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49 Commits

Author SHA1 Message Date
eb7cd5d97c 0.1.17 2018-04-11 08:59:01 -07:00
a4a9af28a4 Switch to reflected light when calling threshold (#489)
* fix typo

* fixing threshold functions

* switch to reflected mode when calling threshold
2018-04-11 09:58:34 -06:00
6c253182e4 0.1.16 2018-04-11 08:00:47 -07:00
0198be6dda add screen mode to auto clear screen between modes (#486) 2018-04-11 09:00:22 -06:00
57ab6d153d added support links 2018-04-11 08:00:01 -07:00
fd0bd4ef39 update drive name 2018-04-11 07:58:02 -07:00
8b2ae10980 Initial 'troubleshoot' page (#484)
* Initial 'troubleshoot' page

* Define 'driveDisplayName'

* Tutorial name goof

* Add fake label for drive

* And typo

* Add firmware update section

* Add a hint for offline firmware update
2018-04-11 08:57:29 -06:00
4627328bcd Output set Type fix (#487)
* properly send outputsettype info

* fix simulator

* bump pxt

* typo in docs
2018-04-11 08:48:07 -06:00
80989cf4c9 More tutorial typos (#485) 2018-04-11 08:45:44 -06:00
00b193b126 Add 'intruder alert' tutorial (#452)
* Add 'intrduer alert' tutorial

* Use 'detected' option instead of 'near'
2018-04-10 23:43:28 -06:00
e65db0b756 Update dimmer background, refactor top menu background. (#483)
Minor ui changes (dimmer background)
2018-04-10 12:48:00 -07:00
8f211a5c19 Use sort option in FieldImages to sort the options after showing the editor (not before) (#482) 2018-04-10 11:51:08 -07:00
379a6a26be Add large and medium motor speed labels (#480)
* Add large and medium motor speed labels

* Support dual motor labels.
2018-04-10 11:50:58 -07:00
8398c8efdb Dispose correctly of gradient definitions in the control. Attach to port number not id. 2018-04-10 11:49:15 -07:00
f41310e879 Update large motor holes to be transparent (like the real thing) (#476) 2018-04-09 17:27:57 -07:00
82198020de 0.1.15 2018-04-09 17:22:07 -07:00
09d6b728b0 bump pxt-core to 3.8.6, 2018-04-09 17:22:01 -07:00
9147cb98c2 Updates to the download dialog. Fixes #424 (#443)
* Updates to the download dialog. Fixes #424
2018-04-09 17:20:38 -07:00
6d29cd40cb Make both the simulator color picker and the Blockly editor color picker match in shape and the colors as well as order of colors. (#474) 2018-04-09 16:48:57 -07:00
d5b4ec5255 Center align the toggle buttons (#473) 2018-04-09 16:26:46 -07:00
b8286ab0b9 Medium motor resizing (#472) 2018-04-09 16:24:01 -07:00
ac1380ec92 Better screen zoom that makes use of the full width of the simulator. (#471) 2018-04-09 16:21:41 -07:00
a433988929 New motor field editor (#470)
* New motor field editor showing two dropdown, first to select the type and the second to select the port.
2018-04-09 15:59:28 -07:00
d837a515dc Fix brick color not changing to the color red. Fixes 453 (#456) 2018-04-08 03:35:02 -06:00
4be657e84d Remove about from the help menu (#451) 2018-04-06 13:30:14 -07:00
c90f00f6d0 Object near tutorial (#445)
* Add 'Object Near?' tutorial

* Add to SUMMARY

* Fix screen line index

* Redo tutorial

* Paste fail typo
2018-04-06 13:09:27 -07:00
ecc880cf8d Move on start to the top of the list in loops. (#448) 2018-04-06 09:51:54 -07:00
fbb3280bc8 Showimagedelay (#446)
* add delay on "show image"

* removing optional duration
2018-04-05 20:42:03 -07:00
29f081eb03 Remove social share links from footer (#444) 2018-04-05 20:36:02 -07:00
49ab5ec099 Shrink some of the tutorial sentences (#440)
* Shrink some of the tutorial sentences

* Match the less than order for blocks

* Include later tutorials in SUMMARY

* Ditch 'using' in name
2018-04-05 17:32:32 -07:00
5277cc847c removing support for far in ultrasonic (#441)
* removing support for far in ultrasonic

* removing more far
2018-04-05 17:07:14 -07:00
e11b11d19c Add 'red light, green light' tutorial (#436) 2018-04-05 16:02:46 -07:00
57c1ae0f99 Add 'line following' tutorial (#435) 2018-04-05 13:37:24 -07:00
2129601e6a 0.1.14 2018-04-05 11:03:20 -07:00
e1727dc917 update pxt (#433)
* update pxt

* hide image field editors
2018-04-05 10:40:11 -07:00
ecc9319334 Switch the backing of the blocks JS toggle. (#431)
* Switch the backing of the blocks JS toggle.

* Minor changes
2018-04-05 06:48:27 -07:00
81758f2555 What color tutorial (#430)
* Add 'What color' tutorial

* More edits and thumbnail
2018-04-04 22:15:09 -07:00
7825bd1579 Use the correct sig for ultrasonic onEvent doc (#429) 2018-04-04 16:21:00 -07:00
ac81067f82 Tutorial format and macro fixes (#425)
* Tutorial format and macro fixes

* Remove branded names
2018-04-04 15:12:55 -07:00
b1958d77e7 Add 'Touch sensor values` tutorial (#421)
* Add 'Touch sensor values` tutorial

* Edits and thumbnail

* Modify activity to no restart motor
2018-04-04 13:57:40 -07:00
232744520b Remove 'examples' from summary (#423) 2018-04-04 13:57:17 -07:00
ac9ebf6776 Add 'Touch to Run` tutorial (#420)
* Add 'Touch to Run` tutorial

* Edits and thumbnail image
2018-04-03 21:33:53 -07:00
c97098b99e Add 'Run Motors' tutorial (#419)
* Add 'Run Motors' tutorial

* Finish edits and add thumbnail
2018-04-03 20:53:35 -07:00
b39a7f3484 Add 'Mindstorms Music' tutorial (#418)
* Add 'Mindstorms Music' tutorial

* Add image and edits
2018-04-03 19:31:35 -07:00
806f60a419 Add 'What Animal Am I' tutorial (#417) 2018-04-03 17:55:15 -07:00
0bb7295d86 Press button tutorial (#416)
* Add tutorial for 'Make Animation'

* Finish off the tutorial
2018-04-03 16:37:07 -07:00
60bf3df1d8 Show mood tutorial prototype (#414)
* Show mood tutorial prototype

* Missed block styling
2018-04-03 15:45:11 -07:00
b8a3fa345f Include doc stubs for excluded music methods (#411) 2018-04-03 14:39:30 -07:00
ec1ceea138 bump version to 0.1.13 (#407)
* bump version

* Light Condition -> Light

* roll back 0.1.11
2018-04-03 12:03:15 -07:00
137 changed files with 3884 additions and 542 deletions

16
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@ -0,0 +1,16 @@
<footer class="ui inverted accent vertical footer segment hideprint" aria-hidden="false">
<div class="ui center aligned container">
<div class="ui container horizontal inverted small divided link list">
<!-- <a class="item" href="https://makecode.com/contact" target="_blank" rel="noopener">Contact Us</a> -->
<a class="item" href="https://makecode.com/privacy" target="_blank" rel="noopener">Privacy &amp; Cookies</a>
<a class="item" href="https://makecode.com/termsofuse" target="_blank" rel="noopener"> Terms Of Use</a>
<a class="item" href="https://makecode.com/trademarks" target="_blank" rel="noopener">Trademarks</a>
<div class="item">© 2018 Microsoft</div>
<!-- we need to force the browser to load this font -->
<div style='font-family: Icons; color: #010101;' aria-hidden="true">.</div>
</div>
<div class="ui container horizontal inverted small divided link list">
<a class="ui centered item" href="https://makecode.com/" title="Microsoft MakeCode" target="_blank" rel="noopener">Powered by Microsoft MakeCode</a>
</div>
</div>
</footer>

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@ -1,11 +1,31 @@
# @extends
## Support #support
* [Troubleshoot](/troubleshoot)
* [LEGO Support](http://service.lego.com/)
* [EV3 Manager](https://ev3manager.education.lego.com/)
## Projects #projects
* [Getting Started](/getting-started)
* [Try](/getting-started/try)
* [Use](/getting-started/use)
* [Tutorials](/tutorials)
* [Wake Up!](/tutorials/wake-up)
* [Make An Animation](/tutorials/make-an-animation)
* [What Animal Am I?](/tutorials/what-animal-am-i)
* [Music Brick](/tutorials/mindstorms-music)
* [Run Motors](/tutorials/run-motors)
* [Touch to Run](/tutorials/touch-to-run)
* [Touch Sensor Values](/tutorials/touch-sensor-values)
* [What Color?](/tutorials/what-color)
* [Line Following](/tutorials/line-following)
* [Red Light, Green Light](/tutorials/redlight-greenlight)
* [Object Near?](/tutorials/object-near)
* [Intruder Alert](/tutorials/intruder-alert)
* [Coding](/coding)
* [Autonomous Parking](/coding/autonomous-parking)
* [Object Detection](/coding/object-detection)
@ -20,29 +40,6 @@
* [Make a Sound Machine](/maker/sound-machine)
* [Make a Security Gadget](/maker/security-gadget)
* [Examples](/examples)
* [Intruder detector](/maker/intruder-detector)
* [Puppet](/maker/puppet)
* [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](/coding/ignition)
* [Cruise Control](/coding/cruise-control)
* [Roaming 1](/coding/roaming-1)
* [Roaming 2](/coding/roaming-2)
## Reference #reference
* [Reference](/reference)
@ -100,8 +97,8 @@
* [Color](/reference/sensors/color-sensor)
* [on color detected](/reference/sensors/color-sensor/on-color-detected)
* [pause until color detected](/reference/sensors/color-sensor/pause-until-color-detected)
* [on-light-condition-detected](/reference/sensors/color-sensor/on-light-condition-detected)
* [pause until light condition detected](/reference/sensors/color-sensor/pause-until-light-condition-detected)
* [on light detected](/reference/sensors/color-sensor/on-light-detected)
* [pause until light condition detected](/reference/sensors/color-sensor/pause-until-light-detected)
* [color](/reference/sensors/color-sensor/color)
* [light](/reference/sensors/color-sensor/ambient-light)
* [Music](/reference/music)

