Compare commits

...

33 Commits

Author SHA1 Message Date
f16549d7cd 0.0.108 2018-02-26 13:38:20 -08:00
a021c0b292 Use a color picker for the color field (color enum picker) (#346) 2018-02-26 13:37:58 -08:00
cda7013e96 fixing links 2018-02-26 13:27:03 -08:00
2f0fefbeaf updated images 2018-02-26 13:25:53 -08:00
b5303a660b 0.0.107 2018-02-26 11:22:44 -08:00
a60958f72a Update search icon and avatar SVG (#345) 2018-02-26 10:43:29 -08:00
33dcb6deee renaming infraredSensor to infrared (#344) 2018-02-26 10:39:15 -08:00
130a47d684 Sensor names are now part of the block text (#341)
* Sensor names are now part of the block text

* Use ports field editor
2018-02-26 11:33:50 -05:00
2d355bb2ca Merge branch 'master' of https://github.com/microsoft/pxt-ev3 2018-02-23 20:38:53 -08:00
8ee63df325 Add in 'console' doc stuff (#342)
* Add 'playSound' api docs

* Add in 'console' doc stuff

* Add 'send to screen' in summary\
2018-02-23 14:13:08 -08:00
7d16cf10ac added make it smarter 2018-02-23 07:37:32 -08:00
60ec3f1c99 Add 'playSound' api docs (#340)
* Add 'playSound' api docs

* Linkup summary
2018-02-22 16:23:07 -08:00
6524b0a841 Add 'timer' api docs (#339) 2018-02-22 14:56:15 -08:00
d778232155 removing .mp4 file 2018-02-22 10:24:40 -08:00
c157b4d922 0.0.106 2018-02-22 10:18:13 -08:00
0837123828 bumping pxt 2018-02-22 10:15:58 -08:00
e51a32b69f use full motor names (#338) 2018-02-22 10:03:25 -08:00
029066000d updated style 2018-02-22 08:28:42 -08:00
7e35abeff3 lock on 0.0.104 2018-02-22 06:54:18 -08:00
0166785c1b 0.0.105 2018-02-22 06:36:41 -08:00
ea0f6a4734 updated pxt 2018-02-22 06:36:26 -08:00
271721561d turn sample into blocks 2018-02-21 22:39:35 -08:00
ed8f8bafa7 Add 'infrared beacon' api topics (#330)
* Add 'infrared beacon' api topics

* Include note about channel selection
2018-02-21 22:35:51 -08:00
8cfb70c97b Threshold api docs - 01 (#336)
* Local commit

* Throw on more topics

* Throw in threshold topics for infrared
2018-02-21 22:35:25 -08:00
84c8e31ff5 First burst of 'color' pages (#335)
* Add 'color sensor' api topics

* Last set of edits/adds
2018-02-21 14:03:55 -08:00
ceb9b7fabf 0.0.104 2018-02-21 06:45:29 -08:00
9e0670551f upgrading pxt 2018-02-21 06:45:14 -08:00
6613607503 Make it comm lesson (#331)
* integrating lego lesson

* fixed link

* adding various solutions

* updatring to 3.4.6

* using play sound effect until done

* revert pxtversion

* fixing link
2018-02-21 06:43:53 -08:00
3a67190914 Add some 'infrared' api docs (#326)
* Add some 'infrared' api docs

* Fix display messages

* Change discussion of distance to relative

* Include motor speed note
2018-02-20 10:38:41 -08:00
05e916e247 0.0.103 2018-02-19 07:35:38 -08:00
fad4ca98db renaming 'set speed' to 'run' (#327) 2018-02-19 07:35:08 -08:00
3b6cfed5b2 added distance measurer 2018-02-15 13:56:50 -08:00
472ea170d0 fixing default light 2018-02-15 13:49:04 -08:00
136 changed files with 7991 additions and 5165 deletions

View File

@ -13,7 +13,7 @@
* [Design Engineering](/design-engineering)
* [Make It Move Without Wheels](/design-engineering/make-it-move)
* [Make It Smarter and Faster](/design-engineering/make-it-faster)
* [Make It Smarter and Faster](/design-engineering/make-it-smarter)
* [Make a System that Communicates](/design-engineering/make-it-communicate)
* [Maker](/maker)
@ -67,7 +67,7 @@
* [set light](/reference/brick/set-status-light)
* [battery level](/reference/brick/battery-level)
* [Motors](/reference/motors)
* [set speed](/reference/motors/motor/set-speed)
* [run](/reference/motors/motor/run)
* [stop](/reference/motors/motor/stop)
* [reset](/reference/motors/motor/reset)
* [set brake](/reference/motors/motor/set-brake)
@ -91,6 +91,45 @@
* [rate](/reference/sensors/gyro/rate)
* [reset](/reference/sensors/gyro/reset)
* [Ultrasonic](/reference/sensors/ultrasonic)
* [on event](/reference/sensors/ultrasonic/on-event),
* [distance](reference/sensors/ultrasonic/distance),
* [pause until](reference/sensors/ultrasonic/pause-until)
* [on event](/reference/sensors/ultrasonic/on-event)
* [distance](reference/sensors/ultrasonic/distance)
* [pause until](reference/sensors/ultrasonic/pause-until)
* [Infrared](/reference/sensors/infrared)
* [on event](/reference/sensors/infrared/on-event)
* [distance](reference/sensors/infrared/proximity)
* [pause until](reference/sensors/infrared/pause-until)
* [Infrared beacon](/reference/sensors/beacon)
* [on event](/reference/sensors/beacon/on-event)
* [pause until](/reference/sensors/beacon/pause-until)
* [is pressed](/reference/sensors/beacon/is-pressed)
* [was pressed](/reference/sensors/beacon/was-pressed)
* [set remote channel](/reference/sensors/beacon/set-remote-channel)
* [Color](/reference/sensors/color-sensor)
* [on color detected](/reference/sensors/color-sensor/on-color-detected)
* [pause for color](/reference/sensors/color-sensor/pause-for-color)
* [on light changed](/reference/sensors/color-sensor/on-light-changed)
* [pause for light](/reference/sensors/color-sensor/pause-for-light)
* [color](/reference/sensors/color-sensor/color)
* [light](/reference/sensors/color-sensor/ambient-light)
* [Music](/reference/music)
* [play sound effect](/reference/music/play-sound-effect)
* [play sound effect until done](/reference/music/play-sound-effect-until-done)
* [play tone](/reference/music/play-tone)
* [ring tone](/reference/music/ring-tone)
* [stop all sounds](/reference/music/stop-all-sounds)
* [rest](/reference/music/rest)
* [change tempo by](/reference/music/change-tempo-by)
* [set tempo](/reference/music/set-tempo)
* [note frequency](/reference/music/note-frequency)
* [beat](/reference/music/beat)
* [set volume](/reference/music/set-volume)
* [Control](/reference/control)
* [Timer](/reference/control/timer)
* [seconds](/reference/control/timer/seconds)
* [millis](/reference/control/timer/millis)
* [reset](/reference/control/timer/reset)
* [pause until](/reference/control/timer/pause-until)
* [Console](/reference/console)
* [log](/reference/console/log)
* [log value](/reference/console/log-value)
* [send to screen](/reference/console/send-to-screen)

View File

@ -8,12 +8,12 @@ You can program the @boardname@ using [Blocks](/blocks) or [JavaScript](/javascr
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
motors.largeA.setSpeed(50)
motors.largeA.run(50)
})
```
```typescript
brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
motors.largeA.setSpeed(50)
motors.largeA.run(50)
})
```
@ -34,6 +34,6 @@ The simulator has support for the LED screen, buttons, as well as compass, accel
```sim
brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
motors.largeA.setSpeed(50)
motors.largeA.run(50)
})
```

View File

@ -9,6 +9,7 @@
"name": "Autonomous Parking",
"description": "TBD",
"url":"/coding/autonomous-parking",
"imageUrl": "/static/lessons/parking.png",
"cardType": "side"
}, {
"name": "Object Detection",

View File

@ -5,6 +5,6 @@ let speed = 0;
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
if (speed < 100)
speed = speed + 10;
motors.largeBC.setSpeed(speed);
motors.largeBC.run(speed);
})
```

View File

@ -5,11 +5,11 @@ let speed = 0;
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
if (speed < 100)
speed = speed + 10;
motors.largeBC.setSpeed(speed);
motors.largeBC.run(speed);
})
sensors.touch2.onEvent(ButtonEvent.Pressed, function () {
if (speed > -100)
speed = speed - 10;
motors.largeBC.setSpeed(speed);
motors.largeBC.run(speed);
})
```

View File

@ -15,7 +15,7 @@ function accelerate() {
function update() {
brick.clearScreen()
brick.showString("speed: " + speed, 1)
motors.largeBC.setSpeed(speed)
motors.largeBC.run(speed)
}
sensors.touch2.onEvent(ButtonEvent.Pressed, function () {
accelerate()

View File

@ -5,7 +5,7 @@ forever(function () {
music.playTone(440, sensors.ultrasonic4.distance());
pause(50)
})
motors.largeBC.setSpeed(-20);
motors.largeBC.run(-20);
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear);
motors.largeBC.stop();
```

View File

@ -7,7 +7,7 @@ forever(function () {
pause(50)
}
})
motors.largeBC.setSpeed(-20);
motors.largeBC.run(-20);
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear);
motors.largeBC.stop();
```

View File

@ -4,7 +4,7 @@
let beep = false
beep = true
control.runInParallel(function () {
motors.largeBC.setSpeed(-20)
motors.largeBC.run(-20)
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear)
motors.largeBC.stop()
beep = false

View File

@ -2,13 +2,13 @@
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.setSpeed(50)
motors.largeBC.run(50)
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(0)
motors.largeBC.run(0)
pause(1000)
brick.setStatusLight(StatusLight.OrangeFlash)
motors.largeBC.setSpeed(-50)
motors.largeBC.run(-50)
pause(2000)
motors.largeBC.setSpeed(0)
motors.largeBC.run(0)
})
```

View File

@ -3,13 +3,13 @@
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(50)
motors.largeBC.run(50)
sensors.touch2.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(0)
motors.largeBC.run(0)
pause(1000)
brick.setStatusLight(StatusLight.OrangeFlash)
motors.largeBC.setSpeed(-50)
motors.largeBC.run(-50)
pause(2000)
motors.largeBC.setSpeed(0)
motors.largeBC.run(0)
})
```

View File

@ -5,15 +5,15 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
brick.showImage(images.eyesSleeping)
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
brick.showImage(images.eyesNeutral)
motors.largeBC.setSpeed(50)
motors.largeBC.run(50)
sensors.touch2.pauseUntil(ButtonEvent.Pressed)
brick.showImage(images.eyesTiredMiddle)
motors.largeBC.setSpeed(0)
motors.largeBC.run(0)
pause(1000)
brick.setStatusLight(StatusLight.OrangeFlash)
brick.showImage(images.eyesDizzy)
motors.largeBC.setSpeed(-50)
motors.largeBC.run(-50)
pause(2000)
motors.largeBC.setSpeed(0)
motors.largeBC.run(0)
})
```

View File

@ -19,13 +19,13 @@ pause(1000)
music.playSoundEffectUntilDone(sounds.communicationGo)
for (let d of drive) {
if (d == 1) {
motors.largeC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeC.run(50, 360, MoveUnit.Degrees)
} else if (d == 3) {
motors.largeB.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeB.run(50, 360, MoveUnit.Degrees)
} else if (d == 4) {
motors.largeBC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeBC.run(50, 360, MoveUnit.Degrees)
} else {
motors.largeBC.setSpeed(-50, 360, MoveUnit.Degrees)
motors.largeBC.run(-50, 360, MoveUnit.Degrees)
}
}
music.playSoundEffectUntilDone(sounds.communicationGameOver)

View File

@ -23,13 +23,13 @@ pause(1000)
music.playSoundEffectUntilDone(sounds.communicationGo)
for (let d of drive) {
if (d == 1) {
motors.largeC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeC.run(50, 360, MoveUnit.Degrees)
} else if (d == 3) {
motors.largeB.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeB.run(50, 360, MoveUnit.Degrees)
} else if (d == 4) {
motors.largeBC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeBC.run(50, 360, MoveUnit.Degrees)
} else {
motors.largeBC.setSpeed(-50, 360, MoveUnit.Degrees)
motors.largeBC.run(-50, 360, MoveUnit.Degrees)
}
}
music.playSoundEffectUntilDone(sounds.communicationGameOver)

View File

@ -7,22 +7,22 @@
{
"name": "Make It Move Without Wheels",
"description": "TBD",
"imageUrl": "/static/lessons/make-it-move.png",
"imageUrl": "/static/lessons/make-it-move-1.png",
"url": "/design-engineering/make-it-move",
"cardType": "side"
},
{
"name": "Make It Smarter and Faster",
"description": "TBD",
"imageUrl": "/static/lessons/make-it-smarter.png",
"url": "/design-engineering/make-it-move",
"imageUrl": "/static/lessons/make-it-smarter-1.png",
"url": "/design-engineering/make-it-smarter",
"cardType": "side"
},
{
"name": "Make a System that Communicates",
"description": "TBD",
"imageUrl": "/static/lessons/make-a-system.png",
"url": "/design-engineering/make-it-move",
"description": "A robot that tells you what it is doing.",
"imageUrl": "/static/lessons/make-it-communicate.png",
"url": "/design-engineering/make-it-communicate",
"cardType": "side"
}
]

