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@ -5,7 +5,7 @@
|
||||
This repo contains the editor target hosted at https://d541eec2-1e96-4b7b-a223-da9d01d0337a.pxt.io/
|
||||
|
||||
LEGO Auth: https://src.education.lego.com/groups/ev3-makecode (use Google Authenticator)
|
||||
LEGO Chat: https://chat.internal.education.lego.com/make-code/channels/town-square
|
||||
LEGO Chat: https://chat.internal.education.lego.com/make-code/channels/town-square
|
||||
|
||||
## Local Dev setup
|
||||
|
||||
|
@ -1,5 +1,57 @@
|
||||
# @extends
|
||||
|
||||
## Projects #projects
|
||||
|
||||
* [Maker](/maker)
|
||||
* [Sound Machine](/maker/sound-machine)
|
||||
* [Sound of Color](/maker/sound-of-color)
|
||||
* [Security Gadget](/maker/security-gadget)
|
||||
* [Intruder detector](/maker/intruder-detector)
|
||||
* [Puppet](/maker/puppet)
|
||||
|
||||
* [Coding](/coding)
|
||||
* [Three Point Turn 1](/coding/three-point-turn-1)
|
||||
* [Three Point Turn 2](/coding/three-point-turn-2)
|
||||
* [Three Point Turn 3](/coding/three-point-turn-3)
|
||||
* [Reversing the robot 1](/coding/reversing-the-robot-1)
|
||||
* [Reversing the robot 2](/coding/reversing-the-robot-2)
|
||||
* [Reversing the robot 3](/coding/reversing-the-robot-3)
|
||||
* [Light the way 1](/coding/light-the-way-1)
|
||||
* [Light the way 2](/coding/light-the-way-2)
|
||||
* [Light the way 3](/coding/light-the-way-3)
|
||||
* [Traffic Lights 1](/coding/traffic-lights-1)
|
||||
* [Traffic Lights 2](/coding/traffic-lights-2)
|
||||
* [Traffic Lights 3](/coding/traffic-lights-3)
|
||||
* [Reverse Beeper 1](/coding/reverse-beeper-1)
|
||||
* [Reverse Beeper 2](/coding/reverse-beeper-2)
|
||||
* [Reverse Beeper 3](/coding/reverse-beeper-3)
|
||||
* [Ignition 1](/coding/ignition-1)
|
||||
* [Ignition 2](/coding/ignition-2)
|
||||
* [Ignition 3](/coding/ignition-3)
|
||||
* [Cruise Control 1](/coding/cruise-control-1)
|
||||
* [Cruise Control 2](/coding/cruise-control-2)
|
||||
* [Cruise Control 3](/coding/cruise-control-3)
|
||||
* [Roaming 1](/coding/roaming-1)
|
||||
* [Roaming 2](/coding/roaming-2)
|
||||
|
||||
* [Lessons](/lessons)
|
||||
* [Make it move](/lessons/make-it-move)
|
||||
* [Line detection](/lessons/line-detection)
|
||||
|
||||
## Reference #reference
|
||||
|
||||
* [Reference](/reference)
|
||||
* [Brick](/reference/brick)
|
||||
* [show string](/reference/brick/show-string)
|
||||
* [show number](/reference/brick/show-number)
|
||||
* [show value](/reference/brick/show-value)
|
||||
* [show mood](/reference/brick/show-mood)
|
||||
* [show image](/reference/brick/show-image)
|
||||
* [clear screen](/reference/brick/clear-screen)
|
||||
* [print ports](/reference/brick/print-ports)
|
||||
* [on event](/reference/brick/button/on-event)
|
||||
* [is pressed](/reference/brick/button/is-pressed)
|
||||
* [was pressed](/reference/brick/button/was-pressed)
|
||||
* [pause until](/reference/brick/button/pause-until)
|
||||
* [set light](/reference/brick/set-light)
|
||||
* [battery level](/reference/brick/battery-level)
|
||||
|
@ -6,14 +6,14 @@ Welcome to the **Microsoft MakeCode** editor for the **@boardname@**!
|
||||
|
||||
You can program the @boardname@ using [Blocks](/blocks) or [JavaScript](/javascript) in your web browser:
|
||||
|
||||
```block
|
||||
input.buttonA.onEvent(ButtonEvent.Click, () => {
|
||||
light.showRing(`blue blue blue blue blue blue blue blue blue blue`)
|
||||
```blocks
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, () => {
|
||||
motors.largeA.setSpeed(50)
|
||||
})
|
||||
```
|
||||
```typescript
|
||||
input.buttonA.onEvent(ButtonEvent.Click, () => {
|
||||
light.showRing(`blue blue blue blue blue blue blue blue blue blue`)
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, () => {
|
||||
motors.largeA.setSpeed(50)
|
||||
})
|
||||
```
|
||||
|
||||
@ -22,10 +22,10 @@ The editor work in [most modern browsers](/browsers), work [offline](/offline) o
|
||||
## [Compile and Flash: Your Program!](/device/usb)
|
||||
|
||||
When you have your code ready, you connect your @boardname@ to a computer via a USB cable
|
||||
**then press the reset button** so it appears as a mounted drive (named **CPLAYBOOT**).
|
||||
so it appears as a mounted drive (named **EV3**).
|
||||
|
||||
Compilation to machine code from [Blocks](/blocks) or [JavaScript](/javascript) happens in the browser. You save the binary
|
||||
program to a **.uf2** file, which you then copy to the **CPLAYBOOT** drive, which flashes the device with the new program.
|
||||
program to a **.uf2** file, which you then copy to the **EV3** drive, which flashes the device with the new program.
|
||||
|
||||
## Simulator: Test Your Code
|
||||
|
||||
@ -33,11 +33,7 @@ You can run your code using the micro:bit simulator, all within the confines of
|
||||
The simulator has support for the LED screen, buttons, as well as compass, accelerometer, and digital I/O pins.
|
||||
|
||||
```sim
|
||||
loops.forever(() => {
|
||||
light.pixels.showAnimation(light.animation(LightAnimation.Rainbow), 1000)
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, () => {
|
||||
motors.largeA.setSpeed(50)
|
||||
})
|
||||
```
|
||||
|
||||
```package
|
||||
light
|
||||
```
|
||||
|
@ -3,13 +3,13 @@
|
||||
```blocks
|
||||
let beep = false
|
||||
beep = true
|
||||
control.runInBackground(function () {
|
||||
control.runInParallel(function () {
|
||||
motors.largeBC.setSpeed(-20)
|
||||
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear)
|
||||
motors.largeBC.stop()
|
||||
beep = false
|
||||
})
|
||||
control.runInBackground(function () {
|
||||
control.runInParallel(function () {
|
||||
while (beep) {
|
||||
if (sensors.ultrasonic4.distance() < 20) {
|
||||
music.playTone(440, sensors.ultrasonic4.distance())
|
||||
|
@ -3,10 +3,10 @@
|
||||
```blocks
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
motors.largeBC.setSpeed(50)
|
||||
sensors.touchSensor1.pauseUntil(TouchSensorEvent.Pressed)
|
||||
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed)
|
||||
motors.largeBC.setSpeed(0)
|
||||
loops.pause(1000)
|
||||
brick.setLight(LightsPattern.OrangeFlash)
|
||||
brick.setLight(BrickLight.OrangeFlash)
|
||||
motors.largeBC.setSpeed(-50)
|
||||
loops.pause(2000)
|
||||
motors.largeBC.setSpeed(0)
|
||||
|
@ -2,12 +2,12 @@
|
||||
|
||||
```blocks
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
sensors.touchSensor1.pauseUntil(TouchSensorEvent.Pressed)
|
||||
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed)
|
||||
motors.largeBC.setSpeed(50)
|
||||
sensors.touchSensor2.pauseUntil(TouchSensorEvent.Pressed)
|
||||
sensors.touch2.pauseUntil(TouchSensorEvent.Pressed)
|
||||
motors.largeBC.setSpeed(0)
|
||||
loops.pause(1000)
|
||||
brick.setLight(LightsPattern.OrangeFlash)
|
||||
brick.setLight(BrickLight.OrangeFlash)
|
||||
motors.largeBC.setSpeed(-50)
|
||||
loops.pause(2000)
|
||||
motors.largeBC.setSpeed(0)
|
||||
|
@ -3,14 +3,14 @@
|
||||
```blocks
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
brick.showImage(images.eyesSleeping)
|
||||
sensors.touchSensor1.pauseUntil(TouchSensorEvent.Pressed)
|
||||
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed)
|
||||
brick.showImage(images.eyesNeutral)
|
||||
motors.largeBC.setSpeed(50)
|
||||
sensors.touchSensor2.pauseUntil(TouchSensorEvent.Pressed)
|
||||
sensors.touch2.pauseUntil(TouchSensorEvent.Pressed)
|
||||
brick.showImage(images.eyesTiredMiddle)
|
||||
motors.largeBC.setSpeed(0)
|
||||
loops.pause(1000)
|
||||
brick.setLight(LightsPattern.OrangeFlash)
|
||||
brick.setLight(BrickLight.OrangeFlash)
|
||||
brick.showImage(images.eyesDizzy)
|
||||
motors.largeBC.setSpeed(-50)
|
||||
loops.pause(2000)
|
||||
|
@ -19,17 +19,13 @@ loops.pause(1000)
|
||||
music.playSoundEffectUntilDone(sounds.communicationGo)
|
||||
for (let d of drive) {
|
||||
if (d == 1) {
|
||||
motors.largeC.setSpeedFor(50, 360, MoveUnit.Degrees)
|
||||
motors.largeC.pauseUntilReady()
|
||||
motors.largeC.setSpeed(50, 360, MoveUnit.Degrees)
|
||||
} else if (d == 3) {
|
||||
motors.largeB.setSpeedFor(50, 360, MoveUnit.Degrees)
|
||||
motors.largeB.pauseUntilReady()
|
||||
motors.largeB.setSpeed(50, 360, MoveUnit.Degrees)
|
||||
} else if (d == 4) {
|
||||
motors.largeBC.setSpeedFor(50, 360, MoveUnit.Degrees)
|
||||
motors.largeBC.pauseUntilReady()
|
||||
motors.largeBC.setSpeed(50, 360, MoveUnit.Degrees)
|
||||
} else {
|
||||
motors.largeBC.setSpeedFor(-50, 360, MoveUnit.Degrees)
|
||||
motors.largeBC.pauseUntilReady()
|
||||
motors.largeBC.setSpeed(-50, 360, MoveUnit.Degrees)
|
||||
}
|
||||
}
|
||||
music.playSoundEffectUntilDone(sounds.communicationGameOver)
|
||||
|
@ -23,17 +23,13 @@ loops.pause(1000)
|
||||
music.playSoundEffectUntilDone(sounds.communicationGo)
|
||||
for (let d of drive) {
|
||||
if (d == 1) {
|
||||
motors.largeC.setSpeedFor(50, 360, MoveUnit.Degrees)
|
||||
motors.largeC.pauseUntilReady()
|
||||
motors.largeC.setSpeed(50, 360, MoveUnit.Degrees)
|
||||
} else if (d == 3) {
|
||||
motors.largeB.setSpeedFor(50, 360, MoveUnit.Degrees)
|
||||
motors.largeB.pauseUntilReady()
|
||||
motors.largeB.setSpeed(50, 360, MoveUnit.Degrees)
|
||||
} else if (d == 4) {
|
||||
motors.largeBC.setSpeedFor(50, 360, MoveUnit.Degrees)
|
||||
motors.largeBC.pauseUntilReady()
|
||||
motors.largeBC.setSpeed(50, 360, MoveUnit.Degrees)
|
||||
} else {
|
||||
motors.largeBC.setSpeedFor(-50, 360, MoveUnit.Degrees)
|
||||
motors.largeBC.pauseUntilReady()
|
||||
motors.largeBC.setSpeed(-50, 360, MoveUnit.Degrees)
|
||||
}
|
||||
}
|
||||
music.playSoundEffectUntilDone(sounds.communicationGameOver)
|
||||
|
178
docs/examples/core-set/gyroboy-blocks.md
Normal file
@ -0,0 +1,178 @@
|
||||
# Gyroboy
|
||||
|
||||
Work in progress
|
||||
|
||||
```blocks
|
||||
let motorSpeed1 = 0
|
||||
let motorSpeed2 = 0
|
||||
let motorSpeed3 = 0
|
||||
let motorSpeed = 0
|
||||
let fallen = false
|
||||
let motorSpeed0 = 0
|
||||
let oldControlDrive = 0
|
||||
let controlDrive = 0
|
||||
let power = 0
|
||||
let motorAngle = 0
|
||||
let gyroAngle = 0
|
||||
let controlSteering = 0
|
||||
let state = 0
|
||||
let motorPosition = 0
|
||||
let temp = 0
|
||||
let gyroRate = 0
|
||||
let timestep = 0
|
||||
sensors.color1.onColorDetected(ColorSensorColor.Red, function () {
|
||||
music.playTone(2000, 100)
|
||||
controlDrive = 0
|
||||
controlSteering = 0
|
||||
})
|
||||
// reads the motor angle and computes the motor speed,
|
||||
// position
|
||||
function computeMotors() {
|
||||
temp = motorAngle
|
||||
// read angle on both motors
|
||||
motorAngle = motors.largeD.angle() + motors.largeA.angle()
|
||||
// and estimate speed as angle difference
|
||||
motorSpeed0 = motorAngle - temp
|
||||
// average last 4 speed readings
|
||||
motorSpeed = (motorSpeed0 + motorSpeed1 + motorSpeed2 + motorSpeed3) / 4 / timestep
|
||||
// shift all previous recorded speeds by one
|
||||
motorSpeed3 = motorSpeed2
|
||||
motorSpeed2 = motorSpeed1
|
||||
motorSpeed1 = motorSpeed0
|
||||
// compute position from speed
|
||||
motorPosition = motorPosition + timestep * motorSpeed
|
||||
}
|
||||
// read the gyro rate and computes the angle
|
||||
function computeGyro() {
|
||||
gyroRate = sensors.gyro2.rate()
|
||||
gyroAngle = gyroAngle + timestep * gyroRate
|
||||
}
|
||||
function reset() {
|
||||
state = 0
|
||||
// sleeping
|
||||
moods.sleeping.show();
|
||||
// reset counters
|
||||
motors.largeA.reset()
|
||||
motors.largeD.reset()
|
||||
// motors are unregulated
|
||||
motors.largeA.setRegulated(false)
|
||||
motors.largeD.setRegulated(false)
|
||||
// clear the gyro sensor to remove drift
|
||||
sensors.gyro2.reset()
|
||||
// fall detection timer
|
||||
control.timer2.reset()
|
||||
// timestep computation timer
|
||||
control.timer3.reset()
|
||||
motorAngle = 0
|
||||
motorPosition = 0
|
||||
motorSpeed = 0
|
||||
motorSpeed0 = 0
|
||||
motorSpeed1 = 0
|
||||
motorSpeed2 = 0
|
||||
motorSpeed3 = 0
|
||||
gyroRate = 0
|
||||
gyroAngle = 0
|
||||
fallen = false
|
||||
power = 0
|
||||
controlSteering = 0
|
||||
controlDrive = 0
|
||||
// awake
|
||||
moods.awake.show();
|
||||
gyroAngle = -0.25
|
||||
state = 1;
|
||||
}
|
||||
// compute set point for motor position and required
|
||||
// motor power
|
||||
function computePower() {
|
||||
// apply control and compute desired motor position
|
||||
motorPosition -= timestep * controlDrive;
|
||||
// estimate power based on sensor readings and control
|
||||
// values
|
||||
power = 0.8 * gyroRate + 15 * gyroAngle + (0.08 * motorSpeed + 0.12 * motorPosition) - 0.01 * controlDrive
|
||||
// ensure that power stays within -100, 100
|
||||
if (power > 100) {
|
||||
power = 100
|
||||
} else if (power < -100) {
|
||||
power = -100
|
||||
}
|
||||
}
|
||||
// test if the robot has fallen off
|
||||
function checkFallen() {
|
||||
if (Math.abs(power) < 100) {
|
||||
control.timer2.reset()
|
||||
}
|
||||
if (control.timer2.seconds() > 2) {
|
||||
fallen = true
|
||||
}
|
||||
}
|
||||
// stop all motors and wait for touch button to be
|
||||
// pressed
|
||||
function stop() {
|
||||
motors.stopAllMotors()
|
||||
state = 0
|
||||
moods.knockedOut.show();
|
||||
sensors.touch3.pauseUntil(TouchSensorEvent.Pressed)
|
||||
moods.neutral.show();
|
||||
}
|
||||
sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () {
|
||||
moods.dizzy.show()
|
||||
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);
|
||||
if (Math.randomRange(-1, 1) >= 1) {
|
||||
controlSteering = 70
|
||||
} else {
|
||||
controlSteering = -70
|
||||
}
|
||||
loops.pause(4000)
|
||||
music.playTone(2000, 100)
|
||||
controlSteering = 0
|
||||
controlDrive = oldControlDrive
|
||||
moods.neutral.show()
|
||||
})
|
||||
// compute the elapsed time since the last iteration
|
||||
function computeTimestep() {
|
||||
timestep = control.timer3.seconds()
|
||||
control.timer3.reset()
|
||||
}
|
||||
sensors.color1.onColorDetected(ColorSensorColor.Green, function () {
|
||||
moods.winking.show()
|
||||
controlDrive = 150
|
||||
controlSteering = 0
|
||||
})
|
||||
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {
|
||||
moods.middleRight.show()
|
||||
controlSteering = 70
|
||||
})
|
||||
// apply power to motors
|
||||
function controlMotors() {
|
||||
motors.largeA.setSpeed(power + controlSteering * 0.1)
|
||||
motors.largeD.setSpeed(power - controlSteering * 0.1)
|
||||
}
|
||||
sensors.color1.onColorDetected(ColorSensorColor.Yellow, function () {
|
||||
moods.middleLeft.show()
|
||||
controlSteering = -70
|
||||
})
|
||||
sensors.color1.onColorDetected(ColorSensorColor.White, function () {
|
||||
moods.sad.show();
|
||||
controlDrive = -75
|
||||
})
|
||||
timestep = 0.014
|
||||
// main loop
|
||||
loops.forever(function () {
|
||||
reset()
|
||||
while (!fallen) {
|
||||
control.timer3.pauseUntil(5)
|
||||
computeTimestep()
|
||||
computeGyro()
|
||||
computeMotors()
|
||||
computePower()
|
||||
controlMotors()
|
||||
checkFallen()
|
||||
}
|
||||
stop()
|
||||
})
|
||||
```
|
@ -81,7 +81,7 @@ function IS(t: number) {
|
||||
|
||||
function UP() {
|
||||
if (motors.largeA.angle() > -50) {
|
||||
control.runInBackground(function () {
|
||||
control.runInParallel(function () {
|
||||
motors.largeD.clearCounts()
|
||||
motors.largeD.setSpeed(-35);
|
||||
pauseUntil(() => motors.largeD.angle() < -25);
|
||||
|
@ -3,10 +3,10 @@
|
||||
Use a touch sensor to make the brick happy.