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@ -1,7 +1,7 @@
# Light the way Activity 1
```blocks
sensors.color3.onLightConditionDetected(LightIntensityMode.Ambient, LightCondition.Dark, function () {
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Dark, function () {
brick.showImage(images.objectsLightOn)
pause(5000)
brick.clearScreen()

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@ -1,10 +1,10 @@
# Light the way Activity 2
```blocks
sensors.color3.onLightConditionDetected(LightIntensityMode.Ambient, LightCondition.Bright, function () {
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Bright, function () {
brick.clearScreen()
})
sensors.color3.onLightConditionDetected(LightIntensityMode.Ambient, LightCondition.Dark, function () {
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Dark, function () {
brick.showImage(images.objectsLightOn)
})
```

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@ -1,10 +1,10 @@
# Light the way Activity 3
```blocks
sensors.color3.onLightConditionDetected(LightIntensityMode.Ambient, LightCondition.Bright, function () {
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Bright, function () {
brick.clearScreen()
})
sensors.color3.onLightConditionDetected(LightIntensityMode.Ambient, LightCondition.Dark, function () {
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Dark, function () {
brick.showImage(images.objectsLightOn)
})
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {

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@ -6,7 +6,7 @@
Design, build and program a robot that can move itself using no wheels for locomotion.
![Make it move banner](/static/lessons/make-it-move/make-it-move-without-wheels.jpg)
![Make it move banner](/static/lessons/make-it-move/make-it-move-without-wheels.png)
Your robot will:

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@ -1,6 +1,6 @@
# Lessons
Learning activities for LEGO Mindstorms with MakeCode.
Learning activities for @boardname@ with MakeCode.
## Motors and motion

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@ -213,12 +213,12 @@ music.playSoundEffect(sounds.systemGeneralAlert)
}
while (true) {
while (true) {
sensors.color3.pauseUntilLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Bright)
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeB.run(10)
motors.largeC.run(-10)
}
while (true) {
sensors.color3.pauseUntilLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Bright)
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeA.run(-10)
motors.largeA.run(10)
}
@ -236,12 +236,12 @@ You will need to constantly debug your program in order to make your robot trave
```blocks
while (true) {
while (true) {
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, LightCondition.Bright)
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeB.run(10)
motors.largeC.run(-10)
}
while (true) {
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, LightCondition.Bright)
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeB.run(-10)
motors.largeC.run(10)
}

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@ -10,7 +10,7 @@ Your robot will:
* Use at least one motor
* Use NO wheels for locomotion
![LECG Mindstorms brick with parts](/static/lessons/make-it-move/locomotion-no-wheels.jpg)
![LEGO MINDSTORMS brick with parts](/static/lessons/make-it-move/locomotion-no-wheels.jpg)
## Construct @unplugged
@ -25,7 +25,7 @@ The legs in the Walker Bot are designed to show how to change the rotary motion
Start by reading [these](https://le-www-live-s.legocdn.com/sc/media/lessons/mindstorms-ev3/ev3-dep/building%20instructions/walker-bot-bi-180fc24f9298e1dd6201099627d43903.pdf) instructions first.
![LEGO Mindstorms Walker Bot](/static/lessons/make-it-move/walker-bot.jpg)
![LEGO MINDSTORMS Walker Bot](/static/lessons/make-it-move/walker-bot.jpg)
## Program 1 @fullscreen

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@ -10,7 +10,7 @@ Your robot will:
* Use at least one motor
* Use NO wheels for locomotion
![LECG Mindstorms brick with parts](/static/lessons/make-it-move/locomotion-no-wheels.jpg)
![LEGO MINDSTORMS brick with parts](/static/lessons/make-it-move/locomotion-no-wheels.jpg)
## Construct
@ -24,7 +24,7 @@ The legs in the Walker Bot are designed to show how to change the rotary motion
Start by reading [these](https://le-www-live-s.legocdn.com/sc/media/lessons/mindstorms-ev3/ev3-dep/building%20instructions/walker-bot-bi-180fc24f9298e1dd6201099627d43903.pdf) instructions first.
![LEGO Mindstorms Walker Bot](/static/lessons/make-it-move/walker-bot.jpg)
![LEGO MINDSTORMS Walker Bot](/static/lessons/make-it-move/walker-bot.jpg)
## Program

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@ -4,8 +4,8 @@
```cards
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {})
sensors.color1.onLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark, function () {})
sensors.color1.pauseUntilLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.onLightDetected(LightIntensityMode.Reflected, Light.Dark, function () {})
sensors.color1.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Dark)
sensors.color1.pauseUntilColorDetected(ColorSensorColor.Blue)
sensors.color1.color();
sensors.color1.light(LightIntensityMode.Ambient)

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# Troubleshooting download problems
If your're having trouble getting your code onto the @boardname@, try these steps to see if you can fix the problem.
## Can I see the LEGO drive on my computer?
When your @boardname@ is connected to your computer, you should see a new drive called **@drivename@** attached.
On Windows, it looks like this in Explorer:
![LEGO Drive in Windwos Explorer](/static/setup/ev3-drive-windows.png)
If you don't see the **@drivename@** drive, make sure your brick is powered on and check that your USB connection is good.
## Is my brick charged and powered on?
Make sure your brick is charged and powered on. If your brick doesn't turn on, find the charger and plug it into wall power, then connect it to your brick. Does it turn on and start up?
## Is my USB connection good?
Make sure that one end of your USB cable is firmly inserted into the port on the computer and the other end is connected to the brick. If you still can't see the **@drivename@** drive, try a different port on the computer. If that doesn't work then maybe your cable is bad or you need to reset the brick.
## How do I reset my brick?
If you think your USB connection is good and you still can't see your **@drivename@** drive, try giving the brick a reset. You can follow these steps to reset:
1. Using a finger from one hand, press the **Back** button. Keep holding it.
2. With your other hand, use two fingers to hold down both the **Left** button and the **Enter** button. You hold these at the same time while your still pressing the **Back** button.
3. Now, release your finger from the **Back** button.
4. When the brick says "Starting..." you can let go of the **Left** and **Enter** buttons.
You can also watch this [How to Reset](https://www.lego.com/en-us/videos/themes/mindstorms/how-to-reset-the-ev3-p-brick-fbcbdbed398e4e12a7ce30fa662c54be) video to see how to do a reset.
If you try a reset and the **@drivename@** drive still doesn't appear, or you attempted a download and it didn't copy to the brick, you might need a firmware update.
## What's a firmware update and how do I get one?
Firmware is the software that runs all the basic operations on your brick. Your programs run with the firmware to make the @boardname@ do all the things you want it to do. Your brick comes with the firmware already installed. You could have a brick with an older version of firmware that needs updating in order for it to work properly with MakeCode.
To update your firmware, follow these instructions: [Updating and Resetting Firmware](https://www.lego.com/en-us/service/help/products/themes-sets/mindstorms/updating-and-resetting-lego-mindstorms-ev3-firmware-408100000007884).
### ~hint
**Offline firmware update**
If your @boardname@ isn't connected to the internet through a computer, or with some other mobile device, you'll need to do a manual update of the firmware. You need to have the firmware file already downloaded and available on the computer connected to the brick.
To do this, read the instructions in the **Manual Firmware Update** section of the [Firmware Update](https://education.lego.com/en-us/support/mindstorms-ev3/firmware-update) support page.
### ~
## LEGO Support
If you've checked everything here and can't get the **@drivename@** drive to show up on your computer, you can't make the brick reset, or your program just won't download, then try the [Troubleshooting Walkthrough](https://www.lego.com/en-us/service/help/products/themes-sets/mindstorms/lego-mindstorms-ev3-troubleshooting-walkthrough-408100000009798).
You can also find more help at [LEGO Support](https://www.lego.com/en-us/mindstorms/support).