View File

@ -0,0 +1,164 @@
# Make A System That Communicates
## Connect
### Design Brief
Design, build and program a robotic system that follows a path and communicates its position at least twice along the way.
https://www.youtube.com/watch?v=6piMI1JPDQc
* Robotic systems are built from smaller, related subsystems. Look at the automobile system shown in the video. What subsystems can you see?
* What kinds of robots follow a path?
* What kind of system do you want to make?
### Brainstorm
Discuss different solutions to the design brief.
Think about:
* What kind of motorized mechanism can be used to control the movements of a robot?
* How can the robot sense where it is along the path?
* How can the robot communicate its position?
![EV3 + LEGO Bricks](/static/lessons/make-it-communicate/hero.png)
## Construct
### Build
You can start by tinkering with the LEGO elements in the picture and then build on.
More building ideas:
* [EV3 Frames](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/ev3%20frames-5054ee378e624fb4cb31158d2fc8e5cf.pdf)
* [Tracks](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/tracks-32d7554813af3f25cf5012d54a4bad2b.pdf)
* [Color Sensor 2](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/color%20sensor_v2-e7fd54b6fa3cdfe36f414c1d2510f9cb.pdf)
Build a path for your robot to follow. You can use electrical tape on a floor, or marker on paper. You can use objects as milestones to indicate a path that can be detected by either the Touch Sensor, Color Sensor, or Ultrasonic Sensor.
## Program
Before you program, think about:
* How will you program the robot to follow a path?
* How will you program the robot to communicate its position?
* Which programming blocks will you use?
### ~ hint
Explore the different Motor and Sensor blocks in the programming menu.
### ~
### Sample Solution
[Video: EV3 Track Rover](/static/lessons/make-it-communicate/trackrover.mp4)
The Track Rover follows a path using the color sensor. It identifies two locations by color.
[Building Instructions](https://le-www-live-s.legocdn.com/sc/media/lessons/mindstorms-ev3/ev3-dep/building%20instructions/track-rover-bi-6aadb1b053df0c58a0dea108b5ce0eea.pdf)
### Sample Program Solution
This program works with the Track Rover. If you create a different robot, adjust the program to fit your solution.
#### Program summary:
* If the Color Sensor sees black, Motor B runs at -50 power and Motor C turns off.
* If the Color Sensor sees white, Motor B turns off and Motor C runs at -50 power.
* If the Color Sensor sees green, all motors stop and the green sound plays.
* The robot waits one second, then motors move forward.
* If the Color Sensor sees red, all motors stop, and the red sound plays.
* The robot waits one second, then motors move forward.
* Loops unlimited.
```blocks
forever(function () {
if (sensors.color3.color() == ColorSensorColor.Black) {
motors.largeB.run(-50)
motors.largeC.run(0)
} else if (sensors.color3.color() == ColorSensorColor.White) {
motors.largeC.run(-50)
motors.largeB.run(0)
} else if (sensors.color3.color() == ColorSensorColor.Green) {
motors.stopAll()
music.playSoundEffectUntilDone(sounds.colorsGreen)
motors.largeBC.run(-50)
} else if (sensors.color3.color() == ColorSensorColor.Red) {
motors.stopAll()
music.playSoundEffectUntilDone(sounds.colorsRed)
motors.largeBC.run(-50)
} else {
}
})
```
```blocks
sensors.color3.onColorDetected(ColorSensorColor.Black, function () {
motors.largeB.run(-50)
motors.largeC.run(0)
})
sensors.color3.onColorDetected(ColorSensorColor.White, function () {
motors.largeB.run(0)
motors.largeC.run(-50)
})
sensors.color3.onColorDetected(ColorSensorColor.Green, function () {
motors.stopAll()
music.playSoundEffect(sounds.colorsGreen)
pause(1000)
motors.largeBC.run(-50)
})
sensors.color3.onColorDetected(ColorSensorColor.Red, function () {
motors.stopAll()
music.playSoundEffect(sounds.colorsRed)
pause(1000)
motors.largeBC.run(-50)
})
```
### Download and test
Click Download and follow the instructions to get your code onto your EV3 Brick. Press the center button on the EV3 Brick to run the program.
## Contemplate
### Test and Analyze
As you work on your solution:
1. Describe one part of your design that worked especially well.
2. Describe one design change that you had to make.
3. What will you try next?
### Review and Revise
Take a moment to reflect on your robot solution.
### Think about:
* Can the robots movement be more accurate?
* What are some ways that others have solved the problem?
Describe two ways you could improve your robot.
## Continue
### Personalize your project
* Add/remove LEGO elements to improve the way your robot moves.
* Click on the JavaScript tab and experiment with changing the values in the code.
* Add a custom image or sounds by adding blocks from the Brick or Music menus.
## Communicate
Here are some ideas:
* Create a video of your project, especially your final presentation and your robots performance.
* Explain some important features of your software program.
* Produce a building guide for your model by taking a series of photographs as you deconstruct it.
* Include an image of your program with comments.
* Add a team photograph!
Congratulations! What will you design next?

View File

@ -0,0 +1,192 @@
# Make It Smarter and Faster
## Connect
### Design Brief
Design, build and program a robotic creature that can sense its environment and respond by moving.
https://www.youtube.com/watch?v=y9-A_C_08KY
* What do the robots in the video need to be able to sense, plan, and act?
* What senses do humans have and why are they important to us?
* How many human-like senses do you see the robots demonstrating?
### Brainstorm
Discuss different solutions to the design brief.
Think about:
* What kind of creature can it be?
* How can it move?
* What does it need to be aware so that it stays safe, well fed and warm (or cool)?
* Is it looking for food, a safe place to hide or a warm place to soak up the sun?
* Will the creature need to move fast or slow?
* Will it need to turn?
* Will it need to go backward?
![EV3 and bricks](/static/lessons/make-it-smarter/bricks.png)
## Construct
### Build
Think about a creatures movement for inspiration. Your mechanism can be attached or unattached to the EV3 brick. You can start by tinkering with the LEGO elements in the picture add then build on.
More building ideas:
* [EV3 Frames](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/ev3%20frames-5054ee378e624fb4cb31158d2fc8e5cf.pdf)
* [Color Sensor 1](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/color%20sensor_v1-16a7231bdc187cd88a8da120c68f58d5.pdf)
* [Gyro Sensor](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/gyro%20sensor-6f0fdbd82ae45fe0effa0ebf3f460f3d.pdf)
* [Ultrasonic Sensor](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/ultrasonic%20sensor-a56156c72e8946ed4c58c5e69f3520d3.pdf)
* [Touch Sensor](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/touch%20sensor-868fda1b9d6070a0a034fb22456a7fc9.pdf)
* [Jaw](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/jaw-ee93e8f3243e4d30cd34b0c337c33653.pdf)
* [Leg 1](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/leg%201-c14624046ea3a95148820ed404f5ac65.pdf)
* [Leg 2](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/leg%202-8855c35b990205f6b9d7130687a3d4db.pdf)
* [Leg 3](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/leg%203-575d52ef15fb79f1e4d3350d36607160.pdf)
### Program
Before you program, think about:
* How will you program the robot to sense?
* How will you program the robot to respond?
* Which programming blocks will you use?
### ~ hint
**Hint:** Explore the different Sensor blocks in the Sensors Menu
### ~
## SCREEN 5
Sample Solution
[Video: EV3 Insect]
This Insect uses its Ultrasonic Sensor to sense danger and move away from threat.
The Insect solution combines these building ideas:
* EV3 Frames
* Leg 2
* Leg 3
* Ultrasonic Sensor
Four copies of Leg 3 were built: one for the front left, one for the back right, and two mirror copies for the front right and back left.
* [Building Instructions](https://le-www-live-s.legocdn.com/sc/media/files/support/mindstorms%20ev3/building-instructions/design%20engineering%20projects/insect-94b8a46f0dc5082c9d78ddb734626dc9.pdf)
### Sample Solution
This program checks if the Ultrasonic Sensor senses something near.
This program:
* Turns on the green EV3 brick Status Light
```block
brick.setStatusLight(StatusLight.Green)
```
* Waits for Ultrasonic Sensor to detect an object
```block
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectDetected)
```
* Turns on Motors A and D in opposite directions
```block
motors.largeAD.tank(50, -50)
```
* Waits for one half of a second (1500 milli seconds)
```block
pause(1500)
```
* Reverses the direction of Motors A and D
```block
motors.largeAD.tank(-50, 50)
```
* Waits for one half of a second
* Stops all motors
```block
motors.stopAll()
```
* Makes an insect chirping sound
```block
music.playSoundEffectUntilDone(sounds.animalsInsectChirp)
```
* Loops so the insect wanders around when the Ultrasonic Sensor is triggered
```blocks
forever(function () {
brick.setStatusLight(StatusLight.Green)
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectDetected)
motors.largeAD.tank(50, -50)
pause(1500)
motors.largeAD.tank(-50, 50)
pause(1500)
motors.stopAll()
music.playSoundEffectUntilDone(sounds.animalsInsectChirp)
})
```
### Download and test
Click Download and follow the instructions to get your code onto your EV3 Brick. Press the center button on the EV3 Brick to run the program.
## Contemplate
### Test and Analyze
As you work on your solution:
1. Describe one part of your design that worked especially well.
2. Describe one design change that you had to make.
3. What will you try next?
### Review and Revise
Take a moment to reflect on your robot solution.
Think about:
* Does your robot move when the sensor is activated?
* If not, what will you change to make the robots ability to sense and respond more obvious?
* What other behaviors can you add to the robot to make it more realistic?
Describe two ways you could improve your robot.
## Continue
Personalize your project
* Add/remove LEGO elements to improve the way your robot moves.
* Click on the JavaScript tab and experiment with changing the values in the code.
* Add a custom image or sounds by adding blocks from the Brick or Music menus.
* Does your robot resemble a creature? Add arts and crafts materials to you project.
## Communicate
Here are some ideas:
* Create a video of your project, especially your final presentation and your robots performance. Explain some important features of your software program.
* Produce a building guide for your model by taking a series of photographs as you deconstruct it.
* Include an image of your program with comments.
* Add a team photograph!
Congratulations! What will you design next?