|
||||
|
||||
```blocks
|
||||
sensors.touchSensor1.onEvent(TouchSensorEvent.Pressed, function () {
|
||||
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
|
||||
brick.showImage(images.expressionsBigSmile)
|
||||
})
|
||||
sensors.touchSensor1.onEvent(TouchSensorEvent.Released, function () {
|
||||
sensors.touch1.onEvent(TouchSensorEvent.Released, function () {
|
||||
brick.showImage(images.expressionsSick)
|
||||
})
|
||||
```
|
27
docs/lessons.md
Normal file
@ -0,0 +1,27 @@
|
||||
# Lessons
|
||||
|
||||
Learning activities for LEGO Mindstorms with MakeCode.
|
||||
|
||||
## Motors and motion
|
||||
|
||||
```codecard
|
||||
[{
|
||||
"name": "Make it Move",
|
||||
"imageUrl":"/static/lessons/make-it-move.jpg",
|
||||
"url": "/lessons/make-it-move",
|
||||
"cardType": "project",
|
||||
"description": "Make a robot that moves itself without wheels."
|
||||
}, {
|
||||
"name": "Make it Move TUTORIAL",
|
||||
"imageUrl":"/static/lessons/make-it-move.jpg",
|
||||
"url": "/lessons/make-it-move-tutorial",
|
||||
"cardType": "tutorial",
|
||||
"description": "Make a robot that moves itself without wheels."
|
||||
}, {
|
||||
"name": "Line Detection",
|
||||
"imageUrl":"/static/lessons/line-detection.jpg",
|
||||
"url": "/lessons/line-detection",
|
||||
"cardType": "project",
|
||||
"description": "Make your robot drive itself by following lines."
|
||||
}]
|
||||
```
|
266
docs/lessons/line-detection.md
Normal file
@ -0,0 +1,266 @@
|
||||
# Line Detection
|
||||
|
||||
## Objective
|
||||
|
||||
Design ways to improve driving safety by helping to prevent drivers from falling asleep and causing an accident.
|
||||
|
||||

|
||||
|
||||
## Connect
|
||||
|
||||
Make sure that you can answer the following questions:
|
||||
|
||||
* Can autonomous cars react to different traffic light signals?
|
||||
* What can happen if a driver falls asleep while driving?
|
||||
* How can we detect when a driver is falling asleep?
|
||||
|
||||
Think about what you have learned, then document it. Describe the problem in your own words. Creatively record your ideas and findings.
|
||||
|
||||
## Construct
|
||||
|
||||
Start by constructing this model. Read the building instructions [here](https://le-www-live-s.legocdn.com/sc/media/lessons/mindstorms-ev3/building-instructions/ev3-rem-color-sensor-down-driving-base-d30ed30610c3d6647d56e17bc64cf6e2.pdf) first.
|
||||
|
||||

|
||||
|
||||
## Program
|
||||
|
||||
Autonomous cars need to recognize and respond to traffic lights automatically.
|
||||
First, create a program that will make your robot stop at red lights.
|
||||
Make sure your robot is only responding to the color red.
|
||||
Once you have succeeded, program your robot to drive forward again when the light changes from red to green.
|
||||
|
||||
There are two coding tasks for this lesson:
|
||||
|
||||
1. Create a program that will make your robot stop at red lights.
|
||||
2. Create a program that drives the robot forward until the Color Sensor sees red. The robot then stops.
|
||||
|
||||
## Coding task 1 - Stop at red lights
|
||||
|
||||
**Goal:** Create a program that will make your robot stop at red lights.
|
||||
|
||||
### Step 1
|
||||
|
||||
Create a program that drives the robot forward until the Color Sensor sees red. The robot then stops.
|
||||
|
||||
Place a ``||motors:steer large B+C||`` block from ``||motors:Motors||`` under ``||loops:on start||``. Change the speed to 20%.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.steer(0, 20)
|
||||
```
|
||||
|
||||
### Step 2
|
||||
|
||||
Place a ``||loops:while||`` loop block under ``||motors:steer large B+C||``.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
}
|
||||
```
|
||||
|
||||
### Step 3
|
||||
|
||||
Place a ``||sensors:pause for color||`` from ``||sensors:Sensors||`` inside the ``||loops:while||`` loop block. Change the color to red.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Red)
|
||||
}
|
||||
```
|
||||
|
||||
### Step 4
|
||||
|
||||
Place a ``||motors:stop all motors||`` block under the ``||sensors:pause for color||`` block.
|
||||
|
||||
Study the program...what do you think the program will do?
|
||||
|
||||
**Hint:** The motors will run until the Color Sensor senses the color red, then all motors will stop. The motors will run until the sensor reading in the while block is true.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Red)
|
||||
motors.stopAllMotors()
|
||||
}
|
||||
```
|
||||
|
||||
### Step 5
|
||||
|
||||
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.
|
||||
|
||||
## Coding task 2 - Detect light changes
|
||||
|
||||
**Goal:** Program your robot to drive forward again when the light changes from red to green.
|
||||
|
||||
### Step 1
|
||||
|
||||
Place a ``||loops:while||`` loop block under ``||loops:on start||``.
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
|
||||
}
|
||||
```
|
||||
|
||||
### Step 2
|
||||
|
||||
Place a ``||motors:steer large B+C||`` block from ``||motors:Motors||`` inside the ``||loops:while||`` loop block. Change the speed to 20%.
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
motors.largeBC.steer(0, 20)
|
||||
}
|
||||
```
|
||||
|
||||
### Step 4
|
||||
|
||||
Place a ``||loops:while||`` loop block under the ``||motors:steer large B+C||`` block.
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Step 5
|
||||
|
||||
Place a ``||sensors:pause for color||`` block from ``||sensors:Sensors||`` inside the ``||loops:while||`` loop block. Change the color to red.
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Red)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Step 6
|
||||
|
||||
Place a ``||motors:stop all motors||`` block under the ``||sensors:pause for color||`` block.
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Red)
|
||||
motors.stopAllMotors()
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Step 7
|
||||
|
||||
Place a ``||loops:while||`` loop block under the second ``||loops:while||`` loop block.
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Red)
|
||||
motors.stopAllMotors()
|
||||
}
|
||||
while (true) {
|
||||
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Step 8
|
||||
|
||||
Place a ``||sensors:pause for color||`` block inside the new ``||loops:while||`` loop block. Change the color to red.
|
||||
|
||||
What do you think the program will do?
|
||||
|
||||
**Hint:** The motors will run until the Color Sensor detects the color red, then it will stop all motors. The motors will also run and not stop when the color sensor detects the color green.
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Red)
|
||||
motors.stopAllMotors()
|
||||
}
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Red)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Step 9
|
||||
|
||||
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
|
||||
|
||||
To simulate what could happen if a driver falls asleep while driving, your robot could sound an alarm signal when it crosses the line. This feature is often available in new cars.
|
||||
|
||||
Program your robot to perform this function.
|
||||
|
||||
Think about what you have learned, then document it. Describe your pseudocode for this task. Creatively record your ideas, and findings.
|
||||
|
||||
### Programming hint
|
||||
|
||||
```blocks
|
||||
motors.largeBC.steer(0, 20)
|
||||
while (true) {
|
||||
sensors.color3.pauseForColor(ColorSensorColor.Yellow)
|
||||
music.playSoundEffect(sounds.systemGeneralAlert)
|
||||
}
|
||||
while (true) {
|
||||
while (true) { sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
|
||||
motors.largeB.setSpeed(10)
|
||||
motors.largeC.setSpeed(-10)
|
||||
}
|
||||
while (true) {
|
||||
sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
|
||||
motors.largeA.setSpeed(-10)
|
||||
motors.largeA.setSpeed(10)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Continue
|
||||
|
||||
Program your robot to drive on “autopilot” along a given route. You will need to create a program that recognizes and responds to a dark line (or white line). You will create a line-following program and your robot will need to travel along the line without losing contact with it.
|
||||
|
||||
You will need to constantly debug your program in order to make your robot travel as smoothly as possible along the line.
|
||||
|
||||
### Programming hint
|
||||
|
||||
```blocks
|
||||
while (true) {
|
||||
while (true) { sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
|
||||
motors.largeB.setSpeed(10)
|
||||
motors.largeC.setSpeed(-10)
|
||||
}
|
||||
while (true) {
|
||||
sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
|
||||
motors.largeB.setSpeed(-10)
|
||||
motors.largeC.setSpeed(10)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Share
|
||||
|
||||
Consider the following questions:
|
||||
|
||||
1. What challenged you?
|
||||
2. Where there any surprises?
|
||||
3. How could you improve your program?
|
||||
4. Could your program have been more streamlined?
|
||||
5. Have you used too many blocks?
|
||||
6. Is there a more efficient way of building your program?
|
||||
7. How could your program be used in real-world scenarios?
|
||||
|
||||
Think about what you have learned, then document it. Creatively record and present your ideas, creations, and findings.
|
||||
|
||||
|
||||
|
||||
|
||||
|
72
docs/lessons/make-it-move-tutorial.md
Normal file
@ -0,0 +1,72 @@
|
||||
# Make It Move Without Wheels
|
||||
|
||||
## Objective @unplugged
|
||||
|
||||
Design, build and program a robot that can move itself:
|
||||
|
||||
Your robot will:
|
||||
|
||||
* Go a distance of at least 30cm
|
||||
* Use at least one motor
|
||||
* Use NO wheels for locomotion
|
||||
|
||||

|
||||
|
||||
|
||||
## Construct @unplugged
|
||||
|
||||
Build a Walker Bot!
|
||||
|
||||
The Walker Bot is one example of many possible solutions for making a robot move without wheels.
|
||||
|
||||
The Walker Bot combines an EV3 Frame and two legs that are mirror-images to create left and right legs.
|
||||
|
||||
The legs in the Walker Bot are designed to show how to change the rotary motion of a motor to reciprocating motion.
|
||||
|
||||
Start by reading [these](https://le-www-live-s.legocdn.com/sc/media/lessons/mindstorms-ev3/ev3-dep/building%20instructions/walker-bot-bi-180fc24f9298e1dd6201099627d43903.pdf) instructions first.
|
||||
|
||||

|
||||
|
||||
|
||||
## Program 1 @fullscreen
|
||||
|
||||
In nature, creatures use many methods to get around. None of them, however, use wheels to move. Can we copy the method of animal locomotion with our robot? Using motors and legs, make the robot move without using any wheels.
|
||||
|
||||
Place a ``||motors:tank large B+C||`` block from ``||motors:Motors||`` under ``||loops:on start||``.
|
||||
|
||||
Change the speed to `-60%` (for motor B) and `+60%` (for motor C).
|
||||
Change the rotations to `9`.
|
||||
|
||||
The ``||motors:tank large B+C||`` block will run for `9` rotations when the **center** button is pressed on the EV3 brick. The motors are set for the reverse direction because they are mounted upside down in this model.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
|
||||
```
|
||||
|
||||
## Program 2 @fullscreen
|
||||
|
||||
Place a ``||motors:stop all motors||`` block under ``||motors:tank large B+C||``.
|
||||
|
||||
The ``||motors:tank large B+C||`` block will run for `9` rotations when the **center** button is pressed on the EV3 brick then stop.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
|
||||
motors.stopAllMotors()
|
||||
```
|
||||
|
||||
## Program 3 @fullscreen
|
||||
|
||||
Place a ``||brick:show string||`` block under ``||motors:stop all motors||``.
|
||||
Change the `"Hello World"` text to `"30 cm"`.
|
||||
|
||||
The ``||motors:tank large B+C||`` will run for `9` rotations when the **center** button is pressed on the EV3 brick then stop and display "30 cm" on the EV3 Brick’s screen.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
|
||||
motors.stopAllMotors()
|
||||
brick.showString("30 cm", 1)
|
||||
```
|
||||
|
||||
## Download @fullscreen
|
||||
|
||||
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.
|
73
docs/lessons/make-it-move.md
Normal file
@ -0,0 +1,73 @@
|
||||
# Make It Move Without Wheels
|
||||
|
||||
## Objective
|
||||
|
||||
Design, build and program a robot that can move itself:
|
||||
|
||||
Your robot will:
|
||||
|
||||
* Go a distance of at least 30cm
|
||||
* Use at least one motor
|
||||
* Use NO wheels for locomotion
|
||||
|
||||

|
||||
|
||||
## Construct
|
||||
|
||||
Build a Walker Bot!
|
||||
|
||||
The Walker Bot is one example of many possible solutions for making a robot move without wheels.
|
||||
|
||||
The Walker Bot combines an EV3 Frame and two legs that are mirror-images to create left and right legs.
|
||||
|
||||
The legs in the Walker Bot are designed to show how to change the rotary motion of a motor to reciprocating motion.
|
||||
|
||||
Start by reading [these](https://le-www-live-s.legocdn.com/sc/media/lessons/mindstorms-ev3/ev3-dep/building%20instructions/walker-bot-bi-180fc24f9298e1dd6201099627d43903.pdf) instructions first.
|
||||
|
||||

|
||||
|
||||
|
||||
## Program
|
||||
|
||||
In nature, creatures use many methods to get around. None of them, however, use wheels to move. Can we copy the method of animal locomotion with our robot? Using motors and legs, make the robot move without using any wheels.
|
||||
|
||||
### Step 1
|
||||
|
||||
Place a ``||motors:tank large B+C||`` block from ``||motors:Motors||`` under ``||loops:on start||``.
|
||||
|
||||
Change the speed to `-60%` (for motor B) and `+60%` (for motor C).
|
||||
Change the rotations to `9`.
|
||||
|
||||
The ``||motors:tank large B+C||`` block will run for `9` rotations when the **center** button is pressed on the EV3 brick. The motors are set for the reverse direction because they are mounted upside down in this model.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
|
||||
```
|
||||
|
||||
### Step 2
|
||||
|
||||
Place a ``||motors:stop all motors||`` block under ``||motors:tank large B+C||``.
|
||||
|
||||
The ``||motors:tank large B+C||`` block will run for `9` rotations when the **center** button is pressed on the EV3 brick then stop.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
|
||||
motors.largeBC.stop()
|
||||
```
|
||||
|
||||
### Step 3
|
||||
|
||||
Place a ``||brick:show string||`` block under ``||motors:stop all motors||``.
|
||||
Change the `"Hello World"` text to `"30 cm"`.
|
||||
|
||||
The ``||motors:tank large B+C||`` will run for `9` rotations when the **center** button is pressed on the EV3 brick then stop and display "30 cm" on the EV3 Brick’s screen.
|
||||
|
||||
```blocks
|
||||
motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
|
||||
motors.largeBC.stop()
|
||||
brick.showString("30 cm", 1)
|
||||
```
|
||||
|
||||
### Step 4
|
||||
|
||||
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.
|
@ -2,10 +2,8 @@
|
||||
|
||||
This program will activate an alarm when an object moves in front of the Ultrasonic Sensor.
|
||||
|
||||
TODO support for event when value changes
|
||||
|
||||
```blocks
|
||||
input.ultrasonic4.onObjectNear(function () {
|
||||
music.playSoundUntilDone(music.sounds(Sounds.PowerUp))
|
||||
sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () {
|
||||
music.playSoundEffectUntilDone(sounds.informationActivate)
|
||||
})
|
||||
```
|
@ -4,14 +4,12 @@ Use this program with the Programmable Brick and Large Motor.
|
||||
|
||||
```blocks
|
||||
loops.forever(function () {
|
||||
output.largeMotorA.setPower(30)
|
||||
output.largeMotorA.on(true)
|
||||
motors.largeA.setSpeed(30)
|
||||
loops.pause(100)
|
||||
output.largeMotorA.on(false)
|
||||
music.playSoundUntilDone(music.sounds(Sounds.PowerUp))
|
||||
output.largeMotorA.setPower(-30)
|
||||
output.largeMotorA.on(true)
|
||||
motors.largeA.stop()
|
||||
music.playSoundEffectUntilDone(sounds.animalsCatPurr)
|
||||
motors.largeA.setSpeed(-30)
|
||||
loops.pause(100)
|
||||
output.largeMotorA.on(false)
|
||||
motors.largeA.stop()
|
||||
})
|
||||
```
|
||||
|
@ -3,7 +3,7 @@
|
||||
This program will activate an alarm when an object is lifted from the Touch Sensor.
|
||||
|
||||
```blocks
|
||||
input.touchSensor1.onEvent(TouchSensorEvent.Released, function () {
|
||||
music.playSoundUntilDone(music.sounds(Sounds.PowerUp))
|
||||
sensors.touch1.onEvent(TouchSensorEvent.Released, function () {
|
||||
music.playSoundEffectUntilDone(sounds.informationActivate);
|
||||
})
|
||||
```
|
@ -4,9 +4,9 @@ This example program combined with the small model will make a beat and rhythm o
|
||||
|
||||
```blocks
|
||||
loops.forever(function () {
|
||||
output.motorA.on(50)
|
||||
motors.largeA.setSpeed(50)
|
||||
loops.pause(200)
|
||||
output.motorA.on(100)
|
||||
motors.largeA.setSpeed(100)
|
||||
loops.pause(200)
|
||||
})
|
||||
```
|
@ -3,13 +3,13 @@
|
||||
This program will play different sounds when the wheel is rotated. The sound is determined by which color is placed in front of the color Sensor.