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# Tutorials
Step by step guides to coding your @boardname@.
## Brick
```codecard
[{
"name": "Wake Up!",
"description": "Show different moods on the screen. Is it tired, sleepy, or awake?",
"cardType": "tutorial",
"url":"/tutorials/wake-up",
"imageUrl":"/static/tutorials/wake-up.png"
}, {
"name": "Make An Animation",
"description": "Create a custom animation on your brick screen.",
"cardType": "tutorial",
"url":"/tutorials/make-an-animation",
"imageUrl":"/static/tutorials/make-an-animation.png"
}, {
"name": "What Animal Am I?",
"description": "Create different animal sounds and have someone guess the what the animal is.",
"cardType": "tutorial",
"url":"/tutorials/what-animal-am-i",
"imageUrl":"/static/tutorials/what-animal-am-i.png"
}, {
"name": "Music Brick",
"description": "Transform the brick into a musical instrument!",
"cardType": "tutorial",
"url":"/tutorials/mindstorms-music",
"imageUrl":"/static/tutorials/mindstorms-music.png"
}]
```
## Motors
```codecard
[{
"name": "Run Motors",
"description": "Use the buttons to start and stop the large and medium motors.",
"cardType": "tutorial",
"url":"/tutorials/run-motors",
"imageUrl":"/static/tutorials/run-motors.png"
}]
```
## Touch Sensor
```codecard
[{
"name": "Touch to Run",
"description": "Press the Touch sensor and run a motor.",
"cardType": "tutorial",
"url":"/tutorials/touch-to-run",
"imageUrl":"/static/tutorials/touch-to-run.png"
}, {
"name": "Touch Sensor Values",
"description": "Check the value of a Touch sensor and stop a motor if pressed.",
"cardType": "tutorial",
"url":"/tutorials/touch-sensor-values",
"imageUrl":"/static/tutorials/touch-sensor-values.png"
}]
```
## Color Sensor
```codecard
[{
"name": "What Color?",
"description": "Use the Color sensor to detect different colors.",
"cardType": "tutorial",
"url":"/tutorials/what-color",
"imageUrl":"/static/tutorials/what-color.png"
}, {
"name": "Line Following",
"description": "Use the Color sensor to make a robot follow a line.",
"cardType": "tutorial",
"url":"/tutorials/line-following",
"imageUrl":"/static/tutorials/line-following.png"
}, {
"name": "Red Light, Green Light",
"description": "Play Red Light, Green Light using the Color sensor and the robot.",
"cardType": "tutorial",
"url":"/tutorials/redlight-greenlight",
"imageUrl":"/static/tutorials/redlight-greenlight.png"
}]
```
## Ultrasonic Sensor
```codecard
[{
"name": "Object Near?",
"description": "Build a program that will detect when an object is nearby.",
"cardType": "tutorial",
"url":"/tutorials/object-near",
"imageUrl":"/static/tutorials/object-near.png"
}]
```
## Infrared Sensor
```codecard
[{
"name": "Intruder Alert",
"description": "Build an intruder alert using the infrared sensor.",
"cardType": "tutorial",
"url":"/tutorials/intruder-alert",
"imageUrl":"/static/tutorials/intruder-alert.png"
}]
```

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# Intruder Alert
## Introduction @fullscreen
The Infrared Sensor uses infrared light waves to detect proximity to the robot. Build an intruder alert using the infrared sensor.
![Brick in simulator with infrared sensor](/static/tutorials/intruder-alert/intruder-alert.gif)
## Step 1
Open the ``||sensors:Sensors||`` Toolbox drawer. Drag out an ``||sensors:on infrared||`` block onto the Workspace (you can place this anywhere). Use the second drop-down menu to select ``detected``.
![Sensor detect method dropdown selections](/static/tutorials/intruder-alert/detect-method-dropdown.png)
```blocks
sensors.infrared1.onEvent(InfraredSensorEvent.ObjectDetected, function () {
})
```
## Step 2
Open the ``||brick:Brick||`` Toolbox drawer. From the **Screen** section, drag out a ``||brick:show image||`` block onto the Workspace, and drop it into the ``||sensors:on infrared||`` block.
```blocks
sensors.infrared1.onEvent(InfraredSensorEvent.ObjectDetected, function () {
brick.showImage(images.expressionsBigSmile)
})
```
## Step 3
In the ``||brick:show image||`` block, use the drop-down menu to select the **STOP** sign image.
![Screen image selections](/static/tutorials/intruder-alert/show-image-dropdown.png)
```blocks
sensors.infrared1.onEvent(InfraredSensorEvent.ObjectDetected, function () {
brick.showImage(images.informationStop1)
})
```
## Step 4
Open the ``||brick:Brick||`` Toolbox drawer. From the **Buttons** section, drag out a ``||brick:set status light||`` block onto the Workspace, and drop it after the ``||brick:show image||`` block.
```blocks
sensors.infrared1.onEvent(InfraredSensorEvent.ObjectDetected, function () {
brick.showImage(images.informationStop1)
brick.setStatusLight(StatusLight.Orange)
})
```
## Step 5
In the ``||brick:set status light||`` block, use the drop-down menu to select the ``red flash`` light
![Status light selection dropdown list](/static/tutorials/intruder-alert/set-status-light-dropdown.png)
```blocks
sensors.infrared1.onEvent(InfraredSensorEvent.ObjectDetected, function () {
brick.showImage(images.informationStop1)
brick.setStatusLight(StatusLight.RedFlash)
})
```
## Step 6
Open the ``||loops:Loops||`` Toolbox drawer. Drag a ``||loops:repeat||`` loop onto the Workspace, and drop it after the ``||brick:set status light||`` block.
```blocks
sensors.infrared1.onEvent(InfraredSensorEvent.ObjectDetected, function () {
brick.showImage(images.informationStop1)
brick.setStatusLight(StatusLight.RedFlash)
for (let i = 0; i < 4; i++) {
}
})
```
## Step 7
Open the ``||music:Music||`` Toolbox drawer. Drag a ``||music:play sound effect until done||`` block onto the Workspace, and drop it into the ``||loops:repeat||`` loop.
```blocks
sensors.infrared1.onEvent(InfraredSensorEvent.ObjectDetected, function () {
brick.showImage(images.informationStop1)
brick.setStatusLight(StatusLight.RedFlash)
for (let i = 0; i < 4; i++) {
music.playSoundEffectUntilDone(sounds.animalsCatPurr)
}
})
```
## Step 8
In the ``||music:play sound effect until done||`` block, use the drop-down menu to select ``information error alarm`` sound effect.
![Sound effect dropdown selections](/static/tutorials/intruder-alert/play-sound-effect-dropdown.png)
## Step 9
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach an Infrared Sensor to Port 1 of your brick. Test your program by putting an object increasingly closer to the Infrared Sensor your Intruder Alert should trigger when you get too close!

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# Line Following
## Introduction @fullscreen
Make a program to follow a line using the Color sensor and reflected light. Let's test reflected light to see if it's white or black (on the line), and drive our robot accordingly.
![Brick with color sensors tracking a yellow line](/static/tutorials/line-following/line-following.gif)
## Step 1
In the ``||logic:Logic||`` Toolbox drawer under the **Conditionals** section, drag out an ``||logic:If then else||`` block onto the Workspace, and drop it into the ``||loops:forever||`` loop.
```blocks
forever(function () {
if (true) {
} else {
}
})
```
## Step 2
Open the ``||logic:Logic||`` Toolbox drawer again. From the **Comparison** section, drag out ``||logic:0 < 0||`` comparison block and drop it into the ``||logic:if then else||`` block, replacing ``true``.
```blocks
forever(function () {
if (0 < 0) {
} else {
}
})
```
## Step 3
Open the ``||sensors:Sensors||`` Toolbox drawer. From the **Color Sensor** section, drag out a ``||sensors:color sensor light||`` value block and drop it into the second slot of the ``||logic:0 < 0||`` comparison block, replacing the `0`.
```blocks
forever(function () {
if (0 < sensors.color3.light(LightIntensityMode.Reflected)) {
} else {
}
})
```
## Step 4
If the value of the reflected light is greater than 40% (white or very light), our robot is outside the line, so steer to the left. In the ``||logic:0 < 0||`` comparison block change the compared value to `40` replacing `0`.
```blocks
forever(function () {
if (40 < sensors.color3.light(LightIntensityMode.Reflected)) {
} else {
}
})
```
## Step 5
Open the ``||motors:Motors||`` Toolbox drawer. Drag out **2** ``||motors:tank large motors||`` blocks and drop one of them into the ``||logic:if||`` part, and the other into the ``||logic:else||`` part of the ``||logic:if then else||`` block.
```blocks
forever(function () {
if (40 < sensors.color3.light(LightIntensityMode.Reflected)) {
motors.largeBC.tank(50, 50)
} else {
motors.largeBC.tank(50, 50)
}
})
```
## Step 6
In the first ``||motors:tank large motors||`` block in the ``||logic:if||`` clause, change the speed values of the motors from ``50%``, ``50%`` to ``5%``, ``15%``. This slows down the robot, and steers it to the left (because the **C** motor is driving faster than the **B** motor).
```blocks
forever(function () {
if (40 < sensors.color3.light(LightIntensityMode.Reflected)) {
motors.largeBC.tank(5, 15)
} else {
motors.largeBC.tank(50, 50)
}
})
```
# Step 7
In the second ``||motors:tank large motors||`` block in the ``||logic:else||`` clause, change the speed values of the motors from ``50%``, ``50%`` to ``15%``, ``5%``. This slows down the robot, and steers it to the right (because the **B** motor is driving faster than the **C** motor).
```blocks
forever(function () {
if (40 < sensors.color3.light(LightIntensityMode.Reflected)) {
motors.largeBC.tank(5, 15)
} else {
motors.largeBC.tank(15, 5)
}
})
```
## Step 8
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach a Color Sensor to Port 3 of your brick, and attach your brick to a driving base with large motors attached to Ports B and C. See the instructions for building a _Driving Base with Color Sensor Down_. Test your program by positioning your robot to the right of a dark, thick line and then let it drive!

