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...

49 Commits

Author SHA1 Message Date
4e194536d3 0.0.84 2018-01-31 20:10:23 -08:00
570cd7474f upgrade pxt 2018-01-31 20:10:13 -08:00
9ea5597734 0.0.83 2018-01-31 18:10:38 -08:00
2c0cc6a3d7 Use decodebase64 (#295)
* avoid atob directly

* prevent port names to be selected

* updated pxt
2018-01-31 18:10:15 -08:00
08f79c5a1a 0.0.82 2018-01-31 15:39:03 -08:00
f817912e07 bump pxt 2018-01-31 15:38:51 -08:00
603932c2b6 0.0.81 2018-01-31 14:21:45 -08:00
a0907e7229 fixing button down issues on touch/mouse (#294) 2018-01-31 14:21:17 -08:00
635d4a7624 Fixing race condition of button animation (#292) 2018-01-31 11:48:53 -08:00
69d3938d85 0.0.80 2018-01-31 10:04:55 -08:00
f08f9105ba Clean generated files (#289)
* clean generated files

* updating gitingore to drop generated files

* updated package lock
2018-01-31 10:04:40 -08:00
7228cbe1cb updated logo 2018-01-31 09:04:52 -08:00
1ea0a0172a adding highcontrast logo 2018-01-31 08:53:21 -08:00
d548dfb578 moving print ports to examples (#288) 2018-01-31 08:44:58 -08:00
a52ce112dc adding high contrast lego logo 2018-01-31 08:44:35 -08:00
ea956f1a73 Buttons rename (#287)
* renaming up/down/click to released/pressed/bump

* missing images

* fixing signature issue

* updated strings

* white lego logo
2018-01-31 08:28:00 -08:00
ba1b9a54b4 0.0.79 2018-01-30 22:41:37 -08:00
59e39fa76d fixing field width 2018-01-30 22:41:18 -08:00
9187c47e09 0.0.78 2018-01-30 22:22:44 -08:00
fcf91caeb4 Zoom screen (#285)
* always start with full brick layout

* adding 'on start' to template

* render entire board when selected

* zoom brick when clicking on screen

* resize when zooming

* toggle zooming of the brick

* inject close icon when selected

* fix toggling
2018-01-30 22:22:21 -08:00
822227eb48 Brick ref topics 02 (#283)
* Add brick button topics

* Add the rest of the brick api
2018-01-30 20:58:18 -08:00
8a331648d6 Field editor fixes in Firefox (#284)
* fixing speed field picker

* switching to open sans

* alignment-baseline not support in FF
2018-01-30 20:40:41 -08:00
4f70d341e4 Start on the 'brick' api topics (#280)
* Start on the 'brick' api topics

* Add the delay to clear screen example

* Better output for clearsceen example
2018-01-30 17:02:22 -08:00
e06659ab4c removing group icons (#282) 2018-01-30 16:40:08 -08:00
437c36b983 0.0.77 2018-01-30 16:16:07 -08:00
3d73f193a8 fix for #260 (#279) 2018-01-30 16:14:54 -08:00
a71dee2923 rebuild for sampling (#261)
* rebuild for sampling

* bump pxt
2018-01-30 16:01:12 -08:00
9ef5b8d4ad 0.0.76 2018-01-30 11:05:29 -08:00
8aa47f3d1e updated chassis (#250) 2018-01-30 08:49:10 -08:00
02b0716043 0.0.75 2018-01-30 08:28:12 -08:00
188d5b3aa7 threshold query api 2018-01-30 08:27:23 -08:00
16c67f0e30 Refactoring datalog in common packages (#249)
* using datalog from common packages

* upgrading common package link

* updated block signatures

* more docs
2018-01-29 19:46:54 -08:00
104185a41e 0.0.74 2018-01-29 15:21:37 -08:00
73363d11b2 Download dialog (#248)
* download dialog

* updated pxt reference

* typo
2018-01-29 15:21:15 -08:00
61996acdd9 0.0.73 2018-01-29 13:26:46 -08:00
21deb45728 fixing release fiber 2018-01-29 13:26:31 -08:00
34578d2370 0.0.72 2018-01-29 11:20:46 -08:00
3f50b5c39a updated pxt references + hero banner 2018-01-29 11:20:34 -08:00
d371225066 0.0.71 2018-01-23 14:53:09 -08:00
387effbdd0 upgraded to run in parallel 2018-01-23 14:52:41 -08:00
18480080e7 updated tutorial format 2018-01-19 15:42:23 -08:00
bf6a932e5f Color calibration (#245)
* better handling of thresholds, color calibration strategy

* updating calibration parameters
2018-01-19 13:11:11 -08:00
23bb316403 settle robot once brake is applied 2018-01-18 21:28:00 -08:00
138de504e5 minor high contrast fixes 2018-01-18 21:03:57 -08:00
df13e40a45 fixing make it move 2018-01-18 16:47:00 -08:00
511ea2374b fixing summary 2018-01-18 16:44:57 -08:00
db4ed6daf3 fixing a bunch of snippets 2018-01-18 16:43:16 -08:00
a60427e2cf using audio context manager function (#243)
* using audio context manager function

* updated pxt reference

* trigger build
2018-01-18 13:53:33 -08:00
ef5b4172e8 missing file logo 2018-01-18 12:42:11 -08:00
152 changed files with 2403 additions and 1975 deletions

3
.gitignore vendored
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@ -16,6 +16,9 @@ clients/win10/*.opendb
clients/**/bin/** clients/**/bin/**
clients/**/obj/** clients/**/obj/**
clients/electron/projects clients/electron/projects
libs/**/_locales/**
libs/**/shims.d.ts
libs/**/enums.d.ts
videos/** videos/**

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@ -5,7 +5,7 @@
This repo contains the editor target hosted at https://d541eec2-1e96-4b7b-a223-da9d01d0337a.pxt.io/ 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 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 ## Local Dev setup

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@ -1,6 +1,38 @@
# @extends # @extends
## Lessons #Lessons ## 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) * [Lessons](/lessons)
* [Make it move](/lessons/make-it-move) * [Make it move](/lessons/make-it-move)
@ -9,3 +41,17 @@
## Reference #reference ## Reference #reference
* [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)

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@ -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: You can program the @boardname@ using [Blocks](/blocks) or [JavaScript](/javascript) in your web browser:
```block ```blocks
input.buttonA.onEvent(ButtonEvent.Click, () => { brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
light.showRing(`blue blue blue blue blue blue blue blue blue blue`) motors.largeA.setSpeed(50)
}) })
``` ```
```typescript ```typescript
input.buttonA.onEvent(ButtonEvent.Click, () => { brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
light.showRing(`blue blue blue blue blue blue blue blue blue blue`) 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) ## [Compile and Flash: Your Program!](/device/usb)
When you have your code ready, you connect your @boardname@ to a computer via a USB cable 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 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 ## 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. The simulator has support for the LED screen, buttons, as well as compass, accelerometer, and digital I/O pins.
```sim ```sim
loops.forever(() => { brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
light.pixels.showAnimation(light.animation(LightAnimation.Rainbow), 1000) motors.largeA.setSpeed(50)
}) })
``` ```
```package
light
```

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@ -2,7 +2,7 @@
```blocks ```blocks
let speed = 0; let speed = 0;
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
if (speed < 100) if (speed < 100)
speed = speed + 10; speed = speed + 10;
motors.largeBC.setSpeed(speed); motors.largeBC.setSpeed(speed);

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@ -2,12 +2,12 @@
```blocks ```blocks
let speed = 0; let speed = 0;
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
if (speed < 100) if (speed < 100)
speed = speed + 10; speed = speed + 10;
motors.largeBC.setSpeed(speed); motors.largeBC.setSpeed(speed);
}) })
sensors.touch2.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch2.onEvent(ButtonEvent.Pressed, function () {
if (speed > -100) if (speed > -100)
speed = speed - 10; speed = speed - 10;
motors.largeBC.setSpeed(speed); motors.largeBC.setSpeed(speed);

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@ -17,11 +17,11 @@ function update() {
brick.showString("speed: " + speed, 1) brick.showString("speed: " + speed, 1)
motors.largeBC.setSpeed(speed) motors.largeBC.setSpeed(speed)
} }
sensors.touch2.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch2.onEvent(ButtonEvent.Pressed, function () {
accelerate() accelerate()
update() update()
}) })
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
decelerate() decelerate()
update() update()
}) })

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@ -1,7 +1,7 @@
# Ignition Activity 1 # Ignition Activity 1
```blocks ```blocks
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.eyesDizzy) brick.showImage(images.eyesDizzy)
}) })
sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectDetected, function () { sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectDetected, function () {

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@ -7,7 +7,7 @@ sensors.color3.onLightChanged(LightIntensityMode.Ambient, LightCondition.Bright,
sensors.color3.onLightChanged(LightIntensityMode.Ambient, LightCondition.Dark, function () { sensors.color3.onLightChanged(LightIntensityMode.Ambient, LightCondition.Dark, function () {
brick.showImage(images.objectsLightOn) brick.showImage(images.objectsLightOn)
}) })
sensors.touch1.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsLightOn); brick.showImage(images.objectsLightOn);
}) })
``` ```

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@ -3,13 +3,13 @@
```blocks ```blocks
let beep = false let beep = false
beep = true beep = true
control.runInBackground(function () { control.runInParallel(function () {
motors.largeBC.setSpeed(-20) motors.largeBC.setSpeed(-20)
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear) sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectNear)
motors.largeBC.stop() motors.largeBC.stop()
beep = false beep = false
}) })
control.runInBackground(function () { control.runInParallel(function () {
while (beep) { while (beep) {
if (sensors.ultrasonic4.distance() < 20) { if (sensors.ultrasonic4.distance() < 20) {
music.playTone(440, sensors.ultrasonic4.distance()) music.playTone(440, sensors.ultrasonic4.distance())

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@ -1,12 +1,12 @@
# Reversing the robot Activity 1 # Reversing the robot Activity 1
```blocks ```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () { brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.setSpeed(50) motors.largeBC.setSpeed(50)
sensors.touchSensor1.pauseUntil(TouchSensorEvent.Pressed) sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(0) motors.largeBC.setSpeed(0)
loops.pause(1000) loops.pause(1000)
brick.setLight(LightsPattern.OrangeFlash) brick.setLight(BrickLight.OrangeFlash)
motors.largeBC.setSpeed(-50) motors.largeBC.setSpeed(-50)
loops.pause(2000) loops.pause(2000)
motors.largeBC.setSpeed(0) motors.largeBC.setSpeed(0)

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@ -1,13 +1,13 @@
# Reversing the robot Activity 2 # Reversing the robot Activity 2
```blocks ```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () { brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
sensors.touchSensor1.pauseUntil(TouchSensorEvent.Pressed) sensors.touch1.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(50) motors.largeBC.setSpeed(50)
sensors.touchSensor2.pauseUntil(TouchSensorEvent.Pressed) sensors.touch2.pauseUntil(ButtonEvent.Pressed)
motors.largeBC.setSpeed(0) motors.largeBC.setSpeed(0)
loops.pause(1000) loops.pause(1000)
brick.setLight(LightsPattern.OrangeFlash) brick.setLight(BrickLight.OrangeFlash)
motors.largeBC.setSpeed(-50) motors.largeBC.setSpeed(-50)
loops.pause(2000) loops.pause(2000)
motors.largeBC.setSpeed(0) motors.largeBC.setSpeed(0)