|
||||
|
||||
```blocks
|
||||
input.color3.onColorDetected(ColorSensorColor.Blue, function () {
|
||||
sensors.color3.onColorDetected(ColorSensorColor.Blue, function () {
|
||||
music.playTone(Note.G4, music.beat(BeatFraction.Half))
|
||||
})
|
||||
input.color3.onColorDetected(ColorSensorColor.Red, function () {
|
||||
sensors.color3.onColorDetected(ColorSensorColor.Red, function () {
|
||||
music.playTone(Note.C5, music.beat(BeatFraction.Half))
|
||||
})
|
||||
input.color3.onColorDetected(ColorSensorColor.Green, function () {
|
||||
sensors.color3.onColorDetected(ColorSensorColor.Green, function () {
|
||||
music.playTone(Note.D5, music.beat(BeatFraction.Half))
|
||||
})
|
||||
```
|
@ -1,8 +1,11 @@
|
||||
# Reference
|
||||
|
||||
|
||||
```namespaces
|
||||
brick.showMood(moods.sleeping);
|
||||
```
|
||||
|
||||
## See Also
|
||||
|
||||
[brick](/reference/brick),
|
||||
[touch sensor](/reference/sensors/touch-sensor),
|
||||
[color sensor](/reference/sensors/color-sensor)
|
31
docs/reference/brick.md
Normal file
@ -0,0 +1,31 @@
|
||||
# Brick
|
||||
|
||||
## Screen
|
||||
|
||||
```cards
|
||||
brick.showMood(moods.sleeping);
|
||||
brick.showImage(images.expressionsBigSmile);
|
||||
brick.showString("Hello world!", 1);
|
||||
brick.showNumber(0, 1);
|
||||
brick.showValue("item", 0, 1);
|
||||
brick.clearScreen();
|
||||
brick.printPorts();
|
||||
```
|
||||
|
||||
## Buttons
|
||||
|
||||
```cards
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
|
||||
});
|
||||
brick.buttonEnter.pauseUntil(ButtonEvent.Click);
|
||||
brick.buttonEnter.isPressed()
|
||||
brick.buttonEnter.wasPressed()
|
||||
brick.setLight(BrickLight.Red);
|
||||
```
|
||||
|
||||
## Other
|
||||
|
||||
```cards
|
||||
brick.batteryLevel()
|
||||
```
|
33
docs/reference/brick/battery-level.md
Normal file
@ -0,0 +1,33 @@
|
||||
# battery Level
|
||||
|
||||
Return the current battery level.
|
||||
|
||||
```sig
|
||||
brick.batteryLevel();
|
||||
```
|
||||
|
||||
## Returns
|
||||
|
||||
* a [number](/types/number) which is the current charge level of the brick's battery. This is a percentage of total charge left in the battery.
|
||||
|
||||
## Example
|
||||
|
||||
Show the battery level percentage on the screen. Also, show a green light if the battery level is above 15%. If the battery level is below 15% but above 5%, show a orange light. But, if the battery level is below 5%, show a pulsing red light.
|
||||
|
||||
```blocks
|
||||
let battery = 0;
|
||||
loops.forever(function() {
|
||||
brick.showString("Battery level:", 1)
|
||||
brick.showNumber(battery, 2)
|
||||
battery = brick.batteryLevel();
|
||||
if (battery > 15)
|
||||
{
|
||||
brick.setLight(BrickLight.Green);
|
||||
} else if (battery > 5) {
|
||||
brick.setLight(BrickLight.Orange);
|
||||
} else {
|
||||
brick.setLight(BrickLight.RedPulse)
|
||||
}
|
||||
loops.pause(30000)
|
||||
})
|
||||
```
|
53
docs/reference/brick/button/is-pressed.md
Normal file
@ -0,0 +1,53 @@
|
||||
# is Pressed
|
||||
|
||||
Check if a button is being pressed or not.
|
||||
|
||||
```sig
|
||||
brick.buttonEnter.isPressed()
|
||||
```
|
||||
|
||||
## ~hint
|
||||
|
||||
**Touch sensors**
|
||||
|
||||
Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
|
||||
|
||||
```block
|
||||
if (sensors.touch1.isPressed()) {
|
||||
console.log("Hey, I feel pressed.");
|
||||
}
|
||||
```
|
||||
|
||||
Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
|
||||
|
||||
## ~
|
||||
|
||||
## Returns
|
||||
|
||||
* a [boolean](types/boolean): `true` if the button is pressed, `false` if the button is not pressed
|
||||
|
||||
## Example
|
||||
|
||||
Set the brick light to green when the `down` is pressed. When the button is not pressed, the brick light is red.
|
||||
|
||||
```blocks
|
||||
let isRed = false;
|
||||
loops.forever(function() {
|
||||
if (brick.buttonLeft.isPressed()) {
|
||||
brick.setLight(BrickLight.Green);
|
||||
isRed = false;
|
||||
} else {
|
||||
if (!isRed) {
|
||||
brick.setLight(BrickLight.Red);
|
||||
isRed = true;
|
||||
}
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[was pressed](/reference/brick/button/was-pressed),
|
||||
[on event](/reference/brick/button/on-event)
|
||||
|
||||
[Touch sensors](/reference/sensors/touch-sensor)
|
57
docs/reference/brick/button/on-event.md
Normal file
@ -0,0 +1,57 @@
|
||||
# on Event
|
||||
|
||||
Run some code when a button is clicked, pressed down, or released.
|
||||
|
||||
```sig
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
|
||||
});
|
||||
```
|
||||
|
||||
## ~hint
|
||||
|
||||
**Touch sensors**
|
||||
|
||||
Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
|
||||
|
||||
```block
|
||||
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
|
||||
brick.setLight(BrickLight.Orange);
|
||||
});
|
||||
```
|
||||
|
||||
Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
|
||||
|
||||
## ~
|
||||
|
||||
## Parameters
|
||||
|
||||
* **ev**: the button action to run some code for. The button actions (events) are:
|
||||
> * ``click``: button was clicked (pressed and released)
|
||||
> * ``up``: button is released from just being pressed
|
||||
> * ``down``: button is just pressed down
|
||||
* **body**: the code you want to run when something happens with a button
|
||||
|
||||
## Example
|
||||
|
||||
Check for event on the ENTER button. Put a message on the screen when the button is pressed, clicked, or released.
|
||||
|
||||
```blocks
|
||||
brick.showString("ENTER is: UP", 1);
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Up, function () {
|
||||
brick.showString("ENTER is: UP ", 1);
|
||||
});
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Down, function () {
|
||||
brick.showString("ENTER is: DOWN ", 1);
|
||||
});
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
brick.showString("ENTER was: CLICKED", 1);
|
||||
});
|
||||
```
|
||||
|
||||
### See also
|
||||
|
||||
[is pressed](/reference/brick/button/is-pressed),
|
||||
[was pressed](/reference/brick/button/was-pressed),
|
||||
|
||||
[Touch sensor](/reference/sensors/touch-sensor)
|
37
docs/reference/brick/button/pause-until.md
Normal file
@ -0,0 +1,37 @@
|
||||
# pause Until
|
||||
|
||||
Causes your program to wait until an event at a button happens.
|
||||
|
||||
```sig
|
||||
brick.buttonEnter.pauseUntil(ButtonEvent.Click);
|
||||
```
|
||||
|
||||
## Parameters
|
||||
|
||||
* **ev**: the button action to wait for. The button actions (events) are:
|
||||
> * ``click``: button was clicked (pressed and released)
|
||||
> * ``up``: button is released from just being pressed
|
||||
> * ``down``: button is just pressed down
|
||||
|
||||
## Example
|
||||
|
||||
Wait for the `up` button to go up before continuing with displaying a message on the screen.
|
||||
|
||||
```blocks
|
||||
let waitTime = 0;
|
||||
brick.showString("We're going to wait", 1);
|
||||
brick.showString("for you to press and", 2);
|
||||
brick.showString("release the UP button", 3);
|
||||
waitTime = control.millis();
|
||||
brick.buttonUp.pauseUntil(ButtonEvent.Click);
|
||||
brick.clearScreen();
|
||||
if (control.millis() - waitTime > 5000) {
|
||||
brick.showString("Ok, that took awhile!", 1)
|
||||
} else {
|
||||
brick.showString("Ah, you let go!", 1)
|
||||
}
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[on event](/reference/brick/button/on-event)
|
50
docs/reference/brick/button/was-pressed.md
Normal file
@ -0,0 +1,50 @@
|
||||
# was Pressed
|
||||
|
||||
Check if a button was pressed earlier.
|
||||
|
||||
```sig
|
||||
brick.buttonEnter.wasPressed()
|
||||
```
|
||||
|
||||
The fact that a button was pressed earlier is remembered. Once **was pressed** is used, this fact is forgotten and the result is `false` the next time you check with **was pressed** button _state_ is reset). But, if you press the button again before you check with **was pressed**, it will tell you `true`.
|
||||
|
||||
## ~hint
|
||||
|
||||
**Touch sensors**
|
||||
|
||||
Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
|
||||
|
||||
```block
|
||||
if (sensors.touch1.wasPressed()) {
|
||||
console.log("Hey, I was pressed.");
|
||||
}
|
||||
```
|
||||
|
||||
Read about [touch sensors](/reference/sensors/touch-sensor) and using them as touch buttons.
|
||||
|
||||
## ~
|
||||
|
||||
## Returns
|
||||
|
||||
* a [boolean](types/boolean): `true` if the button was pressed before, `false` if the button was not pressed before
|
||||
|
||||
## Example
|
||||
|
||||
Set the brick light to green if the `right` button was pressed before the `left` button. If not, the brick light is turned off when the `left` button is pressed.
|
||||
|
||||
```blocks
|
||||
brick.buttonLeft.onEvent(ButtonEvent.Click, function() {
|
||||
if (brick.buttonRight.wasPressed()) {
|
||||
brick.setLight(BrickLight.Green)
|
||||
} else {
|
||||
brick.setLight(BrickLight.Off)
|
||||
}
|
||||
})
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[is pressed](/reference/brick/button/is-pressed),
|
||||
[on event](/reference/brick/button/on-event)
|
||||
|
||||
[Touch sensors](/reference/sensors/touch-sensor)
|
22
docs/reference/brick/clear-screen.md
Normal file
@ -0,0 +1,22 @@
|
||||
# clear Screen
|
||||
|
||||
Clear any text or numbers displayed on the screen. The screen will be blank.
|
||||
|
||||
```sig
|
||||
brick.clearScreen();
|
||||
```
|
||||
|
||||
## Example
|
||||
|
||||
Clear the screen after displaying the message.
|
||||
|
||||
```blocks
|
||||
brick.showString("This message will", 1);
|
||||
brick.showString("self-destruct in:", 2);
|
||||
brick.showString("seconds", 5);
|
||||
for (let i = 0; i < 10; i++) {
|
||||
brick.showNumber(10 - i, 4);
|
||||
loops.pause(1000);
|
||||
}
|
||||
brick.clearScreen();
|
||||
```
|
19
docs/reference/brick/print-ports.md
Normal file
@ -0,0 +1,19 @@
|
||||
# print Ports
|
||||
|
||||
Print the status of the ports on the screen.
|
||||
|
||||
```sig
|
||||
brick.printPorts();
|
||||
```
|
||||
|
||||
## Example
|
||||
|
||||
Show the port status.
|
||||
|
||||
```blocks
|
||||
brick.printPorts();
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[show string](/reference/brick/show-string), [show value](/reference/brick/show-value)
|
37
docs/reference/brick/set-light.md
Normal file
@ -0,0 +1,37 @@
|
||||
# set Light
|
||||
|
||||
Set the light on the brick to a solid or flashing color.
|
||||
|
||||
```sig
|
||||
brick.setLight(BrickLight.Red);
|
||||
```
|
||||
## Parameters
|
||||
|
||||
* **pattern**: the color or color pattern for the brick light to show. The brick light can have these color patterns:
|
||||
>* `off`: brick light is off
|
||||
>* `green`: solid green
|
||||
>* `red`: solid red
|
||||
>* `orange`: solid orange
|
||||
>* `green flash`: flashing green
|
||||
>* `red flash`: flashing red
|
||||
>* `orange flash`: flashing orange
|
||||
>* `green pulse`: pulsing green
|
||||
>* `red pulse`: pulsing red
|
||||
>* `orange pulse`: pulsing orange
|
||||
|
||||
## Example
|
||||
|
||||
Repeatedly show a different color pattern for the brick light.
|
||||
|
||||
```blocks
|
||||
loops.forever(function () {
|
||||
brick.setLight(BrickLight.Orange)
|
||||
loops.pause(1000)
|
||||
brick.setLight(BrickLight.GreenFlash)
|
||||
loops.pause(2000)
|
||||
brick.setLight(BrickLight.RedPulse)
|
||||
loops.pause(2000)
|
||||
brick.setLight(BrickLight.Off)
|
||||
loops.pause(500)
|
||||
})
|
||||
```
|
24
docs/reference/brick/show-image.md
Normal file
@ -0,0 +1,24 @@
|
||||
# show Image
|
||||
|
||||
Show an image on the brick's display.
|
||||
|
||||
```sig
|
||||
brick.showImage(images.expressionsBigSmile);
|
||||
```
|
||||
You can choose one of several images to show on the display.
|
||||
|
||||
## Parameters
|
||||
|
||||
**image**: A image to show on the brick's display. Use the image picker to choose the image you want to show.
|
||||
|
||||
## Example
|
||||
|
||||
Show a sleeping image on the brick's display.
|
||||
|
||||
```blocks
|
||||
brick.showImage(images.expressionsZzz)
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[show image](/reference/brick/show-mood)
|
24
docs/reference/brick/show-number.md
Normal file
@ -0,0 +1,24 @@
|
||||
# show Number
|
||||
|
||||
Show a number on the screen at the line you select.
|
||||
|
||||
```sig
|
||||
brick.showNumber(0, 1);
|
||||
```
|
||||
|
||||
## Parameters
|
||||
|
||||
* **value**: a [number](/types/number) to show on the brick's screen.
|
||||
* **line**: The line number on the screen where the value is displayed. The line numbers for the screen start with line `1`.
|
||||
|
||||
## Example
|
||||
|
||||
Show the number `1000` on the screen.
|
||||
|
||||
```blocks
|
||||
brick.showNumber(1000, 1);
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[show string](/reference/brick/show-string), [show value](/reference/brick/show-value)
|
29
docs/reference/brick/show-string.md
Normal file
@ -0,0 +1,29 @@
|
||||
# show String
|
||||
|
||||
Show some text on a the screen at the line you select.
|
||||
|
||||
```sig
|
||||
brick.showString("Hello world", 1)
|
||||
```
|
||||
|
||||
## Parameters
|
||||
|
||||
* **text**: a [string](/types/string) to show on the brick's screen.
|
||||
* **line**: the line [number](/types/number) on the screen where the text is displayed. The line numbers for the screen start with line `1`.
|
||||
|
||||
## Example
|
||||
|
||||
Show a greeting on the screen. Then, respond with another message when ENTER is pressed.
|
||||
|
||||
```blocks
|
||||
brick.showString("Hello, I dare you to", 1);
|
||||
brick.showString("press ENTER...", 2);
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
brick.showString("Hey! Don't push my", 4);
|
||||
brick.showString("buttons.", 5);
|
||||
});
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[show number](/reference/brick/show-number)
|
29
docs/reference/brick/show-value.md
Normal file
@ -0,0 +1,29 @@
|
||||
# show Value
|
||||
|
||||
Show a name-value-pair on the screen at the line you select.
|
||||
|
||||
```sig
|
||||
brick.showNumber("item", 0, 1);
|
||||
```
|
||||
|
||||
Name-value-pairs are used to report data values to the screen. If you want to show the current temperature on the screen, you might use `"temp"` as the data name for the the value.
|
||||
|
||||
## Parameters
|
||||
|
||||
* **name**: a [string](/types/string) which is the name of the data value.
|
||||
* **value**: a [number](/types/number) to show on the brick's screen.
|
||||
* **line**: The line number on the screen where the value is displayed. The line numbers for the screen start with line `1`.
|
||||
|
||||
## Example
|
||||
|
||||
Show the current amount of ambient light detected by sensor 2.