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# Make a custom animation
## Introduction @fullscreen
Create a custom animation for your @boardname@.
![Button press on brick](/static/tutorials/make-an-animation/button-pressed.gif)
## Step 1
Open the ``||brick:Brick||`` Toolbox drawer. Drag out a ``||brick:show string||`` block onto the Workspace, and drop it into the ``||loops:on Start||`` block. You should hear and see the block click into place.
```block
brick.showString("Hello world", 1)
```
## Step 2
In the ``||brick:show string||`` block, type the text ``"Press my button"`` to replace ``"Hello world"``.
```blocks
brick.showString("Press my button!", 1)
```
## Step 3
Open the ``||brick:Brick||`` Toolbox drawer. Drag out an ``||brick:on button||`` block onto anyplace in the Workspace.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
})
brick.showString("Press my button!", 1)
```
## Step 4
Open the ``||brick:Brick||`` Toolbox drawer. Drag out a ``||brick:show image||`` block onto the Workspace, and drop it into the ``||brick:on button||`` block.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile)
})
brick.showString("Press my button!", 1)
```
## Step 5
Open the ``||brick:Brick||`` Toolbox drawer. Drag out a ``||brick:set status light||`` block onto the Workspace, and drop it into the ``||brick:on button||`` block after the ``||brick:show image||`` block.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile)
brick.setStatusLight(StatusLight.Orange)
})
brick.showString("Press my button!", 1)
```
## Step 6
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.

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# Music Brick
## Introduction @fullscreen
Transform your @boardname@ into a musical instrument!
![Press my buttons message](/static/tutorials/mindstorms-music/press-my-buttons.png)
## Step 1
Open the ``||brick:Brick||`` Toolbox drawer. From the **Screen** section, drag out a ``||brick:show string||`` block onto the Workspace, and drop it into the ``||loops:on start||`` block. You should hear and see the block click into place.
```blocks
brick.showString("Hello world", 1)
```
## Step 2
In the ``||brick:show string||`` block, type the text ``"Press my buttons to make music!"`` to replace ``"Hello world"``.
```blocks
brick.showString("Press my buttons to make music!", 1)
```
## Step 3
Open the ``||brick:Brick||`` Toolbox drawer. From the **Buttons** section, drag out an ``||brick:on button||`` block onto the Workspace (you can put it anywhere).
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
})
brick.showString("Press my buttons to make music!", 1)
```
## Step 4
Open the ``||music:Music||`` Toolbox drawer. Drag out **5** ``||music:play tone||`` blocks onto the Workspace, and drop them into the ``||brick:on button||`` block. **Note:** you can also right-click on a block and select "Duplicate" to copy blocks.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
music.playTone(0, music.beat(BeatFraction.Half))
music.playTone(0, music.beat(BeatFraction.Half))
music.playTone(0, music.beat(BeatFraction.Half))
music.playTone(0, music.beat(BeatFraction.Half))
music.playTone(0, music.beat(BeatFraction.Half))
})
brick.showString("Press my buttons to make music!", 1)
```
## Step 5
In the ``||music:play tone||`` blocks, use the drop-down menu to select a note to play for each block. You can also set the duration to play each note for.
![Tone selector keyboard](/static/tutorials/mindstorms-music/play-tone-dropdown.png)
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
music.playTone(440, music.beat(BeatFraction.Half))
music.playTone(494, music.beat(BeatFraction.Half))
music.playTone(392, music.beat(BeatFraction.Half))
music.playTone(196, music.beat(BeatFraction.Half))
music.playTone(294, music.beat(BeatFraction.Whole))
})
brick.showString("Press my buttons to make music!", 1)
```
## Step 6
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
You can add more ``||brick:on button||`` blocks to the Workspace and create other ``||music:play tone||`` melodies when different buttons are pressed to transform your brick into a musical instrument!

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# Object Near?
## Introduction @fullscreen
The digital Ultrasonic Sensor generates sound waves and reads their echoes to detect and measure distance from objects in centimeters. Build a program that will detect when an object is nearby.
![Simualtor with brick and ultrasonic sensor](/static/tutorials/object-near/ultrasonic-near.gif)
## Step 1
Open the ``||variables:Variables||`` Toolbox drawer. Pull a ``||variables:set item to||`` block onto the Workspace and place it into the ``||loops:forever||`` block.
```blocks
let item = 0
forever(function () {
item = 0
})
```
## Step 2
Go to the ``||variables:set item to||`` block and click the variable name dropdown and select "Rename variable...". In the window that pops up, rename the variable to ``nearness`` and click **Ok**.
```blocks
let nearness = 0
forever(function () {
nearness = 0
})
```
## Step 3
Open the ``||sensors:Sensors||`` Toolbox drawer. Drag the ``||sensors:ultrasonic distance||`` out and use it to replace the `0` in the ``||variables:set nearness to||`` block.
```blocks
let nearness = 0
forever(function () {
nearness = sensors.ultrasonic4.distance()
})
```
## Step 4
Get an ``||logic:if then||`` block from the ``||logic:Logic||`` drawer and place it below ``||variables:set nearness to||``. Find the ``||logic:0 < 0||`` conditional block and replace the ``true`` value of the ``||logic:if then||`` condition with it.
```blocks
let nearness = 0
forever(function () {
nearness = sensors.ultrasonic4.distance()
if (0 < 0) {
}
})
```
## Step 5
In the ``||logic:0 < 0||`` conditional, put the ``||variables:nearness||`` variable from the ``||variables:Variables||`` drawer in the first slot. Change the value of `0` in the second slot to `50`. This sets our range for a near object.
```blocks
let nearness = 0
forever(function () {
nearness = sensors.ultrasonic4.distance()
if (nearness < 50) {
}
})
```
## Step 6
Go get a ``||brick:show value||`` block from the ``||brick:Brick||`` Toolbox drawer and put it inside the ``||logic:if then||``. Set the string in the first slot to `"Distance (cm)"`. Get another ``||variables:nearness||`` and drop it into the second slot.
```blocks
let nearness = 0
forever(function () {
nearness = sensors.ultrasonic4.distance()
if (nearness < 50) {
brick.showValue("Distnace (cm)", nearness, 1)
}
})
```
## Step 7
Now, let's add a sound as an alert when something is near. In the ``||music:Music||`` drawer, get the ``||music:play sound effect||`` and put it just below the ``||brick:show value||``.
```blocks
let nearness = 0
forever(function () {
nearness = sensors.ultrasonic4.distance()
if (nearness < 50) {
brick.showValue("Distnace (cm)", nearness, 1)
music.playSoundEffect(sounds.animalsCatPurr)
}
})
```
## Step 8
In the ``||music:play sound effect||`` block, use the drop-down menu to select the ``information detected`` sound effect.
![Select sound effect from dropdown](/static/tutorials/object-near/play-sound-effect-dropdown.png)
When an object is near, our brick will display the distance away that the object is detected in centimeters and then say `"detected"`.
```blocks
let nearness = 0
forever(function () {
nearness = sensors.ultrasonic4.distance()
if (nearness < 50) {
brick.showValue("Distnace (cm)", nearness, 1)
music.playSoundEffect(sounds.informationDetected)
}
})
```
## Step 9
To give a little time to see the message, put a ``||loops:pause||`` after the ``||music:play sound effect||`` block. Change the time from `100` to `1500` milliseconds. Pull out a ``||brick:clear screen||`` and put it after the ``||loops:pause||``.
```blocks
let nearness = 0
forever(function () {
nearness = sensors.ultrasonic4.distance()
if (nearness < 50) {
brick.showValue("Distnace (cm)", nearness, 1)
music.playSoundEffect(sounds.informationDetected)
pause(1500)
brick.clearScreen()
}
})
```
## Step 10
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach an Ultrasonic Sensor to Port 4 of your brick. Test your program by putting an object at different distances in front of the Ultrasonic Sensor an object 50 centimeters or closer should be detected.

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# Red Light, Green Light
## Introduction @fullscreen
Use the ``||sensors:pause color sensor||`` block to play Red Light, Green Light with your @boardname@ robot!
![Brick simulation with color sensor and motors](/static/tutorials/redlight-greenlight/redlight-greenlight.gif)
## Step 1
Open the ``||sensors:Sensors||`` Toolbox drawer. Drag out **2** ``||sensors:pause color sensor||`` blocks onto the Workspace, and drop them into the ``||loops:forever||`` loop.
```blocks
forever(function () {
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Blue)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Blue)
})
```
## Step 2
In the first ``||sensors:pause color sensor||`` block, use the second drop-down menu to select the "Green" color. In the second ``||sensors:pause color sensor||`` block, use the second drop-down menu to select the "Red" color.
![Color selection dropdown](/static/tutorials/redlight-greenlight/pause-color-sensor-dropdown.png)
```blocks
forever(function () {
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Green)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
})
```
## Step 3
Open the ``||motors:Motors||`` Toolbox drawer. Drag out a ``||motors:tank large motors||`` block onto the Workspace, and drop in between the ``||sensors:pause color sensor||`` blocks.
```blocks
forever(function () {
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Green)
motors.largeBC.tank(50, 50)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
})
```
## Step 4
Open the ``||motors:Motors||`` Toolbox drawer. Drag out a ``||motors:stop all motors||`` block onto the Workspace, and drop it in after the second ``||sensors:pause color sensor||`` block in the ``||loops:forever||`` loop.
```blocks
forever(function () {
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Green)
motors.largeBC.tank(50, 50)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
})
```
## Step 5
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach a Color Sensor to Port 3 of your brick, and attach your brick to a driving base with large motors attached to Ports B and C. See the building instructions for: _Driving Base with Color Sensor Forward_. Test your program by putting a green or red piece of paper or LEGO brick in front of the color sensor.

