @param color the gyroscope to query the request
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*/
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//% help=input/gyro/angle
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//% block="%color|angle"
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//% blockId=gyroGetAngle
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//% parts="gyroscope"
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//% blockNamespace=input
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//% weight=65 blockGap=8
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angle() {
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this.setMode(GyroSensorMode.Angle)
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return this.getNumber(NumberFormat.Int16LE, 0)
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}
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getRate() {
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/**
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* Get the current rotation rate from the gyroscope.
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* @param color the gyroscope to query the request
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*/
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//% help=input/gyro/rate
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//% block="%color|rotation rate"
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//% blockId=gyroGetRate
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//% parts="gyroscope"
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//% blockNamespace=input
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//% weight=65 blockGap=8
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rate() {
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this.setMode(GyroSensorMode.Rate)
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return this.getNumber(NumberFormat.Int16LE, 0)
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}
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@ -40,6 +40,7 @@ namespace input {
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}
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}
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//% fixedInstance
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export class IrSensor extends internal.UartSensor {
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private channel: IrRemoteChannel
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private buttons: Button[];
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@ -92,16 +93,37 @@ namespace input {
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this._setMode(m)
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}
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getDistance() {
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/**
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* Get the distance measured by the infrared sensor.
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* @param ir the infrared sensor
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*/
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//% help=input/infrared/distance
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//% block="%infrared|distance"
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//% blockId=infraredGetDistance
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//% parts="infrared"
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//% blockNamespace=input
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//% weight=65 blockGap=8
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distance() {
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this.setMode(IrSensorMode.Proximity)
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return this.getNumber(NumberFormat.UInt8LE, 0)
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}
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getRemoteCommand() {
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/**
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* Get the remote commandreceived the infrared sensor.
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* @param ir the infrared sensor
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*/
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//% help=input/infrared/remote-command
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//% block="%infrared|remote command"
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//% blockId=infraredGetRemoteCommand
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//% parts="infrared"
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//% blockNamespace=input
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//% weight=65 blockGap=8
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remoteCommand() {
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this.setMode(IrSensorMode.RemoteControl)
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return this.getNumber(NumberFormat.UInt8LE, this.channel)
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}
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// TODO
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getDirectionAndDistance() {
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this.setMode(IrSensorMode.Seek)
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return this.getNumber(NumberFormat.UInt16LE, this.channel * 2)
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@ -92,10 +92,10 @@ namespace screen {
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* @param x the starting position's x coordinate, eg: 0
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* @param y the starting position's x coordinate, eg: 0
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*/
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//% blockId=screen_drawText block="print %text| at x: %x| y: %y"
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//% blockId=screen_print block="print %text| at x: %x| y: %y"
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//% weight=99 group="Screen" blockNamespace=output inlineInputMode="inline"
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//% x.min=0 x.max=178 y.min=0 y.max=128
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export function drawText(text: string, x: number, y: number, mode = Draw.Normal) {
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export function print(text: string, x: number, y: number, mode = Draw.Normal) {
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x |= 0
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y |= 0
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if (!currFont) currFont = defaultFont()
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@ -1,8 +1,8 @@
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screen.clear()
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screen.drawText("PXT!", 10, 30, Draw.Quad)
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screen.print("PXT!", 10, 30, Draw.Quad)
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screen.drawRect(40, 40, 20, 10, Draw.Fill)
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output.setLights(LightsPattern.Orange)
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output.setStatusLight(LightsPattern.Orange)
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screen.drawIcon(100, 50, screen.doubleIcon(screen.heart), Draw.Double | Draw.Transparent)
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@ -12,37 +12,37 @@ input.buttonEnter.onEvent(ButtonEvent.Click, () => {
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input.buttonLeft.onEvent(ButtonEvent.Click, () => {
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screen.drawRect(10, 70, 20, 10, Draw.Fill)
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output.setLights(LightsPattern.Red)
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output.setStatusLight(LightsPattern.Red)
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screen.setFont(screen.microbitFont())
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})
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input.buttonRight.onEvent(ButtonEvent.Click, () => {
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screen.drawText("Right!", 10, 60)
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screen.print("Right!", 10, 60)
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})
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input.buttonDown.onEvent(ButtonEvent.Click, () => {
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screen.drawText("Down! ", 10, 60)
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screen.print("Down! ", 10, 60)
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})
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input.buttonUp.onEvent(ButtonEvent.Click, () => {
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screen.drawText("Up! ", 10, 60)
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screen.print("Up! ", 10, 60)
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})
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let num = 0
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input.touchSensor.onEvent(ButtonEvent.Click, () => {
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screen.drawText("Click! " + num, 10, 60)
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screen.print("Click! " + num, 10, 60)
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num++
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})
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input.remoteTopLeft.onEvent(ButtonEvent.Click, () => {
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screen.drawText("TOPLEFT " + num, 10, 60)
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screen.print("TOPLEFT " + num, 10, 60)
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num++
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})
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input.remoteTopRight.onEvent(ButtonEvent.Down, () => {
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screen.drawText("TOPRIGH " + num, 10, 60)
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screen.print("TOPRIGH " + num, 10, 60)
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num++
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})
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@ -54,7 +54,7 @@ loops.forever(() => {
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/*
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loops.forever(() => {
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let v = input.color.getColor()
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screen.drawText(10, 60, v + " ")
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screen.print(10, 60, v + " ")
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loops.pause(200)
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})
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*/
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