|
||||
|
||||
```blocks
|
||||
brick.buttonEnter.onEvent(ButtonEvent.Click, function () {
|
||||
brick.showValue("color", sensors.color2.light(LightIntensityMode.Ambient), 1)
|
||||
})
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[show number](/reference/brick/show-number)
|
331
docs/static/download/connect.svg
vendored
Normal file
@ -0,0 +1,331 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="261.3" height="109.3" viewBox="0 0 69.1 28.9" id="svg9461">
|
||||
<defs id="defs9455">
|
||||
<clipPath id="clipPath8689">
|
||||
<path d="M0 1145.9h1366V0H0z" id="path8687"/>
|
||||
</clipPath>
|
||||
<clipPath id="clipPath8663">
|
||||
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|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
<g transform="matrix(.35278 0 0 -.35278 -239.7 326.4)" id="g9151">
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<g id="g9153" clip-path="url(#clipPath9157)">
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<g id="g9159" transform="translate(842.2 103.9)">
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<path d="M0 0l-3.9 3.9v.5h-1a2.3 2.3 0 1 0 0 4.5h1v.5l3.9 4h3.8c1.7-1.9 3.9-4 3.9-4V9h.8a2.3 2.3 0 0 0 0-4.5h-.8V4L3.8 0z" id="path9161" fill="#6a6a6a"/>
|
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</g>
|
||||
</g>
|
||||
</g>
|
||||
<g transform="matrix(.35278 0 0 -.35278 -239.7 326.4)" id="g9163">
|
||||
<g id="g9165">
|
||||
<g id="g9171">
|
||||
<g id="g9173">
|
||||
<path d="M842.1 117.2l-3.8-3.9v-.5h-1a2.3 2.3 0 1 1 0-4.5h1v-.5l3.9-3.9h3.8l3.8 3.9v.5h1c1.1 0 2 1 2.1 2.2 0 1.2-1 2.3-2.2 2.3h-.9v.6l-3.8 3.8z" id="path9183" fill="url(#linearGradient9181)"/>
|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
<g transform="matrix(.35278 0 0 -.35278 -239.7 326.4)" id="g9185">
|
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<g id="g9187" clip-path="url(#clipPath9191)">
|
||||
<g id="g9193" transform="translate(837.3 112.3)">
|
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<path d="M0 0h2.8v-3.4H0A1.7 1.7 0 0 0 0 0" id="path9195" fill="#a9aba9"/>
|
||||
</g>
|
||||
<g id="g9197" transform="translate(850.7 109)">
|
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<path d="M0 0h-2.8v3.4H0A1.7 1.7 0 0 0 0 0" id="path9199" fill="#a9aba9"/>
|
||||
</g>
|
||||
<g id="g9201" transform="translate(842.4 112.3)">
|
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<path d="M0 0h3.3v-3.3H-.1V0H0" id="path9203" fill="#393939"/>
|
||||
</g>
|
||||
<g id="g9205" transform="translate(842.3 116.6)">
|
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<path d="M0 0h3.5L6-2.6 5-3.7v-2H4v1.2c0 .4-.4.8-.8.8h-3a.7.7 0 0 1-.7-.7v-1.3h-1v2l-1.1 1z" id="path9207" fill="#a9aba9"/>
|
||||
</g>
|
||||
<g id="g9209" transform="translate(845.8 104.6)">
|
||||
<path d="M0 0h-3.5L-6 2.7l1.1 1v2h1V4.6c0-.5.4-.9.8-.9h3a.7.7 0 0 1 .8.7v1.3h1v-2l1-1z" id="path9211" fill="#a9aba9"/>
|
||||
</g>
|
||||
<path d="M843.6 124.1h.8v-3.7h-.8z" id="path9213" fill="#393939"/>
|
||||
<path d="M843.6 120.5h.8V119h-.8z" id="path9215" fill="#9b9b9b"/>
|
||||
</g>
|
||||
</g>
|
||||
<g transform="matrix(.35278 0 0 -.35278 -239.7 326.4)" id="g9217">
|
||||
<g id="g9219">
|
||||
<g id="g9225">
|
||||
<g id="g9227">
|
||||
<path d="M843.6 118.8h.8v1.7h-.8z" id="path9235" fill="url(#linearGradient9233)"/>
|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
<g transform="matrix(.35278 0 0 -.35278 -239.7 326.4)" id="g9237">
|
||||
<g id="g9239" clip-path="url(#clipPath9243)">
|
||||
<path d="M843.6 118.8h.8v-1.6h-.8z" id="path9245" fill="#818181"/>
|
||||
<g id="g9247" transform="translate(832.5 118.8)">
|
||||
<path d="M0 0h6.5v-1.6L4.8-3.2H.5c-.3 0-.5.3-.5.6z" id="path9249" fill="#a9aba9"/>
|
||||
</g>
|
||||
<path d="M852.5 99.6h3.3v-3.3h-3.3z" id="path9251" fill="#fff"/>
|
||||
</g>
|
||||
</g>
|
||||
<g transform="matrix(.35278 0 0 -.35278 -239.7 326.4)" id="g9253">
|
||||
<g id="g9255" clip-path="url(#clipPath9259)">
|
||||
<g id="g9261" transform="translate(855.6 98.2)">
|
||||
<path d="M0 0v-.3C-.3-.7-.4-1-.7-1-.9-1-1-1-1-.8a.5.5 0 0 0-.5-.2l-.3.1h-.8l-.3.1c0 .4.2.6.3 1h.5l.4.2.3-.1h.6V.2h.1l.4.2.2-.1V0m-3-2H.2v3.4H-3z" id="path9263" fill="#fe0"/>
|
||||
</g>
|
||||
<g id="g9265" transform="translate(855.7 98.1)">
|
||||
<path d="M0 0l-.1-.4C-.2-.7-.5-1-.7-1c-.2 0-.3 0-.4.2a.6.6 0 0 0-.4-.2l-.3.1a.6.6 0 0 0-.3 0h-.6c-.2 0-.4 0-.4.3l.3.9.4.2.2-.1.4.1h.6l.4-.1h.7L0 0m-3.2-1.8H.1v3.3h-3.3z" id="path9267" fill="#d52715"/>
|
||||
</g>
|
||||
<path d="M855.8 96.3h-3.3v3.3h3.3zm-3.3 0h3.3v3.3h-3.3z" id="path9269" fill="#171714"/>
|
||||
<g id="g9271" transform="translate(855.7 98.7)">
|
||||
<path d="M0 0v-.2.2m0 0v-.1m0 0zm0 0z" id="path9273" fill="#171714"/>
|
||||
</g>
|
||||
<g id="g9275" transform="translate(855.3 98.2)">
|
||||
<path d="M0 0l-.2-.5h-.1c0 .2 0 .4.2.5H0m.2-.1L.1-.6l-.4-.2c-.1 0-.3 0-.3.2l.1.5c.1.2.2.4.5.4s.3-.3.2-.4m-1 .2l-.3-.6.2.1v.1l.1.1c.2 0 .2-.1.2-.2 0-.2-.2-.4-.5-.4-.1 0-.2 0-.2.2V0c.2.2.3.4.6.4.1 0 .2 0 .2-.2L-.6 0s-.2 0-.1.1m-1-.4v-.1h.3c0-.2-.2-.3-.3-.3-.1 0-.2 0-.3.2l.2.7.4.2.2-.1c0-.1 0-.2-.2-.2l-.2-.1.3-.1c0-.2-.2-.2-.3-.1m-.6-.2h.2c0-.3-.2-.3-.3-.3 0 0-.2 0-.2.2 0 .3.2.5.3.8h.2c0-.2 0-.5-.2-.7M0 .4C-.2.4-.3.4-.4.2c-.1.2-.2.2-.4.2L-1 .3l-.3.1c-.1 0-.3 0-.4-.2v.1h-.5l-.3-1s.1-.2.3-.2l.3.1.3-.1.3.1.3-.1c.2 0 .3 0 .4.2l.4-.2c.3 0 .5.2.6.6V0a.3.3 0 0 1-.3.4" id="path9277" fill="#171714"/>
|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
<g transform="matrix(.35278 0 0 -.35278 -239.7 326.4)" id="g9279">
|
||||
<g id="g9281" clip-path="url(#clipPath9285)">
|
||||
<g id="g9287" transform="translate(838.7 98.2)">
|
||||
<path d="M0 0v-.3h-.5l-.1-.1v-.4H0v-.3h-1v.2h-.4v-.6h2V.4h-2v-.5h.4V0h1z" id="path9289" fill="#f2f2f2"/>
|
||||
</g>
|
||||
<g id="g9291" transform="translate(836.9 98.7)">
|
||||
<path d="M0 0h-.4l-.2-.1-.5-1.2-.6 1.2-.1.1h-.5v-.1l.8-1.8.2-.1h.5l.9 2H0" id="path9293" fill="#f2f2f2"/>
|
||||
</g>
|
||||
<g id="g9295" transform="translate(834.2 97.9)">
|
||||
<path d="M0 0h.1v-.4h-1.5v-.4H0L.1-1v-.3H-2v2h2V.3h-1.5V0z" id="path9297" fill="#f2f2f2"/>
|
||||
</g>
|
||||
<g id="g9299" transform="translate(820.8 131.1)">
|
||||
<path d="M0 0l-1.9-2.9 7.3-1C4.3 1.3 4 1.7 3.4 5.2l-2-3a39.5 39.5 0 0 1-4.1 3.2c-1.4.8-3 1.3-4.7 1.5-2.1 0-4.3-.2-6.4-.8l.1-3.3C-9 4.8-3.5 3.8 0 0" id="path9301" fill="#303030"/>
|
||||
</g>
|
||||
<g id="g9303" transform="translate(767 107.4)">
|
||||
<path d="M0 0c1.6 2.3 3.8 4 6.4 5" id="path9305" fill="none" stroke="#303030"/>
|
||||
</g>
|
||||
<g id="g9307" transform="translate(766.2 110.4)">
|
||||
<path d="M0 0c1.6 2.3 3.8 4 6.4 5" id="path9309" fill="none" stroke="#303030"/>
|
||||
</g>
|
||||
<g id="g9311" transform="translate(765.6 113.3)">
|
||||
<path d="M0 0c1.6 2.3 3.8 4 6.4 5" id="path9313" fill="none" stroke="#303030"/>
|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 17 KiB |
4
docs/static/filelogo.svg
vendored
Normal file
@ -0,0 +1,4 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32">
|
||||
<path fill="#aa278f" d="M32 15.994v-.011c0-.108-.005-.209-.016-.303h-.001c-.032-.285-.112-.504-.239-.656-.171-.204-.459-.435-.864-.691a4.275 4.275 0 0 1-.986-.827c-.252-.296-.442-.734-.57-1.316-.049-.227-.087-.719-.112-1.473V8.696c0-.38-.031-.723-.076-1.049a12.313 12.313 0 0 0-.004-.188c-.009-.782-.18-1.475-.513-2.078a3.462 3.462 0 0 0-1.416-1.401c-.611-.33-1.305-.495-2.081-.495H6.271s-.674.067-.962.201a4.021 4.021 0 0 0-.521.295 3.502 3.502 0 0 0-.798.59c-.693.688-1.061 1.601-1.113 2.734a9.172 9.172 0 0 0-.088 1.283v2.558a6.802 6.802 0 0 1-.183 1.373 2.311 2.311 0 0 1-.532 1.033 2.67 2.67 0 0 0-.202.196c-.265.238-.638.511-1.13.823-.404.262-.64.633-.715 1.108l-.002.023a2.195 2.195 0 0 0-.023.287L0 16.006v.011c0 .108.005.209.016.303h.001c.032.285.112.504.239.656.171.204.459.435.864.691.406.256.735.532.986.827.252.296.442.734.57 1.316.049.227.087.719.112 1.473v2.019c0 .38.031.723.076 1.049l.004.188c.009.782.18 1.475.513 2.078a3.462 3.462 0 0 0 1.416 1.401c.611.33 1.305.495 2.081.495H25.73c.35 0 .673-.067.961-.201.184-.085.356-.187.521-.296.291-.159.559-.353.798-.59.693-.688 1.061-1.601 1.113-2.734.056-.398.088-.823.088-1.283v-2.558c.019-.495.079-.953.183-1.373.104-.419.282-.762.532-1.033a2.67 2.67 0 0 0 .202-.196c.265-.238.638-.511 1.13-.823.404-.262.64-.633.715-1.108h.002l.002-.023c.013-.092.022-.187.023-.287v-.014z"/>
|
||||
<path fill="#fff" d="M27.366 16.522l.819-.518-.821-.516a4.547 4.547 0 0 1-.927-.744 3.033 3.033 0 0 1-.554-.896 5.166 5.166 0 0 1-.328-1.339 16.319 16.319 0 0 1-.103-1.961c0-.781-.016-1.365-.05-1.786-.039-.489-.123-.852-.258-1.112a1.36 1.36 0 0 0-.718-.661c-.223-.089-.527-.154-.924-.199a.532.532 0 0 1-.356-.213c-.11-.133-.165-.344-.165-.627 0-.41.086-.811 1.121-.811.636 0 1.196.127 1.666.376.464.247.818.589 1.085 1.046.267.458.406.995.413 1.597.064 3.554.129 4.265.184 4.492.153.63.382 1.109.701 1.464.287.319.635.602 1.035.843.29.175.501.341.627.493.035.043.116.181.116.554 0 .383-.12.628-.39.794-.606.373-1.041.699-1.331.997a2.734 2.734 0 0 0-.678 1.24c-.112.437-.177 1.05-.198 1.875-.02.773-.042 1.741-.066 2.904-.021.941-.306 1.668-.873 2.222-.568.554-1.317.823-2.291.823-.409 0-.71-.077-.895-.23-.155-.128-.226-.32-.226-.604 0-.179.03-.336.093-.479a.682.682 0 0 1 .188-.268.463.463 0 0 1 .24-.094c.414-.055.725-.127.951-.219.317-.131.567-.378.723-.716.124-.269.2-.625.233-1.089.029-.402.044-.968.044-1.725.016-1.061.077-1.896.182-2.481.095-.53.274-.987.533-1.359.261-.375.665-.736 1.198-1.073zm-16.618 6.519h10.458a.75.75 0 0 0 .751-.751l-.001-3.709c-.134-.449-.518-.492-.878-.15-.033 0-.393.443-1.22.443a2.033 2.033 0 0 1-1.944-1.715h-.011a6.59 6.59 0 0 1 0-.526h.011a2.03 2.03 0 0 1 1.944-1.715c.827 0 1.187.443 1.22.443.35.332.738.252.879-.147l.001-3.432a.769.769 0 0 0-.562-.741c-.061.016-3.259 0-3.259 0-.786.065-1.063-.466-.624-.928 0-.033.443-.393.443-1.22a2.033 2.033 0 0 0-1.715-1.944v-.011a6.59 6.59 0 0 0-.526 0v.011A2.03 2.03 0 0 0 14 8.893c0 .827.443 1.187.443 1.22.439.462.254.97-.624.928 0 0-3.198.016-3.259 0a.77.77 0 0 0-.562.741V22.29a.75.75 0 0 0 .75.751zm-6.197-3.692c.055.227.12.938.184 4.492.007.602.146 1.138.413 1.597.267.458.622.8 1.085 1.046.47.25 1.03.376 1.666.376 1.035 0 1.121-.4 1.121-.811 0-.283-.056-.493-.165-.627a.537.537 0 0 0-.356-.213c-.397-.045-.701-.11-.925-.199a1.367 1.367 0 0 1-.718-.661c-.135-.259-.219-.623-.258-1.112a24.159 24.159 0 0 1-.05-1.786c0-.751-.035-1.41-.103-1.961a5.174 5.174 0 0 0-.329-1.339 3.028 3.028 0 0 0-.554-.896 4.52 4.52 0 0 0-.927-.744l-.821-.516.819-.518c.533-.337.936-.698 1.199-1.075.259-.372.438-.829.533-1.359.105-.585.166-1.419.182-2.481 0-.757.014-1.323.044-1.725.033-.464.109-.82.233-1.089.156-.337.406-.584.723-.715.226-.092.537-.163.951-.219a.463.463 0 0 0 .24-.094.662.662 0 0 0 .189-.267 1.18 1.18 0 0 0 .093-.479c0-.284-.072-.476-.226-.604-.186-.153-.487-.23-.895-.23-.974 0-1.723.269-2.291.823-.567.554-.852 1.281-.873 2.222a588.806 588.806 0 0 1-.065 2.904c-.021.825-.086 1.438-.198 1.875a2.731 2.731 0 0 1-.679 1.24c-.289.298-.725.624-1.331.997-.27.166-.39.41-.39.794 0 .373.081.511.116.554.127.153.338.319.627.493.4.24.748.524 1.035.843.319.355.548.834.701 1.464z"/>
|
||||
</svg>
|
After Width: | Height: | Size: 4.1 KiB |
BIN
docs/static/hero.png
vendored
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 585 KiB |
BIN
docs/static/lessons/line-detection.jpg
vendored
Normal file
After Width: | Height: | Size: 25 KiB |
BIN
docs/static/lessons/line-detection/car-driving.jpg
vendored
Normal file
After Width: | Height: | Size: 68 KiB |
BIN
docs/static/lessons/line-detection/color-sensor-driving.jpg
vendored
Normal file
After Width: | Height: | Size: 41 KiB |
BIN
docs/static/lessons/make-it-move.jpg
vendored
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
docs/static/lessons/make-it-move/locomotion-no-wheels.jpg
vendored
Normal file
After Width: | Height: | Size: 29 KiB |
BIN
docs/static/lessons/make-it-move/walker-bot.jpg
vendored
Normal file
After Width: | Height: | Size: 26 KiB |
@ -8,7 +8,7 @@ import { FieldSpeed } from "./field_speed";
|
||||
import { FieldBrickButtons } from "./field_brickbuttons";
|
||||
import { FieldTurnRatio } from "./field_turnratio";
|
||||
|
||||
pxt.editor.initExtensionsAsync = function(opts: pxt.editor.ExtensionOptions): Promise<pxt.editor.ExtensionResult> {
|
||||
pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): Promise<pxt.editor.ExtensionResult> {
|
||||
pxt.debug('loading pxt-ev3 target extensions...')
|
||||
updateBlocklyShape();
|
||||
const res: pxt.editor.ExtensionResult = {
|
||||
@ -28,7 +28,95 @@ pxt.editor.initExtensionsAsync = function(opts: pxt.editor.ExtensionOptions): Pr
|
||||
selector: "turnratio",
|
||||
editor: FieldTurnRatio
|
||||
}],
|
||||
deployCoreAsync
|
||||
deployCoreAsync,
|
||||
showUploadInstructionsAsync: (fn: string, url: string, confirmAsync: (options: any) => Promise<number>) => {
|
||||
let resolve: (thenableOrResult?: void | PromiseLike<void>) => void;
|
||||
let reject: (error: any) => void;
|
||||
const deferred = new Promise<void>((res, rej) => {
|
||||
resolve = res;
|
||||
reject = rej;
|
||||
});
|
||||
const boardName = pxt.appTarget.appTheme.boardName || "???";
|
||||
const boardDriveName = pxt.appTarget.appTheme.driveDisplayName || pxt.appTarget.compile.driveName || "???";
|
||||
|
||||
// https://msdn.microsoft.com/en-us/library/cc848897.aspx
|
||||
// "For security reasons, data URIs are restricted to downloaded resources.