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# Run motors
## Introduction @fullscreen
Use the buttons to start and stop the large and medium motors.
![Motors in simulator running](/static/tutorials/run-motors/run-motors.gif)
## Step 1
Open the ``||brick:Brick||`` Toolbox drawer. Drag out **2** ``||brick:on button||`` blocks onto the Workspace (you can place these anywhere on the Workspace).
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
})
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
})
```
## Step 2
In the ``||brick:on button||`` blocks, use the drop-down menu to select the ``up`` and ``down`` buttons.
![Button dropdown selection](/static/tutorials/run-motors/on-button-dropdown.png)
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
})
```
## Step 3
Open the ``||motors:Motors||`` Toolbox drawer. Drag out **2** ``||motors:run||`` blocks onto the Workspace, and drop one of them each into the ``||brick:on button||`` blocks.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
```
## Step 4
The ``||motors:run||`` blocks specify which type of motor to run (Large or Medium), and which port the motor is attached to (Ports A, B, C, or D). The default setting is to run the large motor attached to port A at 50% speed.
When we press the Down button, we want our motor to run in the reverse direction. In the ``||motors:run||`` block that is in the ``||brick:on button down pressed||`` block, change the speed value from ``50%`` to ``-50%``.
![Motor speed select field](/static/tutorials/run-motors/run-speed-field.png)
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
```
## Step 5
Now, lets add a Medium motor, and tell it how many rotations we want it to run for.
Open the ``||brick:Brick||`` Toolbox drawer. Drag out **2** ``|brick:on button||`` blocks. In the ``||brick:on button||`` blocks, use the drop-down menu to select the ``left`` and ``right`` buttons.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
})
```
## Step 6
Open the ``||motors:Motors||`` Toolbox drawer. Drag out **2** ``||motors:run||`` blocks onto the Workspace, and drop one of them each into the ``||brick:on button left||`` and ``||brick:on button right||`` blocks.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
```
## Step 7
For the ``||motors:run||`` blocks that are in the ``||brick:on button left||`` and ``||brick:on button right||`` blocks, use the drop-down menu to select ``medium motor D``.
![Select motor on a port dropdown](/static/tutorials/run-motors/run-motor-dropdown.png)
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(50)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(50)
})
```
## Step 8
In the ``||motors:run medium motor||`` blocks, click on the plus icon **(+)** to expand the blocks. Change the number of rotations from `0` to `5`.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(50, 5, MoveUnit.Rotations)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(50, 5, MoveUnit.Rotations)
})
```
## Step 9
Lets also change the speed that our Medium motors are running at. In the ``||motors:run medium motor||`` block that is in the ``||brick:on button left||`` block, change the speed from ``50%`` to ``10%``.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(10, 5, MoveUnit.Rotations)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(50, 5, MoveUnit.Rotations)
})
```
## Step 10
In the ``||motors:run medium motor||`` block that is in the ``||brick:on button right||`` block, change the speed from ``50%`` to ``100%``.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(10, 5, MoveUnit.Rotations)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(100, 5, MoveUnit.Rotations)
})
```
## Step 11
Finally, lets add a way to stop all our motors from running. Open the ``||brick:Brick||`` Toolbox drawer. Drag out an ``||brick:on button||`` block onto the Workspace.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(10, 5, MoveUnit.Rotations)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(100, 5, MoveUnit.Rotations)
})
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
})
```
# Step 12
Open the ``||motors:Motors||`` Toolbox drawer. Drag out a ``||motors:stop all motors||`` block onto the Workspace, and drop into the ``||brick:on button||`` enter block.
```blocks
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(-50)
})
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(10, 5, MoveUnit.Rotations)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
motors.mediumD.run(100, 5, MoveUnit.Rotations)
})
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
motors.stopAll()
})
```
## Step 13
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach a Large motor to Port A, and a Medium motor to Port D. Test your program by pressing the different buttons to see whether the correct motors are running as expected.

View File

@ -0,0 +1,94 @@
# Using Touch Sensor Values
## Introduction @fullscreen
Use the Touch sensor value to stop a running motor.
![Touch sensor and motor attached to brick](/static/tutorials/touch-sensor-values/touch-to-stop.gif)
## Step 1
Open the ``||brick:Brick||`` Toolbox drawer. Drag an ``||brick:on button||`` block onto the Workspace, and place it anywhere on the Workspace.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
})
```
## Step 2
Open the ``||motors:Motors||`` Toolbox drawer. Drag out a ``||motors:run||`` block onto the Workspace, and drop it into the ``||brick:on button||`` block.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
```
## Step 3
Open the ``||logic:Logic||`` Toolbox drawer. Drag out an ``||logic:if then||`` block onto the Workspace, and drop it into the ``||loops:forever||`` block.
```blocks
forever(function () {
if (true) {
}
})
```
## Step 4
Open the ``||sensors:Sensors||`` Toolbox drawer. Drag out a ``||sensors:touch is pressed||`` block onto the Workspace, and drop it in the ``||logic:if then||`` block replacing ``true``.
```blocks
forever(function () {
if (sensors.touch1.isPressed()) {
}
})
```
## Step 5
Open the ``||music:Music||`` Toolbox drawer. Drag out a ``||music:play sound effect||`` block onto the Workspace, and drop it under the ``||logic:if then||`` block.
```blocks
forever(function () {
if (sensors.touch1.isPressed()) {
music.playSoundEffect(sounds.animalsCatPurr)
}
})
```
## Step 6
In the ``||music:play sound effect||`` block, use the drop-down menu to select the ``information touch`` sound effect.
```blocks
forever(function () {
if (sensors.touch1.isPressed()) {
music.playSoundEffect(sounds.informationTouch)
}
})
```
## Step 7
Open the ``||motors:Motors||`` Toolbox drawer. Drag out a ``||motors:stop||`` block onto the Workspace, and drop it in after the ``||music:play sound effect||`` block.
```blocks
forever(function () {
if (sensors.touch1.isPressed()) {
music.playSoundEffect(sounds.informationTouch)
motors.largeA.stop()
}
})
```
## Step 8
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach a Large motor to Port A, and a Touch sensor to Port 1 on your brick. Test your program by pressing the ENTER button. When the motor starts, press the touch sensor. Does the motor stop as expected?

View File

@ -0,0 +1,67 @@
# Touch to Run
## Introduction @fullscreen
Use the Touch sensor to run a motor.
![Large motor connected to brick](/static/tutorials/touch-to-run/touch-to-run.gif)
## Step 1
Open the ``||sensors:Sensors||`` Toolbox drawer. Drag out **2** ``||sensors:on touch||`` blocks onto the Workspace (you can place these anywhere).
```blocks
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
})
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
})
```
## Step 2
In one of the ``||sensors:on touch||`` blocks, use the second drop-down menu to change from ``pressed`` to ``released``.
![Touch sensor action dropdown](/static/tutorials/touch-to-run/on-touch-dropdown.png)
```blocks
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
})
sensors.touch1.onEvent(ButtonEvent.Released, function () {
})
```
## Step 3
Open the ``||motors:Motors||`` Toolbox drawer. Drag out a ``||motors:run||`` block onto the Workspace, and drop it into the ``||sensors:on touch pressed||`` block.
```blocks
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
sensors.touch1.onEvent(ButtonEvent.Released, function () {
})
```
## Step 4
Open the ``||motors:Motors||`` Toolbox drawer. Drag out a ``||motors:stop||`` block onto the Workspace, and drop it into the ``||sensors:on touch released||`` block.
```blocks
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {
motors.largeA.run(50)
})
sensors.touch1.onEvent(ButtonEvent.Released, function () {
motors.largeA.stop()
})
```
## Step 5
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach a Large motor to Port A, and a Touch sensor to Port 1 on your brick. Test your program by pressing and releasing the touch sensor does the motor start and stop as expected?

54
docs/tutorials/wake-up.md Normal file
View File

@ -0,0 +1,54 @@
# Wake Up!
## Introduction @fullscreen
Show different moods on your @boardname@.
![Show mood on the screen](/static/tutorials/wake-up/show-mood.gif)
## Step 1
Open the ``||brick:Brick||`` Toolbox drawer. Drag out a ``||brick:show mood||`` block onto the Workspace, and place it into the ``||loops:on start||`` block. You should hear and see the block click into place.
```blocks
brick.showMood(moods.sleeping)
```
## Step 2
Notice your brick is snoring with eyes closed in the simulator! Lets wake her up. Open the ``||brick:Brick||`` Toolbox drawer again. Drag out **2** more ``||brick:show mood||`` blocks and drop them into the ``||brick:on start||`` block also.
```blocks
brick.showMood(moods.sleeping)
brick.showMood(moods.sleeping)
brick.showMood(moods.sleeping)
```
## Step 3
In the second ``||brick:show mood||`` block, click on the drop-down menu to select the tired mood.
![Show mood dropdown selections](/static/tutorials/wake-up/show-mood-dropdown-1.png)
```blocks
brick.showMood(moods.sleeping)
brick.showMood(moods.tired)
brick.showMood(moods.sleeping)
```
## Step 4
In the third ``||brick:show mood||`` block, click on the drop-down menu to select the love mood.
![Show mood dropdown selections](/static/tutorials/wake-up/show-mood-dropdown-2.png)
```blocks
brick.showMood(moods.sleeping)
brick.showMood(moods.tired)
brick.showMood(moods.love)
```
## Step 5
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.

View File

@ -0,0 +1,165 @@
# What Animal Am I?
## Introduction @fullscreen
Create different animal effects with your @boardname@.
![Guess the what the animal is](/static/tutorials/what-animal-am-i/guess-animal.gif)
## Step 1
Open the ``||brick:Brick||`` Toolbox drawer. Drag out a ``||brick:show string||`` block from the **Screen** section onto the Workspace, and drop it into the ``||loops:on start||`` block. You should hear and see the block click into place.
```block
brick.showString("Hello world", 1)
```
## Step 2
In the ``||brick:show string||`` block, type the text ``"Guess what animal?"`` to replace ``"Hello world"``.
```blocks
brick.showString("Guess what animal?", 1)
```
## Step 3
Open the ``||brick:Brick||`` Toolbox drawer. From the **Buttons** section, drag out an ``||brick:on button||`` block and put it anywhere in the Workspace.
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
})
brick.showString("Guess what animal?", 1)
```
## Step 4
In the ``||brick:on button||`` block, use the drop-down menu to select the ``left`` button.
![Dropdown with button choices](/static/tutorials/what-animal-am-i/on-button-dropdown.png)
```blocks
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
})
brick.showString("Guess what animal?", 1)
```
## Step 5
Open the ``||brick:Brick||`` Toolbox drawer. In the **Buttons** section, drag out **3** more ``||brick:on button||`` blocks. Using the drop-down menu, select the ``right``, ``up``, and ``down`` buttons for these 3 blocks.
```blocks
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
})
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
})
brick.showString("Guess what animal?", 1)
```
## Step 6
Open the ``||brick:Brick||`` Toolbox drawer. Drag out **4** ``||brick:show image||`` blocks onto the Workspace, and drop one of them into each of the ``||brick:on button||`` blocks.
```blocks
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile)
})
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsBigSmile)
})
brick.showString("Guess what animal?", 0)
```
## Step 7
In the ``||brick:show image||`` blocks, use the drop-down menu to select a different image to show for each block.
![Dropdown with image selection](/static/tutorials/what-animal-am-i/show-image-dropdown.png)
```blocks
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsMouth2shut)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsMouth1open)
})
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsBoom)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsPirate)
})
brick.showString("Guess what animal?", 0)
```
## Step 8
Open the ``||music:Music||`` Toolbox drawer. Drag out **4** ``||music:play sound effect||`` block and drop one of them into each of the ``||brick:on button||`` blocks, just after the ``||brick:show image||`` block.
```blocks
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsMouth2shut)
music.playSoundEffect(sounds.animalsCatPurr)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsMouth1open)
music.playSoundEffect(sounds.animalsCatPurr)
})
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsBoom)
music.playSoundEffect(sounds.animalsCatPurr)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsPirate)
music.playSoundEffect(sounds.animalsCatPurr)
})
brick.showString("Guess what animal?", 0)
```
## Step 9
In each ``||music:play sound effect||`` block, use the drop-down menu to select a different animal sound to play.
![Dropdown with sound effect selection](/static/tutorials/what-animal-am-i/play-sound-effect-dropdown.png)
```blocks
brick.buttonLeft.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsMouth2shut)
music.playSoundEffect(sounds.animalsCatPurr)
})
brick.buttonRight.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.expressionsMouth1open)
music.playSoundEffect(sounds.animalsDogBark1)
})
brick.buttonUp.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsBoom)
music.playSoundEffect(sounds.animalsElephantCall)
})
brick.buttonDown.onEvent(ButtonEvent.Pressed, function () {
brick.showImage(images.objectsPirate)
music.playSoundEffect(sounds.animalsSnakeHiss)
})
brick.showString("Guess what animal?", 0)
```
## Step 10
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Test your program with a friend by pressing the right, left, up, and down buttons on your brick. Have your friend guess what animal it is!