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@ -1,16 +1,16 @@
# Reversing the robot Activity 3 # Reversing the robot Activity 3
```blocks ```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () { brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
brick.showImage(images.eyesSleeping) brick.showImage(images.eyesSleeping)
sensors.touchSensor1.pauseUntil(TouchSensorEvent.Pressed) sensors.touch1.pauseUntil(ButtonEvent.Pressed)
brick.showImage(images.eyesNeutral) brick.showImage(images.eyesNeutral)
motors.largeBC.setSpeed(50) motors.largeBC.setSpeed(50)
sensors.touchSensor2.pauseUntil(TouchSensorEvent.Pressed) sensors.touch2.pauseUntil(ButtonEvent.Pressed)
brick.showImage(images.eyesTiredMiddle) brick.showImage(images.eyesTiredMiddle)
motors.largeBC.setSpeed(0) motors.largeBC.setSpeed(0)
loops.pause(1000) loops.pause(1000)
brick.setLight(LightsPattern.OrangeFlash) brick.setLight(BrickLight.OrangeFlash)
brick.showImage(images.eyesDizzy) brick.showImage(images.eyesDizzy)
motors.largeBC.setSpeed(-50) motors.largeBC.setSpeed(-50)
loops.pause(2000) loops.pause(2000)

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@ -2,16 +2,16 @@
```blocks ```blocks
let drive: number[] = [] let drive: number[] = []
brick.buttonLeft.onEvent(ButtonEvent.Click, function () { brick.buttonLeft.onEvent(ButtonEvent.Bumped, function () {
drive.push(1) drive.push(1)
}) })
brick.buttonRight.onEvent(ButtonEvent.Click, function () { brick.buttonRight.onEvent(ButtonEvent.Bumped, function () {
drive.push(3) drive.push(3)
}) })
brick.buttonUp.onEvent(ButtonEvent.Click, function () { brick.buttonUp.onEvent(ButtonEvent.Bumped, function () {
drive.push(4) drive.push(4)
}) })
brick.buttonDown.onEvent(ButtonEvent.Click, function () { brick.buttonDown.onEvent(ButtonEvent.Bumped, function () {
drive.push(5) drive.push(5)
}) })
pauseUntil(() => drive.length >= 5) pauseUntil(() => drive.length >= 5)
@ -19,17 +19,13 @@ loops.pause(1000)
music.playSoundEffectUntilDone(sounds.communicationGo) music.playSoundEffectUntilDone(sounds.communicationGo)
for (let d of drive) { for (let d of drive) {
if (d == 1) { if (d == 1) {
motors.largeC.setSpeedFor(50, 360, MoveUnit.Degrees) motors.largeC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeC.pauseUntilReady()
} else if (d == 3) { } else if (d == 3) {
motors.largeB.setSpeedFor(50, 360, MoveUnit.Degrees) motors.largeB.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeB.pauseUntilReady()
} else if (d == 4) { } else if (d == 4) {
motors.largeBC.setSpeedFor(50, 360, MoveUnit.Degrees) motors.largeBC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeBC.pauseUntilReady()
} else { } else {
motors.largeBC.setSpeedFor(-50, 360, MoveUnit.Degrees) motors.largeBC.setSpeed(-50, 360, MoveUnit.Degrees)
motors.largeBC.pauseUntilReady()
} }
} }
music.playSoundEffectUntilDone(sounds.communicationGameOver) music.playSoundEffectUntilDone(sounds.communicationGameOver)

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@ -2,38 +2,34 @@
```blocks ```blocks
let drive: number[] = [] let drive: number[] = []
brick.buttonLeft.onEvent(ButtonEvent.Click, function () { brick.buttonLeft.onEvent(ButtonEvent.Bumped, function () {
drive.push(1) drive.push(1)
music.playSoundEffectUntilDone(sounds.systemClick) music.playSoundEffectUntilDone(sounds.systemClick)
}) })
brick.buttonRight.onEvent(ButtonEvent.Click, function () { brick.buttonRight.onEvent(ButtonEvent.Bumped, function () {
drive.push(3) drive.push(3)
music.playSoundEffectUntilDone(sounds.systemClick) music.playSoundEffectUntilDone(sounds.systemClick)
}) })
brick.buttonUp.onEvent(ButtonEvent.Click, function () { brick.buttonUp.onEvent(ButtonEvent.Bumped, function () {
drive.push(4) drive.push(4)
music.playSoundEffectUntilDone(sounds.systemClick) music.playSoundEffectUntilDone(sounds.systemClick)
}) })
brick.buttonDown.onEvent(ButtonEvent.Click, function () { brick.buttonDown.onEvent(ButtonEvent.Bumped, function () {
drive.push(5) drive.push(5)
music.playSoundEffectUntilDone(sounds.systemClick) music.playSoundEffectUntilDone(sounds.systemClick)
}) })
brick.buttonEnter.pauseUntil(ButtonEvent.Click); brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
loops.pause(1000) loops.pause(1000)
music.playSoundEffectUntilDone(sounds.communicationGo) music.playSoundEffectUntilDone(sounds.communicationGo)
for (let d of drive) { for (let d of drive) {
if (d == 1) { if (d == 1) {
motors.largeC.setSpeedFor(50, 360, MoveUnit.Degrees) motors.largeC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeC.pauseUntilReady()
} else if (d == 3) { } else if (d == 3) {
motors.largeB.setSpeedFor(50, 360, MoveUnit.Degrees) motors.largeB.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeB.pauseUntilReady()
} else if (d == 4) { } else if (d == 4) {
motors.largeBC.setSpeedFor(50, 360, MoveUnit.Degrees) motors.largeBC.setSpeed(50, 360, MoveUnit.Degrees)
motors.largeBC.pauseUntilReady()
} else { } else {
motors.largeBC.setSpeedFor(-50, 360, MoveUnit.Degrees) motors.largeBC.setSpeed(-50, 360, MoveUnit.Degrees)
motors.largeBC.pauseUntilReady()
} }
} }
music.playSoundEffectUntilDone(sounds.communicationGameOver) music.playSoundEffectUntilDone(sounds.communicationGameOver)

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@ -1,7 +1,7 @@
# Three Point Turn Activity 1 # Three Point Turn Activity 1
```blocks ```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () { brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(75, 30) motors.largeBC.tank(75, 30)
loops.pause(1500) loops.pause(1500)
motors.largeBC.tank(-30, -75) motors.largeBC.tank(-30, -75)

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@ -1,7 +1,7 @@
# Three Point Turn Activity 2 # Three Point Turn Activity 2
```blocks ```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () { brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(75, 30) motors.largeBC.tank(75, 30)
loops.pause(1500) loops.pause(1500)
motors.largeBC.tank(-30, -75) motors.largeBC.tank(-30, -75)

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@ -1,7 +1,7 @@
# Three Point Turn Activity 3 # Three Point Turn Activity 3
```blocks ```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () { brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(75, 30) motors.largeBC.tank(75, 30)
loops.pause(1500) loops.pause(1500)
motors.largeBC.tank(-30, -75) motors.largeBC.tank(-30, -75)

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@ -1,7 +1,7 @@
# Traffic Lights Activity 1 # Traffic Lights Activity 1
```blocks ```blocks
brick.buttonEnter.onEvent(ButtonEvent.Click, function () { brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(20, 20) motors.largeBC.tank(20, 20)
sensors.color3.pauseForColor(ColorSensorColor.Red) sensors.color3.pauseForColor(ColorSensorColor.Red)
motors.largeBC.tank(0, 0) motors.largeBC.tank(0, 0)

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@ -111,7 +111,7 @@ function stop() {
motors.stopAllMotors() motors.stopAllMotors()
state = 0 state = 0
moods.knockedOut.show(); moods.knockedOut.show();
sensors.touch3.pauseUntil(TouchSensorEvent.Pressed) sensors.touch3.pauseUntil(ButtonEvent.Pressed)
moods.neutral.show(); moods.neutral.show();
} }
sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () { sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () {

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@ -149,7 +149,7 @@ loops.forever(function () {
brick.setLight(BrickLight.RedPulse); brick.setLight(BrickLight.RedPulse);
brick.showImage(images.eyesKnockedOut) brick.showImage(images.eyesKnockedOut)
music.playSoundEffect(sounds.movementsSpeedDown) music.playSoundEffect(sounds.movementsSpeedDown)
sensors.touch3.pauseUntil(TouchSensorEvent.Pressed) sensors.touch3.pauseUntil(ButtonEvent.Pressed)
brick.setLight(BrickLight.Off); brick.setLight(BrickLight.Off);
}) })

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@ -81,7 +81,7 @@ function IS(t: number) {
function UP() { function UP() {
if (motors.largeA.angle() > -50) { if (motors.largeA.angle() > -50) {
control.runInBackground(function () { control.runInParallel(function () {
motors.largeD.clearCounts() motors.largeD.clearCounts()
motors.largeD.setSpeed(-35); motors.largeD.setSpeed(-35);
pauseUntil(() => motors.largeD.angle() < -25); pauseUntil(() => motors.largeD.angle() < -25);

View File

@ -11,7 +11,7 @@ function INI() {
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds); motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds);
motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees); motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees);
motors.largeC.setSpeed(50) motors.largeC.setSpeed(50)
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed); sensors.touch1.pauseUntil(ButtonEvent.Pressed);
motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations); motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations);
} }

View File

@ -11,7 +11,7 @@ function INI() {
motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds); motors.mediumA.setSpeed(30, 1, MoveUnit.Seconds);
motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees); motors.mediumA.setSpeed(-50, 90, MoveUnit.Degrees);
motors.largeC.setSpeed(50) motors.largeC.setSpeed(50)
sensors.touch1.pauseUntil(TouchSensorEvent.Pressed); sensors.touch1.pauseUntil(ButtonEvent.Pressed);
motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations); motors.largeC.setSpeed(-50, 0.86, MoveUnit.Rotations);
} }

View File

@ -149,7 +149,7 @@ loops.forever(function () {
brick.setLight(BrickLight.RedPulse); brick.setLight(BrickLight.RedPulse);
brick.showImage(images.eyesKnockedOut) brick.showImage(images.eyesKnockedOut)
music.playSoundEffect(sounds.movementsSpeedDown) music.playSoundEffect(sounds.movementsSpeedDown)
sensors.touch3.pauseUntil(TouchSensorEvent.Pressed) sensors.touch3.pauseUntil(ButtonEvent.Pressed)
brick.setLight(BrickLight.Off); brick.setLight(BrickLight.Off);
}) })

View File

@ -3,10 +3,10 @@
Use a touch sensor to make the brick happy. Use a touch sensor to make the brick happy.
```blocks ```blocks
sensors.touchSensor1.onEvent(TouchSensorEvent.Pressed, function () { sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile) brick.showImage(images.expressionsBigSmile)
}) })
sensors.touchSensor1.onEvent(TouchSensorEvent.Released, function () { sensors.touch1.onEvent(ButtonEvent.Released, function () {
brick.showImage(images.expressionsSick) brick.showImage(images.expressionsSick)
}) })
``` ```

View File

@ -44,7 +44,7 @@ loops.forever(function () {
lasterror = error lasterror = error
if (brick.buttonEnter.wasPressed()) { if (brick.buttonEnter.wasPressed()) {
motors.largeBC.setSpeed(0) motors.largeBC.setSpeed(0)
brick.buttonDown.pauseUntil(ButtonEvent.Click) brick.buttonDown.pauseUntil(ButtonEvent.Bumped)
} }
}) })
``` ```