|
||||
// Data URIs cannot be used for navigation, for scripting, or to populate frame or iframe elements"
|
||||
const downloadAgain = !pxt.BrowserUtils.isIE() && !pxt.BrowserUtils.isEdge();
|
||||
const docUrl = pxt.appTarget.appTheme.usbDocs;
|
||||
const saveAs = pxt.BrowserUtils.hasSaveAs();
|
||||
|
||||
const htmlBody = `
|
||||
<div class="ui three column grid stackable">
|
||||
<div class="column">
|
||||
<div class="ui">
|
||||
<div class="image">
|
||||
<img class="ui medium rounded image" src="./static/download/connect.svg" style="height:109px;width:261px;margin-bottom:1rem;">
|
||||
</div>
|
||||
<div class="content">
|
||||
<div class="description">
|
||||
<span class="ui yellow circular label">1</span>
|
||||
<strong>${lf("Connect EV3 to computer with USB cable")}</strong>
|
||||
<br/>
|
||||
${lf("Use the miniUSB port on top of EV3 brick")}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="column">
|
||||
<div class="ui">
|
||||
<div class="image">
|
||||
<img class="ui medium rounded image" src="./static/download/firmware.svg" style="height:109px;width:261px;margin-bottom:1rem;">
|
||||
</div>
|
||||
<div class="content">
|
||||
<div class="description">
|
||||
<span class="ui blue circular label">2</span>
|
||||
<strong>${lf("Make sure you have the latest EV3 firmware")}</strong>
|
||||
<br/>
|
||||
<a href="" target="_blank">${lf("Click here to update to latest firmware")}</a>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="column">
|
||||
<div class="ui">
|
||||
<div class="image">
|
||||
<img class="ui medium rounded image" src="./static/download/transfer.svg" style="height:109px;width:261px;margin-bottom:1rem;">
|
||||
</div>
|
||||
<div class="content">
|
||||
<div class="description">
|
||||
<span class="ui blue circular label">3</span>
|
||||
${lf("Move the .uf2 file to EV3 brick")}
|
||||
<br/>
|
||||
${lf("Locate the downloaded .uf2 file and drag it to the EV3 drive")}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>`;
|
||||
|
||||
return confirmAsync({
|
||||
header: lf("Download to your EV3"),
|
||||
htmlBody,
|
||||
hasCloseIcon: true,
|
||||
hideCancel: true,
|
||||
hideAgree: false,
|
||||
agreeLbl: lf("I got it"),
|
||||
buttons: [downloadAgain ? {
|
||||
label: fn,
|
||||
icon: "download",
|
||||
class: "lightgrey focused",
|
||||
url,
|
||||
fileName: fn
|
||||
} : undefined, docUrl ? {
|
||||
label: lf("Help"),
|
||||
icon: "help",
|
||||
class: "lightgrey",
|
||||
url: docUrl
|
||||
} : undefined]
|
||||
//timeout: 20000
|
||||
}).then(() => { });
|
||||
}
|
||||
};
|
||||
initAsync().catch(e => {
|
||||
// probably no HID - we'll try this again upon deployment
|
||||
|
@ -40,7 +40,9 @@ export class FieldSpeed extends Blockly.FieldSlider implements Blockly.FieldCust
|
||||
var labelContainer = document.createElement('div');
|
||||
this.speedSVG = document.createElementNS("http://www.w3.org/2000/svg", "svg") as SVGGElement;
|
||||
pxsim.svg.hydrate(this.speedSVG, {
|
||||
viewBox: "0 0 200 100"
|
||||
viewBox: "0 0 200 100",
|
||||
width: "200",
|
||||
height: "100"
|
||||
});
|
||||
|
||||
labelContainer.appendChild(this.speedSVG);
|
||||
@ -58,7 +60,7 @@ export class FieldSpeed extends Blockly.FieldSlider implements Blockly.FieldCust
|
||||
|
||||
this.reporter = pxsim.svg.child(this.speedSVG, "text", {
|
||||
'x': 100, 'y': 80,
|
||||
'text-anchor': 'middle', 'alignment-baseline': 'middle',
|
||||
'text-anchor': 'middle', 'dominant-baseline': 'middle',
|
||||
'style': 'font-size: 50px',
|
||||
'class': 'sim-text inverted number'
|
||||
}) as SVGTextElement;
|
||||
|
@ -56,7 +56,7 @@ export class FieldTurnRatio extends Blockly.FieldSlider implements Blockly.Field
|
||||
}, marker);
|
||||
this.reporter_ = pxsim.svg.child(svg, "text", {
|
||||
'x': FieldTurnRatio.HALF, 'y': 96,
|
||||
'text-anchor': 'middle', 'alignment-baseline': 'middle',
|
||||
'text-anchor': 'middle', 'dominant-baseline': 'middle',
|
||||
'style': 'font-size: 50px',
|
||||
'class': 'sim-text inverted number'
|
||||
}) as SVGTextElement;
|
||||
|
26
libs/automation/_locales/automation-jsdoc-strings.json
Normal file
@ -0,0 +1,26 @@
|
||||
{
|
||||
"automation": "Automation, process control and robotic controllers",
|
||||
"automation.Behavior": "A behavior",
|
||||
"automation.Behavior.update": "Called on each behavior iteration even for suppresed behaviors",
|
||||
"automation.Behavior.update|param|elapsed": "milli seconds since last call",
|
||||
"automation.BehaviorManager": "A manager for behaviors",
|
||||
"automation.BehaviorManager.add": "Adds a new behavior to the behavior manager",
|
||||
"automation.BehaviorManager.add|param|behavior": "the behavior to add",
|
||||
"automation.BehaviorManager.start": "Starts the behavior control loop",
|
||||
"automation.BehaviorManager.stop": "Stops the execution loop",
|
||||
"automation.PIDController": "A PID controller.\n* Reference: Feedback System, Karl Johan Astrom & Rickard M. Murry",
|
||||
"automation.PIDController.compute": "Computes the output based on the system state",
|
||||
"automation.PIDController.setControlSaturation": "Sets the control saturation values",
|
||||
"automation.PIDController.setControlSaturation|param|high": "highest control value, eg: 100",
|
||||
"automation.PIDController.setControlSaturation|param|low": "lowest control value, eg: -100",
|
||||
"automation.PIDController.setDerivativeFilter": "Sets the derivative filter gain",
|
||||
"automation.PIDController.setDerivativeFilter|param|N": "the filter gain, eg:10",
|
||||
"automation.PIDController.setGains": "Sets the PID gains",
|
||||
"automation.PIDController.setGains|param|b": "setpoint weight, eg: 0.9",
|
||||
"automation.PIDController.setGains|param|kd": "derivative gain",
|
||||
"automation.PIDController.setGains|param|ki": "integral gain",
|
||||
"automation.PIDController.setGains|param|kp": "proportional gain",
|
||||
"automation.PIDController.setPoint": "Updates the desired setpoint",
|
||||
"automation.addBehavior": "Adds the behavior and starts it",
|
||||
"automation.addBehavior|param|behavior": "a behavior"
|
||||
}
|
12
libs/automation/_locales/automation-strings.json
Normal file
@ -0,0 +1,12 @@
|
||||
{
|
||||
"automation.PIDController.compute|block": "%pid|compute for timestep %timestep|(ms) at state %y",
|
||||
"automation.PIDController.setControlSaturation|block": "set %pid|control saturation from %low|to %high",
|
||||
"automation.PIDController.setDerivativeFilter|block": "set %pid|derivative filter %N",
|
||||
"automation.PIDController.setGains|block": "set %pid|gains kp %kp|ki %ki|kd %kd",
|
||||
"automation.PIDController.setPoint|block": "set %pid|point to %ysp",
|
||||
"automation.addBehavior|block": "add behavior %behavior",
|
||||
"automation|block": "automation",
|
||||
"{id:category}Automation": "Automation",
|
||||
"{id:group}Behaviors": "Behaviors",
|
||||
"{id:group}PID": "PID"
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
{
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/behaviors",
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/automation",
|
||||
"dependencies": {
|
||||
"core": "file:../ev3"
|
||||
"ev3": "file:../ev3"
|
||||
}
|
||||
}
|
@ -134,7 +134,7 @@
|
||||
"control.panic": "Display an error code and stop the program.",
|
||||
"control.panic|param|code": "an error number to display. eg: 5",
|
||||
"control.reset": "Reset the device.",
|
||||
"control.runInBackground": "Run other code in the background.",
|
||||
"control.runInParallel": "Run other code in the parallel.",
|
||||
"control.waitForEvent": "Blocks the calling thread until the specified event is raised.",
|
||||
"control.waitMicros": "Block the current fiber for the given microseconds",
|
||||
"control.waitMicros|param|micros": "number of micro-seconds to wait. eg: 4",
|
||||
|
@ -25,10 +25,11 @@
|
||||
"control.onEvent|block": "on event|from %src|with value %value",
|
||||
"control.panic|block": "panic %code",
|
||||
"control.reset|block": "reset",
|
||||
"control.runInBackground|block": "run in background",
|
||||
"control.runInParallel|block": "run in parallel",
|
||||
"control.waitForEvent|block": "wait for event|from %src|with value %value",
|
||||
"control.waitMicros|block": "wait (µs)%micros",
|
||||
"control|block": "control",
|
||||
"fieldeditors|block": "fieldeditors",
|
||||
"loops.forever|block": "forever",
|
||||
"loops.pause|block": "pause %pause=timePicker|ms",
|
||||
"loops|block": "loops",
|
||||
|
@ -17,7 +17,8 @@
|
||||
"control.cpp",
|
||||
"control.ts",
|
||||
"serial.cpp",
|
||||
"serial.ts"
|
||||
"serial.ts",
|
||||
"fieldeditors.ts"
|
||||
],
|
||||
"testFiles": [
|
||||
"test.ts"
|
||||
|
8
libs/base/shims.d.ts
vendored
@ -118,11 +118,11 @@ declare namespace control {
|
||||
function waitMicros(micros: int32): void;
|
||||
|
||||
/**
|
||||
* Run other code in the background.
|
||||
* Run other code in the parallel.
|
||||
*/
|
||||
//% help=control/run-in-background blockAllowMultiple=1 afterOnStart=true
|
||||
//% blockId="control_run_in_background" block="run in background" blockGap=8 shim=control::runInBackground
|
||||
function runInBackground(a: () => void): void;
|
||||
//% help=control/run-in-parallel handlerStatement=1
|
||||
//% blockId="control_run_in_parallel" block="run in parallel" blockGap=8 shim=control::runInParallel
|
||||
function runInParallel(a: () => void): void;
|
||||
|
||||
/**
|
||||
* Blocks the calling thread until the specified event is raised.
|
||||
|
@ -1,14 +0,0 @@
|
||||
{
|
||||
"behaviors": "Behavior drive blocks",
|
||||
"behaviors.Behavior": "A behavior",
|
||||
"behaviors.BehaviorManager": "A manager for behaviors",
|
||||
"behaviors.BehaviorManager.add": "Adds a new behavior to the behavior manager",
|
||||
"behaviors.BehaviorManager.add|param|behavior": "the behavior to add",
|
||||
"behaviors.BehaviorManager.start": "Starts the behavior control loop",
|
||||
"behaviors.BehaviorManager.stop": "Stops the execution loop",
|
||||
"behaviors.addBehavior": "Adds the behavior and starts it",
|
||||
"behaviors.addBehavior|param|behavior": "a behavior",
|
||||
"behaviors.avoidCrash": "A behavior that stops all motors if the sensor distance get too short",
|
||||
"behaviors.driveForward": "A behavior that turns on the motors to the specified speed",
|
||||
"behaviors.driveForward|param|motors": "@param speed the desired speed, eg: 50"
|
||||
}
|
@ -1,7 +0,0 @@
|
||||
{
|
||||
"behaviors.addBehavior|block": "add behavior %behavior",
|
||||
"behaviors.avoidCrash|block": "avoid crash using %ultrasonic",
|
||||
"behaviors.driveForward|block": "drive %motors|forward at %speed=motorSpeedPicker|%",
|
||||
"behaviors|block": "behaviors",
|
||||
"{id:category}Behaviors": "Behaviors"
|
||||
}
|
@ -1,56 +0,0 @@
|
||||
namespace behaviors {
|
||||
class AvoidCrashBehavior extends behaviors.Behavior {
|
||||
private ultrasonic: sensors.UltraSonicSensor;
|
||||
constructor(ultrasonic: sensors.UltraSonicSensor) {
|
||||
super();
|
||||
this.ultrasonic = ultrasonic;
|
||||
}
|
||||
|
||||
shouldRun(): boolean {
|
||||
return this.ultrasonic.distance() < 5;
|
||||
}
|
||||
|
||||
run(): void {
|
||||
motors.stopAllMotors();
|
||||
this.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A behavior that stops all motors if the sensor distance get too short
|
||||
*/
|
||||
//% blockId=behaviorsAvoidCrash block="avoid crash using %ultrasonic"
|
||||
export function avoidCrash(ultrasonic: sensors.UltraSonicSensor) : behaviors.Behavior {
|
||||
return new AvoidCrashBehavior(ultrasonic);
|
||||
}
|
||||
|
||||
class DriveForwardBehavior extends behaviors.Behavior {
|
||||
private motors: motors.MotorBase;
|
||||
private speed: number;
|
||||
constructor(motors: motors.MotorBase, speed: number) {
|
||||
super();
|
||||
this.motors = motors;
|
||||
this.speed = speed;
|
||||
}
|
||||
|
||||
shouldRun(): boolean {
|
||||
return true;
|
||||
}
|
||||
|
||||
run(): void {
|
||||
this.motors.setSpeed(this.speed);
|
||||
pauseUntil(() => !this.active);
|
||||
this.motors.setSpeed(0);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A behavior that turns on the motors to the specified speed
|
||||
* @param motors
|
||||
* @param speed the desired speed, eg: 50
|
||||
*/
|
||||
//% blockId=behaviorsDriveForward block="drive %motors|forward at %speed=motorSpeedPicker|%"
|
||||
export function driveForward(motors: motors.MotorBase, speed: number): behaviors.Behavior {
|
||||
return new DriveForwardBehavior(motors, speed);
|
||||
}
|
||||
}
|
@ -1,3 +1,5 @@
|
||||
<xml xmlns="http://www.w3.org/1999/xhtml">
|
||||
<block type="forever"></block>
|
||||
<variables></variables>
|
||||
<block type="pxt-on-start" x="0" y="0"></block>
|
||||
<block type="forever" x="176" y="0"></block>
|
||||
</xml>
|
@ -1,11 +1,10 @@
|
||||
{
|
||||
"chassis": "A differential drive robot",
|
||||
"chassis.Chassis": "A differential drive robot",
|
||||
"chassis.Chassis.drive": "Makes a differential drive robot move with a given speed (cm/s) and rotation rate (deg/s)\nusing a unicycle model.",
|
||||
"chassis.Chassis.drive|param|rotationSpeed": "rotation of the robot around the center point, eg: 30",
|
||||
"chassis.Chassis.drive|param|speed": "speed of the center point between motors, eg: 10",
|
||||
"chassis.Chassis.drive|param|value": "the amount of movement, eg: 2",
|
||||
"chassis.Chassis.setBaseLength": "Sets the base length in centimeters",
|
||||
"chassis.Chassis.setMotors": "Sets the motors used by the chassis, default is B+C",
|
||||
"chassis.Chassis.setProperty": "Sets a property of the robot",
|
||||
"chassis.Chassis.setProperty|param|property": "the property to set",
|
||||
"chassis.Chassis.setProperty|param|value": "the value to set"
|
||||
"chassis.Chassis.setWheelRadius": "Sets the wheel radius in centimeters"
|
||||
}
|
@ -1,9 +1,8 @@
|
||||
{
|
||||
"ChassisProperty.BaseLength|block": "base length (cm)",
|
||||
"ChassisProperty.WheelRadius|block": "wheel radius (cm)",
|
||||
"chassis.Chassis.drive|block": "drive %chassis|at %speed|cm/s|turning %rotationSpeed|deg/s",
|
||||
"chassis.Chassis.setBaseLength|block": "set %chassis|base length to %cm|(cm)",
|
||||
"chassis.Chassis.setMotors|block": "set %chassis|motors to %motors",
|
||||
"chassis.Chassis.setProperty|block": "set %chassis|%property|to %value",
|
||||
"chassis.Chassis.setWheelRadius|block": "set %chassis|wheel radius to %cm|(cm)",
|
||||
"chassis|block": "chassis",
|
||||
"{id:category}Chassis": "Chassis"
|
||||
}
|
@ -1,10 +1,7 @@
|
||||
enum ChassisProperty {
|
||||
//% block="wheel radius (cm)"
|
||||
WheelRadius,
|
||||
//% block="base length (cm)"
|
||||
BaseLength
|
||||
}
|
||||
|
||||
/**
|
||||
* A differential drive robot
|
||||
*/
|
||||
//% weight=50 color=#cf00cf
|
||||
namespace chassis {
|
||||
/**
|
||||
* A differential drive robot
|
||||
@ -29,13 +26,17 @@ namespace chassis {
|
||||
* using a unicycle model.