View File

@ -0,0 +1,136 @@
# What Color is it?
## Introduction @fullscreen
Use the Color sensor to detect different colors.
![Simulator view with color sensor](/static/tutorials/what-color/color-detector.gif)
## Step 1
Open the ``||brick:Brick||`` Toolbox drawer. From the **Screen** section, drag out a ``||brick:show string||`` block onto the Workspace, and drop it into the ``||loops:on start||`` block.
```blocks
brick.showString("Hello world", 1)
```
## Step 2
In the ``||brick:show string||`` block, type the text ``"What color?"`` replacing ``"Hello World"``.
```blocks
brick.showString("What color?", 1)
```
## Step 3
Open the ``||sensors:Sensors||`` Toolbox drawer. Drag out **3** ``||sensors:on color sensor detected||`` blocks onto the Workspace (you can place these anywhere).
```blocks
sensors.color3.onColorDetected(ColorSensorColor.Blue, function () {
})
sensors.color3.onColorDetected(ColorSensorColor.Blue, function () {
})
sensors.color3.onColorDetected(ColorSensorColor.Blue, function () {
})
```
## Step 4
In the ``||sensors:on color sensor detected||`` blocks, use the second drop-down menu to select Red, Green, and Yellow colors.
```blocks
sensors.color3.onColorDetected(ColorSensorColor.Red, function () {
})
sensors.color3.onColorDetected(ColorSensorColor.Green, function () {
})
sensors.color3.onColorDetected(ColorSensorColor.Yellow, function () {
})
brick.showString("What color?", 1)
```
## Step 5
Open the ``||brick:Brick||`` Toolbox drawer. From the **Buttons** section, drag out a **3** ``||brick:set status light||`` blocks and drop one of them each into the ``||sensors:on color detected||`` blocks.
```blocks
sensors.color3.onColorDetected(ColorSensorColor.Red, function () {
brick.setStatusLight(StatusLight.Orange)
})
sensors.color3.onColorDetected(ColorSensorColor.Green, function () {
brick.setStatusLight(StatusLight.Orange)
})
sensors.color3.onColorDetected(ColorSensorColor.Yellow, function () {
brick.setStatusLight(StatusLight.Orange)
})
brick.showString("What color?", 1)
```
## Step 6
In the ``||brick:set status light||`` blocks, use the drop-down menu to change the lights to Red, Green, and Orange corresponding to the different colors detected. There is no Yellow status light, so well use Orange instead.
```blocks
sensors.color3.onColorDetected(ColorSensorColor.Red, function () {
brick.setStatusLight(StatusLight.Red)
})
sensors.color3.onColorDetected(ColorSensorColor.Green, function () {
brick.setStatusLight(StatusLight.Green)
})
sensors.color3.onColorDetected(ColorSensorColor.Yellow, function () {
brick.setStatusLight(StatusLight.Orange)
})
brick.showString("What color?", 1)
```
## Step 7
Open the ``||music:Music||`` Toolbox drawer. Drag out **3** ``||music:play sound effect||`` blocks and drop one of them each into the ``||sensors:on color detected||`` blocks after the ``||brick:set status light||`` block.
```blocks
sensors.color3.onColorDetected(ColorSensorColor.Red, function () {
brick.setStatusLight(StatusLight.Red)
music.playSoundEffect(sounds.animalsCatPurr)
})
sensors.color3.onColorDetected(ColorSensorColor.Green, function () {
brick.setStatusLight(StatusLight.Green)
music.playSoundEffect(sounds.animalsCatPurr)
})
sensors.color3.onColorDetected(ColorSensorColor.Yellow, function () {
brick.setStatusLight(StatusLight.Orange)
music.playSoundEffect(sounds.animalsCatPurr)
})
brick.showString("What color?", 1)
```
## Step 8
In the ``||music::play sound effect||`` blocks, use the drop-down menu to select the ``colors red``, ``colors green``, and ``colors yellow`` sound effects corresponding to the different colors detected.
```blocks
sensors.color3.onColorDetected(ColorSensorColor.Red, function () {
brick.setStatusLight(StatusLight.Red)
music.playSoundEffect(sounds.colorsRed)
})
sensors.color3.onColorDetected(ColorSensorColor.Green, function () {
brick.setStatusLight(StatusLight.Green)
music.playSoundEffect(sounds.colorsGreen)
})
sensors.color3.onColorDetected(ColorSensorColor.Yellow, function () {
brick.setStatusLight(StatusLight.Orange)
music.playSoundEffect(sounds.colorsYellow)
})
brick.showString("What color?", 1)
```
## Step 9
Now, plug your @boardname@ into the computer with the USB cable, and click the **Download** button at the bottom of your screen. Follow the directions to save your program to the brick.
Attach a Color Sensor to Port 3 of your brick. Test your program by flashing Red, Green and Yellow colored paper or use LEGO bricks in front of the Color Sensor.

View File

@ -3,7 +3,7 @@
import { deployCoreAsync, initAsync } from "./deploy";
import { FieldPorts } from "./field_ports";
import { FieldImages } from "./field_images";
import { FieldMotors } from "./field_motors";
import { FieldSpeed } from "./field_speed";
import { FieldBrickButtons } from "./field_brickbuttons";
import { FieldTurnRatio } from "./field_turnratio";
@ -17,8 +17,8 @@ pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): P
selector: "ports",
editor: FieldPorts
}, {
selector: "images",
editor: FieldImages
selector: "motors",
editor: FieldMotors
}, {
selector: "speed",
editor: FieldSpeed
@ -51,7 +51,7 @@ pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): P
const saveAs = pxt.BrowserUtils.hasSaveAs();
const htmlBody = `
<div class="ui three column grid stackable">
<div class="ui two column grid stackable">
<div class="column">
<div class="ui">
<div class="image">
@ -67,21 +67,6 @@ pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): P
</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>${lf("Make sure you have the latest EV3 firmware")}</strong>
<br/>
<a href="https://ev3manager.education.lego.com/" target="_blank">${lf("Click here to update to latest firmware")}</a>
</div>
</div>
</div>
</div>
<div class="column">
<div class="ui">
<div class="image">
@ -89,9 +74,7 @@ pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): P
</div>
<div class="content">
<div class="description">
<span class="ui blue circular label">3</span>
${lf("Move the .uf2 file to EV3 brick")}
<br/>
<span class="ui blue circular label">2</span>
${lf("Locate the downloaded .uf2 file and drag it to the EV3 drive")}
</div>
</div>
@ -106,7 +89,11 @@ pxt.editor.initExtensionsAsync = function (opts: pxt.editor.ExtensionOptions): P
hideCancel: true,
hideAgree: false,
agreeLbl: lf("I got it"),
buttons: [downloadAgain ? {
buttons: [{
label: lf("I don't see the EV3 drive"),
url: '/troubleshoot',
class: 'troubleshoot left floated'
}, downloadAgain ? {
label: fn,
icon: "download",
class: "lightgrey focused",