View File

@ -212,5 +212,10 @@ Here are some fun programs for your @boardname@!
"description": "Keep your brick entertained and happy",
"url":"/examples/happy-unhappy",
"cardType": "example"
}, {
"name": "Distance Measurer",
"description": "Use a motor to measure angle and distance",
"url": "/examples/distance-measurer",
"cardType": "example"
}]
```

View File

@ -119,9 +119,9 @@ sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () {
controlSteering = 0
oldControlDrive = controlDrive
controlDrive = -10
motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
motors.mediumC.setSpeed(-30, 60, MoveUnit.Degrees);
motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
motors.mediumC.run(30, 30, MoveUnit.Degrees);
motors.mediumC.run(-30, 60, MoveUnit.Degrees);
motors.mediumC.run(30, 30, MoveUnit.Degrees);
if (Math.randomRange(-1, 1) >= 1) {
controlSteering = 70
} else {
@ -149,8 +149,8 @@ sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {
})
// apply power to motors
function controlMotors() {
motors.largeA.setSpeed(power + controlSteering * 0.1)
motors.largeD.setSpeed(power - controlSteering * 0.1)
motors.largeA.run(power + controlSteering * 0.1)
motors.largeD.run(power - controlSteering * 0.1)
}
sensors.color1.onColorDetected(ColorSensorColor.Yellow, function () {
moods.middleLeft.show()

View File

@ -137,8 +137,8 @@ forever(function () {
GM();
EQ();
cntrl();
motors.largeA.setSpeed(lpwr)
motors.largeD.setSpeed(rpwr)
motors.largeA.run(lpwr)
motors.largeD.run(rpwr)
CHK()
let t2 = control.timer1.millis();
let p = 5 - (t2 - t1);
@ -196,9 +196,9 @@ forever(function () {
Cstr = 0;
oldDr = Cdrv;
Cdrv = -10;
motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
motors.mediumC.setSpeed(-30, 60, MoveUnit.Degrees);
motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
motors.mediumC.run(30, 30, MoveUnit.Degrees);
motors.mediumC.run(-30, 60, MoveUnit.Degrees);
motors.mediumC.run(30, 30, MoveUnit.Degrees);
if (Math.randomRange(-1, 1) >= 1)
Cstr = 70;
else

View File

@ -32,9 +32,9 @@ function MNRH() {
brick.setStatusLight(StatusLight.OrangePulse)
while (!brick.buttonEnter.wasPressed()) {
if (brick.buttonUp.wasPressed()) {
motors.mediumC.setSpeed(-100);
motors.mediumC.run(-100);
} else if (brick.buttonDown.wasPressed()) {
motors.mediumC.setSpeed(100);
motors.mediumC.run(100);
} else {
motors.mediumC.stop();
}
@ -83,20 +83,20 @@ function UP() {
if (motors.largeA.angle() > -50) {
control.runInParallel(function () {
motors.largeD.clearCounts()
motors.largeD.setSpeed(-35);
motors.largeD.run(-35);
pauseUntil(() => motors.largeD.angle() < -25);
motors.largeD.stop();
motors.largeD.setRegulated(false)
motors.largeD.setSpeed(-15)
motors.largeD.run(-15)
pauseUntil(() => motors.largeD.angle() < -65);
motors.largeD.stop();
})
motors.largeA.clearCounts()
motors.largeA.setSpeed(-35);
motors.largeA.run(-35);
pauseUntil(() => motors.largeA.angle() < -25);
motors.largeA.stop();
motors.largeA.setRegulated(false)
motors.largeA.setSpeed(-15)
motors.largeA.run(-15)
pauseUntil(() => motors.largeA.angle() < -65);
motors.largeA.stop();
@ -231,9 +231,9 @@ function IDL() {
function MHT(Pos: number) {
let _R = Pos - motors.mediumC.angle();
if (_R >= 0) {
motors.mediumC.setSpeed(100, _R, MoveUnit.Degrees);
motors.mediumC.run(100, _R, MoveUnit.Degrees);
} else {
motors.mediumC.setSpeed(-100, Math.abs(_R), MoveUnit.Degrees);
motors.mediumC.run(-100, Math.abs(_R), MoveUnit.Degrees);
}
}
@ -304,15 +304,15 @@ function PPP() {
IS(2);
UP();
pause(100)
motors.largeA.setSpeed(-30, 70, MoveUnit.Degrees);
motors.largeA.run(-30, 70, MoveUnit.Degrees);
pause(800);
music.playSoundEffect(sounds.mechanicalHorn1);
pause(1000);
for(let i = 0; i < 3; ++i) {
motors.largeA.setSpeed(-30, 20, MoveUnit.Degrees);
motors.largeA.setSpeed(30, 20, MoveUnit.Degrees);
motors.largeA.run(-30, 20, MoveUnit.Degrees);
motors.largeA.run(30, 20, MoveUnit.Degrees);
}
motors.largeA.setSpeed(30, 70, MoveUnit.Degrees);
motors.largeA.run(30, 70, MoveUnit.Degrees);
F_C = 1;
CS(0);
}
@ -320,12 +320,12 @@ function PPP() {
function HPY() {
IS(8)
MHT(0);
motors.largeAD.setSpeed(10, 0.8, MoveUnit.Seconds);
motors.largeAD.run(10, 0.8, MoveUnit.Seconds);
for(let i = 0; i < 3; ++i) {
music.playSoundEffect(sounds.animalsDogBark1);
motors.largeAD.setSpeed(-100, 0.2, MoveUnit.Seconds);
motors.largeAD.run(-100, 0.2, MoveUnit.Seconds);
pause(300)
motors.largeAD.setSpeed(10, 0.3, MoveUnit.Seconds)
motors.largeAD.run(10, 0.3, MoveUnit.Seconds)
}
pause(500);
music.stopAllSounds();
@ -335,9 +335,9 @@ function HPY() {
function STL() {
UP();
motors.largeAD.setSpeed(-20, 60, MoveUnit.Degrees);
motors.largeAD.run(-20, 60, MoveUnit.Degrees);
music.playSoundEffect(sounds.animalsDogWhine);
motors.largeAD.setSpeed(20, 60, MoveUnit.Degrees);
motors.largeAD.run(20, 60, MoveUnit.Degrees);
}
function WKU() {

View File

@ -5,14 +5,14 @@ function INI() {
motors.largeB.setBrake(true)
motors.largeC.setBrake(true)
motors.mediumA.setBrake(true)
motors.largeB.setSpeed(-50)
motors.largeB.run(-50)
pauseUntil(() => sensors.color3.light(LightIntensityMode.Reflected) > 25);
motors.largeB.stop();
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds);
motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees);
motors.largeC.setSpeed(50)
motors.mediumA.run(30, 1, MoveUnit.Seconds);
motors.mediumA.run(-50, 90, MoveUnit.Degrees);
motors.largeC.run(50)
sensors.touch1.pauseUntil(ButtonEvent.Pressed);
motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations);
motors.largeC.run(-50, 0.86, MoveUnit.Rotations);
}
INI()
@ -27,24 +27,24 @@ forever(function () {
brick.showImage(images.informationAccept)
if (down) {
brick.showImage(images.informationForward)
motors.largeC.setSpeed(65, 0.85, MoveUnit.Rotations);
motors.largeC.run(65, 0.85, MoveUnit.Rotations);
} else {
brick.showImage(images.informationBackward)
motors.largeC.setSpeed(-65, 0.85, MoveUnit.Rotations);
motors.largeC.run(-65, 0.85, MoveUnit.Rotations);
}
motors.largeB.setSpeed(20, 275, MoveUnit.Degrees)
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds)
motors.largeB.setSpeed(-55)
motors.largeB.run(20, 275, MoveUnit.Degrees)
motors.mediumA.run(30, 1, MoveUnit.Seconds)
motors.largeB.run(-55)
pauseUntil(() => sensors.color3.light(LightIntensityMode.Reflected) > 25);
motors.largeB.stop();
if (down) {
motors.largeC.setSpeed(-65, 0.86, MoveUnit.Rotations);
motors.largeC.run(-65, 0.86, MoveUnit.Rotations);
} else {
motors.largeC.setSpeed(65, 0.85, MoveUnit.Rotations);
motors.largeC.run(65, 0.85, MoveUnit.Rotations);
}
motors.largeB.setSpeed(20, 275, MoveUnit.Degrees);
motors.mediumA.setSpeed(-30, 90, MoveUnit.Degrees);
motors.largeB.setSpeed(-55)
motors.largeB.run(20, 275, MoveUnit.Degrees);
motors.mediumA.run(-30, 90, MoveUnit.Degrees);
motors.largeB.run(-55)
pauseUntil(() => sensors.color3.light(LightIntensityMode.Reflected) > 25);
motors.largeB.stop()
})

View File

@ -5,14 +5,14 @@ function INI() {
motors.largeB.setBrake(true)
motors.largeC.setBrake(true)
motors.mediumA.setBrake(true)
motors.largeB.setSpeed(-50)
motors.largeB.run(-50)
pauseUntil(() => sensors.color3.light(LightIntensityMode.Reflected) > 25);
motors.largeB.stop();
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds);
motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees);
motors.largeC.setSpeed(50)
motors.mediumA.run(30, 1, MoveUnit.Seconds);
motors.mediumA.run(-50, 90, MoveUnit.Degrees);
motors.largeC.run(50)
sensors.touch1.pauseUntil(ButtonEvent.Pressed);
motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations);
motors.largeC.run(-50, 0.86, MoveUnit.Rotations);
}
INI()
@ -27,24 +27,24 @@ forever(function () {
brick.showImage(images.informationAccept)
if (down) {
brick.showImage(images.informationForward)
motors.largeC.setSpeed(65, 0.85, MoveUnit.Rotations);
motors.largeC.run(65, 0.85, MoveUnit.Rotations);
} else {
brick.showImage(images.informationBackward)
motors.largeC.setSpeed(-65, 0.85, MoveUnit.Rotations);
motors.largeC.run(-65, 0.85, MoveUnit.Rotations);
}
motors.largeB.setSpeed(20, 275, MoveUnit.Degrees)
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds)
motors.largeB.setSpeed(-55)
motors.largeB.run(20, 275, MoveUnit.Degrees)
motors.mediumA.run(30, 1, MoveUnit.Seconds)
motors.largeB.run(-55)
pauseUntil(() => sensors.color3.light(LightIntensityMode.Reflected) > 25);
motors.largeB.stop();
if (down) {
motors.largeC.setSpeed(-65, 0.86, MoveUnit.Rotations);
motors.largeC.run(-65, 0.86, MoveUnit.Rotations);
} else {
motors.largeC.setSpeed(65, 0.85, MoveUnit.Rotations);
motors.largeC.run(65, 0.85, MoveUnit.Rotations);
}
motors.largeB.setSpeed(20, 275, MoveUnit.Degrees);
motors.mediumA.setSpeed(-30, 90, MoveUnit.Degrees);
motors.largeB.setSpeed(-55)
motors.largeB.run(20, 275, MoveUnit.Degrees);
motors.mediumA.run(-30, 90, MoveUnit.Degrees);
motors.largeB.run(-55)
pauseUntil(() => sensors.color3.light(LightIntensityMode.Reflected) > 25);
motors.largeB.stop()
})

View File

@ -0,0 +1,34 @@
# Distance Measurer
```blocks
let distance = 0
let angle = 0
let measuring = false
let radius = 0
// Start and stop measuring with the enter button
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
if (measuring) {
// turn off the measuring
measuring = false
brick.setStatusLight(StatusLight.Off)
} else {
// turn on the measuring clear the counters so that
// the motor tracks the angle
measuring = true
motors.largeB.clearCounts()
brick.setStatusLight(StatusLight.GreenPulse)
}
})
radius = 2.5
brick.showString("Press ENTER to measure", 4)
forever(function () {
if (measuring) {
angle = motors.largeB.angle()
distance = angle / 180 * Math.PI * radius
brick.clearScreen()
brick.showValue("angle", angle, 2)
brick.showValue("distance", distance, 3)
}
pause(100)
})
```

View File

@ -137,8 +137,8 @@ forever(function () {
GM();
EQ();
cntrl();
motors.largeA.setSpeed(lpwr)
motors.largeD.setSpeed(rpwr)
motors.largeA.run(lpwr)
motors.largeD.run(rpwr)
CHK()
let t2 = control.timer1.millis();
let p = 5 - (t2 - t1);
@ -196,9 +196,9 @@ forever(function () {
Cstr = 0;
oldDr = Cdrv;
Cdrv = -10;
motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
motors.mediumC.setSpeed(-30, 60, MoveUnit.Degrees);
motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
motors.mediumC.run(30, 30, MoveUnit.Degrees);
motors.mediumC.run(-30, 60, MoveUnit.Degrees);
motors.mediumC.run(30, 30, MoveUnit.Degrees);
if (Math.randomRange(-1, 1) >= 1)
Cstr = 70;
else

View File

@ -43,7 +43,7 @@ forever(function () {
motors.largeBC.steer(P + (I + D), 100)
lasterror = error
if (brick.buttonEnter.wasPressed()) {
motors.largeBC.setSpeed(0)
motors.largeBC.run(0)
brick.buttonDown.pauseUntil(ButtonEvent.Bumped)
}
})

View File

@ -1,3 +1,3 @@
{
"appref": "v"
"appref": "v0.0.104"
}

View File

@ -14,7 +14,7 @@ Take a look a the LabView program below: it **starts**, turns on motor A, waits
The blocks in MakeCode have similar functions and go together in the same way: they snap into the ``||loops:on start||`` block and then connect to each other vertically.
```blocks
motors.largeA.setSpeed(50)
motors.largeA.run(50)
pause(1000)
motors.largeA.stop()
```
@ -22,7 +22,7 @@ motors.largeA.stop()
Any block program can be converted to JavaScript and you can edit it as lines of code too.
```typescript
motors.largeA.setSpeed(50)
motors.largeA.run(50)
pause(1000)
motors.largeA.stop()
```
@ -40,10 +40,10 @@ This program controls a large motor on port A in several different ways. It sets
![Single motor blocks](/static/labview/motors.png)
```blocks
motors.largeA.setSpeed(50);
motors.largeA.setSpeed(50, 1000, MoveUnit.MilliSeconds);
motors.largeA.setSpeed(50, 360, MoveUnit.Degrees);
motors.largeA.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeA.run(50);
motors.largeA.run(50, 1000, MoveUnit.MilliSeconds);
motors.largeA.run(50, 360, MoveUnit.Degrees);
motors.largeA.run(50, 1, MoveUnit.Rotations);
motors.largeA.stop();
```
@ -83,7 +83,7 @@ By default, all motors coast when any command used to move finishes. You can kee
```blocks
motors.largeD.setBrake(true);
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations)
motors.largeD.run(50, 1, MoveUnit.Rotations)
```
## Inverting and regulating motors
@ -132,7 +132,7 @@ It is quite common to have to wait for a task to finish or for a sensor state to
![pause for time](/static/labview/pausefortime.png)
```blocks
motors.largeD.setSpeed(50)
motors.largeD.run(50)
pause(1000)
motors.largeD.stop();
```
@ -140,7 +140,7 @@ motors.largeD.stop();
![pause for touch](/static/labview/pausefortouch.png)
```blocks
motors.largeD.setSpeed(50)
motors.largeD.run(50)
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeD.stop();
```
@ -148,7 +148,7 @@ motors.largeD.stop();
![pause for distance](/static/labview/pausefordistance.png)
```blocks
motors.largeD.setSpeed(50)
motors.largeD.run(50)
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear)
motors.largeD.stop();
```
@ -156,7 +156,7 @@ motors.largeD.stop();
You can also use the ``||loops:pause until||`` block to wait on any [boolean](/types/boolean) expression. As your program runs, it waits until the condition (expression) inside becomes true.
```blocks
motors.largeD.setSpeed(50)
motors.largeD.run(50)
pauseUntil(() => sensors.touch1.isPressed())
motors.largeD.stop()
```
@ -167,8 +167,8 @@ motors.largeD.stop()
```blocks
forever(() => {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
motors.largeD.run(50, 1, MoveUnit.Rotations);
motors.largeD.run(-50, 1, MoveUnit.Rotations);
})
```
@ -176,13 +176,13 @@ forever(() => {
```blocks
for(let i = 0; i < 10; i++) {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
motors.largeD.run(50, 1, MoveUnit.Rotations);
motors.largeD.run(-50, 1, MoveUnit.Rotations);
}
let k = 0;
while(k < 10) {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
motors.largeD.run(50, 1, MoveUnit.Rotations);
motors.largeD.run(-50, 1, MoveUnit.Rotations);
k++;
}
```
@ -195,7 +195,7 @@ while(k < 10) {
let light = 0;
forever(function () {
light = sensors.color3.light(LightIntensityMode.Reflected);
motors.largeD.setSpeed(light)
motors.largeD.run(light)
})
```
@ -207,8 +207,8 @@ You can start up multiple ``||loops:forever||`` loops that will run at the same
```blocks
forever(() => {
motors.largeD.setSpeed(50, 1, MoveUnit.Rotations);
motors.largeD.setSpeed(-50, 1, MoveUnit.Rotations);
motors.largeD.run(50, 1, MoveUnit.Rotations);
motors.largeD.run(-50, 1, MoveUnit.Rotations);
})
forever(() => {
brick.showImage(images.eyesMiddleRight)
@ -227,7 +227,7 @@ The ``||logic:if||`` block allows you to run different code depending on whether
```blocks
forever(function() {
if(sensors.touch1.isPressed()) {
motors.largeD.setSpeed(50)
motors.largeD.run(50)
} else {
motors.largeD.stop()
}

View File

@ -213,13 +213,13 @@ music.playSoundEffect(sounds.systemGeneralAlert)
}
while (true) {
while (true) { sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
motors.largeB.setSpeed(10)
motors.largeC.setSpeed(-10)
motors.largeB.run(10)
motors.largeC.run(-10)
}
while (true) {
sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
motors.largeA.setSpeed(-10)
motors.largeA.setSpeed(10)
motors.largeA.run(-10)
motors.largeA.run(10)
}
}
```
@ -235,13 +235,13 @@ You will need to constantly debug your program in order to make your robot trave
```blocks
while (true) {
while (true) { sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
motors.largeB.setSpeed(10)
motors.largeC.setSpeed(-10)
motors.largeB.run(10)
motors.largeC.run(-10)
}
while (true) {
sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
motors.largeB.setSpeed(-10)
motors.largeC.setSpeed(10)
motors.largeB.run(-10)
motors.largeC.run(10)
}
}
```

View File

@ -4,11 +4,11 @@ Use this program with the Programmable Brick and Large Motor.
```blocks
forever(function () {
motors.largeA.setSpeed(30)
motors.largeA.run(30)
pause(100)
motors.largeA.stop()
music.playSoundEffectUntilDone(sounds.animalsCatPurr)
motors.largeA.setSpeed(-30)
motors.largeA.run(-30)
pause(100)
motors.largeA.stop()
})

View File

@ -4,9 +4,9 @@ This example program combined with the small model will make a beat and rhythm o
```blocks
forever(function () {
motors.largeA.setSpeed(50)
motors.largeA.run(50)
pause(200)
motors.largeA.setSpeed(100)
motors.largeA.run(100)
pause(200)
})
```

View File

@ -1,9 +1,16 @@
# Reference
```namespaces
brick.showMood(moods.sleeping);
sensors.color(null);
motors.stopAll();
brick.showMood(moods.sleeping);
```
## Advanced
```namespaces
console.log("");
control.runInParallel(function(){});
```
## See Also
@ -11,5 +18,5 @@ motors.stopAll();
[brick](/reference/brick),
[sensors](/reference/sensors),
[motors](/reference/motors),
[touch sensor](/reference/sensors/touch-sensor),
[color sensor](/reference/sensors/color-sensor)
[control](/reference/control),
[console](/reference/console)

15
docs/reference/console.md Normal file
View File

@ -0,0 +1,15 @@
# Console
Output text and data values to the console.
```cards
console.log("");
console.logValue("x", 0);
console.sendToScreen();
```
## See also
[log](/reference/console/log),
[log value](/reference/console/log-value),
[send to screen](/reference/console/send-to-screen)

View File

@ -0,0 +1,26 @@
# send To Screen
Direct the console output to go to the @boardname@ screen.
```sig
console.sendToScreen();
```
A "console" is a place for a user to see special messages from a device. It could be something connected to a serial port, a display that shows text, or even a text file. A console is typically used as a place to send information that is added to a message _log_ (a record of messages that are sent from a device). Your program can send log messages using the [console](/reference/console) functions. The MakeCode editor has a console view that lets you see the console output when your program runs in the simulator.
On the @boardname@, the screen can serve as a console too and you can make your console output go there. Before using the console log functions, set the screen as the console output location.
## Example
Direct the console output to go to the screen. Show 20 values on the screen. Use the up and down buttons to scroll through the values.
```blocks
console.sendToScreen()
for (let index = 0; index <= 20; index++) {
console.logValue("index", index)
}
```
## See also
[log](reference/console/log), [log value](/reference/console/log-value)

33
docs/reference/control.md Normal file
View File

@ -0,0 +1,33 @@
# Control
Program controls and events.
```cards
control.millis();
control.runInParallel(() => {
});
control.reset();
control.waitMicros(4);
control.deviceSerialNumber();
```
## Timer
```cards
control.timer1.reset()
control.timer1.pauseUntil(5)
control.timer1.millis()
control.timer1.seconds()
```
## Advanced #advanced
```cards
control.raiseEvent(0, 0);
control.onEvent(0, 0, () => {
});
control.assert(false, 0);
control.panic(0);
```

View File

@ -0,0 +1,8 @@
# Timer
```cards
control.timer1.reset()
control.timer1.pauseUntil(5)
control.timer1.millis()
control.timer1.seconds()
```

View File

@ -0,0 +1,25 @@
# millis
Get the amount of time counted by the timer in milliseconds.
The timer count begins from `0` when you program starts or is [reset](/reference/control/timer/reset).
## Returns
* a [number](/types/number) that is the amount of time elapsed, in milliseconds, since the timer was started or reset.
## Example
Find out how many milliseconds go by between presses of the `down` button on the brick.
```blocks
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
brick.showValue("DownButtonTime", control.timer1.millis(), 1)
control.timer1.reset()
})
```
## See also
[seconds](/reference/control/timer/seconds), [reset](/reference/control/timer/reset)

View File

@ -0,0 +1,32 @@
# pauseUntil
Pause until the timer counts up to a number of milliseconds.
```sig
control.timer1.pauseUntil(0)
```
When code in a block comes to a **pauseUntil**, it will wait until the timer count reaches the number of milliseconds you say. Code in blocks like **forever** and **runInParallel** will keep running while the current code is paused.
The time number you give is the number of milliseconds past the running timer count. If the timer is currently at `25000` milliseconds and you want to pause for `10` seconds, then use a pause time of `35000`. If you want your pause time number to match the actual wait time, then [reset](/reference/control/timer/reset) the timer first.
## Parameters
* **ms**: the [number](/types/number) of milliseconds that you want the timer to count up to. For seconds, convert to milliseconds: 100 milliseconds = 1/10 second and 1000 milliseconds = 1 second.
## Example
Pause between messages on the screen by `5` seconds.
```blocks
brick.clearScreen()
brick.showString("Testing my pause...", 1)
let startTime = control.timer1.millis()
brick.showValue("StartTime", startTime, 3)
control.timer1.pauseUntil(startTime + 5000)
brick.showValue("EndTime", control.timer1.millis() - startTime, 4)
```
## See also
[millis](/reference/control/timer/millis), [reset](/reference/control/timer/reset)