|
||||
* @param speed speed of the center point between motors, eg: 10
|
||||
* @param rotationSpeed rotation of the robot around the center point, eg: 30
|
||||
* @param value the amount of movement, eg: 2
|
||||
* @param unit
|
||||
*/
|
||||
* @param distance
|
||||
**/
|
||||
//% blockId=motorDrive block="drive %chassis|at %speed|cm/s|turning %rotationSpeed|deg/s"
|
||||
//% inlineInputMode=inline
|
||||
//% weight=95 blockGap=8
|
||||
drive(speed: number, rotationSpeed: number, value: number = 0, unit: MoveUnit = MoveUnit.MilliSeconds) {
|
||||
drive(speed: number, rotationSpeed: number, distance: number = 0) {
|
||||
if (!speed) {
|
||||
this.motors.stop();
|
||||
return;
|
||||
}
|
||||
|
||||
// speed is expressed in %
|
||||
const R = this.wheelRadius; // cm
|
||||
const L = this.baseLength; // cm
|
||||
@ -52,26 +53,30 @@ namespace chassis {
|
||||
const sr = vr / maxw * 100; // %
|
||||
const sl = vl / maxw * 100; // %
|
||||
|
||||
this.motors.tank(sr, sl, value, unit)
|
||||
// cm / (cm/s) = s
|
||||
const seconds = distance / speed;
|
||||
|
||||
this.motors.tank(sr, sl, seconds, MoveUnit.Seconds)
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets a property of the robot
|
||||
* @param property the property to set
|
||||
* @param value the value to set
|
||||
* Sets the wheel radius in centimeters
|
||||
* @param cm
|
||||
*/
|
||||
//% blockId=chassisSetProperty block="set %chassis|%property|to %value"
|
||||
//% blockGap=8
|
||||
//% weight=10
|
||||
setProperty(property: ChassisProperty, value: number) {
|
||||
switch (property) {
|
||||
case ChassisProperty.WheelRadius:
|
||||
this.wheelRadius = Math.max(0.1, value); break;
|
||||
case ChassisProperty.BaseLength:
|
||||
this.baseLength = Math.max(0.1, value); break;
|
||||
}
|
||||
//% blockId=chassisSetWheelRadius block="set %chassis|wheel radius to %cm|(cm)"
|
||||
setWheelRadius(cm: number) {
|
||||
this.wheelRadius = cm;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the base length in centimeters
|
||||
* @param cm
|
||||
*/
|
||||
//% blockId=chassisSetBaseLength block="set %chassis|base length to %cm|(cm)"
|
||||
setBaseLength(cm: number) {
|
||||
this.baseLength = cm;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the motors used by the chassis, default is B+C
|
||||
* @param motors
|
||||
@ -81,6 +86,10 @@ namespace chassis {
|
||||
setMotors(motors: motors.SynchedMotorPair) {
|
||||
this.motors = motors;
|
||||
}
|
||||
|
||||
toString(): string {
|
||||
return `chassis base ${this.baseLength}, wheel ${this.wheelRadius}`;
|
||||
}
|
||||
}
|
||||
|
||||
//% fixedInstance whenUsed
|
||||
|
@ -1,5 +1,6 @@
|
||||
{
|
||||
"sensors.ColorSensor": "The color sensor is a digital sensor that can detect the color or intensity\nof light that enters the small window on the face of the sensor.",
|
||||
"sensors.ColorSensor.calibrateLight": "Collects measurement of the light condition and adjusts the threshold to 10% / 90%.",
|
||||
"sensors.ColorSensor.color": "Get the current color from the color sensor.",
|
||||
"sensors.ColorSensor.colorMode": "Gets the current color mode",
|
||||
"sensors.ColorSensor.light": "Measures the ambient or reflected light value from 0 (darkest) to 100 (brightest).",
|
||||
@ -14,5 +15,8 @@
|
||||
"sensors.ColorSensor.pauseForLight": "Waits for the given color to be detected",
|
||||
"sensors.ColorSensor.setThreshold": "Sets a threshold value",
|
||||
"sensors.ColorSensor.setThreshold|param|condition": "the dark or bright light condition",
|
||||
"sensors.ColorSensor.setThreshold|param|value": "the value threshold"
|
||||
"sensors.ColorSensor.setThreshold|param|value": "the value threshold",
|
||||
"sensors.ColorSensor.threshold": "Gets the threshold value",
|
||||
"sensors.ColorSensor.threshold|param|condition": "the light condition",
|
||||
"sensors.color": "Returns a color that the sensor can detect"
|
||||
}
|
@ -13,6 +13,7 @@
|
||||
"LightCondition.Dark|block": "dark",
|
||||
"LightIntensityMode.Ambient|block": "ambient light",
|
||||
"LightIntensityMode.Reflected|block": "reflected light",
|
||||
"sensors.ColorSensor.calibrateLight|block": "calibrate|%sensor|for %mode|light",
|
||||
"sensors.ColorSensor.color|block": "%sensor| color",
|
||||
"sensors.ColorSensor.light|block": "%sensor|%mode",
|
||||
"sensors.ColorSensor.onColorDetected|block": "on %sensor|detected color %color",
|
||||
@ -20,10 +21,12 @@
|
||||
"sensors.ColorSensor.pauseForColor|block": "pause %sensor|for color %color",
|
||||
"sensors.ColorSensor.pauseForLight|block": "pause %sensor|for %mode|%condition",
|
||||
"sensors.ColorSensor.setThreshold|block": "set %sensor|%condition|to %value",
|
||||
"sensors.ColorSensor.threshold|block": "%sensor|%condition",
|
||||
"sensors.color1|block": "color 1",
|
||||
"sensors.color2|block": "color 2",
|
||||
"sensors.color3|block": "color 3",
|
||||
"sensors.color4|block": "color 4",
|
||||
"sensors.color|block": "color %color",
|
||||
"sensors|block": "sensors",
|
||||
"{id:category}Sensors": "Sensors",
|
||||
"{id:group}Color Sensor": "Color Sensor",
|
||||
|
@ -19,29 +19,29 @@ enum LightIntensityMode {
|
||||
}
|
||||
|
||||
const enum ColorSensorColor {
|
||||
//% block="none"
|
||||
//% block="none" blockIdentity=sensors.color
|
||||
None,
|
||||
//% block="black"
|
||||
//% block="black" blockIdentity=sensors.color
|
||||
Black,
|
||||
//% block="blue"
|
||||
//% block="blue" blockIdentity=sensors.color
|
||||
Blue,
|
||||
//% block="green"
|
||||
//% block="green" blockIdentity=sensors.color
|
||||
Green,
|
||||
//% block="yellow"
|
||||
//% block="yellow" blockIdentity=sensors.color
|
||||
Yellow,
|
||||
//% block="red"
|
||||
//% block="red" blockIdentity=sensors.color
|
||||
Red,
|
||||
//% block="white"
|
||||
//% block="white" blockIdentity=sensors.color
|
||||
White,
|
||||
//% block="brown"
|
||||
//% block="brown" blockIdentity=sensors.color
|
||||
Brown,
|
||||
}
|
||||
|
||||
enum LightCondition {
|
||||
//% block="dark"
|
||||
Dark = sensors.internal.ThresholdState.Low,
|
||||
Dark = sensors.ThresholdState.Low,
|
||||
//$ block="bright"
|
||||
Bright = sensors.internal.ThresholdState.High
|
||||
Bright = sensors.ThresholdState.High
|
||||
}
|
||||
|
||||
namespace sensors {
|
||||
@ -52,12 +52,14 @@ namespace sensors {
|
||||
*/
|
||||
//% fixedInstances
|
||||
export class ColorSensor extends internal.UartSensor {
|
||||
thresholdDetector: sensors.internal.ThresholdDetector;
|
||||
thresholdDetector: sensors.ThresholdDetector;
|
||||
calibrating: boolean;
|
||||
|
||||
constructor(port: number) {
|
||||
super(port)
|
||||
this._setMode(ColorSensorMode.None);
|
||||
this.thresholdDetector = new sensors.internal.ThresholdDetector(this.id());
|
||||
this.thresholdDetector = new sensors.ThresholdDetector(this.id());
|
||||
this.calibrating = false;
|
||||
}
|
||||
|
||||
_colorEventValue(value: number) {
|
||||
@ -95,6 +97,7 @@ namespace sensors {
|
||||
}
|
||||
|
||||
_update(prev: number, curr: number) {
|
||||
if (this.calibrating) return; // simply ignore data updates while calibrating
|
||||
if (this.mode == ColorSensorMode.Color)
|
||||
control.raiseEvent(this._id, this._colorEventValue(curr));
|
||||
else
|
||||
@ -154,6 +157,7 @@ namespace sensors {
|
||||
//% sensor.fieldEditor="ports"
|
||||
//% weight=98
|
||||
//% group="Color Sensor"
|
||||
//% blockGap=8
|
||||
color(): ColorSensorColor {
|
||||
this.setMode(ColorSensorMode.Color)
|
||||
return this.getNumber(NumberFormat.UInt8LE, 0)
|
||||
@ -230,18 +234,88 @@ namespace sensors {
|
||||
//% blockId=colorSetThreshold block="set %sensor|%condition|to %value"
|
||||
//% group="Threshold" blockGap=8 weight=90
|
||||
//% value.min=0 value.max=100
|
||||
//% sensor.fieldEditor="ports"
|
||||
setThreshold(condition: LightCondition, value: number) {
|
||||
if (condition == LightCondition.Dark)
|
||||
this.thresholdDetector.setLowThreshold(value)
|
||||
else
|
||||
this.thresholdDetector.setHighThreshold(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the threshold value
|
||||
* @param condition the light condition
|
||||
*/
|
||||
//% blockId=colorGetThreshold block="%sensor|%condition"
|
||||
//% group="Threshold" blockGap=8 weight=89
|
||||
//% sensor.fieldEditor="ports"
|
||||
threshold(condition: LightCondition): number {
|
||||
return this.thresholdDetector.threshold(<ThresholdState><number>LightCondition.Dark);
|
||||
}
|
||||
|
||||
/**
|
||||
* Collects measurement of the light condition and adjusts the threshold to 10% / 90%.
|
||||
*/
|
||||
//% blockId=colorCalibrateLight block="calibrate|%sensor|for %mode|light"
|
||||
//% group="Threshold" weight=91 blockGap=8
|
||||
//% sensor.fieldEditor="ports"
|
||||
calibrateLight(mode: LightIntensityMode, deviation: number = 8) {
|
||||
this.calibrating = true; // prevent events
|
||||
|
||||
this.light(mode); // trigger a read
|
||||
pauseUntil(() => this.isActive()); // ensure sensor is live
|
||||
|
||||
|
||||
let vold = 0;
|
||||
let vcount = 0;
|
||||
let min = 200;
|
||||
let max = -200;
|
||||
let k = 0;
|
||||
while (k++ < 1000 && vcount < 50) {
|
||||
let v = this.light(mode);
|
||||
min = Math.min(min, v);
|
||||
max = Math.max(max, v);
|
||||
// detect if nothing has changed and stop calibration
|
||||
if (Math.abs(v - vold) <= 2)
|
||||
vcount++;
|
||||
else {
|
||||
vold = v;
|
||||
vcount = 1;
|
||||
}
|
||||
|
||||
// wait a bit
|
||||
loops.pause(50);
|
||||
}
|
||||
|
||||
// apply tolerance
|
||||
const minDist = 10;
|
||||
min = Math.max(minDist / 2, Math.min(min + deviation / 2, max - deviation / 2 - minDist / 2));
|
||||
max = Math.min(100 - minDist / 2, Math.max(min + minDist, max - deviation / 2));
|
||||
|
||||
// apply thresholds
|
||||
this.thresholdDetector.setLowThreshold(min);
|
||||
this.thresholdDetector.setHighThreshold(max);
|
||||
|
||||
this.calibrating = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//% whenUsed block="color 3" weight=90 fixedInstance jres=icons.port3
|
||||
/**
|
||||
* Returns a color that the sensor can detect
|
||||
*/
|
||||
//% shim=TD_ID
|
||||
//% blockId=colorSensorColor block="color %color"
|
||||
//% group="Color Sensor"
|
||||
//% weight=97
|
||||
export function color(color: ColorSensorColor): ColorSensorColor {
|
||||
return color;
|
||||
}
|
||||
|
||||
//% whenUsed block="color 3" weight=95 fixedInstance jres=icons.port3
|
||||
export const color3: ColorSensor = new ColorSensor(3)
|
||||
|
||||
//% whenUsed block="color 1" weight=95 fixedInstance jres=icons.port1
|
||||
|
||||
//% whenUsed block="color 1" weight=90 fixedInstance jres=icons.port1
|
||||
export const color1: ColorSensor = new ColorSensor(1)
|
||||
|
||||
//% whenUsed block="color 2" weight=90 fixedInstance jres=icons.port2
|
||||
|
@ -3,9 +3,9 @@
|
||||
```blocks
|
||||
loops.forever(function () {
|
||||
if (sensors.color1.ambientLight() > 20) {
|
||||
brick.setStatusLight(LightsPattern.Green)
|
||||
brick.setLight(BrickLight.Green)
|
||||
} else {
|
||||
brick.setStatusLight(LightsPattern.Orange)
|
||||
brick.setLight(BrickLight.Orange)
|
||||
}
|
||||
})
|
||||
```
|
@ -3,9 +3,9 @@
|
||||
```blocks
|
||||
loops.forever(function () {
|
||||
if (sensors.color1.color() == ColorSensorColor.Green) {
|
||||
brick.setStatusLight(LightsPattern.Green)
|
||||
brick.setLight(BrickLight.Green)
|
||||
} else {
|
||||
brick.setStatusLight(LightsPattern.Orange)
|
||||
brick.setLight(BrickLight.Orange)
|
||||
}
|
||||
})
|
||||
```
|
@ -3,9 +3,9 @@
|
||||
```blocks
|
||||
loops.forever(function () {
|
||||
if (sensors.color1.reflectedLight() > 20) {
|
||||
brick.setStatusLight(LightsPattern.Green)
|
||||
brick.setLight(BrickLight.Green)
|
||||
} else {
|
||||
brick.setStatusLight(LightsPattern.Orange)
|
||||
brick.setLight(BrickLight.Orange)
|
||||
}
|
||||
})
|
||||
```
|
@ -29,11 +29,11 @@
|
||||
"brick.buttonLeft": "Left button on the EV3 Brick.",
|
||||
"brick.buttonRight": "Right button on the EV3 Brick.",
|
||||
"brick.buttonUp": "Up button on the EV3 Brick.",
|
||||
"brick.clearScreen": "Clears the screen",
|
||||
"brick.printPorts": "Prints the port states on the screen",
|
||||
"brick.clearScreen": "Clear the screen",
|
||||
"brick.printPorts": "Print the port states on the screen",
|
||||
"brick.setLight": "Set lights.",
|
||||
"brick.setLight|param|pattern": "the lights pattern to use. eg: BrickLight.Orange",
|
||||
"brick.showImage": "Shows an image on screen",
|
||||
"brick.showImage": "Show an image on the screen",
|
||||
"brick.showImage|param|image": "image to draw",
|
||||
"brick.showNumber": "Shows a number on the screen",
|
||||
"brick.showNumber|param|line": "the line number to print the text at, eg: 1",
|
||||
|
@ -63,13 +63,13 @@
|
||||
"control|block": "control",
|
||||
"motors.Motor.angle|block": "%motor|angle",
|
||||
"motors.Motor.clearCounts|block": "%motor|clear counts",
|
||||
"motors.Motor.setRegulated|block": "set %motor|regulated %value",
|
||||
"motors.Motor.setRegulated|block": "set %motor|regulated %value=toggleOnOff",
|
||||
"motors.Motor.speed|block": "%motor|speed",
|
||||
"motors.Motor.tacho|block": "%motor|tacho",
|
||||
"motors.MotorBase.pauseUntilReady|block": "%motor|pause until ready",
|
||||
"motors.MotorBase.reset|block": "%motors|reset",
|
||||
"motors.MotorBase.setBrake|block": "set %motor|brake %brake",
|
||||
"motors.MotorBase.setReversed|block": "set %motor|reversed %reversed",
|
||||
"motors.MotorBase.setBrake|block": "set %motor|brake %brake=toggleOnOff",
|
||||
"motors.MotorBase.setReversed|block": "set %motor|reversed %reversed=toggleOnOff",
|
||||
"motors.MotorBase.setSpeed|block": "set %motor|speed to %speed=motorSpeedPicker|%",
|
||||
"motors.MotorBase.stop|block": "%motors|stop",
|
||||
"motors.SynchedMotorPair.steer|block": "steer %chassis|turn ratio %turnRatio=motorTurnRatioPicker|speed %speed=motorSpeedPicker|%",
|
||||
@ -101,6 +101,7 @@
|
||||
"{id:category}Motors": "Motors",
|
||||
"{id:category}Output": "Output",
|
||||
"{id:category}Screen": "Screen",
|
||||
"{id:category}Sensors": "Sensors",
|
||||
"{id:category}Serial": "Serial",
|
||||
"{id:group}Buttons": "Buttons",
|
||||
"{id:group}Counters": "Counters",
|
||||
|
@ -5,6 +5,7 @@ namespace brick {
|
||||
*/
|
||||
//% blockId=brickBatteryLevel block="battery level"
|
||||
//% group="More"
|
||||
//% help=brick/battery-level
|
||||
export function batteryLevel(): number {
|
||||
const info = sensors.internal.getBatteryInfo();
|
||||
return info.current;
|
||||
|
@ -4,34 +4,24 @@
|
||||
*/
|
||||
const enum BrickLight {
|
||||
//% block=off enumval=0
|
||||
//% blockIdentity=brick.lightPattern
|
||||
Off = 0,
|
||||
//% block=green enumval=1
|
||||
//% blockIdentity=brick.lightPattern
|
||||
Green = 1,
|
||||
//% block=red enumval=2
|
||||
//% blockIdentity=brick.lightPattern
|
||||
Red = 2,
|
||||
//% block=orange enumval=3
|
||||
//% blockIdentity=brick.lightPattern
|
||||
Orange = 3,
|
||||
//% block="green flash" enumval=4
|
||||
//% blockIdentity=brick.lightPattern
|
||||
GreenFlash = 4,
|
||||
//% block="red flash" enumval=5
|
||||
//% blockIdentity=brick.lightPattern
|
||||
RedFlash = 5,
|
||||
//% block="orange flash" enumval=6
|
||||
//% blockIdentity=brick.lightPattern
|
||||
OrangeFlash = 6,
|
||||
//% block="green pulse" enumval=7
|
||||
//% blockIdentity=brick.lightPattern
|
||||
GreenPulse = 7,
|
||||
//% block="red pulse" enumval=8
|
||||
//% blockIdentity=brick.lightPattern
|
||||
RedPulse = 8,
|
||||
//% block="orange pulse" enumval=9
|
||||
//% blockIdentity=brick.lightPattern
|
||||
OrangePulse = 9,
|
||||
}
|
||||
|
||||
@ -85,7 +75,7 @@ namespace brick {
|
||||
* Check if button is currently pressed or not.
|
||||
* @param button the button to query the request
|
||||
*/
|
||||
//% help=input/button/is-pressed
|
||||
//% help=brick/button/is-pressed
|
||||
//% block="%button|is pressed"
|
||||
//% blockId=buttonIsPressed
|
||||
//% parts="brick"
|
||||
@ -101,7 +91,7 @@ namespace brick {
|
||||
* See if the button was pressed again since the last time you checked.
|
||||
* @param button the button to query the request
|
||||
*/
|
||||
//% help=input/button/was-pressed
|
||||
//% help=brick/button/was-pressed
|
||||
//% block="%button|was pressed"
|
||||
//% blockId=buttonWasPressed
|
||||
//% parts="brick"
|
||||
@ -121,7 +111,7 @@ namespace brick {
|
||||
* @param event the kind of button gesture that needs to be detected
|
||||
* @param body code to run when the event is raised
|
||||
*/
|
||||
//% help=input/button/on-event
|
||||
//% help=brick/button/on-event
|
||||
//% blockId=buttonEvent block="on %button|%event"
|
||||
//% parts="brick"
|
||||
//% blockNamespace=brick
|
||||
@ -136,7 +126,7 @@ namespace brick {
|
||||
* Waits until the event is raised
|
||||
* @param ev the event to wait for
|
||||
*/
|
||||
//% help=input/button/pause-until
|
||||
//% help=brick/button/pause-until
|
||||
//% blockId=buttonWaitUntil block="pause until %button|%event"
|
||||
//% parts="brick"
|
||||
//% blockNamespace=brick
|
||||
@ -261,6 +251,7 @@ namespace brick {
|
||||
*/
|
||||
//% blockId=setLights block="set light to %pattern"
|
||||
//% weight=100 group="Buttons"
|
||||
//% help=brick/set-light
|
||||
export function setLight(pattern: BrickLight): void {
|
||||
if (currPattern === pattern)
|
||||
return
|
||||
|
@ -11,7 +11,7 @@ namespace sensors.internal {
|
||||
|
||||
// This is implementation for the simulator.