View File

@ -155,5 +155,6 @@ export class FieldBrickButtons extends Blockly.FieldDropdown implements Blockly.
Blockly.DropDownDiv.content_.removeAttribute('role');
Blockly.DropDownDiv.content_.removeAttribute('aria-haspopup');
Blockly.DropDownDiv.content_.removeAttribute('aria-activedescendant');
Blockly.DropDownDiv.getContentDiv().style.width = '';
};
}

View File

@ -1,114 +0,0 @@
/// <reference path="../node_modules/pxt-core/localtypings/blockly.d.ts"/>
/// <reference path="../node_modules/pxt-core/built/pxtblocks.d.ts"/>
/// <reference path="../node_modules/pxt-core/built/pxtsim.d.ts"/>
export interface FieldImagesOptions extends pxtblockly.FieldImageDropdownOptions {
}
export class FieldImages extends pxtblockly.FieldImageDropdown implements Blockly.FieldCustom {
public isFieldCustom_ = true;
constructor(text: string, options: FieldImagesOptions, validator?: Function) {
super(text, options, validator);
}
/**
* Create a dropdown menu under the text.
* @private
*/
public showEditor_() {
// If there is an existing drop-down we own, this is a request to hide the drop-down.
if (Blockly.DropDownDiv.hideIfOwner(this)) {
return;
}
// If there is an existing drop-down someone else owns, hide it immediately and clear it.
Blockly.DropDownDiv.hideWithoutAnimation();
Blockly.DropDownDiv.clearContent();
// Populate the drop-down with the icons for this field.
let dropdownDiv = Blockly.DropDownDiv.getContentDiv();
let contentDiv = document.createElement('div');
// Accessibility properties
contentDiv.setAttribute('role', 'menu');
contentDiv.setAttribute('aria-haspopup', 'true');
const options = this.getOptions();
for (let i = 0, option: any; option = options[i]; i++) {
let content = (options[i] as any)[0]; // Human-readable text or image.
const value = (options[i] as any)[1]; // Language-neutral value.
// Icons with the type property placeholder take up space but don't have any functionality
// Use for special-case layouts
if (content.type == 'placeholder') {
let placeholder = document.createElement('span');
placeholder.setAttribute('class', 'blocklyDropDownPlaceholder');
placeholder.style.width = content.width + 'px';
placeholder.style.height = content.height + 'px';
contentDiv.appendChild(placeholder);
continue;
}
let button = document.createElement('button');
button.setAttribute('id', ':' + i); // For aria-activedescendant
button.setAttribute('role', 'menuitem');
button.setAttribute('class', 'blocklyDropDownButton');
button.title = content.alt;
if ((this as any).columns_) {
button.style.width = (((this as any).width_ / (this as any).columns_) - 8) + 'px';
//button.style.height = ((this.width_ / this.columns_) - 8) + 'px';
} else {
button.style.width = content.width + 'px';
button.style.height = content.height + 'px';
}
let backgroundColor = this.sourceBlock_.getColour();
if (value == this.getValue()) {
// This icon is selected, show it in a different colour
backgroundColor = this.sourceBlock_.getColourTertiary();
button.setAttribute('aria-selected', 'true');
}
button.style.backgroundColor = backgroundColor;
button.style.borderColor = this.sourceBlock_.getColourTertiary();
Blockly.bindEvent_(button, 'click', this, (this as any).buttonClick_);
Blockly.bindEvent_(button, 'mouseup', this, (this as any).buttonClick_);
// These are applied manually instead of using the :hover pseudoclass
// because Android has a bad long press "helper" menu and green highlight
// that we must prevent with ontouchstart preventDefault
Blockly.bindEvent_(button, 'mousedown', button, function (e) {
this.setAttribute('class', 'blocklyDropDownButton blocklyDropDownButtonHover');
e.preventDefault();
});
Blockly.bindEvent_(button, 'mouseover', button, function () {
this.setAttribute('class', 'blocklyDropDownButton blocklyDropDownButtonHover');
contentDiv.setAttribute('aria-activedescendant', this.id);
});
Blockly.bindEvent_(button, 'mouseout', button, function () {
this.setAttribute('class', 'blocklyDropDownButton');
contentDiv.removeAttribute('aria-activedescendant');
});
let buttonImg = document.createElement('img');
buttonImg.src = content.src;
//buttonImg.alt = icon.alt;
// Upon click/touch, we will be able to get the clicked element as e.target
// Store a data attribute on all possible click targets so we can match it to the icon.
button.setAttribute('data-value', value);
buttonImg.setAttribute('data-value', value);
button.appendChild(buttonImg);
contentDiv.appendChild(button);
}
contentDiv.style.width = (this as any).width_ + 'px';
dropdownDiv.appendChild(contentDiv);
Blockly.DropDownDiv.setColour(this.sourceBlock_.getColour(), this.sourceBlock_.getColourTertiary());
// Calculate positioning based on the field position.
var scale = this.sourceBlock_.workspace.scale;
var bBox = { width: this.size_.width, height: this.size_.height };
bBox.width *= scale;
bBox.height *= scale;
var position = this.fieldGroup_.getBoundingClientRect();
var primaryX = position.left + bBox.width / 2;
var primaryY = position.top + bBox.height;
var secondaryX = primaryX;
var secondaryY = position.top;
// Set bounds to workspace; show the drop-down.
(Blockly.DropDownDiv as any).setBoundsElement(this.sourceBlock_.workspace.getParentSvg().parentNode);
(Blockly.DropDownDiv as any).show(this, primaryX, primaryY, secondaryX, secondaryY,
(this as any).onHide_.bind(this));
}
}

565
editor/field_motors.ts Normal file

File diff suppressed because one or more lines are too long

View File

@ -1,151 +1,32 @@
/// <reference path="../node_modules/pxt-core/localtypings/blockly.d.ts"/>
/// <reference path="../node_modules/pxt-core/built/pxtblocks.d.ts"/>
/// <reference path="../node_modules/pxt-core/built/pxtsim.d.ts"/>
export interface FieldPortsOptions extends Blockly.FieldCustomDropdownOptions {
export interface FieldPortsOptions extends pxtblockly.FieldImagesOptions {
columns?: string;
width?: string;
}
export class FieldPorts extends Blockly.FieldDropdown implements Blockly.FieldCustom {
export class FieldPorts extends pxtblockly.FieldImages implements Blockly.FieldCustom {
public isFieldCustom_ = true;
// Width in pixels
private width_: number;
// Columns in grid
private columns_: number;
private savedPrimary_: string;
constructor(text: string, options: FieldPortsOptions, validator?: Function) {
super(options.data);
super(text, { sort: true, data: options.data }, validator);
this.columns_ = parseInt(options.columns) || 4;
this.width_ = parseInt(options.width) || 300;
this.setText = Blockly.FieldDropdown.prototype.setText;
this.updateWidth = (Blockly.Field as any).prototype.updateWidth;
this.updateTextNode_ = Blockly.Field.prototype.updateTextNode_;
}
trimOptions_() {
}
/**
* Create a dropdown menu under the text.
* @private
*/
public showEditor_() {
// If there is an existing drop-down we own, this is a request to hide the drop-down.
if (Blockly.DropDownDiv.hideIfOwner(this)) {
return;
}
// If there is an existing drop-down someone else owns, hide it immediately and clear it.
Blockly.DropDownDiv.hideWithoutAnimation();
Blockly.DropDownDiv.clearContent();
// Populate the drop-down with the icons for this field.
let dropdownDiv = Blockly.DropDownDiv.getContentDiv();
let contentDiv = document.createElement('div');
// Accessibility properties
contentDiv.setAttribute('role', 'menu');
contentDiv.setAttribute('aria-haspopup', 'true');
let options = this.getOptions();
options = options.sort();
for (let i = 0, option: any; option = options[i]; i++) {
let content = (options[i] as any)[0]; // Human-readable text or image.
const value = (options[i] as any)[1]; // Language-neutral value.
// Icons with the type property placeholder take up space but don't have any functionality
// Use for special-case layouts
if (content.type == 'placeholder') {
let placeholder = document.createElement('span');
placeholder.setAttribute('class', 'blocklyDropDownPlaceholder');
placeholder.style.width = content.width + 'px';
placeholder.style.height = content.height + 'px';
contentDiv.appendChild(placeholder);
continue;
}
let button = document.createElement('button');
button.setAttribute('id', ':' + i); // For aria-activedescendant
button.setAttribute('role', 'menuitem');
button.setAttribute('class', 'blocklyDropDownButton');
button.title = content.alt;
if (this.columns_) {
button.style.width = ((this.width_ / this.columns_) - 8) + 'px';
button.style.height = ((this.width_ / this.columns_) - 8) + 'px';
} else {
button.style.width = content.width + 'px';
button.style.height = content.height + 'px';
}
let backgroundColor = this.sourceBlock_.getColour();
if (value == this.getValue()) {
// This icon is selected, show it in a different colour
backgroundColor = this.sourceBlock_.getColourTertiary();
button.setAttribute('aria-selected', 'true');
}
button.style.backgroundColor = backgroundColor;
button.style.borderColor = this.sourceBlock_.getColourTertiary();
Blockly.bindEvent_(button, 'click', this, this.buttonClick_);
Blockly.bindEvent_(button, 'mouseup', this, this.buttonClick_);
// These are applied manually instead of using the :hover pseudoclass
// because Android has a bad long press "helper" menu and green highlight
// that we must prevent with ontouchstart preventDefault
Blockly.bindEvent_(button, 'mousedown', button, function (e) {
this.setAttribute('class', 'blocklyDropDownButton blocklyDropDownButtonHover');
e.preventDefault();
});
Blockly.bindEvent_(button, 'mouseover', button, function () {
this.setAttribute('class', 'blocklyDropDownButton blocklyDropDownButtonHover');
contentDiv.setAttribute('aria-activedescendant', this.id);
});
Blockly.bindEvent_(button, 'mouseout', button, function () {
this.setAttribute('class', 'blocklyDropDownButton');
contentDiv.removeAttribute('aria-activedescendant');
});
let buttonImg = document.createElement('img');
buttonImg.src = content.src;
//buttonImg.alt = icon.alt;
// Upon click/touch, we will be able to get the clicked element as e.target
// Store a data attribute on all possible click targets so we can match it to the icon.
button.setAttribute('data-value', value);
buttonImg.setAttribute('data-value', value);
button.appendChild(buttonImg);
contentDiv.appendChild(button);
}
contentDiv.style.width = this.width_ + 'px';
dropdownDiv.appendChild(contentDiv);
Blockly.DropDownDiv.setColour(this.sourceBlock_.getColour(), this.sourceBlock_.getColourTertiary());
// Calculate positioning based on the field position.
var scale = this.sourceBlock_.workspace.scale;
var bBox = { width: this.size_.width, height: this.size_.height };
bBox.width *= scale;
bBox.height *= scale;
var position = this.fieldGroup_.getBoundingClientRect();
var primaryX = position.left + bBox.width / 2;
var primaryY = position.top + bBox.height;
var secondaryX = primaryX;
var secondaryY = position.top;
// Set bounds to workspace; show the drop-down.
(Blockly.DropDownDiv as any).setBoundsElement(this.sourceBlock_.workspace.getParentSvg().parentNode);
(Blockly.DropDownDiv as any).show(this, primaryX, primaryY, secondaryX, secondaryY,
this.onHide_.bind(this));
}
/**
* Callback for when a button is clicked inside the drop-down.
* Should be bound to the FieldIconMenu.
* @param {Event} e DOM event for the click/touch
* @private
*/
private buttonClick_ = function (e: any) {
protected buttonClick_ = function (e: any) {
let value = e.target.getAttribute('data-value');
this.setValue(value);
Blockly.DropDownDiv.hide();
};
/**
* Callback for when the drop-down is hidden.
*/
private onHide_ = function () {
Blockly.DropDownDiv.content_.removeAttribute('role');
Blockly.DropDownDiv.content_.removeAttribute('aria-haspopup');
Blockly.DropDownDiv.content_.removeAttribute('aria-activedescendant');
};
}