View File

@ -0,0 +1,49 @@
# reset
Reset the elapsed time of the timer back to `0`.
```sig
control.timer1.reset()
```
A timer starts counting from `0` when your program starts. It's time value always gets larger as your program runs. Maybe you want to meausure how long some task takes to finish or you want to do some action only for a little while. A timer can keep track of the time it takes to do it.
Resetting the timer sets the time value to `0` so the next time you check the time it's exactly the amount of time that has _elapsed_. Otherwise, you need to remember a start time value and then subtract it from the current time.
## Examples
### Press time
Find out how much time goes by between presses of the `enter` button on the brick.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
brick.showValue("PressTime", control.timer1.seconds(), 1)
control.timer1.reset()
})
```
### Difference timer
Use a difference timer and compare it to a timer that resets. Use the ``left`` button to start timing and the ``right`` button to stop.
```blocks
let startTime = 0
let timing = false
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
brick.clearScreen()
brick.showString("Starting timers...", 1)
startTime = control.timer1.seconds()
control.timer2.reset()
timing = true
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
if (timing) {
brick.clearScreen()
brick.showString("Timer results...", 1)
brick.showValue("timer 1", control.timer1.seconds() - startTime, 3)
brick.showValue("timer 2", control.timer2.seconds(), 4)
timing = false;
}
})
```

View File

@ -0,0 +1,25 @@
# seconds
Get the amount of time counted by the timer in seconds.
The timer count begins from `0` when you program starts or is [reset](/reference/control/timer/reset). The number of seconds returned also includes milliseconds if there is a fractional part of a second too.
## Returns
* a [number](/types/number) that is the amount of time elapsed, in seconds, since the timer was started or reset.
## Example
Find out how many seconds go by between presses of the `down` button on the brick.
```blocks
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
brick.showValue("DownButtonTime", control.timer1.seconds(), 1)
control.timer1.reset()
})
```
## See also
[millis](/reference/control/timer/millis), [reset](/reference/control/timer/reset)

View File

@ -3,7 +3,7 @@
## Motion
```cards
motors.largeA.setSpeed(50)
motors.largeA.run(50)
motors.largeAB.tank(50, 50)
motors.largeAB.steer(0, 50)
motors.largeA.pauseUntilReady()

View File

@ -19,7 +19,7 @@ Reset the motor connected to port **A** and run it for for 2 seconds at a speed
```blocks
let motorAngle = 0;
motors.largeA.reset()
motors.largeA.setSpeed(45)
motors.largeA.run(45)
pause(2000)
motors.largeA.stop()
motorAngle = motors.largeA.angle()

View File

@ -15,11 +15,11 @@ See if the motor turns the same number of times for each of two count periods. R
```blocks
let tachoCount = 0;
motors.largeA.reset()
motors.largeA.setSpeed(50)
motors.largeA.run(50)
pause(10000)
tachoCount = motors.largeA.tacho()
motors.largeA.clearCounts()
motors.largeA.setSpeed(50)
motors.largeA.run(50)
pause(10000)
if (tachoCount == motors.largeA.tacho()) {
brick.showString("Motor turns equal.", 1)

View File

@ -13,12 +13,12 @@ The motor's speed is set back to `0` and the **tacho**, **angle**, and **speed**
See what the angle count is when a motor is stopped. Then, try it again after a reset.
```blocks
motors.largeA.setSpeed(30)
motors.largeA.run(30)
pause(2000)
motors.largeA.stop()
brick.showString("Angle count:", 1)
brick.showNumber(motors.largeA.angle(), 2)
motors.largeA.setSpeed(30)
motors.largeA.run(30)
pause(2000)
motors.largeA.reset()
brick.showString("Angle count:", 4)

View File

@ -1,9 +1,9 @@
# set Speed
# run
Set the rotation speed of the motor as a percentage of maximum speed.
```sig
motors.largeA.setSpeed(50)
motors.largeA.run(50)
```
The speed setting is a pecentage of the motor's full speed. Full speed is the speed that the motor runs when the brick supplies maximum output voltage to the port.
@ -19,28 +19,28 @@ If you use a number of milliseconds as movement units, then you don't need to in
To run the motor for 500 milliseconds:
```block
motors.largeA.setSpeed(50, 500)
motors.largeA.run(50, 500)
```
## ~
Here is how you use each different movement unit to run the motor for a fixed rotation distance.
```typescript
```blocks
// Run motor for 700 Milliseconds.
motors.largeA.setSpeed(25, 700, MoveUnit.MilliSeconds);
motors.largeA.run(25, 700, MoveUnit.MilliSeconds);
// Run motor for 700 Milliseconds again but no units specified.
motors.largeA.setSpeed(25, 700);
motors.largeA.run(25, 700);
// Run the motor for 45 seconds
motors.largeA.setSpeed(50, 45, MoveUnit.Seconds);
motors.largeA.run(50, 45, MoveUnit.Seconds);
// Turn the motor for 270 degrees
motors.largeA.setSpeed(50, 270, MoveUnit.Degrees)
motors.largeA.run(50, 270, MoveUnit.Degrees)
// Turn the motor at full speed for 9 full rotations
motors.largeA.setSpeed(100, 9, MoveUnit.Rotations);
motors.largeA.run(100, 9, MoveUnit.Rotations);
```
## Parameters
@ -56,7 +56,7 @@ motors.largeA.setSpeed(100, 9, MoveUnit.Rotations);
Turning the motor in the opposite direction (reverse) is simple. Reverse is just a negative speed setting. To drive the motor in reverse at 25% speed:
```block
motors.largeB.setSpeed(-25)
motors.largeB.run(-25)
```
## ~
@ -68,7 +68,7 @@ motors.largeB.setSpeed(-25)
Run the motor connected to port **A** continuously. Pause 20 seconds and then stop the motor.
```blocks
motors.largeA.setSpeed(75)
motors.largeA.run(75)
pause(20000)
motors.largeA.stop()
```
@ -78,7 +78,7 @@ motors.largeA.stop()
Run the motor connected to port **A** in reverse. Pause 5 seconds and then stop the motor.
```blocks
motors.largeA.setSpeed(-60)
motors.largeA.run(-60)
pause(5000)
motors.largeA.stop()
```
@ -88,7 +88,7 @@ motors.largeA.stop()
Run the motor connected to port **B** for 35 full rotations and then stop.
```blocks
motors.largeB.setSpeed(50, 35, MoveUnit.Rotations)
motors.largeB.run(50, 35, MoveUnit.Rotations)
```
## See also