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@ -0,0 +1,40 @@
# Print Ports
```typescript
/**
* Print the port states on the screen
*/
//% blockId=brickPrintPorts block="print ports"
//% help=brick/print-ports
//% weight=1 group="Screen"
function printPorts() {
const col = 44;
clearScreen();
function scale(x: number) {
if (Math.abs(x) > 1000) return Math.round(x / 100) / 10 + "k";
return ("" + (x >> 0));
}
// motors
const datas = motors.getAllMotorData();
for(let i = 0; i < datas.length; ++i) {
const data = datas[i];
if (!data.actualSpeed && !data.count) continue;
const x = i * col;
print(`${scale(data.actualSpeed)}%`, x, brick.LINE_HEIGHT)
print(`${scale(data.count)}>`, x, 2 * brick.LINE_HEIGHT)
print(`${scale(data.tachoCount)}|`, x, 3 * brick.LINE_HEIGHT)
}
// sensors
const sis = sensors.internal.getActiveSensors();
for(let i =0; i < sis.length; ++i) {
const si = sis[i];
const x = (si.port() - 1) * col;
const v = si._query();
print(`${scale(v)}`, x, 9 * brick.LINE_HEIGHT)
}
}
```

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@ -1,6 +1,6 @@
# Make It Move Without Wheels # Make It Move Without Wheels
## Objective @fullscreen ## Objective @unplugged
Design, build and program a robot that can move itself: Design, build and program a robot that can move itself:
@ -13,7 +13,7 @@ Your robot will:
![LECG Mindstorms brick with parts](/static/lessons/make-it-move/locomotion-no-wheels.jpg) ![LECG Mindstorms brick with parts](/static/lessons/make-it-move/locomotion-no-wheels.jpg)
## Construct @fullscreen ## Construct @unplugged
Build a Walker Bot! Build a Walker Bot!
@ -67,6 +67,6 @@ motors.stopAllMotors()
brick.showString("30 cm", 1) brick.showString("30 cm", 1)
``` ```
## Program 4 @fullscreen ## 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. 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.

View File

@ -40,8 +40,8 @@ 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. 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.
```typescript-ignore ```blocks
motors.largeBC.tankFor(-60, 60, 9, MoveUnit.Rotations) motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
``` ```
### Step 2 ### Step 2
@ -50,9 +50,9 @@ 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. The ``||motors:tank large B+C||`` block will run for `9` rotations when the **center** button is pressed on the EV3 brick then stop.
```typescript-ignore ```blocks
motors.largeBC.tankFor(-60, 60, 9, MoveUnit.Rotations) motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
motors.stopAllMotors() motors.largeBC.stop()
``` ```
### Step 3 ### Step 3
@ -62,9 +62,9 @@ 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 Bricks screen. 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 Bricks screen.
```typescript-ignore ```blocks
motors.largeBC.tankFor(-60, 60, 9, MoveUnit.Rotations) motors.largeBC.tank(-60, 60, 9, MoveUnit.Rotations)
motors.stopAllMotors() motors.largeBC.stop()
brick.showString("30 cm", 1) brick.showString("30 cm", 1)
``` ```

View File

@ -2,10 +2,8 @@
This program will activate an alarm when an object moves in front of the Ultrasonic Sensor. This program will activate an alarm when an object moves in front of the Ultrasonic Sensor.
TODO support for event when value changes
```blocks ```blocks
input.ultrasonic4.onObjectNear(function () { sensors.ultrasonic4.onEvent(UltrasonicSensorEvent.ObjectNear, function () {
music.playSoundUntilDone(music.sounds(Sounds.PowerUp)) music.playSoundEffectUntilDone(sounds.informationActivate)
}) })
``` ```

View File

@ -4,14 +4,12 @@ Use this program with the Programmable Brick and Large Motor.
```blocks ```blocks
loops.forever(function () { loops.forever(function () {
output.largeMotorA.setPower(30) motors.largeA.setSpeed(30)
output.largeMotorA.on(true)
loops.pause(100) loops.pause(100)
output.largeMotorA.on(false) motors.largeA.stop()
music.playSoundUntilDone(music.sounds(Sounds.PowerUp)) music.playSoundEffectUntilDone(sounds.animalsCatPurr)
output.largeMotorA.setPower(-30) motors.largeA.setSpeed(-30)
output.largeMotorA.on(true)
loops.pause(100) loops.pause(100)
output.largeMotorA.on(false) motors.largeA.stop()
}) })
``` ```

View File

@ -3,7 +3,7 @@
This program will activate an alarm when an object is lifted from the Touch Sensor. This program will activate an alarm when an object is lifted from the Touch Sensor.
```blocks ```blocks
input.touchSensor1.onEvent(TouchSensorEvent.Released, function () { sensors.touch1.onEvent(ButtonEvent.Released, function () {
music.playSoundUntilDone(music.sounds(Sounds.PowerUp)) music.playSoundEffectUntilDone(sounds.informationActivate);
}) })
``` ```

View File

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

View File

@ -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. 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 ```blocks
input.color3.onColorDetected(ColorSensorColor.Blue, function () { sensors.color3.onColorDetected(ColorSensorColor.Blue, function () {
music.playTone(Note.G4, music.beat(BeatFraction.Half)) 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)) 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)) music.playTone(Note.D5, music.beat(BeatFraction.Half))
}) })
``` ```

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@ -1,8 +1,11 @@
# Reference # Reference
```namespaces
brick.showMood(moods.sleeping);
```
## See Also ## See Also
[brick](/reference/brick),
[touch sensor](/reference/sensors/touch-sensor), [touch sensor](/reference/sensors/touch-sensor),
[color sensor](/reference/sensors/color-sensor) [color sensor](/reference/sensors/color-sensor)

30
docs/reference/brick.md Normal file
View File

@ -0,0 +1,30 @@
# 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();
```
## Buttons
```cards
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
});
brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
brick.buttonEnter.isPressed()
brick.buttonEnter.wasPressed()
brick.setLight(BrickLight.Red);
```
## Other
```cards
brick.batteryLevel()
```

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@ -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)
})
```

View 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)

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@ -0,0 +1,57 @@
# on Event
Run some code when a button is clicked, pressed down, or released.
```sig
brick.buttonEnter.onEvent(ButtonEvent.Bumped, 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(ButtonEvent.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.Released, function () {
brick.showString("ENTER is: UP ", 1);
});
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
brick.showString("ENTER is: DOWN ", 1);
});
brick.buttonEnter.onEvent(ButtonEvent.Bumped, 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)

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@ -0,0 +1,37 @@
# pause Until
Causes your program to wait until an event at a button happens.
```sig
brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
```
## 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.Bumped);
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)

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@ -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.Bumped, 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)

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@ -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();
```

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@ -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)
})
```

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@ -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)

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@ -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)

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@ -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.Bumped, function () {
brick.showString("Hey! Don't push my", 4);
brick.showString("buttons.", 5);
});
```
## See also
[show number](/reference/brick/show-number)

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@ -0,0 +1,29 @@
# show Value
Show a name-value-pair on the screen at the line you select.
```sig
brick.showValue("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.Bumped, function () {
brick.showValue("color", sensors.color2.light(LightIntensityMode.Ambient), 1)
})
```
## See also
[show number](/reference/brick/show-number)

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@ -77,7 +77,7 @@ export function deployCoreAsync(resp: pxtc.CompileResult, isCli = false) {
let rbfBIN = pxt.U.fromHex(rbfHex) let rbfBIN = pxt.U.fromHex(rbfHex)
pxt.HF2.write16(rbfBIN, 4, rbfBIN.length) pxt.HF2.write16(rbfBIN, 4, rbfBIN.length)
let origElfUF2 = UF2.parseFile(pxt.U.stringToUint8Array(atob(resp.outfiles[pxt.outputName()]))) let origElfUF2 = UF2.parseFile(pxt.U.stringToUint8Array(ts.pxtc.decodeBase64(resp.outfiles[pxt.outputName()])))
let mkFile = (ext: string, data: Uint8Array = null) => { let mkFile = (ext: string, data: Uint8Array = null) => {
let f = UF2.newBlockFile() let f = UF2.newBlockFile()

View File

@ -8,7 +8,7 @@ import { FieldSpeed } from "./field_speed";
import { FieldBrickButtons } from "./field_brickbuttons"; import { FieldBrickButtons } from "./field_brickbuttons";
import { FieldTurnRatio } from "./field_turnratio"; 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...') pxt.debug('loading pxt-ev3 target extensions...')
updateBlocklyShape(); updateBlocklyShape();
const res: pxt.editor.ExtensionResult = { const res: pxt.editor.ExtensionResult = {
@ -28,7 +28,95 @@ pxt.editor.initExtensionsAsync = function(opts: pxt.editor.ExtensionOptions): Pr
selector: "turnratio", selector: "turnratio",
editor: FieldTurnRatio 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 => { initAsync().catch(e => {
// probably no HID - we'll try this again upon deployment // probably no HID - we'll try this again upon deployment

View File

@ -40,7 +40,8 @@ export class FieldSpeed extends Blockly.FieldSlider implements Blockly.FieldCust
var labelContainer = document.createElement('div'); var labelContainer = document.createElement('div');
this.speedSVG = document.createElementNS("http://www.w3.org/2000/svg", "svg") as SVGGElement; this.speedSVG = document.createElementNS("http://www.w3.org/2000/svg", "svg") as SVGGElement;
pxsim.svg.hydrate(this.speedSVG, { pxsim.svg.hydrate(this.speedSVG, {
viewBox: "0 0 200 100" viewBox: "0 0 200 100",
width: "170"
}); });
labelContainer.appendChild(this.speedSVG); labelContainer.appendChild(this.speedSVG);
@ -58,7 +59,7 @@ export class FieldSpeed extends Blockly.FieldSlider implements Blockly.FieldCust
this.reporter = pxsim.svg.child(this.speedSVG, "text", { this.reporter = pxsim.svg.child(this.speedSVG, "text", {
'x': 100, 'y': 80, 'x': 100, 'y': 80,
'text-anchor': 'middle', 'alignment-baseline': 'middle', 'text-anchor': 'middle', 'dominant-baseline': 'middle',
'style': 'font-size: 50px', 'style': 'font-size: 50px',
'class': 'sim-text inverted number' 'class': 'sim-text inverted number'
}) as SVGTextElement; }) as SVGTextElement;

View File

@ -56,7 +56,7 @@ export class FieldTurnRatio extends Blockly.FieldSlider implements Blockly.Field
}, marker); }, marker);
this.reporter_ = pxsim.svg.child(svg, "text", { this.reporter_ = pxsim.svg.child(svg, "text", {
'x': FieldTurnRatio.HALF, 'y': 96, 'x': FieldTurnRatio.HALF, 'y': 96,
'text-anchor': 'middle', 'alignment-baseline': 'middle', 'text-anchor': 'middle', 'dominant-baseline': 'middle',
'style': 'font-size: 50px', 'style': 'font-size: 50px',
'class': 'sim-text inverted number' 'class': 'sim-text inverted number'
}) as SVGTextElement; }) as SVGTextElement;

View File

@ -1,25 +0,0 @@
{
"automation": "Automation, process control and robotic controllers\n\nProcess control, automation, robotics AI",
"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.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"
}

View File

@ -1,12 +0,0 @@
{
"automation.PIDController.compute|block": "%pid|compute for timestep %timestep|(s) 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"
}

