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8 Commits
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ad2e82060d | |||
d1bb19e30e |
178
docs/examples/core-set/gyroboy-blocks.md
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178
docs/examples/core-set/gyroboy-blocks.md
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@ -0,0 +1,178 @@
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# Gyroboy
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Work in progress
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```blocks
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let motorSpeed1 = 0
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let motorSpeed2 = 0
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let motorSpeed3 = 0
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let motorSpeed = 0
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let fallen = false
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let motorSpeed0 = 0
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let oldControlDrive = 0
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let controlDrive = 0
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let power = 0
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let motorAngle = 0
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let gyroAngle = 0
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let controlSteering = 0
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let state = 0
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let motorPosition = 0
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let temp = 0
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let gyroRate = 0
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let timestep = 0
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sensors.color1.onColorDetected(ColorSensorColor.Red, function () {
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music.playTone(2000, 100)
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controlDrive = 0
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controlSteering = 0
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})
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// reads the motor angle and computes the motor speed,
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// position
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function computeMotors() {
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temp = motorAngle
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// read angle on both motors
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motorAngle = motors.largeD.angle() + motors.largeA.angle()
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// and estimate speed as angle difference
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motorSpeed0 = motorAngle - temp
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// average last 4 speed readings
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motorSpeed = (motorSpeed0 + motorSpeed1 + motorSpeed2 + motorSpeed3) / 4 / timestep
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// shift all previous recorded speeds by one
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motorSpeed3 = motorSpeed2
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motorSpeed2 = motorSpeed1
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motorSpeed1 = motorSpeed0
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// compute position from speed
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motorPosition = motorPosition + timestep * motorSpeed
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}
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// read the gyro rate and computes the angle
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function computeGyro() {
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gyroRate = sensors.gyro2.rate()
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gyroAngle = gyroAngle + timestep * gyroRate
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}
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function reset() {
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state = 0
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// sleeping
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moods.sleeping.show();
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// reset counters
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motors.largeA.reset()
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motors.largeD.reset()
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// motors are unregulated
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motors.largeA.setRegulated(false)
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motors.largeD.setRegulated(false)
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// clear the gyro sensor to remove drift
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sensors.gyro2.reset()
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// fall detection timer
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control.timer2.reset()
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// timestep computation timer
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control.timer3.reset()
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motorAngle = 0
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motorPosition = 0
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motorSpeed = 0
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motorSpeed0 = 0
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motorSpeed1 = 0
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motorSpeed2 = 0
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motorSpeed3 = 0
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gyroRate = 0
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gyroAngle = 0
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fallen = false
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power = 0
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controlSteering = 0
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controlDrive = 0
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// awake
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moods.awake.show();
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gyroAngle = -0.25
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state = 1;
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}
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// compute set point for motor position and required
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// motor power
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function computePower() {
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// apply control and compute desired motor position
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motorPosition -= timestep * controlDrive;
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// estimate power based on sensor readings and control
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// values
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power = 0.8 * gyroRate + 15 * gyroAngle + (0.08 * motorSpeed + 0.12 * motorPosition) - 0.01 * controlDrive
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// ensure that power stays within -100, 100
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if (power > 100) {
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power = 100
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} else if (power < -100) {
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power = -100
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}
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}
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// test if the robot has fallen off
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function checkFallen() {
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if (Math.abs(power) < 100) {
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control.timer2.reset()
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}
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if (control.timer2.seconds() > 2) {
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fallen = true
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}
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}
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// stop all motors and wait for touch button to be
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// pressed
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function stop() {
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motors.stopAllMotors()
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state = 0
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moods.knockedOut.show();
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sensors.touch3.pauseUntil(TouchSensorEvent.Pressed)
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moods.neutral.show();
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}
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sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () {
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moods.dizzy.show()
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controlSteering = 0
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oldControlDrive = controlDrive
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controlDrive = -10
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motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
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motors.mediumC.setSpeed(-30, 60, MoveUnit.Degrees);
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motors.mediumC.setSpeed(30, 30, MoveUnit.Degrees);
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if (Math.randomRange(-1, 1) >= 1) {
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controlSteering = 70
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} else {
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controlSteering = -70
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}
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loops.pause(4000)
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music.playTone(2000, 100)
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controlSteering = 0
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controlDrive = oldControlDrive
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moods.neutral.show()
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})
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// compute the elapsed time since the last iteration
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function computeTimestep() {
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timestep = control.timer3.seconds()
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control.timer3.reset()
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}
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sensors.color1.onColorDetected(ColorSensorColor.Green, function () {
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moods.winking.show()
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controlDrive = 150
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controlSteering = 0
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})
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sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {
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moods.middleRight.show()
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controlSteering = 70
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})
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// apply power to motors
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function controlMotors() {
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motors.largeA.setSpeed(power + controlSteering * 0.1)
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motors.largeD.setSpeed(power - controlSteering * 0.1)
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}
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sensors.color1.onColorDetected(ColorSensorColor.Yellow, function () {
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moods.middleLeft.show()
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controlSteering = -70
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})
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sensors.color1.onColorDetected(ColorSensorColor.White, function () {
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moods.sad.show();
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controlDrive = -75
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})
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timestep = 0.014
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// main loop
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loops.forever(function () {
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reset()
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while (!fallen) {
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control.timer3.pauseUntil(5)
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computeTimestep()
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computeGyro()
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computeMotors()
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computePower()
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controlMotors()
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checkFallen()
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}
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stop()
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})
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```
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@ -4,34 +4,24 @@
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*/
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const enum BrickLight {
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//% block=off enumval=0
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//% blockIdentity=brick.lightPattern
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Off = 0,
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//% block=green enumval=1
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//% blockIdentity=brick.lightPattern
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Green = 1,
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//% block=red enumval=2
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//% blockIdentity=brick.lightPattern
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Red = 2,
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//% block=orange enumval=3
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//% blockIdentity=brick.lightPattern
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Orange = 3,
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//% block="green flash" enumval=4
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//% blockIdentity=brick.lightPattern
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GreenFlash = 4,
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//% block="red flash" enumval=5
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//% blockIdentity=brick.lightPattern
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RedFlash = 5,
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//% block="orange flash" enumval=6
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//% blockIdentity=brick.lightPattern
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OrangeFlash = 6,
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//% block="green pulse" enumval=7
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//% blockIdentity=brick.lightPattern
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GreenPulse = 7,
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//% block="red pulse" enumval=8
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//% blockIdentity=brick.lightPattern
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RedPulse = 8,
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//% block="orange pulse" enumval=9
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//% blockIdentity=brick.lightPattern
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OrangePulse = 9,
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}
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@ -13,7 +13,8 @@
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"color-sensor": "file:../color-sensor",
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"touch-sensor": "file:../touch-sensor",
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"ultrasonic-sensor": "file:../ultrasonic-sensor",
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"gyro-sensor": "file:../gyro-sensor"
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"gyro-sensor": "file:../gyro-sensor",
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"mood": "file:../mood"
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},
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"public": true
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}
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3
libs/mood/README.md
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3
libs/mood/README.md
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@ -0,0 +1,3 @@
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# mood
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A package to put the EV3 in various moods.