View File

@ -19,7 +19,7 @@ Also, you can use the brake to do simple skid steering for your brick.
Run the motor connected to port **A** for 2 seconds at a speed of `30`. Stop and set the brake.
```blocks
motors.largeA.setSpeed(30)
motors.largeA.run(30)
pause(2000)
motors.largeA.stop()
motors.largeA.setBrake(true)

View File

@ -17,12 +17,12 @@ You use a positive value (some number greater than `0`) to drive you motor in th
Run the motor connected to port **A** for 2 seconds at a speed of `30`. Stop and switch the direciton of rotation. Run the motor at a speed of `-30`. Watch and see if the motor turns in the same direction as before.
```blocks
motors.largeA.setSpeed(30)
motors.largeA.run(30)
pause(2000)
motors.largeA.stop()
pause(2000)
motors.largeA.setInverted(true)
motors.largeA.setSpeed(-30)
motors.largeA.run(-30)
pause(2000)
motors.largeA.stop()
```

View File

@ -22,11 +22,11 @@ Turn off the speed regulation for the motor connected to port **A**.
```blocks
motors.largeA.setRegulated(false)
motors.largeA.setSpeed(75)
motors.largeA.run(75)
pause(20000)
motors.largeA.stop()
```
## See also
[set speed](/reference/motors/motor/set-speed), [stop](/reference/motors/motor/stop)
[run](/reference/motors/motor/run), [stop](/reference/motors/motor/stop)

View File

@ -6,7 +6,7 @@ Get the current speed of motor rotation as a percentage of maximum speed.
motors.largeA.speed()
```
The actual speed of the motor is the same or very close to it's current speed setting when the motor is regulated. If not regulated, the actual speed can change from the set speed when a force, or load, is applied to it.
The actual speed of the motor is the same or very close to it's current speed setting when the motor is regulated. If not regulated, the actual speed can change from the speed you told it to run at (your desired or _set point_ speed) when a force, or load, is applied to it.
## Returns
@ -18,7 +18,7 @@ Turn speed regulation off and report the actual speed of the large motor in the
```blocks
motors.largeA.setRegulated(false)
motors.largeA.setSpeed(55)
motors.largeA.run(55)
brick.showString("Actual speed:", 1)
for (let i = 0; i < 30; i++) {
pause(500)

View File

@ -13,11 +13,11 @@ The motor stops but any motion caused from previously running the motor continue
Run the motor connected to port **A** for 2 seconds at a speed of `30`. Stop and wait for 2 seconds, then continue at a speed of `50`.
```blocks
motors.largeA.setSpeed(30)
motors.largeA.run(30)
pause(2000)
motors.largeA.stop()
pause(2000)
motors.largeA.setSpeed(50)
motors.largeA.run(50)
```
## See also

View File

@ -33,12 +33,12 @@ A standard way to know how fast a motor is turning is by measuring its _revoluti
Run the motor connected to port **A** at half speed for 5 seconds. Display the number of full rotations on the screen.
```blocks
motors.largeA.setSpeed(50)
motors.largeA.run(50)
pause(5000)
motors.largeA.stop()
brick.showString("Motor rotations:", 1)
brick.showNumber(motors.largeA.tacho() / 360, 3)
motors.largeA.setSpeed(50)
motors.largeA.run(50)
```
## See also

View File

@ -18,7 +18,7 @@ The speed setting is a pecentage of the motor's full speed. Full speed is the sp
If you use just the **speed** number, the motors run continously and won't stop unless you tell them to. You can also give a value for a certain amount of distance you want the motors to rotate for. The **value** can be an amount of time, a turn angle in degrees, or a number of full rotations.
If you decide to use a **value** of rotation distance, you need to choose a type of movement **unit**. Also, if you use a number of milliseconds as movement units, then you don't need to include the unit type. The description in [set speed](/reference/motors/motor/set-speed) shows how to use different movement units.
If you decide to use a **value** of rotation distance, you need to choose a type of movement **unit**. Also, if you use a number of milliseconds as movement units, then you don't need to include the unit type. The description in [run](/reference/motors/motor/run) shows how to use different movement units.
## Parameters
@ -81,4 +81,4 @@ motors.stopAll()
## See also
[tank](/reference/motors/synced/tank), [set speed](/reference/motors/motor/set-speed)
[tank](/reference/motors/synced/tank), [run](/reference/motors/motor/run)

View File

@ -14,7 +14,7 @@ The speed setting is a pecentage of the motor's full speed. Full speed is the sp
If you use just the **speed** number, the motors run continously and won't stop unless you tell them to. You can also give a value for a certain amount of distance you want the motors to rotate for. The **value** can be an amount of time, a turn angle in degrees, or a number of full rotations.
If you decide to use a **value** of rotation distance, you need to choose a type of movement **unit**. Also, if you use a number of milliseconds as movement units, then you don't need to include the unit type. The description in [set speed](/reference/motors/motor/set-speed) shows how to use different movement units.
If you decide to use a **value** of rotation distance, you need to choose a type of movement **unit**. Also, if you use a number of milliseconds as movement units, then you don't need to include the unit type. The description in [run](/reference/motors/motor/run) shows how to use different movement units.
## Parameters
@ -78,4 +78,4 @@ motors.stopAll()
## See also
[steer](/reference/motors/synced/steer), [set speed](/reference/motors/motor/set-speed)
[steer](/reference/motors/synced/steer), [run](/reference/motors/motor/run)

View File

@ -1,5 +1,17 @@
# Sensors
# Color
```cards
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {})
sensors.color1.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark, function () {})
sensors.color1.pauseForLight(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.pauseForColor(ColorSensorColor.Blue)
sensors.color1.color();
sensors.color1.light(LightIntensityMode.Ambient)
sensors.color(ColorSensorColor.Blue)
```
## Touch
```cards
@ -24,3 +36,22 @@ sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectDetected, function () {}
sensors.ultrasonic1.distance();
sensors.ultrasonic1.pauseUntil(UltrasonicSensorEvent.ObjectDetected);
```
## Infrared
```cards
sensors.infrared1.onEvent(null, function () {});
sensors.infrared1.pauseUntil(null);
sensors.infrared1.proximity();
```
## Infrared beacon button
```cards
sensors.remoteButtonCenter.onEvent(ButtonEvent.Pressed, function () {})
sensors.remoteButtonCenter.pauseUntil(ButtonEvent.Pressed);
sensors.remoteButtonCenter.isPressed()
sensors.remoteButtonCenter.wasPressed()
sensors.infrared1.setRemoteChannel(null)
```

142
docs/static/avatar.svg vendored
View File

@ -5,105 +5,53 @@
xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 32 32"
style="enable-background:new 0 0 32 32;" xml:space="preserve">
<style type="text/css">
.st0{fill:#303030;}
.st0{fill:#DE0612;}
.st1{fill:#FFFFFF;stroke:#FFFFFF;stroke-width:0.4;stroke-miterlimit:10;}
</style>
<sodipodi:namedview bordercolor="#666666" borderopacity="1" gridtolerance="10" guidetolerance="10" id="namedview15" inkscape:current-layer="svg2" inkscape:cx="16" inkscape:cy="16" inkscape:pageopacity="0" inkscape:pageshadow="2" inkscape:window-height="661" inkscape:window-maximized="0" inkscape:window-width="997" inkscape:window-x="0" inkscape:window-y="0" inkscape:zoom="5.2149125" objecttolerance="10" pagecolor="#ffffff" showgrid="false">
</sodipodi:namedview>
<g id="avatar_mf" transform="translate(-5304.979 8145.745)">
<path id="Path_180" class="st0" d="M5317.1-8125.6c0.2,0,0.3-0.1,0.5-0.1l2.9-0.6c1.3-0.3,2.5-0.5,3.8-0.8c0.5-0.1,1-0.2,1.5-0.3
c0.1,0,0.1,0,0.1-0.1c0-0.5,0-1-0.1-1.5c-0.1-0.6-0.2-1.1-0.3-1.7c-0.1-0.4-0.1-0.8-0.2-1.2c-0.1-0.7-0.2-1.4-0.3-2
c-0.1-0.6-0.2-1.1-0.3-1.7c0-0.2-0.2-0.4-0.4-0.4c0,0,0,0-0.1,0c-0.2,0-0.5,0.1-0.7,0.1c-0.5,0.1-1,0.1-1.5,0.2
c-0.5,0.1-1,0.1-1.6,0.2c-0.5,0.1-1,0.1-1.4,0.2c-0.2,0-0.3,0-0.5,0.1c-0.2,0-0.4,0.2-0.5,0.4c0,0.2-0.1,0.4-0.1,0.5
c0,0.4-0.1,0.8-0.1,1.2c-0.1,0.5-0.1,1-0.2,1.5c0,0.4-0.1,0.9-0.1,1.3l-0.1,1.3l-0.1,1.3c-0.1,0.5-0.1,1-0.2,1.5
C5317.1-8126,5317.1-8125.8,5317.1-8125.6z"/>
<path id="Path_181" class="st0" d="M5316.1-8140c0,0.6,0.1,1.2,0.1,1.8c0,0.4,0.2,0.8,0.6,1c0.3,0.2,0.7,0.3,1.1,0.3
c0.7,0.1,1.4,0.1,2.1,0c0.6,0,1.2-0.1,1.8-0.2c0.4,0,0.9-0.2,1.2-0.5c0.3-0.3,0.5-0.7,0.5-1.1c0-1.2,0-2.3-0.1-3.5
c0-0.3-0.1-0.6-0.3-0.8c-0.3-0.4-0.8-0.6-1.4-0.6c0,0,0,0-0.1,0c-0.2,0.1-0.4,0.1-0.6,0.1c-0.9,0-1.8,0.1-2.7,0.1
c-0.1,0-0.3,0-0.4,0c-0.4-0.1-0.8,0-1.2,0.2c-0.4,0.2-0.6,0.6-0.7,1c0,0.1,0,0.2,0,0.3C5316-8141.2,5316.1-8140.6,5316.1-8140
L5316.1-8140z"/>
<path id="Path_182" class="st0" d="M5312-8129.2c0,0.6,0,1.2,0,1.8c0,0.1,0,0.1,0.1,0.1c0.3,0,0.6,0.1,0.9,0.1c0.3,0,0.7,0,1,0
c0.1,0,0.2,0,0.3,0c0.1,0,0.1,0,0.1-0.1c0.1-0.4,0.2-0.8,0.2-1.2c0.1-0.5,0.2-1,0.3-1.4c0-0.1,0.1-0.1,0.1-0.1
c0.4-0.2,0.8-0.5,1.2-0.8c0.4-0.4,0.7-0.9,0.8-1.5c0.1-0.6,0-1.2-0.4-1.7c-0.2-0.3-0.6-0.4-0.9-0.3c-0.3,0.1-0.6,0.3-0.9,0.5
c-0.7,0.6-1.5,1.2-2.2,1.8c-0.3,0.2-0.5,0.5-0.6,0.8c0,0.2-0.1,0.4-0.1,0.6C5311.9-8130.2,5311.9-8129.7,5312-8129.2
C5311.9-8129.2,5312-8129.2,5312-8129.2z"/>
<path id="Path_183" class="st0" d="M5315.5-8124.7c0,0.2-0.1,0.5-0.1,0.7c-0.1,0.5-0.4,0.9-0.8,1.1c0,0,0,0,0,0
c-0.1,0-0.2,0.2-0.2,0.3c-0.4,1.4-0.9,2.7-1.3,4.1c0,0,0,0.1,0,0.1c0.8,1.1,1.6,2.2,2.4,3.3c0,0,0,0,0.1,0.1
c0.1-0.2,0.1-0.3,0.2-0.5c0.1-0.3,0.2-0.5,0.3-0.8c0,0,0-0.1,0-0.1c-0.2-0.3-0.5-0.7-0.7-1c0,0,0-0.1,0-0.2
c0.3-0.9,0.6-1.7,0.9-2.6c0,0,0-0.1,0.1-0.1c0.5-0.2,0.9-0.6,1.1-1.1c0.1-0.3,0.1-0.7,0.1-1.1c0-0.4-0.1-0.8-0.3-1.2
c-0.2-0.4-0.5-0.8-1-1C5315.9-8124.7,5315.7-8124.7,5315.5-8124.7z"/>
<path id="Path_184" class="st0" d="M5314.7-8134.2c0.1-0.1,0.2-0.1,0.3-0.2c0.3-0.2,0.7-0.3,1-0.3c0.4,0,0.7,0.2,0.8,0.6
c0.6,1.1,0.5,2.4-0.4,3.3c-0.4,0.4-0.8,0.7-1.3,1c0,0-0.1,0.1-0.1,0.1c-0.2,0.8-0.3,1.6-0.5,2.5c0,0,0,0.1,0,0.1
c0,0.2,0,0.2-0.2,0.2c-0.1,0-0.1,0-0.2,0c0,0.1,0,0.2,0,0.3c0,0,0,0,0.1,0.1l1.9,0.7c0.2,0.1,0.4,0.2,0.7,0.2c0-0.1,0-0.2,0-0.2
c0-0.3,0-0.6,0-0.8l0.2-1.5l0.2-1.5c0.1-0.5,0.1-1,0.2-1.5c0.1-0.5,0.1-1.1,0.2-1.6c0.1-0.5,0.1-1,0.2-1.5c0-0.2,0-0.4,0-0.6
c0-0.2-0.1-0.4-0.3-0.4c0,0,0,0,0,0c-0.1,0-0.1,0-0.2,0c-0.6-0.1-1.2-0.2-1.9-0.3c-0.1,0-0.2,0-0.3,0c-0.1,0-0.2,0.1-0.3,0.3
C5314.8-8135,5314.7-8134.6,5314.7-8134.2z"/>
<path id="Path_185" class="st0" d="M5324.5-8117.2c-0.2-0.7-0.5-1.3-0.7-2l-0.7,0.3c0,0-0.1,0-0.1,0c-0.1,0.1-0.2,0-0.2-0.1
c-0.1-0.3-0.2-0.5-0.3-0.8c-0.2-0.7-0.5-1.4-0.7-2.1c0,0,0-0.1,0-0.1c0,0,0,0.1-0.1,0.1c-0.1,0.2-0.3,0.3-0.5,0.5c0,0-0.1,0-0.1,0
c-0.3,0.1-0.6,0.1-0.8,0.2c0,0-0.1,0-0.1,0c0,0.2-0.1,0.3-0.1,0.5c0.6,1.5,1.1,3.1,1.7,4.6c0,0,0,0,0,0.1
C5322.7-8116.3,5323.6-8116.7,5324.5-8117.2z"/>
<path id="Path_186" class="st0" d="M5325.4-8123.1c-0.7,0.2-1.3,0.3-2,0.5c-0.5,0.1-0.9,0.2-1.4,0.3c-0.1,0-0.2,0.1-0.1,0.2
c0,0,0,0,0,0.1c0.2,0.5,0.3,0.9,0.5,1.4c0.2,0.5,0.4,1.1,0.6,1.6c0,0,0,0,0,0c0.1-0.1,0.2-0.1,0.3-0.2c0.2-0.1,0.3-0.2,0.5-0.2
c0.2-0.1,0.4-0.1,0.6-0.2c0.7-0.2,1.5-0.4,2.2-0.6c0,0,0,0,0.1,0C5326.3-8121.1,5325.9-8122.1,5325.4-8123.1z"/>
<path id="Path_187" class="st0" d="M5320.7-8124.4c-0.4,0.1-0.8,0.2-1.2,0.3c-0.6,0.1-1.3,0.3-1.9,0.4c0,0-0.1,0-0.1,0
c-0.1,0-0.2-0.1-0.3-0.1c0,0,0,0.1,0,0.1c0.3,0.7,0.4,1.5,0.3,2.2c-0.1,0.4-0.3,0.8-0.5,1.1c0,0,0,0-0.1,0.1
c0.2-0.1,0.4-0.1,0.6-0.1l2.5-0.6c0.5-0.1,0.9-0.6,1-1.1c0.1-0.5,0-1-0.1-1.5C5320.8-8124,5320.8-8124.2,5320.7-8124.4z"/>
<path id="Path_188" class="st0" d="M5325.5-8127c-2.7,0.5-5.3,1.1-7.9,1.6c0,0.5,0,0.9,0.1,1.4c0.1,0,0.2,0,0.3-0.1
c1.2-0.3,2.3-0.5,3.5-0.8c1.2-0.3,2.4-0.5,3.6-0.8c0.1,0,0.3-0.1,0.4-0.1c0,0,0.1,0,0.1-0.1
C5325.6-8126.2,5325.5-8126.6,5325.5-8127z"/>
<path id="Path_189" class="st0" d="M5328.6-8118.4c-0.2-0.4-0.3-0.7-0.5-1.1c-0.1-0.2-0.2-0.5-0.3-0.7c0-0.1,0-0.1-0.1,0
c-1.2,0.3-2.4,0.6-3.6,1c0,0,0,0-0.1,0c0.2,0.7,0.5,1.3,0.7,2C5326-8117.6,5327.3-8118,5328.6-8118.4z"/>
<path id="Path_190" class="st0" d="M5319.9-8120.9l-0.6,0.1c-1,0.2-2,0.5-3,0.7c-0.1,0-0.1,0.1-0.1,0.1c-0.3,0.7-0.5,1.5-0.8,2.2
c0,0,0,0,0,0.1c0.2,0,0.4-0.1,0.5-0.1c1-0.3,2-0.5,3.1-0.8c0.1,0,0.2-0.1,0.3-0.2C5319.5-8119.5,5319.7-8120.2,5319.9-8120.9z"/>
<path id="Path_191" class="st0" d="M5325.1-8125.4c-1.1,0.2-2.2,0.5-3.3,0.7c0.3,0.7,0.4,1.4,0.3,2.2c0.2,0,0.4-0.1,0.5-0.1
c0.9-0.2,1.8-0.4,2.7-0.6c0.1,0,0.1,0,0.1-0.1c0.1-0.4,0-0.9-0.1-1.3C5325.3-8124.9,5325.2-8125.1,5325.1-8125.4