View File

@ -1,157 +0,0 @@
{
"Array": "Add, remove, and replace items in lists.\n\nAdd, remove, and replace items in lists.",
"Array.filter": "Return the elements of an array that meet the condition specified in a callback function.",
"Array.filter|param|callbackfn": "A function that accepts up to two arguments. The filter method calls the callbackfn function one time for each element in the array.",
"Array.get": "Get the value at a particular index",
"Array.get|param|index": "the zero-based position in the list of the item, eg: 0",
"Array.indexOf": "Return the index of the first occurrence of a value in an array.",
"Array.indexOf|param|fromIndex": "The array index at which to begin the search. If fromIndex is omitted, the search starts at index 0.",
"Array.indexOf|param|item": "The value to locate in the array.",
"Array.insertAt": "Insert the value at a particular index, increases length by 1",
"Array.insertAt|param|index": "the zero-based position in the list to insert the value, eg: 0",
"Array.length": "Get or set the length of an array. This number is one more than the index of the last element the array.",
"Array.map": "Call a defined callback function on each element of an array, and return an array containing the results.",
"Array.map|param|callbackfn": "A function that accepts up to two arguments. The map method calls the callbackfn function one time for each element in the array.",
"Array.pop": "Remove the last element from an array and return it.",
"Array.push": "Append a new element to an array.",
"Array.reduce": "Call the specified callback function for all the elements in an array. The return value of the callback function is the accumulated result, and is provided as an argument in the next call to the callback function.",
"Array.reduce|param|callbackfn": "A function that accepts up to three arguments. The reduce method calls the callbackfn function one time for each element in the array.",
"Array.reduce|param|initialValue": "Initial value to start the accumulation. The first call to the callbackfn function provides this value as an argument instead of an array value.",
"Array.removeAt": "Remove the element at a certain index.",
"Array.removeElement": "Remove the first occurence of an object. Returns true if removed.",
"Array.reverse": "Reverse the elements in an array. The first array element becomes the last, and the last array element becomes the first.",
"Array.set": "Store a value at a particular index",
"Array.set|param|index": "the zero-based position in the list to store the value, eg: 0",
"Array.shift": "Remove the first element from an array and return it. This method changes the length of the array.",
"Array.slice": "Return a section of an array.",
"Array.slice|param|end": "The end of the specified portion of the array. eg: 0",
"Array.slice|param|start": "The beginning of the specified portion of the array. eg: 0",
"Array.sort": "Sort the elements of an array in place and returns the array. The sort is not necessarily stable.",
"Array.splice": "Remove elements from an array.",
"Array.splice|param|deleteCount": "The number of elements to remove. eg: 0",
"Array.splice|param|start": "The zero-based location in the array from which to start removing elements. eg: 0",
"Array.unshift": "Add one element to the beginning of an array and return the new length of the array.",
"Boolean.toString": "Returns a string representation of an object.",
"Buffer.fill": "Fill (a fragment) of the buffer with given value.",
"Buffer.getNumber": "Read a number in specified format from the buffer.",
"Buffer.length": "Returns the length of a Buffer object.",
"Buffer.rotate": "Rotate buffer left in place.\n\n\n\nstart. eg: -1",
"Buffer.rotate|param|length": "number of elements in buffer. If negative, length is set as the buffer length minus",
"Buffer.rotate|param|offset": "number of bytes to shift; use negative value to shift right",
"Buffer.rotate|param|start": "start offset in buffer. Default is 0.",
"Buffer.setNumber": "Write a number in specified format in the buffer.",
"Buffer.shift": "Shift buffer left in place, with zero padding.\n\n\n\nstart. eg: -1",
"Buffer.shift|param|length": "number of elements in buffer. If negative, length is set as the buffer length minus",
"Buffer.shift|param|offset": "number of bytes to shift; use negative value to shift right",
"Buffer.shift|param|start": "start offset in buffer. Default is 0.",
"Buffer.slice": "Return a copy of a fragment of a buffer.",
"Buffer.toHex": "Convert a buffer to its hexadecimal representation.",
"Buffer.write": "Write contents of `src` at `dstOffset` in current buffer.",
"Math": "More complex operations with numbers.",
"Math.abs": "Returns the absolute value of a number (the value without regard to whether it is positive or negative).\nFor example, the absolute value of -5 is the same as the absolute value of 5.",
"Math.abs|param|x": "A numeric expression for which the absolute value is needed.",
"Math.acos": "Returns the arccosine (in radians) of a number",
"Math.acos|param|x": "A number",
"Math.asin": "Returns the arcsine (in radians) of a number",
"Math.asin|param|x": "A number",
"Math.atan": "Returns the arctangent (in radians) of a number",
"Math.atan2": "Returns the arctangent of the quotient of its arguments.",
"Math.atan2|param|x": "A number",
"Math.atan2|param|y": "A number",
"Math.atan|param|x": "A number",
"Math.ceil": "Returns the smallest number greater than or equal to its numeric argument.",
"Math.ceil|param|x": "A numeric expression.",
"Math.constrain": "Constrains a number to be within a range",
"Math.cos": "Returns the cosine of a number.",
"Math.cos|param|x": "An angle in radians",
"Math.exp": "Returns returns ``e^x``.",
"Math.exp|param|x": "A number",
"Math.floor": "Returns the greatest number less than or equal to its numeric argument.",
"Math.floor|param|x": "A numeric expression.",
"Math.icos": "Returns the cosine of an input angle. This is an 8-bit approximation.",
"Math.icos|param|theta": "input angle from 0-255",
"Math.idiv": "Returns the value of integer signed 32 bit division of two numbers.",
"Math.idiv|param|x": "The first number",
"Math.idiv|param|y": "The second number",
"Math.imul": "Returns the value of integer signed 32 bit multiplication of two numbers.",
"Math.imul|param|x": "The first number",
"Math.imul|param|y": "The second number",
"Math.isin": "Returns the sine of an input angle. This is an 8-bit approximation.",
"Math.isin|param|theta": "input angle from 0-255",
"Math.log": "Returns the natural logarithm (base e) of a number.",
"Math.log|param|x": "A number",
"Math.map": "Re-maps a number from one range to another. That is, a value of ``from low`` would get mapped to ``to low``, a value of ``from high`` to ``to high``, values in-between to values in-between, etc.",
"Math.map|param|fromHigh": "the upper bound of the value's current range, eg: 1023",
"Math.map|param|fromLow": "the lower bound of the value's current range",
"Math.map|param|toHigh": "the upper bound of the value's target range, eg: 4",
"Math.map|param|toLow": "the lower bound of the value's target range",
"Math.map|param|value": "value to map in ranges",
"Math.max": "Returns the larger of two supplied numeric expressions.",
"Math.min": "Returns the smaller of two supplied numeric expressions.",
"Math.pow": "Returns the value of a base expression taken to a specified power.",
"Math.pow|param|x": "The base value of the expression.",
"Math.pow|param|y": "The exponent value of the expression.",
"Math.random": "Returns a pseudorandom number between 0 and 1.",
"Math.randomRange": "Returns a pseudorandom number between min and max included.\nIf both numbers are integral, the result is integral.",
"Math.randomRange|param|max": "the upper inclusive bound, eg: 10",
"Math.randomRange|param|min": "the lower inclusive bound, eg: 0",
"Math.round": "Returns a supplied numeric expression rounded to the nearest number.",
"Math.round|param|x": "The value to be rounded to the nearest number.",
"Math.sign": "Returns the sign of the x, indicating whether x is positive, negative or zero.",
"Math.sign|param|x": "The numeric expression to test",
"Math.sin": "Returns the sine of a number.",
"Math.sin|param|x": "An angle in radians",
"Math.sqrt": "Returns the square root of a number.",
"Math.sqrt|param|x": "A numeric expression.",
"Math.tan": "Returns the tangent of a number.",
"Math.tan|param|x": "An angle in radians",
"Math.trunc": "Returns the number with the decimal part truncated.",
"Math.trunc|param|x": "A numeric expression.",
"Number.toString": "Returns a string representation of a number.",
"String": "Combine, split, and search text strings.\n\nCombine, split, and search text strings.",
"String.charAt": "Return the character at the specified index.",
"String.charAt|param|index": "The zero-based index of the desired character.",
"String.charCodeAt": "Return the Unicode value of the character at the specified location.",
"String.charCodeAt|param|index": "The zero-based index of the desired character. If there is no character at the specified index, NaN is returned.",
"String.compare": "See how the order of characters in two strings is different (in ASCII encoding).",
"String.compare|param|that": "String to compare to target string",
"String.concat": "Returns a string that contains the concatenation of two or more strings.",
"String.concat|param|other": "The string to append to the end of the string.",
"String.fromCharCode": "Make a string from the given ASCII character code.",
"String.isEmpty": "Returns a value indicating if the string is empty",
"String.length": "Returns the length of a String object.",
"String.substr": "Return a substring of the current string.",
"String.substr|param|length": "number of characters to extract",
"String.substr|param|start": "first character index; can be negative from counting from the end, eg:0",
"control": "Program controls and events.",
"control.AnimationQueue.cancel": "Cancels the current running animation and clears the queue",
"control.AnimationQueue.runUntilDone": "Runs 'render' in a loop until it returns false or the 'stop' function is called",
"control.assert": "Display an error code and stop the program when the assertion is `false`.",
"control.deviceSerialNumber": "Derive a unique, consistent serial number of this device from internal data.",
"control.millis": "Gets the number of milliseconds elapsed since power on.",
"control.onEvent": "Run code when a registered event happens.",
"control.onEvent|param|value": "the event value to match",
"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.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",
"hex": "Tagged hex literal converter",
"loops.forever": "Repeats the code forever in the background. On each iteration, allows other codes to run.",
"loops.pause": "Pause for the specified time in milliseconds",
"loops.pause|param|ms": "how long to pause for, eg: 100, 200, 500, 1000, 2000",
"parseInt": "Convert a string to an integer.",
"pauseUntil": "Busy wait for a condition to be true",
"pauseUntil|param|condition": "condition to test for",
"pauseUntil|param|timeOut": "if positive, maximum duration to wait for in milliseconds",
"serial": "Reading and writing data over a serial connection.",
"serial.writeBuffer": "Send a buffer across the serial connection.",
"serial.writeLine": "Write a line of text to the serial port.",
"serial.writeNumber": "Write a number to the serial port.",
"serial.writeString": "Write some text to the serial port.",
"serial.writeValue": "Write a name:value pair as a line of text to the serial port.",
"serial.writeValue|param|name": "name of the value stream, eg: \"x\"",
"serial.writeValue|param|value": "to write"
}

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@ -1,54 +0,0 @@
{
"Array.indexOf|block": "%list| find index of %value",
"Array.insertAt|block": "%list| insert at %index| value %value",
"Array.length|block": "length of %VALUE",
"Array.pop|block": "get and remove last value from %list",
"Array.push|block": "%list| add value %value| to end",
"Array.removeAt|block": "%list| remove value at %index",
"Array.reverse|block": "reverse %list",
"Array.shift|block": "get and remove first value from %list",
"Array.unshift|block": "%list| insert %value| at beginning",
"Array|block": "Array",
"Math.constrain|block": "constrain %value|between %low|and %high",
"Math.map|block": "map %value|from low %fromLow|from high %fromHigh|to low %toLow|to high %toHigh",
"Math.randomRange|block": "pick random %min|to %limit",
"Math|block": "Math",
"String.charAt|block": "char from %this=text|at %pos",
"String.compare|block": "compare %this=text| to %that",
"String.fromCharCode|block": "text from char code %code",
"String.length|block": "length of %VALUE",
"String.substr|block": "substring of %this=text|from %start|of length %length",
"String|block": "String",
"control.assert|block": "assert %cond|with value %code",
"control.deviceSerialNumber|block": "device serial number",
"control.millis|block": "millis (ms)",
"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.waitForEvent|block": "wait for event|from %src|with value %value",
"control.waitMicros|block": "wait (µs)%micros",
"control|block": "control",
"loops.forever|block": "forever",
"loops.pause|block": "pause %pause=timePicker|ms",
"loops|block": "loops",
"parseInt|block": "parse to integer %text",
"serial.writeBuffer|block": "serial|write buffer %buffer",
"serial.writeLine|block": "serial|write line %text",
"serial.writeNumber|block": "serial|write number %value",
"serial.writeString|block": "serial|write string %text",
"serial.writeValue|block": "serial|write value %name|= %value",
"serial|block": "serial",
"{id:category}Array": "Array",
"{id:category}Arrays": "Arrays",
"{id:category}Boolean": "Boolean",
"{id:category}Buffer": "Buffer",
"{id:category}Control": "Control",
"{id:category}Helpers": "Helpers",
"{id:category}Loops": "Loops",
"{id:category}Math": "Math",
"{id:category}Number": "Number",
"{id:category}Serial": "Serial",
"{id:category}String": "String",
"{id:category}Text": "Text"
}

34
libs/base/enums.d.ts vendored
View File

@ -1,34 +0,0 @@
// Auto-generated. Do not edit.
declare const enum NumberFormat {
Int8LE = 1,
UInt8LE = 2,
Int16LE = 3,
UInt16LE = 4,
Int32LE = 5,
Int8BE = 6,
UInt8BE = 7,
Int16BE = 8,
UInt16BE = 9,
Int32BE = 10,
UInt32LE = 11,
UInt32BE = 12,
Float32LE = 13,
Float64LE = 14,
Float32BE = 15,
Float64BE = 16,
}
declare const enum ValType {
Undefined = 0,
Boolean = 1,
Number = 2,
String = 3,
Object = 4,
Function = 5,
}
// Auto-generated. Do not edit. Really.