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17
libs/mood/_locales/mood-jsdoc-strings.json
Normal file
17
libs/mood/_locales/mood-jsdoc-strings.json
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@ -0,0 +1,17 @@
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{
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"brick.Mood": "A mood",
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"brick.Mood.show": "Shows the mood on the EV3",
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"brick.showMood": "Shows a mood",
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"moods.angry": "An angry mood",
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"moods.awake": "A awake mood",
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"moods.dizzy": "A dizzy mood",
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"moods.knockedOut": "A knocked out mood",
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"moods.love": "In love mood",
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"moods.middleLeft": "Looking around left",
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"moods.middleRight": "Looking around right",
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"moods.neutral": "In a neutral mood",
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"moods.sad": "A sad mood",
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"moods.sleeping": "A sleeping mood",
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"moods.tired": "A tired mood",
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"moods.winking": "In laughing mood"
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}
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8
libs/mood/_locales/mood-strings.json
Normal file
8
libs/mood/_locales/mood-strings.json
Normal file
@ -0,0 +1,8 @@
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{
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"brick.showMood|block": "show mood %mood=mood_image_picker",
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"brick|block": "brick",
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"moods|block": "moods",
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"{id:category}Brick": "Brick",
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"{id:category}Moods": "Moods",
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"{id:group}Screen": "Screen"
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}
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125
libs/mood/mood.ts
Normal file
125
libs/mood/mood.ts
Normal file
@ -0,0 +1,125 @@
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namespace brick {
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/**
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* Shows a mood
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*/
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//% weight=90
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//% blockId=moodShow block="show mood %mood=mood_image_picker"
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//% weight=101 group="Screen" blockGap=8
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export function showMood(mood: Mood) {
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if(mood)
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mood.show();
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}
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/**
|
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* A mood
|
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*/
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||||
//% fixedInstances
|
||||
export class Mood {
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||||
private image: Image;
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private sound: Sound;
|
||||
private light: BrickLight;
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constructor(image: Image, sound: Sound, light: BrickLight) {
|
||||
this.image = image;
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||||
this.sound = sound;
|
||||
this.light = light;
|
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}
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/**
|
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* Shows the mood on the EV3
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*/
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show() {
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brick.setLight(this.light);
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brick.showImage(this.image);
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music.playSoundEffectUntilDone(this.sound);
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loops.pause(20);
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}
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}
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||||
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/**
|
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* An image
|
||||
* @param image the image
|
||||
*/
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||||
//% blockId=mood_image_picker block="%image" shim=TD_ID
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//% image.fieldEditor="images"
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//% image.fieldOptions.columns=4
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//% image.fieldOptions.width=400
|
||||
//% group="Screen" weight=0 blockHidden=1
|
||||
export function __moodImagePicker(mood: Mood): Mood {
|
||||
return mood;
|
||||
}
|
||||
}
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||||
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||||
namespace moods {
|
||||
/**
|
||||
* A sleeping mood
|
||||
*/
|
||||
//% fixedInstance jres=images.eyesSleeping
|
||||
export const sleeping = new brick.Mood(images.eyesSleeping, sounds.expressionsSnoring, BrickLight.OrangePulse);
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||||
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||||
/**
|
||||
* A awake mood
|
||||
*/
|
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//% 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
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
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;
|
||||
|
@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "pxt-ev3",
|
||||
"version": "0.0.67",
|
||||
"version": "0.0.69",
|
||||
"description": "LEGO Mindstorms EV3 for Microsoft MakeCode",
|
||||
"private": true,
|
||||
"keywords": [
|
||||
|
@ -16,6 +16,7 @@
|
||||
"libs/infrared-sensor",
|
||||
"libs/gyro-sensor",
|
||||
"libs/chassis",
|
||||
"libs/mood",
|
||||
"libs/ev3",
|
||||
"libs/storage",
|
||||
"libs/datalog",
|
||||
|
Reference in New Issue
Block a user