C5325.1-8125.3,5325.1-8125.4,5325.1-8125.4z"/>
<path id="Path_192" class="st0" d="M5325.6-8132c0.2,0,0.4,0,0.5,0c0.2,0,0.4,0,0.6,0c0.3,0,0.6-0.2,0.8-0.4c0.3-0.4,0.7-0.8,1-1.2
c-0.1-0.1-0.1-0.1-0.1-0.2c0,0,0,0-0.1,0c-0.7-0.1-1.3-0.5-1.4-1.2c-0.1-0.2-0.1-0.4-0.1-0.6c-0.2,0.1-0.3,0.3-0.5,0.4
c-0.1,0.1-0.2,0.1-0.3,0.2c0,0-0.1,0.1-0.2,0c-0.2,0-0.5-0.1-0.7-0.1c0,0,0,0-0.1,0C5325.3-8134.1,5325.4-8133.1,5325.6-8132z"/>
<path id="Path_193" class="st0" d="M5328.4-8134.2c0.2-0.3,0.5-0.5,0.8-0.7c0.4-0.4,0.6-0.8,0.7-1.4c0-0.1,0-0.2-0.1-0.3
c-0.3-0.5-0.7-1.1-1-1.6c0-0.1-0.1-0.1-0.1,0c-0.4,0.2-0.8,0.5-1.1,0.8c-0.2,0.2-0.4,0.4-0.6,0.6c-0.1,0.1-0.1,0.3,0,0.4
c0.5,0.7,1,1.5,1.4,2.2C5328.4-8134.2,5328.4-8134.2,5328.4-8134.2z"/>
<path id="Path_194" class="st0" d="M5314.3-8126.1c-0.1-0.1-0.1-0.1-0.2-0.2c-0.1,0-0.1-0.1-0.1-0.2c0-0.1,0-0.3,0-0.4h-0.1
c-0.6,0-1.2-0.1-1.7-0.2c0,0-0.1,0-0.1,0c-0.4,0.2-0.7,0.4-1,0.8c-0.4,0.6-0.4,1.4,0.1,1.9c0.2,0.2,0.4,0.4,0.6,0.6
c0.1,0.1,0.2,0.2,0.3,0.2c-0.2-0.6,0-1.3,0.5-1.8C5313-8125.9,5313.6-8126.2,5314.3-8126.1z"/>
<path id="Path_195" class="st0" d="M5315.7-8114.9c0.5-0.1,0.9-0.3,1.4-0.4c0.8-0.2,1.6-0.4,2.4-0.7c0.1,0,0.1,0,0.1-0.1
c0.1-0.4,0.2-0.7,0.4-1.1c0,0,0,0,0-0.1c-0.1,0-0.2,0-0.3,0.1c-1.2,0.3-2.3,0.6-3.5,1c-0.1,0-0.1,0.1-0.1,0.1
c-0.1,0.4-0.3,0.7-0.4,1.1C5315.7-8115,5315.7-8115,5315.7-8114.9z"/>
<path id="Path_196" class="st0" d="M5315.4-8117.4c0.2,0.3,0.4,0.6,0.6,0.9c0,0,0.1,0,0.1,0c1-0.3,1.9-0.5,2.9-0.8
c0.3-0.1,0.6-0.2,0.9-0.2c-0.1-0.1-0.1-0.2-0.2-0.2c-0.2-0.2-0.3-0.4-0.5-0.6c0,0-0.1-0.1-0.1,0c-0.9,0.3-1.9,0.5-2.8,0.8
C5316-8117.5,5315.7-8117.5,5315.4-8117.4z"/>
<path id="Path_197" class="st0" d="M5321.3-8143.6c0-0.3,0-0.7,0-1c0,0-0.1,0-0.1,0c-0.7,0-1.5,0-2.2,0.1c-0.4,0-0.7,0-1.1,0.1
c-0.1,0-0.1,0-0.1,0.1c0,0.3,0,0.6,0,0.8c0,0,0,0.1,0.1,0.1c0.4,0,0.8,0,1.1,0c0.5,0,1.1,0,1.6-0.1
C5320.9-8143.5,5321.1-8143.6,5321.3-8143.6z"/>
<path id="Path_198" class="st0" d="M5329.2-8134.3c0.1,0,0.2,0,0.2-0.1c0.4-0.2,0.8-0.4,1.1-0.7c0.3-0.2,0.4-0.5,0.6-0.8
c0.1-0.3,0.1-0.6-0.1-0.9c-0.4-0.5-0.7-1-1.1-1.6c0,0,0,0-0.1-0.1c-0.2,0.2-0.4,0.4-0.6,0.6c0,0,0,0,0,0c0,0,0,0.1,0,0.1
c0.2,0.4,0.5,0.7,0.7,1c0.1,0.2,0.2,0.4,0.1,0.6c0,0.5-0.1,0.9-0.4,1.3c-0.1,0.1-0.2,0.2-0.3,0.3
C5329.4-8134.5,5329.3-8134.4,5329.2-8134.3C5329.2-8134.3,5329.2-8134.3,5329.2-8134.3z"/>
<path id="Path_199" class="st0" d="M5317.5-8136.7c0,0.2,0,0.3,0,0.5c0,0,0,0.1,0.1,0.1c0.2,0,0.3,0.1,0.5,0.1c0.7,0.1,1.4,0.1,2,0
c0.4,0,0.8-0.1,1.2-0.1c0.2,0,0.5-0.1,0.7-0.1c0.1,0,0.1,0,0.1-0.1c0-0.2,0-0.3,0-0.5C5320.5-8136.6,5319-8136.5,5317.5-8136.7z"/>
<path id="Path_200" class="st0" d="M5312.5-8123.2c0.1-0.4,0.1-0.8,0.2-1.2c0.1-0.6,0.6-1,1.2-1c0.3,0,0.5,0.1,0.7,0.3
c0.2,0.2,0.2,0.4,0.2,0.7c-0.1,0.3-0.2,0.6-0.2,0.9c0,0.1-0.1,0.2-0.1,0.4c0,0,0,0,0,0c0.1-0.1,0.2-0.2,0.3-0.3
c0.3-0.4,0.4-0.9,0.4-1.4c0-0.6-0.4-1-0.9-1.1c-0.1,0-0.1,0-0.2,0c-0.5,0-1,0.3-1.4,0.7c-0.3,0.3-0.4,0.6-0.5,1
c-0.1,0.3,0,0.7,0.2,1C5312.5-8123.2,5312.5-8123.2,5312.5-8123.2z"/>
<path id="Path_201" class="st0" d="M5314.3-8123.2c0.1-0.5,0.3-0.9,0.4-1.4c0.1-0.2,0-0.4-0.2-0.5c-0.4-0.2-0.9-0.1-1.2,0.2
c0,0,0,0,0,0.1c0,0.2,0,0.4,0.1,0.6c0,0.1,0.1,0.2,0.2,0.3C5313.7-8123.6,5314-8123.4,5314.3-8123.2
C5314.2-8123.2,5314.3-8123.2,5314.3-8123.2z"/>
<path id="Path_202" class="st0" d="M5317.4-8124.1c0-0.4,0-0.9-0.1-1.3c-0.1,0-0.1,0-0.2,0c-0.1,0-0.2,0-0.3,0
c-0.7-0.3-1.4-0.5-2.1-0.8c0,0,0,0,0,0c0.1,0.1,0.1,0.1,0.2,0.2c0.3,0.2,0.5,0.6,0.6,0.9c0,0,0,0,0,0c0.1,0,0.3,0,0.4,0.1
c0.3,0.1,0.6,0.3,0.9,0.5c0,0,0.1,0.1,0.1,0.1C5317.1-8124.2,5317.2-8124.1,5317.4-8124.1z"/>
<path id="Path_203" class="st0" d="M5321.6-8124.6c-0.2,0-0.4,0.1-0.6,0.1c0.1,0.2,0.1,0.4,0.2,0.6c0.1,0.4,0.2,0.8,0.1,1.2
c0,0.5-0.1,0.9-0.4,1.3c0,0,0,0,0,0c0.3,0,0.6-0.2,0.7-0.5c0.2-0.3,0.3-0.6,0.3-0.9C5321.9-8123.4,5321.8-8124,5321.6-8124.6z"/>
<path id="Path_204" class="st0" d="M5315.7-8135.8c0.2,0,0.3,0.1,0.5,0.1c0.5,0.1,1,0.2,1.5,0.2c0.2,0,0.5,0,0.7,0
c0.7-0.1,1.4-0.2,2.1-0.2c0.6-0.1,1.2-0.2,1.8-0.2c0.5-0.1,1.1-0.1,1.6-0.2l-1.5-0.2c0,0,0,0,0,0c0,0.2-0.1,0.3-0.2,0.3
c0,0,0,0,0,0c-0.3,0.1-0.5,0.1-0.8,0.2c-0.8,0.1-1.6,0.1-2.3,0.1c-0.4,0-0.9,0-1.3-0.1c-0.1,0-0.2-0.1-0.3-0.2c0,0-0.1,0-0.1,0
c-0.3,0-0.6,0.1-0.9,0.1L5315.7-8135.8L5315.7-8135.8z"/>
<path id="Path_205" class="st0" d="M5327.3-8117.7c-0.3,0.1-0.5,0.2-0.8,0.2c-0.6,0.2-1.1,0.3-1.7,0.5c0,0-0.1,0-0.1,0.1
c-0.5,0.2-1,0.5-1.5,0.7c0,0,0,0,0,0c0.3-0.1,0.5-0.1,0.8-0.2c0.5-0.2,1.1-0.3,1.6-0.5c0.1,0,0.2-0.1,0.2-0.1
C5326.2-8117.2,5326.8-8117.5,5327.3-8117.7C5327.3-8117.7,5327.3-8117.7,5327.3-8117.7C5327.3-8117.7,5327.3-8117.7,5327.3-8117.7
z"/>
<path id="Path_206" class="st0" d="M5327-8135.8c0,0.1,0,0.2,0,0.4c0.1,0.5,0.3,0.9,0.7,1.1c0.1,0.1,0.3,0.1,0.4,0.2l0,0
C5327.8-8134.7,5327.4-8135.2,5327-8135.8L5327-8135.8z"/>
<path id="Path_207" class="st0" d="M5329-8134.4c-0.1,0.1-0.2,0.2-0.3,0.4c0,0,0,0,0,0.1c0,0.1,0,0.1,0.1,0.1c0.1,0,0.2,0,0.3-0.1
c0.1,0,0.2-0.1,0.3-0.1c-0.1,0-0.1-0.1-0.2-0.1C5329-8134.2,5329-8134.3,5329-8134.4z"/>
<g>
<polygon class="st0" points="2,9.9 5.8,8.2 5.8,8 6.2,7.4 6.9,6.9 8,6.6 9.1,6.5 9.5,6.6 13.1,5 13.1,4.8 13.4,4.3 14,3.9
14.9,3.6 16,3.5 17.1,3.6 18,3.9 18.6,4.3 18.9,4.8 18.9,5 22.4,6.6 23,6.6 24,6.7 25,7 25.8,7.5 26.2,8 26.2,8.3 29.9,10
28.8,19.3 15.9,28.5 3.1,19.2 "/>
<g>
<path class="st1" d="M15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6L15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6
C15.9,28.6,15.9,28.6,15.9,28.6L15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6L15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6L15.9,28.6
C15.9,28.6,15.9,28.6,15.9,28.6L15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6
C15.9,28.6,15.9,28.6,15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6L3.1,19.3c0,0,0,0,0,0L2,9.9c0,0,0,0,0,0c0,0,0,0,0,0l0,0
c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0l0,0c0,0,0,0,0,0v0c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0h0c0,0,0,0,0,0c0,0,0,0,0,0
c0,0,0,0,0,0l3.8-1.7l0-0.1l0-0.1c0,0,0,0,0,0l0.4-0.6c0,0,0,0,0,0l0.7-0.5c0,0,0,0,0,0l1-0.3c0,0,0,0,0,0l1.2-0.1c0,0,0,0,0,0
l0.4,0l3.6-1.6l0-0.1c0,0,0,0,0,0c0,0,0,0,0,0l0,0l0.2-0.5c0,0,0,0,0,0L14,3.8c0,0,0,0,0,0l0.9-0.3c0,0,0,0,0,0L16,3.4
c0,0,0,0,0,0l1.1,0.1c0,0,0,0,0,0L18,3.8c0,0,0,0,0,0l0.6,0.4c0,0,0,0,0,0l0.3,0.5c0,0,0,0,0,0v0c0,0,0,0,0,0l0,0.2l3.6,1.6l0.4,0
c0,0,0,0,0,0L24,6.6c0,0,0,0,0,0l1,0.3c0,0,0,0,0,0l0.8,0.5c0,0,0,0,0,0L26.2,8c0,0,0,0,0,0c0,0,0,0,0,0l0,0.2L30,9.9c0,0,0,0,0,0
l0,0c0,0,0,0,0,0l0,0c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0l0,0c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0
c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0c0,0,0,0,0,0l-1.2,9.3c0,0,0,0,0,0L15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6
C15.9,28.6,15.9,28.6,15.9,28.6L15.9,28.6C15.9,28.6,15.9,28.6,15.9,28.6z M16,18.5L16,28.4l12.8-9.1l1.2-9.2L16,18.5z M3.2,19.2
l12.7,9.2l0.1-9.9L2.1,10L3.2,19.2z M2.1,9.9L16,18.4L29.9,10l-3.6-1.6L26.1,10L26,10.6c0,0,0,0,0,0l-0.6,0.5c0,0,0,0,0,0
l-0.9,0.4c0,0,0,0,0,0l-1.2,0.1c0,0,0,0,0,0L22,11.5c0,0,0,0,0,0l-1.1-0.4c0,0,0,0,0,0l-0.7-0.5c0,0,0,0,0,0L19.9,10c0,0,0,0,0,0
L20,8c0,0,0,0,0,0v0c0,0,0,0,0,0s0,0,0,0v0c0,0,0,0,0,0l0.2-0.6c0,0,0,0,0,0l0.6-0.5c0,0,0,0,0,0l0.9-0.3c0,0,0,0,0,0l0.5-0.1
l-3.3-1.5l0,1.5c0,0,0,0,0,0l-0.2,0.5c0,0,0,0,0,0l-0.6,0.4c0,0,0,0,0,0l-0.9,0.3c0,0,0,0,0,0L16,8c0,0,0,0,0,0l-1.1-0.1
c0,0,0,0,0,0l-0.9-0.3c0,0,0,0,0,0l-0.6-0.5c0,0,0,0,0,0l-0.2-0.5c0,0,0,0,0,0l0-1.5L9.7,6.5l0.5,0.1c0,0,0,0,0,0l0.9,0.3
c0,0,0,0,0,0l0,0c0,0,0,0,0,0l0.6,0.5c0,0,0,0,0,0L12,8c0,0,0,0,0,0l0.1,1.9c0,0,0,0,0,0l-0.3,0.5l0,0.1c0,0,0,0,0,0L11,11.1
c0,0,0,0,0,0L10,11.5c0,0,0,0,0,0l-1.2,0.1c0,0,0,0,0,0l-1.2-0.1c0,0,0,0,0,0l-0.9-0.4c0,0,0,0,0,0L6,10.5c0,0,0,0,0,0L5.9,9.9
L5.8,8.3L2.1,9.9z M22,11.4l1.2,0.1l1.2-0.1l0.9-0.3l0.5-0.5L26,9.9l0.1-1.2L26,8.8l-0.1,0.1l-0.3,0.3c0,0,0,0,0,0l-1,0.3
c0,0,0,0,0,0l-1.2,0.1c0,0,0,0,0,0l-1.2-0.1c0,0,0,0,0,0L21,9.2c0,0,0,0,0,0l-0.7-0.5c0,0,0,0,0,0l-0.2-0.4L20,9.9l0.3,0.6L21,11
L22,11.4z M7.6,11.3l1.2,0.1l1.2-0.1l1-0.3l0.7-0.5l0,0L12,9.9l-0.1-1.7l-0.2,0.4c0,0,0,0,0,0L11,9.2c0,0,0,0,0,0L9.9,9.5
c0,0,0,0,0,0L8.7,9.6c0,0,0,0,0,0L7.4,9.5c0,0,0,0,0,0l-1-0.4c0,0,0,0,0,0L5.9,8.7L6,9.9l0.1,0.6L6.7,11L7.6,11.3z M22.1,9.4
l1.2,0.1l1.2-0.1l1-0.3l0.3-0.3l0.1-0.1L26,8.6l0.1-0.5l0,0l-0.3-0.5L25,7l-1-0.3l-1.2-0.1l-0.4,0l-0.7,0.1L20.8,7l-0.6,0.5
L20.1,8l0.3,0.5l0.7,0.5L22.1,9.4z M7.4,9.4l1.2,0.1l1.2-0.1l1.1-0.3l0.7-0.5L11.9,8l-0.2-0.5L11.1,7l-0.9-0.3L9.5,6.6
c0,0,0,0,0,0l-0.4,0l0,0L8,6.7L6.9,7L6.2,7.4L5.9,8l0,0c0,0,0,0,0,0L6,8.5L6.5,9L7.4,9.4z M14.9,7.8L16,7.9l1.1-0.1l0.1,0L18,7.5
l0.6-0.4l0.2-0.5l0-1.4l-0.1,0.2c0,0,0,0,0,0l-0.6,0.4c0,0,0,0,0,0l-0.9,0.3c0,0,0,0,0,0L16,6.2c0,0,0,0,0,0l-1.1-0.1c0,0,0,0,0,0
l-0.9-0.3c0,0,0,0,0,0l-0.6-0.4c0,0,0,0,0,0l-0.1-0.2l0,1.5l0.2,0.5L14,7.5L14.9,7.8z M14.9,5.9L16,6.1L17.1,6L18,5.7l0.6-0.4
l0.2-0.5l-0.2-0.5L18,3.9L17,3.6L16,3.6l-1.1,0.1L14,3.9l-0.6,0.4l-0.2,0.5l0.2,0.5L14,5.7L14.9,5.9z M16,15.8
C16,15.8,16,15.8,16,15.8l-1.3-0.2c0,0,0,0,0,0l-1.1-0.4c0,0,0,0,0,0l-0.7-0.6c0,0,0,0,0,0l-0.2-0.7c0,0,0,0,0,0l0-2l0,0
c0,0,0,0,0,0l0.3-0.7c0,0,0,0,0,0l0.7-0.6c0,0,0,0,0,0l1.1-0.4c0,0,0,0,0,0L16,10c0,0,0,0,0,0l1.3,0.1c0,0,0,0,0,0l1.1,0.4
c0,0,0,0,0,0l0.7,0.6c0,0,0,0,0,0l0.3,0.7c0,0,0,0,0,0l0,0l-0.1,2c0,0,0,0,0,0l-0.2,0.7c0,0,0,0,0,0l-0.7,0.6c0,0,0,0,0,0
l-1.1,0.4c0,0,0,0,0,0L16,15.8C16,15.8,16,15.8,16,15.8z M14.7,15.5l1.3,0.1l1.3-0.1l1.1-0.4l0.7-0.6l0.2-0.7v0l0-1.5l-0.1,0.2
c0,0,0,0,0,0l-0.7,0.6c0,0,0,0,0,0l-1.1,0.4c0,0,0,0,0,0L16,13.7c0,0,0,0,0,0l-1.3-0.1c0,0,0,0,0,0l-1.1-0.4c0,0,0,0,0,0l-0.7-0.6
c0,0,0,0,0,0l-0.1-0.3l0,1.5l0.2,0.7l0.7,0.6L14.7,15.5z M14.7,13.5l1.3,0.1l1.3-0.1l1.1-0.4l0.7-0.6l0.1-0.3l0,0c0,0,0,0,0,0
l0-0.1l0,0c0,0,0,0,0,0l0,0l0-0.1L19,11.2l-0.7-0.5l-1.1-0.4L16,10.2l-1.2,0.1l-1.1,0.4L13,11.2l-0.3,0.6l0,0c0,0,0,0,0,0l0.2,0.7
l0.7,0.6L14.7,13.5z"/>
</g>
</g>
</svg>

Before

Width:  |  Height:  |  Size: 11 KiB

After

Width:  |  Height:  |  Size: 5.9 KiB

View File

@ -1,8 +1,8 @@
@font-face {
font-family: "iconfont";
src: url("iconfont.eot?8b7e57577c2d1f1ae9e810b9e010bc84?#iefix") format("embedded-opentype"),
url("iconfont.woff2?8b7e57577c2d1f1ae9e810b9e010bc84") format("woff2"),
url("iconfont.woff?8b7e57577c2d1f1ae9e810b9e010bc84") format("woff");
src: url("iconfont.eot?92b07c6c5392088e45983d845234d068?#iefix") format("embedded-opentype"),
url("iconfont.woff2?92b07c6c5392088e45983d845234d068") format("woff2"),
url("iconfont.woff?92b07c6c5392088e45983d845234d068") format("woff");
}
.icon {
@ -91,3 +91,6 @@ url("iconfont.woff?8b7e57577c2d1f1ae9e810b9e010bc84") format("woff");
.icon-blocks:before {
content: "\f119";
}
.icon-search:before {
content: "\f11a";
}

Binary file not shown.

View File

@ -82,6 +82,9 @@
<glyph glyph-name="blocks"
unicode="&#xF119;"
horiz-adv-x="40" d=" M10.9 23H39V16.9H10.9V23z M39.2 27.1L39.2 33L0.9 33L0.9 31.1L0.9 27.1L0.9 12.9L0.9 7L39.2 7L39.2 12.9L6.9 12.9L6.9 27.1z" />
<glyph glyph-name="search"
unicode="&#xF11A;"
horiz-adv-x="40" d=" M38.6 4.9L29.6 13.9C31.5 16.5 32.7 19.7 32.7 23.1C32.7 31.8 25.7 38.8 17 38.8C8.3 38.8 1.4 31.8 1.4 23.1C1.4 14.4 8.3 7.5 17 7.5C20.3 7.5 23.3 8.5 25.9 10.3L35 1.2L38.6 4.9zM17 12.7C11.3 12.7 6.6 17.4 6.6 23.1S11.3 33.6 17 33.6S27.5 28.9 27.5 23.1S22.8 12.7 17 12.7z" />
</font>
</defs>
</svg>

Before

Width:  |  Height:  |  Size: 15 KiB

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 592 KiB

After

Width:  |  Height:  |  Size: 32 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 83 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 83 KiB

BIN
docs/static/lessons/make-it-move-1.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

BIN
docs/static/lessons/make-it-move-2.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 44 KiB

BIN
docs/static/lessons/make-it-move-3.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 357 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 33 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 413 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 118 KiB

BIN
docs/static/lessons/parking.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

BIN
docs/static/lessons/sound-machine.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 132 KiB

After

Width:  |  Height:  |  Size: 34 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 236 KiB

After

Width:  |  Height:  |  Size: 48 KiB