View File

@ -17,7 +17,8 @@
"control.cpp", "control.cpp",
"control.ts", "control.ts",
"serial.cpp", "serial.cpp",
"serial.ts" "serial.ts",
"fieldeditors.ts"
], ],
"testFiles": [ "testFiles": [
"test.ts" "test.ts"

159
libs/base/shims.d.ts vendored
View File

@ -1,159 +0,0 @@
// Auto-generated. Do not edit.
//% indexerGet=BufferMethods::getByte indexerSet=BufferMethods::setByte
declare interface Buffer {
/**
* Write a number in specified format in the buffer.
*/
//% shim=BufferMethods::setNumber
setNumber(format: NumberFormat, offset: int32, value: number): void;
/**
* Read a number in specified format from the buffer.
*/
//% shim=BufferMethods::getNumber
getNumber(format: NumberFormat, offset: int32): number;
/** Returns the length of a Buffer object. */
//% property shim=BufferMethods::length
length: int32;
/**
* Fill (a fragment) of the buffer with given value.
*/
//% offset.defl=0 length.defl=-1 shim=BufferMethods::fill
fill(value: int32, offset?: int32, length?: int32): void;
/**
* Return a copy of a fragment of a buffer.
*/
//% offset.defl=0 length.defl=-1 shim=BufferMethods::slice
slice(offset?: int32, length?: int32): Buffer;
/**
* Shift buffer left in place, with zero padding.
* @param offset number of bytes to shift; use negative value to shift right
* @param start start offset in buffer. Default is 0.
* @param length number of elements in buffer. If negative, length is set as the buffer length minus
* start. eg: -1
*/
//% start.defl=0 length.defl=-1 shim=BufferMethods::shift
shift(offset: int32, start?: int32, length?: int32): void;
/**
* Convert a buffer to its hexadecimal representation.
*/
//% shim=BufferMethods::toHex
toHex(): string;
/**
* Rotate buffer left in place.
* @param offset number of bytes to shift; use negative value to shift right
* @param start start offset in buffer. Default is 0.
* @param length number of elements in buffer. If negative, length is set as the buffer length minus
* start. eg: -1
*/
//% start.defl=0 length.defl=-1 shim=BufferMethods::rotate
rotate(offset: int32, start?: int32, length?: int32): void;
/**
* Write contents of `src` at `dstOffset` in current buffer.
*/
//% shim=BufferMethods::write
write(dstOffset: int32, src: Buffer): void;
}
declare namespace loops {
/**
* Repeats the code forever in the background. On each iteration, allows other codes to run.
* @param body code to execute
*/
//% help=loops/forever weight=100 afterOnStart=true
//% blockId=forever block="forever" blockAllowMultiple=1 shim=loops::forever
function forever(a: () => void): void;
/**
* Pause for the specified time in milliseconds
* @param ms how long to pause for, eg: 100, 200, 500, 1000, 2000
*/
//% help=loops/pause weight=99
//% async block="pause %pause=timePicker|ms"
//% blockId=device_pause shim=loops::pause
function pause(ms: int32): void;
}
declare namespace control {
/**
* Gets the number of milliseconds elapsed since power on.
*/
//% help=control/millis weight=50
//% blockId=control_running_time block="millis (ms)" shim=control::millis
function millis(): int32;
/**
* Run code when a registered event happens.
* @param id the event compoent id
* @param value the event value to match
*/
//% weight=20 blockGap=8 blockId="control_on_event" block="on event|from %src|with value %value"
//% blockExternalInputs=1
//% help="control/on-event" flags.defl=16 shim=control::onEvent
function onEvent(src: int32, value: int32, handler: () => void, flags?: int32): void;
/**
* Reset the device.
*/
//% weight=30 async help=control/reset blockGap=8
//% blockId="control_reset" block="reset" shim=control::reset
function reset(): void;
/**
* Block the current fiber for the given microseconds
* @param micros number of micro-seconds to wait. eg: 4
*/
//% help=control/wait-micros weight=29 async
//% blockId="control_wait_us" block="wait (µs)%micros" shim=control::waitMicros
function waitMicros(micros: int32): void;
/**
* Run other code in the background.
*/
//% 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;
/**
* Blocks the calling thread until the specified event is raised.
*/
//% help=control/wait-for-event async
//% blockId=control_wait_for_event block="wait for event|from %src|with value %value" shim=control::waitForEvent
function waitForEvent(src: int32, value: int32): void;
/**
* Derive a unique, consistent serial number of this device from internal data.
*/
//% blockId="control_device_serial_number" block="device serial number" weight=9
//% help=control/device-serial-number shim=control::deviceSerialNumber
function deviceSerialNumber(): int32;
}
declare namespace serial {
/**
* Write some text to the serial port.
*/
//% help=serial/write-string
//% weight=87 blockHidden=true
//% blockId=serial_writestring block="serial|write string %text" shim=serial::writeString
function writeString(text: string): void;
/**
* Send a buffer across the serial connection.
*/
//% help=serial/write-buffer weight=6 blockHidden=true
//% blockId=serial_writebuffer block="serial|write buffer %buffer" shim=serial::writeBuffer
function writeBuffer(buffer: Buffer): void;
}
// Auto-generated. Do not edit. Really.

View File

@ -1,3 +1,5 @@
<xml xmlns="http://www.w3.org/1999/xhtml"> <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> </xml>

View File

@ -1,11 +0,0 @@
{
"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.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"
}

View File

@ -1,9 +0,0 @@
{
"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.setMotors|block": "set %chassis|motors to %motors",
"chassis.Chassis.setProperty|block": "set %chassis|%property|to %value",
"chassis|block": "chassis",
"{id:category}Chassis": "Chassis"
}

View File

@ -1,10 +1,7 @@
enum ChassisProperty { /**
//% block="wheel radius (cm)" * A differential drive robot
WheelRadius, */
//% block="base length (cm)" //% weight=50 color=#cf00cf
BaseLength
}
namespace chassis { namespace chassis {
/** /**
* A differential drive robot * A differential drive robot
@ -29,13 +26,17 @@ namespace chassis {
* using a unicycle model. * using a unicycle model.
* @param speed speed of the center point between motors, eg: 10 * @param speed speed of the center point between motors, eg: 10
* @param rotationSpeed rotation of the robot around the center point, eg: 30 * @param rotationSpeed rotation of the robot around the center point, eg: 30
* @param value the amount of movement, eg: 2 * @param distance
* @param unit **/
*/
//% blockId=motorDrive block="drive %chassis|at %speed|cm/s|turning %rotationSpeed|deg/s" //% blockId=motorDrive block="drive %chassis|at %speed|cm/s|turning %rotationSpeed|deg/s"
//% inlineInputMode=inline //% inlineInputMode=inline
//% weight=95 blockGap=8 //% 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 % // speed is expressed in %
const R = this.wheelRadius; // cm const R = this.wheelRadius; // cm
const L = this.baseLength; // cm const L = this.baseLength; // cm
@ -52,26 +53,30 @@ namespace chassis {
const sr = vr / maxw * 100; // % const sr = vr / maxw * 100; // %
const sl = vl / 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 * Sets the wheel radius in centimeters
* @param property the property to set * @param cm
* @param value the value to set
*/ */
//% blockId=chassisSetProperty block="set %chassis|%property|to %value" //% blockId=chassisSetWheelRadius block="set %chassis|wheel radius to %cm|(cm)"
//% blockGap=8 setWheelRadius(cm: number) {
//% weight=10 this.wheelRadius = cm;
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;
}
} }
/**
* 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 * Sets the motors used by the chassis, default is B+C
* @param motors * @param motors
@ -81,6 +86,10 @@ namespace chassis {
setMotors(motors: motors.SynchedMotorPair) { setMotors(motors: motors.SynchedMotorPair) {
this.motors = motors; this.motors = motors;
} }
toString(): string {
return `chassis base ${this.baseLength}, wheel ${this.wheelRadius}`;
}
} }
//% fixedInstance whenUsed //% fixedInstance whenUsed

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@ -1,18 +0,0 @@
{
"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.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).",
"sensors.ColorSensor.onColorDetected": "Registers code to run when the given color is detected.",
"sensors.ColorSensor.onColorDetected|param|color": "the color to detect, eg: ColorSensorColor.Blue",
"sensors.ColorSensor.onColorDetected|param|handler": "the code to run when detected",
"sensors.ColorSensor.onLightChanged": "Registers code to run when the ambient light changes.",
"sensors.ColorSensor.onLightChanged|param|condition": "the light condition",
"sensors.ColorSensor.onLightChanged|param|handler": "the code to run when detected",
"sensors.ColorSensor.pauseForColor": "Waits for the given color to be detected",
"sensors.ColorSensor.pauseForColor|param|color": "the color to detect",
"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"
}

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@ -1,31 +0,0 @@
{
"ColorSensorColor.Black|block": "black",
"ColorSensorColor.Blue|block": "blue",
"ColorSensorColor.Brown|block": "brown",
"ColorSensorColor.Green|block": "green",
"ColorSensorColor.None|block": "none",
"ColorSensorColor.Red|block": "red",
"ColorSensorColor.White|block": "white",
"ColorSensorColor.Yellow|block": "yellow",
"ColorSensorMode.AmbientLightIntensity|block": "ambient light intensity",
"ColorSensorMode.Color|block": "color",
"ColorSensorMode.ReflectedLightIntensity|block": "reflected light intensity",
"LightCondition.Dark|block": "dark",
"LightIntensityMode.Ambient|block": "ambient light",
"LightIntensityMode.Reflected|block": "reflected light",
"sensors.ColorSensor.color|block": "%sensor| color",
"sensors.ColorSensor.light|block": "%sensor|%mode",
"sensors.ColorSensor.onColorDetected|block": "on %sensor|detected color %color",
"sensors.ColorSensor.onLightChanged|block": "on %sensor|%mode|%condition",
"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.color1|block": "color 1",
"sensors.color2|block": "color 2",
"sensors.color3|block": "color 3",
"sensors.color4|block": "color 4",
"sensors|block": "sensors",
"{id:category}Sensors": "Sensors",
"{id:group}Color Sensor": "Color Sensor",
"{id:group}Threshold": "Threshold"
}