|
||||
|
||||
control.runInBackground(() => {
|
||||
control.runInParallel(() => {
|
||||
let prev = query()
|
||||
changeHandler(prev, prev)
|
||||
while (true) {
|
||||
@ -196,83 +196,6 @@ namespace sensors.internal {
|
||||
}
|
||||
}
|
||||
|
||||
export enum ThresholdState {
|
||||
Normal = 1,
|
||||
High = 2,
|
||||
Low = 3,
|
||||
}
|
||||
|
||||
export class ThresholdDetector {
|
||||
public id: number;
|
||||
private min: number;
|
||||
private max: number;
|
||||
private lowThreshold: number;
|
||||
private highThreshold: number;
|
||||
private level: number;
|
||||
public state: ThresholdState;
|
||||
|
||||
constructor(id: number, min = 0, max = 100, lowThreshold = 20, highThreshold = 80) {
|
||||
this.id = id;
|
||||
this.min = min;
|
||||
this.max = max;
|
||||
this.lowThreshold = lowThreshold;
|
||||
this.highThreshold = highThreshold;
|
||||
this.level = Math.ceil((max - min) / 2);
|
||||
this.state = ThresholdState.Normal;
|
||||
}
|
||||
|
||||
public setLevel(level: number) {
|
||||
if (this == null) return
|
||||
this.level = this.clampValue(level);
|
||||
|
||||
if (this.level >= this.highThreshold) {
|
||||
this.setState(ThresholdState.High);
|
||||
}
|
||||
else if (this.level <= this.lowThreshold) {
|
||||
this.setState(ThresholdState.Low);
|
||||
}
|
||||
else {
|
||||
this.setState(ThresholdState.Normal);
|
||||
}
|
||||
}
|
||||
|
||||
public setLowThreshold(value: number) {
|
||||
this.lowThreshold = this.clampValue(value);
|
||||
this.highThreshold = Math.max(this.lowThreshold + 1, this.highThreshold);
|
||||
}
|
||||
|
||||
public setHighThreshold(value: number) {
|
||||
this.highThreshold = this.clampValue(value);
|
||||
this.lowThreshold = Math.min(this.highThreshold - 1, this.lowThreshold);
|
||||
}
|
||||
|
||||
private clampValue(value: number) {
|
||||
if (value < this.min) {
|
||||
return this.min;
|
||||
}
|
||||
else if (value > this.max) {
|
||||
return this.max;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
private setState(state: ThresholdState) {
|
||||
if (this.state == state) return;
|
||||
|
||||
this.state = state;
|
||||
switch (state) {
|
||||
case ThresholdState.High:
|
||||
control.raiseEvent(this.id, ThresholdState.High);
|
||||
break;
|
||||
case ThresholdState.Low:
|
||||
control.raiseEvent(this.id, ThresholdState.Low);
|
||||
break;
|
||||
case ThresholdState.Normal:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export class UartSensor extends Sensor {
|
||||
protected mode: number // the mode user asked for
|
||||
protected realmode: number // the mode the hardware is in
|
||||
@ -499,3 +422,91 @@ namespace sensors.internal {
|
||||
TST_UART_WRITE = 0xc048740a,
|
||||
}
|
||||
}
|
||||
|
||||
namespace sensors {
|
||||
export enum ThresholdState {
|
||||
Normal = 1,
|
||||
High = 2,
|
||||
Low = 3,
|
||||
}
|
||||
|
||||
export class ThresholdDetector {
|
||||
public id: number;
|
||||
public min: number;
|
||||
public max: number;
|
||||
public lowThreshold: number;
|
||||
public highThreshold: number;
|
||||
public level: number;
|
||||
public state: ThresholdState;
|
||||
|
||||
constructor(id: number, min = 0, max = 100, lowThreshold = 20, highThreshold = 80) {
|
||||
this.id = id;
|
||||
this.min = min;
|
||||
this.max = max;
|
||||
this.lowThreshold = lowThreshold;
|
||||
this.highThreshold = highThreshold;
|
||||
this.level = Math.ceil((max - min) / 2);
|
||||
this.state = ThresholdState.Normal;
|
||||
}
|
||||
|
||||
public setLevel(level: number) {
|
||||
if (this == null) return
|
||||
this.level = this.clampValue(level);
|
||||
|
||||
if (this.level >= this.highThreshold) {
|
||||
this.setState(ThresholdState.High);
|
||||
}
|
||||
else if (this.level <= this.lowThreshold) {
|
||||
this.setState(ThresholdState.Low);
|
||||
}
|
||||
else {
|
||||
const interval = (this.highThreshold - this.lowThreshold) / 6;
|
||||
if ((this.state == ThresholdState.High && this.level < this.highThreshold - interval) ||
|
||||
(this.state == ThresholdState.Low && this.level > this.lowThreshold + interval))
|
||||
this.setState(ThresholdState.Normal);
|
||||
}
|
||||
}
|
||||
|
||||
public threshold(t: ThresholdState): number {
|
||||
switch(t) {
|
||||
case ThresholdState.High: return this.highThreshold;
|
||||
case ThresholdState.Low: return this.lowThreshold;
|
||||
default: return (this.max - this.min) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
public setLowThreshold(value: number) {
|
||||
this.lowThreshold = this.clampValue(value);
|
||||
this.highThreshold = Math.max(this.lowThreshold + 1, this.highThreshold);
|
||||
}
|
||||
|
||||
public setHighThreshold(value: number) {
|
||||
this.highThreshold = this.clampValue(value);
|
||||
this.lowThreshold = Math.min(this.highThreshold - 1, this.lowThreshold);
|
||||
}
|
||||
|
||||
private clampValue(value: number) {
|
||||
if (value < this.min) {
|
||||
return this.min;
|
||||
}
|
||||
else if (value > this.max) {
|
||||
return this.max;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
private setState(state: ThresholdState) {
|
||||
if (this.state == state) return;
|
||||
|
||||
this.state = state;
|
||||
switch (state) {
|
||||
case ThresholdState.High:
|
||||
control.raiseEvent(this.id, ThresholdState.High);
|
||||
break;
|
||||
case ThresholdState.Low:
|
||||
control.raiseEvent(this.id, ThresholdState.Low);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -271,7 +271,12 @@ void setupThread(Action a, TValue arg = 0, void (*runner)(Thread *) = NULL, TVal
|
||||
}
|
||||
}
|
||||
|
||||
void runInBackground(Action a) {
|
||||
void releaseFiber() {
|
||||
stopUser();
|
||||
pthread_exit(NULL);
|
||||
}
|
||||
|
||||
void runInParallel(Action a) {
|
||||
setupThread(a);
|
||||
}
|
||||
|
||||
|
@ -161,8 +161,7 @@ namespace motors {
|
||||
* Sets the automatic brake on or off when the motor is off
|
||||
* @param brake a value indicating if the motor should break when off
|
||||
*/
|
||||
//% blockId=outputMotorSetBrakeMode block="set %motor|brake %brake"
|
||||
//% brake.fieldEditor=toggleonoff
|
||||
//% blockId=outputMotorSetBrakeMode block="set %motor|brake %brake=toggleOnOff"
|
||||
//% weight=60 blockGap=8
|
||||
//% group="Move"
|
||||
setBrake(brake: boolean) {
|
||||
@ -173,8 +172,7 @@ namespace motors {
|
||||
/**
|
||||
* Reverses the motor polarity
|
||||
*/
|
||||
//% blockId=motorSetReversed block="set %motor|reversed %reversed"
|
||||
//% reversed.fieldEditor=toggleonoff
|
||||
//% blockId=motorSetReversed block="set %motor|reversed %reversed=toggleOnOff"
|
||||
//% weight=59 blockGap=8
|
||||
//% group="Move"
|
||||
setReversed(reversed: boolean) {
|
||||
@ -193,6 +191,14 @@ namespace motors {
|
||||
stop() {
|
||||
this.init();
|
||||
stop(this._port, this._brake);
|
||||
this.settle();
|
||||
}
|
||||
|
||||
private settle() {
|
||||
// if we've recently completed a motor command with brake
|
||||
// allow 500ms for robot to settle
|
||||
if(this._brake)
|
||||
loops.pause(500);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -253,6 +259,8 @@ namespace motors {
|
||||
this._move(useSteps, stepsOrTime, speed);
|
||||
// wait till motor is done with this work
|
||||
this.pauseUntilReady();
|
||||
// allow robot to settle
|
||||
this.settle();
|
||||
}
|
||||
|
||||
/**
|
||||
@ -327,8 +335,7 @@ namespace motors {
|
||||
* Indicates if the motor speed should be regulated. Default is true.
|
||||
* @param value true for regulated motor
|
||||
*/
|
||||
//% blockId=outputMotorSetRegulated block="set %motor|regulated %value"
|
||||
//% value.fieldEditor=toggleonoff
|
||||
//% blockId=outputMotorSetRegulated block="set %motor|regulated %value=toggleOnOff"
|
||||
//% weight=58
|
||||
//% group="Move"
|
||||
setRegulated(value: boolean) {
|
||||
|
@ -72,6 +72,7 @@ namespace brick {
|
||||
*/
|
||||
//% blockId=screen_print block="show string %text|at line %line"
|
||||
//% weight=98 group="Screen" inlineInputMode="inline" blockGap=8
|
||||
//% help=brick/show-string
|
||||
//% line.min=1 line.max=10
|
||||
export function showString(text: string, line: number) {
|
||||
const NUM_LINES = 9;
|
||||
@ -87,6 +88,7 @@ namespace brick {
|
||||
*/
|
||||
//% blockId=screenShowNumber block="show number %name|at line %line"
|
||||
//% weight=96 group="Screen" inlineInputMode="inline" blockGap=8
|
||||
//% help=brick/show-number
|
||||
//% line.min=1 line.max=10
|
||||
export function showNumber(value: number, line: number) {
|
||||
showString("" + value, line);
|
||||
@ -99,6 +101,7 @@ namespace brick {
|
||||
*/
|
||||
//% blockId=screenShowValue block="show value %name|= %text|at line %line"
|
||||
//% weight=96 group="Screen" inlineInputMode="inline" blockGap=8
|
||||
//% help=brick/show-value
|
||||
//% line.min=1 line.max=10
|
||||
export function showValue(name: string, value: number, line: number) {
|
||||
value = Math.round(value * 1000) / 1000;
|
||||
@ -136,11 +139,12 @@ namespace brick {
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows an image on screen
|
||||
* Show an image on the screen
|
||||
* @param image image to draw
|
||||
*/
|
||||
//% blockId=screen_show_image block="show image %image=screen_image_picker"
|
||||
//% weight=100 group="Screen" blockGap=8
|
||||
//% help=brick/show-image
|
||||
export function showImage(image: Image) {
|
||||
if (!image) return;
|
||||
image.draw(0, 0, Draw.Normal);
|
||||
@ -160,10 +164,11 @@ namespace brick {
|
||||
}
|
||||
|
||||
/**
|
||||
* Clears the screen
|
||||
* Clear the screen
|
||||
*/
|
||||
//% blockId=screen_clear_screen block="clear screen"
|
||||
//% weight=90 group="Screen"
|
||||
//% help=brick/clear-screen
|
||||
export function clearScreen() {
|
||||
screen.clear();
|
||||
}
|
||||
@ -208,9 +213,10 @@ namespace brick {
|
||||
}
|
||||
|
||||
/**
|
||||
* Prints the port states on the screen
|
||||
* Print the port states on the screen
|
||||
*/
|
||||
//% blockId=brickPrintPorts block="print ports"
|
||||
//% help=brick/print-ports
|
||||
//% weight=1 group="Screen"
|
||||
export function printPorts() {
|
||||
const col = 44;
|
||||
|
@ -1,3 +0,0 @@
|
||||
# Datalog
|
||||
|
||||
A tiny libraty to create CSV datalog files.
|
@ -1,11 +1,17 @@
|
||||
{
|
||||
"datalog": "A data logging framework",
|
||||
"datalog.DatalogStorage": "A storage for datalog data",
|
||||
"datalog.DatalogStorage.appendHeaders": "Appends the headers in datalog",
|
||||
"datalog.DatalogStorage.appendRow": "Appends a row of data",
|
||||
"datalog.DatalogStorage.flush": "Flushes any buffered data",
|
||||
"datalog.DatalogStorage.init": "Initializes the storage",
|
||||
"datalog.addRow": "Starts a row of data",
|
||||
"datalog.addValue": "Adds a cell to the row of data",
|
||||
"datalog.addValue|param|name": "name of the cell, eg: \"x\"",
|
||||
"datalog.addValue|param|value": "value of the cell, eg: 0",
|
||||
"datalog.flush": "Commits any buffered row to disk",
|
||||
"datalog.setEnabled": "Turns on or off datalogging",
|
||||
"datalog.setFile": "Starts a new data logger for the given file",
|
||||
"datalog.setFile|param|filename": "the filename, eg: \"datalog.csv\"",
|
||||
"datalog.setSampleInterval": "Sets the minimum number of milli seconds between rows",
|
||||
"datalog.setSampleInterval|param|millis": "milliseconds between each sample, eg: 50",
|
||||
"datalog.setStorage": "* @param storage custom storage solution"
|
||||
}
|
@ -1,7 +1,8 @@
|
||||
{
|
||||
"datalog.addRow|block": "datalog add row",
|
||||
"datalog.addValue|block": "datalog add %name|=%value",
|
||||
"datalog.setEnabled|block": "datalog %enabled",
|
||||
"datalog.setEnabled|block": "datalog %enabled=toggleOnOff",
|
||||
"datalog.setSampleInterval|block": "set datalog sampling interval to %millis|(ms)",
|
||||
"datalog|block": "datalog",
|
||||
"{id:category}Datalog": "Datalog"
|
||||
}
|
@ -1,122 +0,0 @@
|
||||
//% weight=100 color=#0fbc11 icon=""
|
||||
namespace datalog {
|
||||
let _headers: string[] = undefined;
|
||||
let _headersLength: number;
|
||||
let _values: number[];
|
||||
let _buffer: string = "";
|
||||
let _start: number;
|
||||
let _filename = "datalog.csv";
|
||||
let _storage: storage.Storage = storage.temporary;
|
||||
let _enabled = true;
|
||||
|
||||
function clear() {
|
||||
_headers = undefined;
|
||||
_values = undefined;
|
||||
_buffer = "";
|
||||
}
|
||||
|
||||
function init() {
|
||||
if (!_headers) {
|
||||
_headers = [];
|
||||
_headersLength = 0;
|
||||
_start = control.millis();
|
||||
_storage.remove(_filename);
|
||||
}
|
||||
_values = [];
|
||||
}
|
||||
|
||||
function commit() {
|
||||
// write row if any data
|
||||
if (_values && _values.length > 0) {
|
||||
// write headers for the first row
|
||||
if (!_headersLength) {
|
||||
_storage.appendCSVHeaders(_filename, _headers);
|
||||
_headersLength = _storage.size(_filename);
|
||||
}
|
||||
// commit row data
|
||||
_buffer += storage.toCSV(_values, _storage.csvSeparator);
|
||||
// buffered writes
|
||||
if (_buffer.length > 1024)
|
||||
flush();
|
||||
}
|
||||
|
||||
// clear values
|
||||
_values = undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts a row of data
|
||||
*/
|
||||
//% weight=100
|
||||
//% blockId=datalogAddRow block="datalog add row"
|
||||
export function addRow(): void {
|
||||
if (!_enabled) return;
|
||||
|
||||
commit();
|
||||
init();
|
||||
const s = (control.millis() - _start) / 1000;
|
||||
addValue("time (s)", s);
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a cell to the row of data
|
||||
* @param name name of the cell, eg: "x"
|
||||
* @param value value of the cell, eg: 0
|
||||
*/
|
||||
//% weight=99
|
||||
//% blockId=datalogAddValue block="datalog add %name|=%value"
|
||||
export function addValue(name: string, value: number) {
|
||||
if (!_values) return;
|
||||
let i = _headers.indexOf(name);
|
||||
if (i < 0) {
|
||||
_headers.push(name);
|
||||
i = _headers.length - 1;
|
||||
}
|
||||
_values[i] = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts a new data logger for the given file
|
||||
* @param filename the filename, eg: "datalog.csv"
|
||||
*/
|
||||
//%
|
||||
export function setFile(filename: string) {
|
||||
flush();
|
||||
_filename = filename;
|
||||
clear();
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param storage custom storage solution
|
||||
*/
|
||||
//%
|
||||
export function setStorage(storage: storage.Storage) {
|
||||
flush();
|
||||
_storage = storage;
|
||||
clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* Commits any buffered row to disk
|
||||
*/
|
||||
//%
|
||||
export function flush() {
|
||||
if (_buffer) {
|
||||
const b = _buffer;
|
||||
_buffer = "";
|
||||
_storage.append(_filename, b);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Turns on or off datalogging
|
||||
* @param enabled
|
||||
*/
|
||||
//% blockId=datalogEnabled block="datalog %enabled"
|
||||
//% enabled.fieldEditor=fieldonoff
|
||||
export function setEnabled(enabled: boolean) {
|
||||
flush();
|
||||
_enabled = enabled;
|
||||
}
|
||||
}
|
@ -1,16 +1,7 @@
|
||||
{
|
||||
"name": "datalog",
|
||||
"description": "Tiny data logging framework",
|
||||
"files": [
|
||||
"README.md",
|
||||
"datalog.ts"
|
||||
],
|
||||
"testFiles": [
|
||||
"test.ts"
|
||||
],
|
||||
"public": true,
|
||||
"additionalFilePath": "../../node_modules/pxt-common-packages/libs/datalog",
|
||||
"dependencies": {
|
||||
"core": "file:../core",
|
||||
"storage": "file:../storage"