View File

@ -7,6 +7,7 @@ import { FieldImages } from "./field_images";
import { FieldSpeed } from "./field_speed";
import { FieldBrickButtons } from "./field_brickbuttons";
import { FieldTurnRatio } from "./field_turnratio";
import { FieldColorEnum } from "./field_color";
pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): Promise<pxt.editor.ExtensionResult> {
pxt.debug('loading pxt-ev3 target extensions...')
@ -27,6 +28,9 @@ pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): P
}, {
selector: "turnratio",
editor: FieldTurnRatio
}, {
selector: "colorenum",
editor: FieldColorEnum
}],
deployCoreAsync,
showUploadInstructionsAsync: (fn: string, url: string, confirmAsync: (options: any) => Promise<number>) => {

71
editor/field_color.ts Normal file
View File

@ -0,0 +1,71 @@
/// <reference path="../node_modules/pxt-core/localtypings/blockly.d.ts"/>
/// <reference path="../node_modules/pxt-core/built/pxtsim.d.ts"/>
export interface FieldColorEnumOptions extends pxtblockly.FieldColourNumberOptions {
}
export class FieldColorEnum extends pxtblockly.FieldColorNumber implements Blockly.FieldCustom {
public isFieldCustom_ = true;
constructor(text: string, params: FieldColorEnumOptions, opt_validator?: Function) {
super(text, params, opt_validator);
}
mapColour(enumString: string) {
switch(enumString) {
case '#000000': return 'ColorSensorColor.Black';
case '#006db3': return 'ColorSensorColor.Blue';
case '#00934b': return 'ColorSensorColor.Green';
case '#ffd01b': return 'ColorSensorColor.Yellow';
case '#f12a21': return 'ColorSensorColor.Red';
case '#ffffff': return 'ColorSensorColor.White';
case '#6c2d00': return 'ColorSensorColor.Brown';
default: return 'ColorSensorColor.None';
}
}
mapEnum(colorString: string) {
console.log(colorString);
switch(colorString) {
case 'ColorSensorColor.Black': return '#000000';
case 'ColorSensorColor.Blue': return '#006db3';
case 'ColorSensorColor.Green': return '#00934b';
case 'ColorSensorColor.Yellow': return '#ffd01b';
case 'ColorSensorColor.Red': return '#f12a21';
case 'ColorSensorColor.White': return '#ffffff';
case 'ColorSensorColor.Brown': return '#6c2d00';
case 'ColorSensorColor.None': return '#dfe6e9'; // Grey
default: return colorString;
}
}
/**
* Return the current colour.
* @param {boolean} opt_asHex optional field if the returned value should be a hex
* @return {string} Current colour in '#rrggbb' format.
*/
getValue(opt_asHex?: boolean) {
var colour = this.mapColour(this.colour_);
if (!opt_asHex && colour.indexOf('#') > -1) {
return `0x${colour.replace(/^#/, '')}`;
}
return colour;
}
/**
* Set the colour.
* @param {string} colour The new colour in '#rrggbb' format.
*/
setValue(colorStr: string) {
var colour = this.mapEnum(colorStr);
if (this.sourceBlock_ && Blockly.Events.isEnabled() &&
this.colour_ != colour) {
Blockly.Events.fire(new (Blockly as any).Events.BlockChange(
this.sourceBlock_, 'field', this.name, this.colour_, colour));
}
this.colour_ = colour;
if (this.sourceBlock_) {
this.sourceBlock_.setColour(colour, colour, colour);
}
}
}

File diff suppressed because one or more lines are too long

View File

@ -19,28 +19,28 @@ enum LightIntensityMode {
}
const enum ColorSensorColor {
//% block="none" jres=colors.none
//% block="none" blockIdentity=sensors.__colorEnumPicker
None,
//% block="black" jres=colors.black
//% block="black" blockIdentity=sensors.__colorEnumPicker
Black,
//% block="blue" jres=colors.blue
//% block="blue" blockIdentity=sensors.__colorEnumPicker
Blue,
//% block="green" jres=colors.green
//% block="green" blockIdentity=sensors.__colorEnumPicker
Green,
//% block="yellow" jres=colors.yellow
//% block="yellow" blockIdentity=sensors.__colorEnumPicker
Yellow,
//% block="red" jres=colors.red
//% block="red" blockIdentity=sensors.__colorEnumPicker
Red,
//% block="white" jres=colors.white
//% block="white" blockIdentity=sensors.__colorEnumPicker
White,
//% block="brown" jres=colors.brown
//% block="brown" blockIdentity=sensors.__colorEnumPicker
Brown
}
enum LightCondition {
//% block="dark"
Dark = sensors.ThresholdState.Low,
//$ block="bright"
//% block="bright"
Bright = sensors.ThresholdState.High
}
@ -110,19 +110,14 @@ namespace sensors {
* @param handler the code to run when detected
*/
//% help=sensors/color-sensor/on-color-detected
//% block="on %sensor|detected color %color"
//% block="on **color** %this|detected color %color=colorEnumPicker"
//% blockId=colorOnColorDetected
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% weight=100 blockGap=12
//% group="Color Sensor"
//% color.fieldEditor="gridpicker"
//% color.fieldOptions.columns=4
//% color.fieldOptions.tooltips=true
//% color.fieldOptions.hideRect=true
//% color.fieldOptions.width=268
onColorDetected(color: ColorSensorColor, handler: () => void) {
onColorDetected(color: number, handler: () => void) {
this.setMode(ColorSensorMode.Color)
const v = this._colorEventValue(<number>color);
control.onEvent(this._id, v, handler);
@ -135,19 +130,14 @@ namespace sensors {
* @param color the color to detect
*/
//% help=sensors/color-sensor/pause-for-color
//% block="pause %sensor|for color %color"
//% block="pause **color** %this|for color %color=colorEnumPicker"
//% blockId=colorPauseForColorDetected
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% weight=99 blockGap=8
//% group="Color Sensor"
//% color.fieldEditor="gridpicker"
//% color.fieldOptions.columns=4
//% color.fieldOptions.tooltips=true
//% color.fieldOptions.hideRect=true
//% color.fieldOptions.width=268
pauseForColor(color: ColorSensorColor) {
pauseForColor(color: number) {
this.setMode(ColorSensorMode.Color);
if (this.color() != color) {
const v = this._colorEventValue(<number>color);
@ -160,11 +150,11 @@ namespace sensors {
* @param sensor the color sensor to query the request
*/
//% help=sensors/color-sensor/color
//% block="%sensor| color"
//% block="**color** %this| color"
//% blockId=colorGetColor
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% weight=98
//% group="Color Sensor"
//% blockGap=8
@ -179,11 +169,11 @@ namespace sensors {
* @param handler the code to run when detected
*/
//% help=sensors/color-sensor/on-light-changed
//% block="on %sensor|%mode|%condition"
//% block="on **color** %this|%mode|%condition"
//% blockId=colorOnLightChanged
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% weight=89 blockGap=12
//% group="Color Sensor"
onLightChanged(mode: LightIntensityMode, condition: LightCondition, handler: () => void) {
@ -192,15 +182,15 @@ namespace sensors {
}
/**
* Waits for the given color to be detected
* Wait for the given color to be detected
* @param color the color to detect
*/
//% help=sensors/color-sensor/pause-for-light
//% block="pause %sensor|for %mode|%condition"
//% block="pause **color** %this|for %mode|%condition"
//% blockId=colorPauseForLight
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% weight=88 blockGap=8
//% group="Color Sensor"
pauseForLight(mode: LightIntensityMode, condition: LightCondition) {
@ -210,15 +200,15 @@ namespace sensors {
}
/**
* Measures the ambient or reflected light value from 0 (darkest) to 100 (brightest).
* Measure the ambient or reflected light value from 0 (darkest) to 100 (brightest).
* @param sensor the color sensor port
*/
//% help=sensors/color-sensor/light
//% block="%sensor|%mode"
//% block="**color** %this|%mode"
//% blockId=colorLight
//% parts="colorsensor"
//% blockNamespace=sensors
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% weight=87
//% group="Color Sensor"
light(mode: LightIntensityMode) {
@ -237,14 +227,15 @@ namespace sensors {
}
/**
* Sets a threshold value
* Set a threshold value
* @param condition the dark or bright light condition
* @param value the value threshold
*/
//% blockId=colorSetThreshold block="set %sensor|%condition|to %value"
//% blockId=colorSetThreshold block="set **color** %this|%condition|to %value"
//% group="Threshold" blockGap=8 weight=90
//% value.min=0 value.max=100
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% help=sensors/color-sensor/set-threshold
setThreshold(condition: LightCondition, value: number) {
if (condition == LightCondition.Dark)
this.thresholdDetector.setLowThreshold(value)
@ -253,12 +244,13 @@ namespace sensors {
}
/**
* Gets the threshold value
* Get a threshold value
* @param condition the light condition
*/
//% blockId=colorGetThreshold block="%sensor|%condition"
//% blockId=colorGetThreshold block="**color** %this|%condition"
//% group="Threshold" blockGap=8 weight=89
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% help=sensors/color-sensor/threshold
threshold(condition: LightCondition): number {
return this.thresholdDetector.threshold(<ThresholdState><number>LightCondition.Dark);
}
@ -266,9 +258,10 @@ namespace sensors {
/**
* Collects measurement of the light condition and adjusts the threshold to 10% / 90%.
*/
//% blockId=colorCalibrateLight block="calibrate|%sensor|for %mode|light"
//% blockId=colorCalibrateLight block="calibrate **color** %this|for %mode"
//% group="Threshold" weight=91 blockGap=8
//% sensor.fieldEditor="ports"
//% this.fieldEditor="ports"
//% help=sensors/color-sensor/calibrate-light
calibrateLight(mode: LightIntensityMode, deviation: number = 8) {
this.calibrating = true; // prevent events
@ -313,24 +306,26 @@ namespace sensors {
/**
* Returns a color that the sensor can detect
* @param color the color sensed by the sensor, eg: ColorSensorColor.Red
*/
//% shim=TD_ID
//% blockId=colorSensorColor block="color %color"
//% blockId=colorSensorColor block="color %color=colorEnumPicker"
//% group="Color Sensor"
//% weight=97
export function color(color: ColorSensorColor): ColorSensorColor {
//% help=sensors/color
export function color(color: number): ColorSensorColor {
return color;
}
//% whenUsed block="color 3" weight=95 fixedInstance jres=icons.port3
//% whenUsed block="3" weight=95 fixedInstance jres=icons.port3
export const color3: ColorSensor = new ColorSensor(3)
//% whenUsed block="color 1" weight=90 fixedInstance jres=icons.port1
//% whenUsed block="1" weight=90 fixedInstance jres=icons.port1
export const color1: ColorSensor = new ColorSensor(1)
//% whenUsed block="color 2" weight=90 fixedInstance jres=icons.port2
//% whenUsed block="2" weight=90 fixedInstance jres=icons.port2
export const color2: ColorSensor = new ColorSensor(2)
//% whenUsed block="color 4" weight=90 fixedInstance jres=icons.port4
//% whenUsed block="4" weight=90 fixedInstance jres=icons.port4
export const color4: ColorSensor = new ColorSensor(4)
}

View File

@ -1,16 +1,19 @@
# Color Sensor
# Color sensor
```cards
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {
})
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {})
sensors.color1.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark, function () {})
sensors.color1.pauseForLight(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.pauseForColor(ColorSensorColor.Blue)
sensors.color1.color();
sensors.color1.ambientLight();
sensors.color1.reflectedLight();
sensors.color1.light(LightIntensityMode.Ambient)
```
## See Also
## See slso
[on color detected](/reference/sensors/color-sensor/on-color-detected),
[pause for color](/reference/sensors/color-sensor/pause-for-color),
[on light changed](/reference/sensors/color-sensor/on-light-changed),
[pause for light](/reference/sensors/color-sensor/pause-for-light),
[color](/reference/sensors/color-sensor/color),
[ambient light](/reference/sensors/color-sensor/ambient-light),
[reflected light](/reference/sensors/color-sensor/reflected-light),
[light](/reference/sensors/color-sensor/ambient-light)

View File

@ -1,4 +1,20 @@
# Ambient Light
# ambient Light
Get the amount of ambient light dectected.
```sig
sensors.color1.ambientLight()
```
The amount of ambient light measured is in the range of `0` (darkest) to `100` (brightest).
## Returns
* a [number](/types/number) that is the amount of ambiernt light measured. No light (darkness) is `0` and the brightest light is `100`.
## Example
Make the status light show ``green`` if the ambient light is greater than `20`.
```blocks
forever(function () {
@ -8,4 +24,8 @@ forever(function () {
brick.setStatusLight(StatusLight.Orange)
}
})
```
```
## See also
[reflected light](/reference/sensors/color-sensor/reflected-light)