View File

@ -19,29 +19,29 @@ enum LightIntensityMode {
} }
const enum ColorSensorColor { const enum ColorSensorColor {
//% block="none" //% block="none" blockIdentity=sensors.color
None, None,
//% block="black" //% block="black" blockIdentity=sensors.color
Black, Black,
//% block="blue" //% block="blue" blockIdentity=sensors.color
Blue, Blue,
//% block="green" //% block="green" blockIdentity=sensors.color
Green, Green,
//% block="yellow" //% block="yellow" blockIdentity=sensors.color
Yellow, Yellow,
//% block="red" //% block="red" blockIdentity=sensors.color
Red, Red,
//% block="white" //% block="white" blockIdentity=sensors.color
White, White,
//% block="brown" //% block="brown" blockIdentity=sensors.color
Brown, Brown,
} }
enum LightCondition { enum LightCondition {
//% block="dark" //% block="dark"
Dark = sensors.internal.ThresholdState.Low, Dark = sensors.ThresholdState.Low,
//$ block="bright" //$ block="bright"
Bright = sensors.internal.ThresholdState.High Bright = sensors.ThresholdState.High
} }
namespace sensors { namespace sensors {
@ -52,12 +52,14 @@ namespace sensors {
*/ */
//% fixedInstances //% fixedInstances
export class ColorSensor extends internal.UartSensor { export class ColorSensor extends internal.UartSensor {
thresholdDetector: sensors.internal.ThresholdDetector; thresholdDetector: sensors.ThresholdDetector;
calibrating: boolean;
constructor(port: number) { constructor(port: number) {
super(port) super(port)
this._setMode(ColorSensorMode.None); 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) { _colorEventValue(value: number) {
@ -95,6 +97,7 @@ namespace sensors {
} }
_update(prev: number, curr: number) { _update(prev: number, curr: number) {
if (this.calibrating) return; // simply ignore data updates while calibrating
if (this.mode == ColorSensorMode.Color) if (this.mode == ColorSensorMode.Color)
control.raiseEvent(this._id, this._colorEventValue(curr)); control.raiseEvent(this._id, this._colorEventValue(curr));
else else
@ -154,6 +157,7 @@ namespace sensors {
//% sensor.fieldEditor="ports" //% sensor.fieldEditor="ports"
//% weight=98 //% weight=98
//% group="Color Sensor" //% group="Color Sensor"
//% blockGap=8
color(): ColorSensorColor { color(): ColorSensorColor {
this.setMode(ColorSensorMode.Color) this.setMode(ColorSensorMode.Color)
return this.getNumber(NumberFormat.UInt8LE, 0) return this.getNumber(NumberFormat.UInt8LE, 0)
@ -230,18 +234,88 @@ namespace sensors {
//% blockId=colorSetThreshold block="set %sensor|%condition|to %value" //% blockId=colorSetThreshold block="set %sensor|%condition|to %value"
//% group="Threshold" blockGap=8 weight=90 //% group="Threshold" blockGap=8 weight=90
//% value.min=0 value.max=100 //% value.min=0 value.max=100
//% sensor.fieldEditor="ports"
setThreshold(condition: LightCondition, value: number) { setThreshold(condition: LightCondition, value: number) {
if (condition == LightCondition.Dark) if (condition == LightCondition.Dark)
this.thresholdDetector.setLowThreshold(value) this.thresholdDetector.setLowThreshold(value)
else else
this.thresholdDetector.setHighThreshold(value); 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) 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) export const color1: ColorSensor = new ColorSensor(1)
//% whenUsed block="color 2" weight=90 fixedInstance jres=icons.port2 //% whenUsed block="color 2" weight=90 fixedInstance jres=icons.port2

View File

@ -3,9 +3,9 @@
```blocks ```blocks
loops.forever(function () { loops.forever(function () {
if (sensors.color1.ambientLight() > 20) { if (sensors.color1.ambientLight() > 20) {
brick.setStatusLight(LightsPattern.Green) brick.setLight(BrickLight.Green)
} else { } else {
brick.setStatusLight(LightsPattern.Orange) brick.setLight(BrickLight.Orange)
} }
}) })
``` ```

View File

@ -3,9 +3,9 @@
```blocks ```blocks
loops.forever(function () { loops.forever(function () {
if (sensors.color1.color() == ColorSensorColor.Green) { if (sensors.color1.color() == ColorSensorColor.Green) {
brick.setStatusLight(LightsPattern.Green) brick.setLight(BrickLight.Green)
} else { } else {
brick.setStatusLight(LightsPattern.Orange) brick.setLight(BrickLight.Orange)
} }
}) })
``` ```

View File

@ -3,9 +3,9 @@
```blocks ```blocks
loops.forever(function () { loops.forever(function () {
if (sensors.color1.reflectedLight() > 20) { if (sensors.color1.reflectedLight() > 20) {
brick.setStatusLight(LightsPattern.Green) brick.setLight(BrickLight.Green)
} else { } else {
brick.setStatusLight(LightsPattern.Orange) brick.setLight(BrickLight.Orange)
} }
}) })
``` ```

View File

@ -1,115 +0,0 @@
{
"BrickLight": "Patterns for lights under the buttons.",
"ButtonEvent": "User interaction on buttons",
"Draw": "Drawing modes",
"Image.buffer": "Returns the underlaying Buffer object.",
"Image.doubled": "Double size of an image.",
"Image.draw": "Draw an image on the screen.",
"Image.height": "Returns the height of an image.",
"Image.width": "Returns the width of an image.",
"MMap.getNumber": "Read a number in specified format from the buffer.",
"MMap.ioctl": "Perform ioctl(2) on the underlaying file",
"MMap.length": "Returns the length of a Buffer object.",
"MMap.lseek": "Set pointer on the underlaying file.",
"MMap.read": "Perform read(2) on the underlaying file",
"MMap.setNumber": "Write a number in specified format in the buffer.",
"MMap.slice": "Read a range of bytes into a buffer.",
"MMap.write": "Perform write(2) on the underlaying file",
"SeekWhence": "Mode for lseek()",
"brick.Button": "Generic button class, for device buttons and sensors.",
"brick.Button.isPressed": "Check if button is currently pressed or not.",
"brick.Button.onEvent": "Do something when a button or sensor is clicked, up or down.",
"brick.Button.onEvent|param|body": "code to run when the event is raised",
"brick.Button.pauseUntil": "Waits until the event is raised",
"brick.Button.pauseUntil|param|ev": "the event to wait for",
"brick.Button.wasPressed": "See if the button was pressed again since the last time you checked.",
"brick.batteryLevel": "Returns the current battery level",
"brick.buttonDown": "Down button on the EV3 Brick.",
"brick.buttonEnter": "Enter button on the EV3 Brick.",
"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.setLight": "Set lights.",
"brick.setLight|param|pattern": "the lights pattern to use. eg: BrickLight.Orange",
"brick.showImage": "Shows an image on 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",
"brick.showNumber|param|value": "the numeric value",
"brick.showString": "Show text on the screen at a specific line.",
"brick.showString|param|line": "the line number to print the text at, eg: 1",
"brick.showString|param|text": "the text to print on the screen, eg: \"Hello world\"",
"brick.showValue": "Shows a name, value pair on the screen",
"brick.showValue|param|line": "the line number to print the text at, eg: 1",
"brick.showValue|param|value": "the numeric value",
"console": "Reading and writing data to the console output.\n\nReading and writing data to the console output.",
"console.addListener": "Adds a listener for the log messages",
"console.log": "Write a line of text to the console output.",
"console.logValue": "Write a name:value pair as a line of text to the console output.",
"console.logValue|param|name": "name of the value stream, eg: \"x\"",
"console.logValue|param|value": "to write",
"console.sendToScreen": "Sends the log messages to the brick screen and uses the brick up and down buttons to scroll.",
"control": "Program controls and events.",
"control.Timer": "A timer",
"control.Timer.millis": "Gets the elapsed time in millis since the last reset",
"control.Timer.pauseUntil": "Pauses until the timer reaches the given amount of milliseconds",
"control.Timer.pauseUntil|param|ms": "how long to pause for, eg: 5, 100, 200, 500, 1000, 2000",
"control.Timer.reset": "Resets the timer",
"control.Timer.seconds": "Gets the elapsed time in seconds since the last reset",
"control.allocateNotifyEvent": "Allocates the next user notification event",
"control.deviceFirmwareVersion": "Determine the version of system software currently running.",
"control.dmesg": "Write data to DMESG debugging buffer.",
"control.mmap": "Create new file mapping in memory",
"control.raiseEvent": "Announce that an event happened to registered handlers.",
"control.raiseEvent|param|src": "ID of the Component that generated the event",
"control.raiseEvent|param|value": "Component specific code indicating the cause of the event.",
"motors.Motor.angle": "Gets motor angle.",
"motors.Motor.clearCounts": "Clears the motor count",
"motors.Motor.setRegulated": "Indicates if the motor speed should be regulated. Default is true.",
"motors.Motor.setRegulated|param|value": "true for regulated motor",
"motors.Motor.speed": "Gets motor actual speed.",
"motors.Motor.tacho": "Gets motor tachometer count.",
"motors.Motor.toString": "Returns the status of the motor",
"motors.MotorBase.isReady": "Returns a value indicating if the motor is still running a previous command.",
"motors.MotorBase.pauseUntilReady": "Pauses the execution until the previous command finished.",
"motors.MotorBase.pauseUntilReady|param|timeOut": "optional maximum pausing time in milliseconds",
"motors.MotorBase.reset": "Resets the motor(s).",
"motors.MotorBase.setBrake": "Sets the automatic brake on or off when the motor is off",
"motors.MotorBase.setBrake|param|brake": "a value indicating if the motor should break when off",
"motors.MotorBase.setReversed": "Reverses the motor polarity",
"motors.MotorBase.setSpeed": "Sets the motor speed for limited time or distance.",
"motors.MotorBase.setSpeed|param|speed": "the speed from ``100`` full forward to ``-100`` full backward, eg: 50",
"motors.MotorBase.setSpeed|param|unit": "(optional) unit of the value",
"motors.MotorBase.setSpeed|param|value": "(optional) measured distance or rotation",
"motors.MotorBase.stop": "Stops the motor(s).",
"motors.SynchedMotorPair.steer": "Turns the motor and the follower motor by a number of rotations",
"motors.SynchedMotorPair.steer|param|speed": "the speed from ``100`` full forward to ``-100`` full backward, eg: 50",
"motors.SynchedMotorPair.steer|param|turnRatio": "the ratio of power sent to the follower motor, from ``-200`` to ``200``, eg: 0",
"motors.SynchedMotorPair.steer|param|unit": "(optional) unit of the value",
"motors.SynchedMotorPair.steer|param|value": "(optional) move duration or rotation",
"motors.SynchedMotorPair.tank": "The Move Tank block can make a robot drive forward, backward, turn, or stop. \nUse the Move Tank block for robot vehicles that have two Large Motors, \nwith one motor driving the left side of the vehicle and the other the right side. \nYou can make the two motors go at different speeds or in different directions \nto make your robot turn.",
"motors.SynchedMotorPair.tank|param|speedLeft": "the speed on the left motor, eg: 50",
"motors.SynchedMotorPair.tank|param|speedRight": "the speed on the right motor, eg: 50",
"motors.SynchedMotorPair.tank|param|unit": "(optional) unit of the value",
"motors.SynchedMotorPair.tank|param|value": "(optional) move duration or rotation",
"motors.SynchedMotorPair.toString": "Returns the name(s) of the motor",
"motors.mkCmd": "Allocates a message buffer",
"motors.mkCmd|param|addSize": "required additional bytes",
"motors.mkCmd|param|cmd": "command id",
"motors.mkCmd|param|out": "ports",
"motors.readPWM": "Sends and receives a message from the motors device",
"motors.readPWM|param|buf": "message buffer",
"motors.resetAllMotors": "Resets all motors",
"motors.stopAllMotors": "Stops all motors",
"motors.writePWM": "Sends a command to the motors device",
"motors.writePWM|param|buf": "the command buffer",
"output.createBuffer": "Create a new zero-initialized buffer.",
"output.createBuffer|param|size": "number of bytes in the buffer",
"screen.clear": "Clear screen and reset font to normal.",
"screen.imageOf": "Makes an image bound to a buffer.",
"screen.unpackPNG": "Decompresses a 1-bit gray scale PNG image to image format.",
"serial": "Reading and writing data over a serial connection.",
"serial.writeDmesg": "Send DMESG debug buffer over serial."
}