|
||||
"core": "file:../core",
|
||||
"storage": "file:../storage"
|
||||
}
|
||||
}
|
57
libs/datalog/targetoverrides.ts
Normal file
@ -0,0 +1,57 @@
|
||||
namespace datalog.ev3 {
|
||||
/**
|
||||
* A datalog storage for the EV3
|
||||
*/
|
||||
export class EV3DatalogStorage extends DatalogStorage {
|
||||
private _filename: string;
|
||||
private _buffer: string;
|
||||
private _storage: storage.Storage;
|
||||
|
||||
/**
|
||||
* Creates a new storage for the datalog
|
||||
* @param storage
|
||||
* @param filename
|
||||
*/
|
||||
constructor(storage: storage.Storage, filename: string) {
|
||||
super();
|
||||
this._filename = filename;
|
||||
this._storage = storage;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the storage
|
||||
*/
|
||||
init(): void {
|
||||
this._storage.remove(this._filename);
|
||||
this._buffer = "";
|
||||
}
|
||||
/**
|
||||
* Appends the headers in datalog
|
||||
*/
|
||||
appendHeaders(headers: string[]): void {
|
||||
this._storage.appendCSVHeaders(this._filename, headers);
|
||||
}
|
||||
/**
|
||||
* Appends a row of data
|
||||
*/
|
||||
appendRow(values: number[]): void {
|
||||
// commit row data
|
||||
this._buffer += storage.toCSV(values, this._storage.csvSeparator);
|
||||
// buffered writes
|
||||
if (this._buffer.length > 512)
|
||||
this.flush();
|
||||
}
|
||||
/**
|
||||
* Flushes any buffered data
|
||||
*/
|
||||
flush(): void {
|
||||
if (this._buffer) {
|
||||
const b = this._buffer;
|
||||
this._buffer = "";
|
||||
this._storage.append(this._filename, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
// automatic hook up
|
||||
datalog.setStorage(new datalog.ev3.EV3DatalogStorage(storage.temporary, "datalog.csv"));
|
||||
}
|
@ -1,6 +0,0 @@
|
||||
|
||||
loops.forever(function () {
|
||||
datalog.addRow()
|
||||
datalog.addValue("x", Math.random())
|
||||
datalog.addValue("y", Math.random())
|
||||
})
|
@ -9,7 +9,6 @@ namespace brick {
|
||||
//% color="#C8509B" weight=95 icon="\uf10f"
|
||||
//% labelLineWidth=0
|
||||
//% groups='["Touch Sensor", "Color Sensor", "Ultrasonic Sensor", "Gyro Sensor", "Infrared Sensor", "Remote Infrared Beacon", "Threshold"]'
|
||||
//% groupIcons='["\uf101","\uf103","\uf102","","","\uf104"]'
|
||||
namespace sensors {
|
||||
}
|
||||
|
||||
|
@ -13,7 +13,8 @@
|
||||
"color-sensor": "file:../color-sensor",
|
||||
"touch-sensor": "file:../touch-sensor",
|
||||
"ultrasonic-sensor": "file:../ultrasonic-sensor",
|
||||
"gyro-sensor": "file:../gyro-sensor"
|
||||
"gyro-sensor": "file:../gyro-sensor",
|
||||
"mood": "file:../mood"
|
||||
},
|
||||
"public": true
|
||||
}
|
||||
|
@ -7,6 +7,8 @@
|
||||
"sensors.InfraredSensor.setThreshold": "Sets a threshold value",
|
||||
"sensors.InfraredSensor.setThreshold|param|condition": "the dark or bright light condition",
|
||||
"sensors.InfraredSensor.setThreshold|param|value": "the value threshold",
|
||||
"sensors.InfraredSensor.threshold": "Gets the threshold value",
|
||||
"sensors.InfraredSensor.threshold|param|condition": "the proximity condition",
|
||||
"sensors.RemoteInfraredBeaconButton.isPressed": "Check if a remote button is currently pressed or not.",
|
||||
"sensors.RemoteInfraredBeaconButton.onEvent": "Do something when a button or sensor is clicked, up or down",
|
||||
"sensors.RemoteInfraredBeaconButton.onEvent|param|body": "code to run when the event is raised",
|
||||
|
@ -6,6 +6,7 @@
|
||||
"sensors.InfraredSensor.proximity|block": "%sensor|proximity",
|
||||
"sensors.InfraredSensor.remoteCommand|block": "%sensor|remote command",
|
||||
"sensors.InfraredSensor.setThreshold|block": "set %sensor|%condition|to %value",
|
||||
"sensors.InfraredSensor.threshold|block": "%sensor|%condition",
|
||||
"sensors.RemoteInfraredBeaconButton.isPressed|block": "%button|is pressed",
|
||||
"sensors.RemoteInfraredBeaconButton.onEvent|block": "on %button|%event",
|
||||
"sensors.RemoteInfraredBeaconButton.wasPressed|block": "%button|was pressed",
|
||||
|
@ -138,12 +138,12 @@ namespace sensors {
|
||||
//% fixedInstances
|
||||
export class InfraredSensor extends internal.UartSensor {
|
||||
private channel: IrRemoteChannel;
|
||||
private proximityThreshold: sensors.internal.ThresholdDetector;
|
||||
private proximityThreshold: sensors.ThresholdDetector;
|
||||
|
||||
constructor(port: number) {
|
||||
super(port)
|
||||
this.channel = IrRemoteChannel.Ch0
|
||||
this.proximityThreshold = new sensors.internal.ThresholdDetector(this._id, 0, 100, 10, 90);
|
||||
this.proximityThreshold = new sensors.ThresholdDetector(this._id, 0, 100, 10, 90);
|
||||
irButton(0) // make sure buttons array is initalized
|
||||
|
||||
// and set the mode, as otherwise button events won't work
|
||||
@ -258,7 +258,7 @@ namespace sensors {
|
||||
* @param value the value threshold
|
||||
*/
|
||||
//% blockId=irSetThreshold block="set %sensor|%condition|to %value"
|
||||
//% group="Threshold" blockGap=8
|
||||
//% group="Threshold" blockGap=8 weight=49
|
||||
//% value.min=0 value.max=100
|
||||
setThreshold(condition: InfraredSensorEvent, value: number) {
|
||||
if (condition == InfraredSensorEvent.ObjectNear)
|
||||
@ -266,6 +266,17 @@ namespace sensors {
|
||||
else
|
||||
this.proximityThreshold.setHighThreshold(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the threshold value
|
||||
* @param condition the proximity condition
|
||||
*/
|
||||
//% blockId=irGetThreshold block="%sensor|%condition"
|
||||
//% group="Threshold" blockGap=8 weight=49
|
||||
//% sensor.fieldEditor="ports"
|
||||
threshold(condition: InfraredSensorEvent): number {
|
||||
return this.proximityThreshold.threshold(<ThresholdState><number>LightCondition.Dark);
|
||||
}
|
||||
}
|
||||
|
||||
//% fixedInstance whenUsed block="infrared 1" jres=icons.port1
|
||||
|
3
libs/mood/README.md
Normal file
@ -0,0 +1,3 @@
|
||||
# mood
|
||||
|
||||
A package to put the EV3 in various moods.
|
17
libs/mood/_locales/mood-jsdoc-strings.json
Normal file
@ -0,0 +1,17 @@
|
||||
{
|
||||
"brick.Mood": "A mood",
|
||||
"brick.Mood.show": "Shows the mood on the EV3",
|
||||
"brick.showMood": "Show a mood on the brick's screen",
|
||||
"moods.angry": "An angry mood",
|
||||
"moods.awake": "A awake mood",
|
||||
"moods.dizzy": "A dizzy mood",
|
||||
"moods.knockedOut": "A knocked out mood",
|
||||
"moods.love": "In love mood",
|
||||
"moods.middleLeft": "Looking around left",
|
||||
"moods.middleRight": "Looking around right",
|
||||
"moods.neutral": "In a neutral mood",
|
||||
"moods.sad": "A sad mood",
|
||||
"moods.sleeping": "A sleeping mood",
|
||||
"moods.tired": "A tired mood",
|
||||
"moods.winking": "In laughing mood"
|
||||
}
|
8
libs/mood/_locales/mood-strings.json
Normal file
@ -0,0 +1,8 @@
|
||||
{
|
||||
"brick.showMood|block": "show mood %mood=mood_image_picker",
|
||||
"brick|block": "brick",
|
||||
"moods|block": "moods",
|
||||
"{id:category}Brick": "Brick",
|
||||
"{id:category}Moods": "Moods",
|
||||
"{id:group}Screen": "Screen"
|
||||
}
|
37
libs/mood/docs/reference/brick/show-mood.md
Normal file
@ -0,0 +1,37 @@
|
||||
# show Mood
|
||||
|
||||
Show a mood on the brick. A mood will have a image on the display along with a sound and solid or flashing light.
|
||||
|
||||
```sig
|
||||
brick.showMood(moods.sleeping)
|
||||
```
|
||||
You can choose one of several moods to show on the display. Use a mood to help show what your @boardname@ is doing at the moment.
|
||||
|
||||
## Parameters
|
||||
|
||||
**mood**: A mood to show on the brick. Choose one of these moods:
|
||||
>* ``sleeping``
|
||||
* ``awake``
|
||||
* ``tired``
|
||||
* ``angry``
|
||||
* ``sad``
|
||||
* ``dizzy``
|
||||
* ``knockedOut``
|
||||
* ``middleLeft``
|
||||
* ``middleRight``
|
||||
* ``love``
|
||||
* ``winking``
|
||||
* ``neutral``
|
||||
|
||||
|
||||
## Example
|
||||
|
||||
Show a ``winking`` mood on the brick.
|
||||
|
||||
```blocks
|
||||
brick.showMood(moods.winking)
|
||||
```
|
||||
|
||||
## See also
|
||||
|
||||
[show image](/reference/brick/show-image)
|
126
libs/mood/mood.ts
Normal file
@ -0,0 +1,126 @@
|
||||
namespace brick {
|
||||
/**
|
||||
* Show a mood on the brick's screen
|
||||
*/
|
||||
//% weight=90
|
||||
//% blockId=moodShow block="show mood %mood=mood_image_picker"
|
||||
//% help=brick/show-mood
|
||||
//% weight=101 group="Screen" blockGap=8
|
||||
export function showMood(mood: Mood) {
|
||||
if(mood)
|
||||
mood.show();
|
||||
}
|
||||
|
||||
/**
|
||||
* A mood
|
||||
*/
|
||||
//% fixedInstances
|
||||
export class Mood {
|
||||
private image: Image;
|
||||
private sound: Sound;
|
||||
private light: BrickLight;
|
||||
|
||||
constructor(image: Image, sound: Sound, light: BrickLight) {
|
||||
this.image = image;
|
||||
this.sound = sound;
|
||||
this.light = light;
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows the mood on the EV3
|
||||
*/
|
||||
show() {
|
||||
brick.setLight(this.light);
|
||||
brick.showImage(this.image);
|
||||
music.playSoundEffectUntilDone(this.sound);
|
||||
loops.pause(20);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* An image
|
||||
* @param image the image
|
||||
*/
|
||||
//% blockId=mood_image_picker block="%image" shim=TD_ID
|
||||
//% image.fieldEditor="images"
|
||||
//% image.fieldOptions.columns=4
|
||||
//% image.fieldOptions.width=400
|
||||
//% group="Screen" weight=0 blockHidden=1
|
||||
export function __moodImagePicker(mood: Mood): Mood {
|
||||
return mood;
|
||||
}
|
||||
}
|
||||
|
||||
namespace moods {
|
||||
/**
|
||||
* A sleeping mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesSleeping
|
||||
export const sleeping = new brick.Mood(images.eyesSleeping, sounds.expressionsSnoring, BrickLight.OrangePulse);
|
||||
|
||||
/**
|
||||
* A awake mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesAwake
|
||||
export const awake = new brick.Mood(images.eyesAwake, sounds.informationActivate, BrickLight.Orange);
|
||||
|
||||
/**
|
||||
* A tired mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesTiredMiddle
|
||||
export const tired = new brick.Mood(images.eyesTiredMiddle, sounds.expressionsSneezing, BrickLight.OrangeFlash);
|
||||
|
||||
/**
|
||||
* An angry mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesAngry
|
||||
export const angry = new brick.Mood(images.eyesAngry, sounds.animalsDogGrowl, BrickLight.RedPulse);
|
||||
|
||||
/**
|
||||
* A sad mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesTear
|
||||
export const sad = new brick.Mood(images.eyesTear, sounds.animalsDogWhine, BrickLight.Red);
|
||||
|
||||
/**
|
||||
* A dizzy mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesDizzy
|
||||
export const dizzy = new brick.Mood(images.eyesDizzy, sounds.expressionsUhOh, BrickLight.OrangeFlash);
|
||||
|
||||
/**
|
||||
* A knocked out mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesKnockedOut
|
||||
export const knockedOut = new brick.Mood(images.eyesKnockedOut, sounds.informationError, BrickLight.RedFlash);
|
||||
|
||||
/**
|
||||
* Looking around left
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesMiddleLeft
|
||||
export const middleLeft = new brick.Mood(images.eyesMiddleLeft, sounds.informationAnalyze, BrickLight.Off);
|
||||
|
||||
/**
|
||||
* Looking around right
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesMiddleRight
|
||||
export const middleRight = new brick.Mood(images.eyesMiddleRight, sounds.informationAnalyze, BrickLight.Off);
|
||||
|
||||
/**
|
||||
* In love mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesLove
|
||||
export const love = new brick.Mood(images.eyesLove, sounds.expressionsMagicWand, BrickLight.GreenPulse);
|
||||
|
||||
/**
|
||||
* In laughing mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesWinking
|
||||
export const winking = new brick.Mood(images.eyesWinking, sounds.expressionsLaughing1, BrickLight.GreenFlash);
|
||||
|
||||
/**
|
||||
* In a neutral mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesNeutral
|
||||
export const neutral = new brick.Mood(images.eyesNeutral, undefined, BrickLight.Green);
|
||||
}
|
15
libs/mood/pxt.json
Normal file
@ -0,0 +1,15 @@
|
||||
{
|
||||
"name": "mood",
|
||||
"description": "The EV3 mood library",
|
||||
"files": [
|
||||
"README.md",
|
||||
"mood.ts"
|
||||
],
|
||||
"testFiles": [
|
||||
],
|
||||
"public": true,
|
||||
"dependencies": {
|
||||
"core": "file:../core",
|
||||
"music": "file:../music"
|
||||
}
|
||||
}
|
@ -23,7 +23,7 @@
|
||||
"music.setTempo": "Set the tempo a number of beats per minute (bpm).",
|
||||
"music.setTempo|param|bpm": "The new tempo in beats per minute, eg: 120",
|
||||
"music.setVolume": "Set the output volume of the sound synthesizer.",
|
||||
"music.setVolume|param|volume": "the volume 0...256, eg: 128",
|
||||
"music.setVolume|param|volume": "the volume 0...100, eg: 50",
|
||||
"music.stopAllSounds": "Play a tone through the speaker for some amount of time.",
|
||||
"music.tempo": "Return the tempo in beats per minute (bpm).\nTempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play."
|
||||
}
|
@ -13,7 +13,7 @@
|
||||
|
||||
namespace music {
|
||||
|
||||
uint8_t currVolume = 2;
|
||||
uint8_t currVolume = 50;
|
||||
uint8_t *lmsSoundMMap;
|
||||
|
||||
int writeDev(void *data, int size) {
|
||||
@ -25,16 +25,16 @@ int writeDev(void *data, int size) {
|
||||
|
||||
/**
|
||||
* Set the output volume of the sound synthesizer.
|
||||
* @param volume the volume 0...256, eg: 128
|
||||
* @param volume the volume 0...100, eg: 50
|
||||
*/
|
||||
//% weight=96
|
||||
//% blockId=synth_set_volume block="set volume %volume"
|
||||
//% parts="speaker" blockGap=8
|
||||
//% volume.min=0 volume.max=256
|
||||
//% volume.min=0 volume.max=100
|
||||
//% help=music/set-volume
|
||||
//% weight=1
|
||||
void setVolume(int volume) {
|
||||
currVolume = max(0, min(100, volume * 100 / 256));
|
||||
currVolume = max(0, min(100, volume));
|
||||
}
|
||||
|
||||
#define SOUND_CMD_BREAK 0
|
||||
|
4
libs/music/shims.d.ts
vendored
@ -3,12 +3,12 @@ declare namespace music {
|
||||
|
||||
/**
|
||||
* Set the output volume of the sound synthesizer.
|
||||
* @param volume the volume 0...256, eg: 128
|
||||
* @param volume the volume 0...100, eg: 50
|
||||
*/
|
||||
//% weight=96
|
||||
//% blockId=synth_set_volume block="set volume %volume"
|
||||
//% parts="speaker" blockGap=8
|
||||
//% volume.min=0 volume.max=256
|
||||
//% volume.min=0 volume.max=100
|
||||
//% help=music/set-volume
|
||||
//% weight=1 shim=music::setVolume
|
||||
function setVolume(volume: int32): void;
|
||||
|
@ -291,6 +291,9 @@ namespace music {
|
||||
export function playSoundEffect(sound: Sound) {
|
||||
if (!sound || numSoundsPlaying >= soundsLimit) return;
|
||||
numSoundsPlaying++;
|
||||
control.runInBackground(() => {sound.play(); numSoundsPlaying--;});
|
||||
control.runInParallel(() => {
|
||||
sound.play();
|
||||
numSoundsPlaying--;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -1,11 +1,11 @@
|
||||
# Touch Sensor
|
||||
|
||||
```cards
|
||||
sensors.touchSensor1.onEvent(TouchSensorEvent.Pressed, function () {
|
||||
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () {
|
||||
brick.showImage(images.expressionsBigSmile)
|
||||
})
|
||||
sensors.touchSensor1.isPressed();
|
||||
sensors.touchSensor1.wasPressed();
|
||||
sensors.touch1.isPressed();
|
||||
sensors.touch1.wasPressed();
|
||||
```
|
||||
|
||||
## See Also
|
||||
|