View File

@ -0,0 +1,26 @@
# calibrate Light
Calibrate the thresholds for dark and bright in current lighting conditions.
```sig
sensors.color1.calibrateLight(LightIntensityMode.Ambient, 0)
```
Sometimes when external lighting conditions change, the light sensor measures light intensty differently than when its thresholds were set before. You can calibrate the light sensor to adjust the thresholds slightly for current conditions. This is so that both the ``dark`` and ``bright`` threshold conditions happen with a similar amount of light to what you set the thresholds before.
## Parameters
* **mode**: the type of light threshold to calibrate. This is either ``ambient`` or ``reflected`` light.
* **deviation**: a [number](/types/number) that is the amount of light level change to adjust in a measurement.
## Example
Calibrate the ``dark`` and ``light`` thresholds for the ``color 2`` sensor using reflected light.
```blocks
sensors.color2.calibrateLight(LightIntensityMode.Reflected)
```
## See also
[set threshold](/reference/sensors/color-sensor/set-threshold)

View File

@ -1,5 +1,29 @@
# color
Get the current color detected by the sensor.
```sig
sensors.color1.color()
```
The [color](/reference/sensors/color) value returned is one of the colors that the sensor can detect. If you want to use colors for tracking, it's best to use a color that is the same or very close to the ones the sensor detects.
## Returns
* a color value for the current color detected by the color sensor. The colors detected are:
>* ``none``: no color is detected.
>* ``blue``
>* ``green``
>* ``yellow``
>* ``red``
>* ``white``
>* ``brown``
## Example
Turn the status light to ``green`` if the color detected by the ``color 1`` sensor is green.
```blocks
forever(function () {
if (sensors.color1.color() == ColorSensorColor.Green) {
@ -8,4 +32,8 @@ forever(function () {
brick.setStatusLight(StatusLight.Orange)
}
})
```
```
## See also
[color](/reference/sensors/color-sensor/color)

View File

@ -0,0 +1,35 @@
# light
Get the amount of ambient or reflected light measured by the sensor.
```sig
sensors.color1.light(LightIntensityMode.Ambient)
```
The light sensor adjusts itself to more accurately measure light depending on the source of the light. You decide if you want to measure _ambient_ light (light all around or direct light) or if you want to know how much light is reflected from a surface. The amount of light measured is in the range of `0` (darkest) to `100` (brightest).
## Parameters
* **mode**: the type of measurement for light. This is either ``ambient`` or ``reflected`` light.
## Returns
* a number that is the amount of light measured. No light (darkness) is `0` and the brightest light is `100`.
## Example
Make the status light show ``green`` if the ambient light is greater than `20`.
```blocks
forever(function () {
if (sensors.color1.light(LightIntensityMode.Ambient) > 20) {
brick.setStatusLight(StatusLight.Green)
} else {
brick.setStatusLight(StatusLight.Orange)
}
})
```
## See also
[calibrate light](/reference/sensors/color-sensor/calibrate-light)

View File

@ -1,16 +1,27 @@
# On Color Detected
# on Color Detected
Run some code when the color you want to watch for is detected.
```sig
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () { })
```
# Parameters
The [color](/reference/sensors/color) you choose to look for is one of the colors that the sensor can detect. If you want to use colors for tracking, it's best to use a color that is the same or very close to the ones the sensor detects.
## Examples
## Parameters
* **color**: the [color](/reference/sensors/color) to watch for.
* **handler**: the code you want to run when the color is detected.
## Example
Show an expression on the screen when the color sensor ``color 1`` sees ``blue``.
```blocks
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {
brick.showImage(images.expressionsSick)
})
```
## See also
[pause for color](/reference/sensors/color-sensor/pause-for-color), [color](/reference/sensors/color)

View File

@ -0,0 +1,33 @@
# on Light Changed
Run some code when the amount of light dectected changes.
```sig
sensors.color1.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark, function () {
})
```
You can check for a change in either _ambient_ or _reflected_ light and run some code when it happens. This event happens when the sensor detects light going to ``dark`` or to ``bright``. You choose what condition you will run your code for.
## Parameters
* **mode**: lighting mode to use for detection. This is for either ``ambient`` or ``reflected`` light.
* **condition**: the condition that the light changed to: ``dark`` or ``bright``.
* **handler**: the code you want to run when the light changes.
## Example
Show a message on the screen when the ambient light goes dark.
```blocks
sensors.color1.onLightChanged(LightIntensityMode.Ambient, LightCondition.Dark, function() {
brick.clearScreen();
brick.showString("It just got dark", 1)
brick.showString("Can you see me?", 2)
})
```
## See also
[light](/reference/sensors/color-sensor/light), [on color detected](/reference/sensors/color-sensor/on-color-detected)

View File

@ -0,0 +1,28 @@
# pause For Color
Wait for the sensor to see a certain color.
```sig
sensors.color1.pauseForColor(ColorSensorColor.Blue)
```
The [color](/reference/sensors/color) you choose to look for is one of the colors that the sensor can detect. If you want to use colors for tracking, it's best to use a color that is the same or very close to the ones the sensor detects.
## Parameters
* **color**: the [color](/reference/sensors/color) to watch for.
## Example
Wait for the sensor to see ``blue``. Then, show an expression on the screen.
```blocks
brick.showString("Waiting for blue", 1)
sensors.color1.pauseForColor(ColorSensorColor.Blue)
brick.clearScreen()
brick.showImage(images.expressionsSick)
```
## See also
[on color detected](/reference/sensors/color-sensor/on-color-detected), [color](/reference/sensors/color)

View File

@ -0,0 +1,29 @@
# pause For Light
Wait for the light condition to change.
```sig
sensors.color1.pauseForLight(LightIntensityMode.Reflected, LightCondition.Dark)
```
You can wait for a change in either _ambient_ or _reflected_ light. This event happens when the sensor detects light going to ``dark`` or to ``bright``. You choose what condition you will wait for.
## Parameters
* **mode**: lighting mode to use for detection. This is for either ``ambient`` or ``reflected`` light.
* **condition**: the condition that the light changed to: ``dark`` or ``bright``.
## Example
Wait for the ambient light to go dark, then show an expression on the screen.
```blocks
brick.showString("Waiting for dark", 1)
sensors.color1.pauseForLight(LightIntensityMode.Reflected, LightCondition.Dark)
brick.clearScreen()
brick.showImage(images.expressionsSick)
```
## See also
[on light changed](/reference/sensors/color-sensor/on-light-changed)

View File

@ -1,4 +1,20 @@
# Reflected Light
# reflected Light
Get the amount of reflected light dectected.
```sig
sensors.color1.reflectedLight()
```
The amount of reflected light measured is in the range of `0` (darkest) to `100` (brightest).
## Returns
* a [number](/types/number) that is the amount of ambiernt light measured. No light (darkness) is `0` and the brightest light is `100`.
## Example
Make the status light show ``green`` if the reflected light is greater than `20`.
```blocks
forever(function () {
@ -8,4 +24,8 @@ forever(function () {
brick.setStatusLight(StatusLight.Orange)
}
})
```
```
## See also
[ambient light](/reference/sensors/color-sensor/ambient-light)

View File

@ -0,0 +1,41 @@
# set Threshold
Set the threshold value for dark or bright light.
```sig
sensors.color1.setThreshold(LightCondition.Dark, 0)
```
Light intensity is measured from `0` (very dark) to `100` (very bright). You can decide what dark and bright mean for your purposes and set a _threshold_ for them. A threshold is a boundary or a limit. If you want a light intensity of `20` mean that it's dark, then you set the sensor threshold for ``dark`` to `20`. Also, if you think that `75` is bright, then you can set the threshold for ``bright`` to that.
After setting a threshold, any event for that light condition won't happen until the amount of light reaches your threshold value:
```block
sensors.color1.setThreshold(LightCondition.Dark, 20)
sensors.color1.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark, function () {
brick.showMood(moods.sleeping)
})
```
## Parameters
* **condition**: the light intensity threshold to set, ``dark`` or ``bright``.
* **value**: the value of light intensity for the threshold: `0` for very dark to `100` for very bright.
## Example
Make a daylight alarm. When the ambient light reaches `70` flash the status light and play a sound.
```blocks
sensors.color3.setThreshold(LightCondition.Bright, 70)
sensors.color3.onLightChanged(LightIntensityMode.Ambient, LightCondition.Bright, function () {
brick.setStatusLight(StatusLight.GreenFlash)
for (let i = 0; i < 5; i++) {
music.playSoundEffectUntilDone(sounds.mechanicalBackingAlert)
}
})
```
## See also
[threshold](/reference/sensors/color-sensor/threshold)

View File

@ -0,0 +1,27 @@
# threshold
Get the threshold value for dark or bright light.
```sig
sensors.color1.threshold(LightCondition.Dark)
```
Light intensity is measured from `0` (very dark) to `100` (very bright). A _threshold_ sets what dark and bright mean for your purposes. A threshold is a boundary or a limit. If a light intensity of `20` means that it's dark, then the sensor threshold for ``dark`` is `20`. Also, if `75` means bright, then the threshold value for ``bright`` is `75`.
## Returns
* a [number](/types/number) that is the amount of light set for the threshold. No light (darkness) is `0` and the brightest light is `100`.
## Example
Find out what light level is set as the ``dark`` threshold when a dark light event happens.
```blocks
sensors.color3.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark, function () {
brick.showValue("DarknessThresholdValue", sensors.color3.threshold(LightCondition.Dark), 1)
})
```
## See also
[set threshold](/reference/sensors/color-sensor/set-threshold)

View File

@ -0,0 +1,55 @@
# color
Get a color that the sensor can detect that is close to the color you asked for.
```sig
sensors.color(ColorSensorColor.Blue)
```
Since the color sensor can accurately detect some basic colors, you can't just tell it to look for any color. The sensor may recoginze some color component of the color you ask for. So, you can get a simple color that matches some of your color and tell the sensor to look for that.
## Parameters
* **color**: a color to match with a detectable color. The colors to choose from are:
>* ``blue``
>* ``green``
>* ``yellow``
>* ``red``
>* ``white``
>* ``brown``
## Returns
* a color value that the color sensor can detect. The detectable colors are:
>* ``blue``
>* ``green``
>* ``yellow``
>* ``red``
>* ``white``
>* ``brown``
## ~hint
Currently, the colors you can ask for (input colors) and the colors returned are the same.
## ~
## Example
Turn the status light to ``green`` if the color detected by the ``color 1`` sensor is green.
```blocks
forever(function () {
if (sensors.color1.color() == sensors.color(ColorSensorColor.Green)) {
brick.setStatusLight(StatusLight.Green)
} else {
brick.setStatusLight(StatusLight.Orange)
}
})
```
## See also
[color](/reference/sensors/color-sensor/color)

17
libs/color-sensor/ns.ts Normal file
View File

@ -0,0 +1,17 @@
namespace sensors {
/**
* A color enum picker
* @param color to use, eg: ColorSensorColor.Blue
*/
//% blockId=colorEnumPicker block="%color" shim=TD_ID
//% weight=0 blockHidden=1 turnRatio.fieldOptions.decompileLiterals=1
//% color.fieldEditor="colorenum"
//% color.fieldOptions.colours='["#f12a21", "#ffd01b", "#006db3", "#00934b", "#ffffff", "#6c2d00", "#000000"]'
//% color.fieldOptions.columns=2 color.fieldOptions.className='legoColorPicker'
export function __colorEnumPicker(color: ColorSensorColor): number {
return color;
}
}

View File

@ -4,7 +4,8 @@
"files": [
"README.md",
"colors.jres",
"color.ts"
"color.ts",
"ns.ts"
],
"testFiles": [
"test.ts"

View File

@ -248,7 +248,7 @@ namespace brick {
/**
* Set lights.
* @param pattern the lights pattern to use. eg: BrickLight.Orange
* @param pattern the lights pattern to use. eg: StatusLight.Orange
*/
//% blockId=setLights block="set status light to %pattern"
//% weight=100 group="Buttons"

View File

@ -51,6 +51,7 @@ namespace console {
*/
//% blockId=logsendtostreen block="send console to screen"
//% weight=1
//% help=console/send-to-screen
export function sendToScreen(): void {
console.screen.attach();
}

View File

@ -10,6 +10,7 @@ namespace control {
*/
//% weight=21 blockGap=12 blockId="control_raise_event"
//% block="raise event|from %src|with value %value" blockExternalInputs=1
//% help=control/raise-event
void raiseEvent(int src, int value) {
pxt::raiseEvent(src, value);
}

View File

@ -134,17 +134,17 @@ namespace motors {
protected _brake: boolean;
private _initialized: boolean;
private _init: () => void;
private _setSpeed: (speed: number) => void;
private _run: (speed: number) => void;
private _move: (steps: boolean, stepsOrTime: number, speed: number) => void;
constructor(port: Output, init: () => void, setSpeed: (speed: number) => void, move: (steps: boolean, stepsOrTime: number, speed: number) => void) {
constructor(port: Output, init: () => void, run: (speed: number) => void, move: (steps: boolean, stepsOrTime: number, speed: number) => void) {
super();
this._port = port;
this._portName = outputToName(this._port);
this._brake = false;
this._initialized = false;
this._init = init;
this._setSpeed = setSpeed;
this._run = run;
this._move = move;
}
@ -218,17 +218,17 @@ namespace motors {
}
/**
* Sets the motor speed for limited time or distance.
* Runs the motor at a given speed for limited time or distance.
* @param speed the speed from ``100`` full forward to ``-100`` full backward, eg: 50
* @param value (optional) measured distance or rotation
* @param unit (optional) unit of the value
*/
//% blockId=motorSetSpeed block="set %motor speed to %speed=motorSpeedPicker|\\%||for %value %unit"
//% blockId=motorRun block="run %motor at %speed=motorSpeedPicker|\\%||for %value %unit"
//% weight=100 blockGap=8
//% group="Move"
//% expandableArgumentMode=toggle
//% help=motors/motor/set-speed
setSpeed(speed: number, value: number = 0, unit: MoveUnit = MoveUnit.MilliSeconds) {
//% help=motors/motor/run
run(speed: number, value: number = 0, unit: MoveUnit = MoveUnit.MilliSeconds) {
this.init();
speed = Math.clamp(-100, 100, speed >> 0);
// stop if speed is 0
@ -238,7 +238,7 @@ namespace motors {
}
// special: 0 is infinity
if (value == 0) {
this._setSpeed(speed);
this._run(speed);
return;
}
// timed motor moves
@ -421,28 +421,28 @@ namespace motors {
}
}
//% whenUsed fixedInstance block="large A"
//% whenUsed fixedInstance block="large motor A"
export const largeA = new Motor(Output.A, true);
//% whenUsed fixedInstance block="large B"
//% whenUsed fixedInstance block="large motor B"
export const largeB = new Motor(Output.B, true);
//% whenUsed fixedInstance block="large C"
//% whenUsed fixedInstance block="large motor C"
export const largeC = new Motor(Output.C, true);
//% whenUsed fixedInstance block="large D"
//% whenUsed fixedInstance block="large motor D"
export const largeD = new Motor(Output.D, true);
//% whenUsed fixedInstance block="medium A"
//% whenUsed fixedInstance block="medium motor A"
export const mediumA = new Motor(Output.A, false);
//% whenUsed fixedInstance block="medium B"
//% whenUsed fixedInstance block="medium motor B"
export const mediumB = new Motor(Output.B, false);
//% whenUsed fixedInstance block="medium C"
//% whenUsed fixedInstance block="medium motor C"
export const mediumC = new Motor(Output.C, false);
//% whenUsed fixedInstance block="medium D"
//% whenUsed fixedInstance block="medium motor D"
export const mediumD = new Motor(Output.D, false);
//% fixedInstances
@ -586,16 +586,16 @@ namespace motors {
}
}
//% whenUsed fixedInstance block="large B+C"
//% whenUsed fixedInstance block="large motors B+C"
export const largeBC = new SynchedMotorPair(Output.BC);
//% whenUsed fixedInstance block="large A+D"
//% whenUsed fixedInstance block="large motors A+D"
export const largeAD = new SynchedMotorPair(Output.AD);
//% whenUsed fixedInstance block="large A+B"
//% whenUsed fixedInstance block="large motors A+B"
export const largeAB = new SynchedMotorPair(Output.AB);
//% whenUsed fixedInstance block="large C+D"
//% whenUsed fixedInstance block="large motors C+D"
export const largeCD = new SynchedMotorPair(Output.CD);
function reset(out: Output) {

View File

@ -55,7 +55,8 @@ declare namespace control {
* @param mode optional definition of how the event should be processed after construction.
*/
//% weight=21 blockGap=12 blockId="control_raise_event"
//% block="raise event|from %src|with value %value" blockExternalInputs=1 shim=control::raiseEvent
//% block="raise event|from %src|with value %value" blockExternalInputs=1
//% help=control/raise-event shim=control::raiseEvent
function raiseEvent(src: int32, value: int32): void;
/**

Some files were not shown because too many files have changed in this diff Show More