View File

@ -1,111 +0,0 @@
{
"BrickLight.GreenFlash|block": "green flash",
"BrickLight.GreenPulse|block": "green pulse",
"BrickLight.Green|block": "green",
"BrickLight.Off|block": "off",
"BrickLight.OrangeFlash|block": "orange flash",
"BrickLight.OrangePulse|block": "orange pulse",
"BrickLight.Orange|block": "orange",
"BrickLight.RedFlash|block": "red flash",
"BrickLight.RedPulse|block": "red pulse",
"BrickLight.Red|block": "red",
"ButtonEvent.Click|block": "click",
"ButtonEvent.Down|block": "down",
"ButtonEvent.Up|block": "up",
"MoveUnit.Degrees|block": "degrees",
"MoveUnit.MilliSeconds|block": "milliseconds",
"MoveUnit.Rotations|block": "rotations",
"MoveUnit.Seconds|block": "seconds",
"Output.AB|block": "A+B",
"Output.AD|block": "A+D",
"Output.ALL|block": "All",
"Output.A|block": "A",
"Output.BC|block": "B+C",
"Output.B|block": "B",
"Output.CD|block": "C+D",
"Output.C|block": "C",
"Output.D|block": "D",
"brick.Button.isPressed|block": "%button|is pressed",
"brick.Button.onEvent|block": "on %button|%event",
"brick.Button.pauseUntil|block": "pause until %button|%event",
"brick.Button.wasPressed|block": "%button|was pressed",
"brick.batteryLevel|block": "battery level",
"brick.buttonDown|block": "button down",
"brick.buttonEnter|block": "button enter",
"brick.buttonLeft|block": "button left",
"brick.buttonRight|block": "button right",
"brick.buttonUp|block": "button up",
"brick.clearScreen|block": "clear screen",
"brick.printPorts|block": "print ports",
"brick.setLight|block": "set light to %pattern",
"brick.showImage|block": "show image %image=screen_image_picker",
"brick.showNumber|block": "show number %name|at line %line",
"brick.showString|block": "show string %text|at line %line",
"brick.showValue|block": "show value %name|= %text|at line %line",
"brick|block": "brick",
"console.logValue|block": "console|log value %name|= %value",
"console.log|block": "console|log %text",
"console.sendToScreen|block": "send console to screen",
"console|block": "console",
"control.Timer.millis|block": "%timer|millis",
"control.Timer.pauseUntil|block": "%timer|pause until (ms) %ms",
"control.Timer.reset|block": "%timer|reset",
"control.Timer.seconds|block": "%timer|seconds",
"control.raiseEvent|block": "raise event|from %src|with value %value",
"control.timer1|block": "timer 1",
"control.timer2|block": "timer 2",
"control.timer3|block": "timer 3",
"control.timer4|block": "timer 4",
"control.timer5|block": "timer 5",
"control.timer6|block": "timer 6",
"control.timer7|block": "timer 7",
"control.timer8|block": "timer 8",
"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.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.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|%",
"motors.SynchedMotorPair.tank|block": "tank %motors|%speedLeft=motorSpeedPicker|%|%speedRight=motorSpeedPicker|%",
"motors.largeAB|block": "large A+B",
"motors.largeAD|block": "large A+D",
"motors.largeA|block": "large A",
"motors.largeBC|block": "large B+C",
"motors.largeB|block": "large B",
"motors.largeCD|block": "large C+D",
"motors.largeC|block": "large C",
"motors.largeD|block": "large D",
"motors.mediumA|block": "medium A",
"motors.mediumB|block": "medium B",
"motors.mediumC|block": "medium C",
"motors.mediumD|block": "medium D",
"motors.stopAllMotors|block": "stop all motors",
"motors|block": "motors",
"output|block": "output",
"screen|block": "screen",
"sensors|block": "sensors",
"serial|block": "serial",
"{id:category}Brick": "Brick",
"{id:category}Console": "Console",
"{id:category}Control": "Control",
"{id:category}Image": "Image",
"{id:category}Images": "Images",
"{id:category}MMap": "MMap",
"{id:category}Motors": "Motors",
"{id:category}Output": "Output",
"{id:category}Screen": "Screen",
"{id:category}Serial": "Serial",
"{id:group}Buttons": "Buttons",
"{id:group}Counters": "Counters",
"{id:group}More": "More",
"{id:group}Move": "Move",
"{id:group}Screen": "Screen",
"{id:group}Sensors": "Sensors"
}

View File

@ -5,6 +5,7 @@ namespace brick {
*/ */
//% blockId=brickBatteryLevel block="battery level" //% blockId=brickBatteryLevel block="battery level"
//% group="More" //% group="More"
//% help=brick/battery-level
export function batteryLevel(): number { export function batteryLevel(): number {
const info = sensors.internal.getBatteryInfo(); const info = sensors.internal.getBatteryInfo();
return info.current; return info.current;

View File

@ -29,14 +29,15 @@ const enum BrickLight {
* User interaction on buttons * User interaction on buttons
*/ */
const enum ButtonEvent { const enum ButtonEvent {
//% block="click" //% block="pressed"
Click = 1, Pressed = 4,
//% block="up" //% block="bumped"
Up = 3, Bumped = 1,
//% block="down" //% block="released"
Down = 4, Released = 3,
} }
namespace brick { namespace brick {
/** /**
* Generic button class, for device buttons and sensors. * Generic button class, for device buttons and sensors.
@ -62,12 +63,12 @@ namespace brick {
if (curr) { if (curr) {
this._wasPressed = true; this._wasPressed = true;
this.downTime = control.millis() this.downTime = control.millis()
control.raiseEvent(this._id, ButtonEvent.Down) control.raiseEvent(this._id, ButtonEvent.Pressed)
} else { } else {
control.raiseEvent(this._id, ButtonEvent.Up) control.raiseEvent(this._id, ButtonEvent.Released)
const delta = control.millis() - this.downTime; const delta = control.millis() - this.downTime;
if (delta < 500) if (delta < 500)
control.raiseEvent(this._id, ButtonEvent.Click) control.raiseEvent(this._id, ButtonEvent.Bumped)
} }
} }
@ -75,7 +76,7 @@ namespace brick {
* Check if button is currently pressed or not. * Check if button is currently pressed or not.
* @param button the button to query the request * @param button the button to query the request
*/ */
//% help=input/button/is-pressed //% help=brick/button/is-pressed
//% block="%button|is pressed" //% block="%button|is pressed"
//% blockId=buttonIsPressed //% blockId=buttonIsPressed
//% parts="brick" //% parts="brick"
@ -91,7 +92,7 @@ namespace brick {
* See if the button was pressed again since the last time you checked. * See if the button was pressed again since the last time you checked.
* @param button the button to query the request * @param button the button to query the request
*/ */
//% help=input/button/was-pressed //% help=brick/button/was-pressed
//% block="%button|was pressed" //% block="%button|was pressed"
//% blockId=buttonWasPressed //% blockId=buttonWasPressed
//% parts="brick" //% parts="brick"
@ -111,7 +112,7 @@ namespace brick {
* @param event the kind of button gesture that needs to be detected * @param event the kind of button gesture that needs to be detected
* @param body code to run when the event is raised * @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" //% blockId=buttonEvent block="on %button|%event"
//% parts="brick" //% parts="brick"
//% blockNamespace=brick //% blockNamespace=brick
@ -126,7 +127,7 @@ namespace brick {
* Waits until the event is raised * Waits until the event is raised
* @param ev the event to wait for * @param ev the event to wait for
*/ */
//% help=input/button/pause-until //% help=brick/button/pause-until
//% blockId=buttonWaitUntil block="pause until %button|%event" //% blockId=buttonWaitUntil block="pause until %button|%event"
//% parts="brick" //% parts="brick"
//% blockNamespace=brick //% blockNamespace=brick
@ -251,6 +252,7 @@ namespace brick {
*/ */
//% blockId=setLights block="set light to %pattern" //% blockId=setLights block="set light to %pattern"
//% weight=100 group="Buttons" //% weight=100 group="Buttons"
//% help=brick/set-light
export function setLight(pattern: BrickLight): void { export function setLight(pattern: BrickLight): void {
if (currPattern === pattern) if (currPattern === pattern)
return return

View File

@ -66,8 +66,8 @@ namespace console.screen {
if (!lines) { if (!lines) {
lines = []; lines = [];
console.addListener(log); console.addListener(log);
brick.buttonUp.onEvent(ButtonEvent.Click, () => scroll(-3)) brick.buttonUp.onEvent(ButtonEvent.Bumped, () => scroll(-3))
brick.buttonDown.onEvent(ButtonEvent.Click, () => scroll(3)) brick.buttonDown.onEvent(ButtonEvent.Bumped, () => scroll(3))
} }
} }

29
libs/core/enums.d.ts vendored
View File

@ -1,29 +0,0 @@
// Auto-generated. Do not edit.
/**
* Mode for lseek()
*/
declare const enum SeekWhence {
Set = 0,
Current = 1,
End = 2,
}
/**
* Drawing modes
*/
declare const enum Draw {
Normal = 0x00,
Clear = 0x01,
Xor = 0x02,
Fill = 0x04,
Transparent = 0x08,
Double = 0x10,
Quad = 0x20,
}
// Auto-generated. Do not edit. Really.

View File

@ -11,7 +11,7 @@ namespace sensors.internal {
// This is implementation for the simulator. // This is implementation for the simulator.
control.runInBackground(() => { control.runInParallel(() => {
let prev = query() let prev = query()
changeHandler(prev, prev) changeHandler(prev, prev)
while (true) { 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 { export class UartSensor extends Sensor {
protected mode: number // the mode user asked for protected mode: number // the mode user asked for
protected realmode: number // the mode the hardware is in protected realmode: number // the mode the hardware is in
@ -499,3 +422,91 @@ namespace sensors.internal {
TST_UART_WRITE = 0xc048740a, 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;
}
}
}
}

View File

@ -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); setupThread(a);
} }

View File

@ -161,8 +161,7 @@ namespace motors {
* Sets the automatic brake on or off when the motor is off * Sets the automatic brake on or off when the motor is off
* @param brake a value indicating if the motor should break when off * @param brake a value indicating if the motor should break when off
*/ */
//% blockId=outputMotorSetBrakeMode block="set %motor|brake %brake" //% blockId=outputMotorSetBrakeMode block="set %motor|brake %brake=toggleOnOff"
//% brake.fieldEditor=toggleonoff
//% weight=60 blockGap=8 //% weight=60 blockGap=8
//% group="Move" //% group="Move"
setBrake(brake: boolean) { setBrake(brake: boolean) {
@ -173,8 +172,7 @@ namespace motors {
/** /**
* Reverses the motor polarity * Reverses the motor polarity
*/ */
//% blockId=motorSetReversed block="set %motor|reversed %reversed" //% blockId=motorSetReversed block="set %motor|reversed %reversed=toggleOnOff"
//% reversed.fieldEditor=toggleonoff
//% weight=59 blockGap=8 //% weight=59 blockGap=8
//% group="Move" //% group="Move"
setReversed(reversed: boolean) { setReversed(reversed: boolean) {
@ -193,6 +191,14 @@ namespace motors {
stop() { stop() {
this.init(); this.init();
stop(this._port, this._brake); 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); this._move(useSteps, stepsOrTime, speed);
// wait till motor is done with this work // wait till motor is done with this work
this.pauseUntilReady(); 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. * Indicates if the motor speed should be regulated. Default is true.
* @param value true for regulated motor * @param value true for regulated motor
*/ */
//% blockId=outputMotorSetRegulated block="set %motor|regulated %value" //% blockId=outputMotorSetRegulated block="set %motor|regulated %value=toggleOnOff"
//% value.fieldEditor=toggleonoff
//% weight=58 //% weight=58
//% group="Move" //% group="Move"
setRegulated(value: boolean) { setRegulated(value: boolean) {

View File

@ -72,6 +72,7 @@ namespace brick {
*/ */
//% blockId=screen_print block="show string %text|at line %line" //% blockId=screen_print block="show string %text|at line %line"
//% weight=98 group="Screen" inlineInputMode="inline" blockGap=8 //% weight=98 group="Screen" inlineInputMode="inline" blockGap=8
//% help=brick/show-string
//% line.min=1 line.max=10 //% line.min=1 line.max=10
export function showString(text: string, line: number) { export function showString(text: string, line: number) {
const NUM_LINES = 9; const NUM_LINES = 9;
@ -87,6 +88,7 @@ namespace brick {
*/ */
//% blockId=screenShowNumber block="show number %name|at line %line" //% blockId=screenShowNumber block="show number %name|at line %line"
//% weight=96 group="Screen" inlineInputMode="inline" blockGap=8 //% weight=96 group="Screen" inlineInputMode="inline" blockGap=8
//% help=brick/show-number
//% line.min=1 line.max=10 //% line.min=1 line.max=10
export function showNumber(value: number, line: number) { export function showNumber(value: number, line: number) {
showString("" + value, line); showString("" + value, line);
@ -99,6 +101,7 @@ namespace brick {
*/ */
//% blockId=screenShowValue block="show value %name|= %text|at line %line" //% blockId=screenShowValue block="show value %name|= %text|at line %line"
//% weight=96 group="Screen" inlineInputMode="inline" blockGap=8 //% weight=96 group="Screen" inlineInputMode="inline" blockGap=8
//% help=brick/show-value
//% line.min=1 line.max=10 //% line.min=1 line.max=10
export function showValue(name: string, value: number, line: number) { export function showValue(name: string, value: number, line: number) {
value = Math.round(value * 1000) / 1000; 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 * @param image image to draw
*/ */
//% blockId=screen_show_image block="show image %image=screen_image_picker" //% blockId=screen_show_image block="show image %image=screen_image_picker"
//% weight=100 group="Screen" blockGap=8 //% weight=100 group="Screen" blockGap=8
//% help=brick/show-image
export function showImage(image: Image) { export function showImage(image: Image) {
if (!image) return; if (!image) return;
image.draw(0, 0, Draw.Normal); 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" //% blockId=screen_clear_screen block="clear screen"
//% weight=90 group="Screen" //% weight=90 group="Screen"
//% help=brick/clear-screen
export function clearScreen() { export function clearScreen() {
screen.clear(); screen.clear();
} }
@ -206,39 +211,4 @@ namespace brick {
if (y < y1) if (y < y1)
setLineCore(x, x1, y, mode); setLineCore(x, x1, y, mode);
} }
/**
* Prints the port states on the screen
*/
//% blockId=brickPrintPorts block="print ports"
//% weight=1 group="Screen"
export function printPorts() {
const col = 44;
clearScreen();
function scale(x: number) {
if (Math.abs(x) > 1000) return Math.round(x / 100) / 10 + "k";
return ("" + (x >> 0));
}
// motors
const datas = motors.getAllMotorData();
for(let i = 0; i < datas.length; ++i) {
const data = datas[i];
if (!data.actualSpeed && !data.count) continue;
const x = i * col;
print(`${scale(data.actualSpeed)}%`, x, brick.LINE_HEIGHT)
print(`${scale(data.count)}>`, x, 2 * brick.LINE_HEIGHT)
print(`${scale(data.tachoCount)}|`, x, 3 * brick.LINE_HEIGHT)
}
// sensors
const sis = sensors.internal.getActiveSensors();
for(let i =0; i < sis.length; ++i) {
const si = sis[i];
const x = (si.port() - 1) * col;
const v = si._query();
print(`${scale(v)}`, x, 9 * brick.LINE_HEIGHT)
}
}
} }

144
libs/core/shims.d.ts vendored
View File

@ -1,144 +0,0 @@
// Auto-generated. Do not edit.
declare namespace control {
/** Create new file mapping in memory */
//% shim=control::mmap
function mmap(filename: string, size: int32, offset: int32): MMap;
}
declare interface MMap {
/**
* Write a number in specified format in the buffer.
*/
//% shim=MMapMethods::setNumber
setNumber(format: NumberFormat, offset: int32, value: number): void;
/**
* Read a number in specified format from the buffer.
*/
//% shim=MMapMethods::getNumber
getNumber(format: NumberFormat, offset: int32): number;
/**
* Read a range of bytes into a buffer.
*/
//% offset.defl=0 length.defl=-1 shim=MMapMethods::slice
slice(offset?: int32, length?: int32): Buffer;
/** Returns the length of a Buffer object. */
//% property shim=MMapMethods::length
length: int32;
/** Perform ioctl(2) on the underlaying file */
//% shim=MMapMethods::ioctl
ioctl(id: uint32, data: Buffer): int32;
/** Perform write(2) on the underlaying file */
//% shim=MMapMethods::write
write(data: Buffer): int32;
/** Perform read(2) on the underlaying file */
//% shim=MMapMethods::read
read(data: Buffer): int32;
/** Set pointer on the underlaying file. */
//% shim=MMapMethods::lseek
lseek(offset: int32, whence: SeekWhence): int32;
}
declare namespace control {
/**
* Announce that an event happened to registered handlers.
* @param src ID of the Component that generated the event
* @param value Component specific code indicating the cause of the event.
* @param mode optional definition of how the event should be processed after construction.
*/
//% weight=21 blockGap=12 blockId="control_raise_event"
//% block="raise event|from %src|with value %value" blockExternalInputs=1 shim=control::raiseEvent
function raiseEvent(src: int32, value: int32): void;
/**
* Allocates the next user notification event
*/
//% help=control/allocate-notify-event shim=control::allocateNotifyEvent
function allocateNotifyEvent(): int32;
/** Write data to DMESG debugging buffer. */
//% shim=control::dmesg
function dmesg(s: string): void;
}
declare namespace serial {
/** Send DMESG debug buffer over serial. */
//% shim=serial::writeDmesg
function writeDmesg(): void;
}
declare namespace screen {
/** Decompresses a 1-bit gray scale PNG image to image format. */
//% shim=screen::unpackPNG
function unpackPNG(png: Buffer): Image;
}
declare namespace screen {
/** Clear screen and reset font to normal. */
//% shim=screen::clear
function clear(): void;
/** Makes an image bound to a buffer. */
//% shim=screen::imageOf
function imageOf(buf: Buffer): Image;
}
//% fixedInstances
declare interface Image {
/** Returns the underlaying Buffer object. */
//% property shim=ImageMethods::buffer
buffer: Buffer;
/** Returns the width of an image. */
//% property shim=ImageMethods::width
width: int32;
/** Returns the height of an image. */
//% property shim=ImageMethods::height
height: int32;
/** Double size of an image. */
//% shim=ImageMethods::doubled
doubled(): Image;
/** Draw an image on the screen. */
//% shim=ImageMethods::draw
draw(x: int32, y: int32, mode: Draw): void;
}
declare namespace output {
/**
* Create a new zero-initialized buffer.
* @param size number of bytes in the buffer
*/
//% shim=output::createBuffer
function createBuffer(size: int32): Buffer;
}
declare namespace motors {
/**
* Mark a motor as used
*/
//% shim=motors::__motorUsed
function __motorUsed(port: int32, large: boolean): void;
}
declare namespace sensors {
/**
* Mark a sensor as used
*/
//% shim=sensors::__sensorUsed
function __sensorUsed(port: int32, type: int32): void;
}
// Auto-generated. Do not edit. Really.

View File

@ -6,25 +6,25 @@ brick.setLight(BrickLight.Orange)
brick.heart.doubled().draw(100, 50, Draw.Double | Draw.Transparent) brick.heart.doubled().draw(100, 50, Draw.Double | Draw.Transparent)
brick.buttonEnter.onEvent(ButtonEvent.Click, () => { brick.buttonEnter.onEvent(ButtonEvent.Bumped, () => {
screen.clear() screen.clear()
}) })
brick.buttonLeft.onEvent(ButtonEvent.Click, () => { brick.buttonLeft.onEvent(ButtonEvent.Bumped, () => {
brick.drawRect(10, 70, 20, 10, Draw.Fill) brick.drawRect(10, 70, 20, 10, Draw.Fill)
brick.setLight(BrickLight.Red) brick.setLight(BrickLight.Red)
brick.setFont(brick.microbitFont()) brick.setFont(brick.microbitFont())
}) })
brick.buttonRight.onEvent(ButtonEvent.Click, () => { brick.buttonRight.onEvent(ButtonEvent.Bumped, () => {
brick.print("Right!", 10, 60) brick.print("Right!", 10, 60)
}) })
brick.buttonDown.onEvent(ButtonEvent.Click, () => { brick.buttonDown.onEvent(ButtonEvent.Bumped, () => {
brick.print("Down! ", 10, 60) brick.print("Down! ", 10, 60)
}) })
brick.buttonUp.onEvent(ButtonEvent.Click, () => { brick.buttonUp.onEvent(ButtonEvent.Bumped, () => {
brick.print("Up! ", 10, 60) brick.print("Up! ", 10, 60)
}) })

View File

@ -1,3 +0,0 @@
# Datalog
A tiny libraty to create CSV datalog files.

View File

@ -1,11 +0,0 @@
{
"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.setStorage": "* @param storage custom storage solution"
}

View File

@ -1,7 +0,0 @@
{
"datalog.addRow|block": "datalog add row",
"datalog.addValue|block": "datalog add %name|=%value",
"datalog.setEnabled|block": "datalog %enabled",
"datalog|block": "datalog",
"{id:category}Datalog": "Datalog"
}

View File

@ -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;
}
}

View File

@ -1,16 +1,7 @@
{ {
"name": "datalog", "additionalFilePath": "../../node_modules/pxt-common-packages/libs/datalog",
"description": "Tiny data logging framework",
"files": [
"README.md",
"datalog.ts"
],
"testFiles": [
"test.ts"
],
"public": true,
"dependencies": { "dependencies": {
"core": "file:../core", "core": "file:../core",
"storage": "file:../storage" "storage": "file:../storage"
} }
} }

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