View File

@ -13,7 +13,7 @@
sodipodi:docname="Large Motor.svg"
width="153.634"
height="153.634"
inkscape:version="0.92.1 r15371"
inkscape:version="0.91 r13725"
inkscape:export-filename="C:\gh\pxt-ev3\libs\core\jres\icons\motorLarge-icon.png"
inkscape:export-xdpi="74.983398"
inkscape:export-ydpi="74.983398">
@ -25,7 +25,7 @@
<dc:format>image/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
<dc:title></dc:title>
<dc:title />
</cc:Work>
</rdf:RDF>
</metadata>
@ -38,15 +38,15 @@
guidetolerance="10"
inkscape:pageopacity="0"
inkscape:pageshadow="2"
inkscape:window-width="1600"
inkscape:window-height="837"
inkscape:window-width="2560"
inkscape:window-height="1395"
id="namedview7026"
showgrid="false"
inkscape:zoom="1.5361183"
inkscape:cx="39.260502"
inkscape:cy="76.817001"
inkscape:window-x="-8"
inkscape:window-y="-8"
inkscape:zoom="3.0722366"
inkscape:cx="-73.361033"
inkscape:cy="76.817002"
inkscape:window-x="0"
inkscape:window-y="1"
inkscape:window-maximized="1"
inkscape:current-layer="svg7024" />
<defs
@ -317,7 +317,7 @@
<g
id="Large_Motor"
data-name="Large Motor"
transform="translate(1383.553,5554.0014)">
transform="matrix(-1,0,0,-1,3003.735,6879.9214)">
<g
id="Mask_Group_6"
data-name="Mask Group 6"
@ -327,12 +327,12 @@
<g
id="Large_motor-2"
data-name="Large motor"
transform="translate(-1.623)">
transform="translate(-1.623,0)">
<path
id="Path_45"
data-name="Path 45"
class="cls-1"
d="m 5.461,0 h 5.612 a 5.461,5.461 0 0 1 5.461,5.461 v 22.9 a 5.461,5.461 0 0 1 -5.461,5.461 H 5.461 A 5.461,5.461 0 0 1 0,28.365 V 5.461 A 5.461,5.461 0 0 1 5.461,0 Z"
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transform="translate(42.123,84.012)"
inkscape:connector-curvature="0"
style="fill:#a8a9a8" />
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data-name="Path 36"
class="cls-1"
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transform="translate(41.1)"
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transform="translate(41.1,0)"
inkscape:connector-curvature="0"
style="fill:#a8a9a8" />
<g
@ -371,7 +371,7 @@
id="Path_34-2"
data-name="Path 34"
class="cls-1"
d="M 0.607,0 H 31.93 a 0.607,0.607 0 0 1 0.607,0.607 V 15.3 A 0.607,0.607 0 0 1 31.93,15.907 H 0.607 A 0.607,0.607 0 0 1 0,15.3 V 0.607 A 0.607,0.607 0 0 1 0.607,0 Z"
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transform="translate(2171.89,6141.59)"
inkscape:connector-curvature="0"
style="fill:#a8a9a8" />
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data-name="Path 2"
class="cls-3"
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inkscape:connector-curvature="0"
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data-name="Path 3"
class="cls-3"
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inkscape:connector-curvature="0"
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data-name="Path 2"
class="cls-1"
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@ -37,7 +37,7 @@ const enum ColorSensorColor {
Brown
}
enum LightCondition {
enum Light {
//% block="dark"
Dark = sensors.ThresholdState.Low,
//% block="bright"
@ -184,7 +184,7 @@ namespace sensors {
* @param condition the light condition
* @param handler the code to run when detected
*/
//% help=sensors/color-sensor/on-light-condition-detected
//% help=sensors/color-sensor/on-light-detected
//% block="on **color sensor** %this|detected %mode|%condition"
//% blockId=colorOnLightDetected
//% parts="colorsensor"
@ -192,7 +192,7 @@ namespace sensors {
//% this.fieldEditor="ports"
//% weight=89 blockGap=12
//% group="Color Sensor"
onLightConditionDetected(mode: LightIntensityMode, condition: LightCondition, handler: () => void) {
onLightDetected(mode: LightIntensityMode, condition: Light, handler: () => void) {
this.setMode(<ColorSensorMode><number>mode)
control.onEvent(this._id, <number>condition, handler);
}
@ -201,15 +201,15 @@ namespace sensors {
* Wait for the given color to be detected
* @param color the color to detect
*/
//% help=sensors/color-sensor/pause-until-light-condition-detected
//% help=sensors/color-sensor/pause-until-light-detected
//% block="pause until **color sensor** %this|detected %mode|%condition"
//% blockId=colorPauseUntilLightConditionDetected
//% blockId=colorPauseUntilLightDetected
//% parts="colorsensor"
//% blockNamespace=sensors
//% this.fieldEditor="ports"
//% weight=88 blockGap=8
//% group="Color Sensor"
pauseUntilLightConditionDetected(mode: LightIntensityMode, condition: LightCondition) {
pauseUntilLightDetected(mode: LightIntensityMode, condition: Light) {
this.setMode(<ColorSensorMode><number>mode)
if (this.thresholdDetector.state != <number>condition)
control.waitForEvent(this._id, <number>condition)
@ -252,8 +252,13 @@ namespace sensors {
//% value.min=0 value.max=100
//% this.fieldEditor="ports"
//% help=sensors/color-sensor/set-threshold
setThreshold(condition: LightCondition, value: number) {
if (condition == LightCondition.Dark)
setThreshold(condition: Light, value: number) {
// threshold is used in ambient or reflected modes
if (this.mode != LightIntensityMode.Ambient &&
this.mode != LightIntensityMode.Reflected)
this.setMode(ColorSensorMode.ReflectedLightIntensity);
if (condition == Light.Dark)
this.thresholdDetector.setLowThreshold(value)
else
this.thresholdDetector.setHighThreshold(value);
@ -267,8 +272,13 @@ namespace sensors {
//% group="Threshold" blockGap=8 weight=89
//% this.fieldEditor="ports"
//% help=sensors/color-sensor/threshold
threshold(condition: LightCondition): number {
return this.thresholdDetector.threshold(<ThresholdState><number>LightCondition.Dark);
threshold(condition: Light): number {
// threshold is used in ambient or reflected modes
if (this.mode != LightIntensityMode.Ambient &&
this.mode != LightIntensityMode.Reflected)
this.setMode(ColorSensorMode.ReflectedLightIntensity);
return this.thresholdDetector.threshold(<ThresholdState><number>condition);
}
/**

View File

@ -2,8 +2,8 @@
```cards
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {})
sensors.color1.onLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark, function () {})
sensors.color1.pauseUntilLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.onLightDetected(LightIntensityMode.Reflected, Light.Dark, function () {})
sensors.color1.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Dark)
sensors.color1.pauseUntilColorDetected(ColorSensorColor.Blue)
sensors.color1.color();
sensors.color1.light(LightIntensityMode.Ambient)
@ -13,7 +13,7 @@ sensors.color1.light(LightIntensityMode.Ambient)
[on color detected](/reference/sensors/color-sensor/on-color-detected),
[pause until color detected](/reference/sensors/color-sensor/pause-until-color-detected),
[on light condition detected](/reference/sensors/color-sensor/on-light-condition-detected),
[pause until light condition detected](/reference/sensors/color-sensor/pause-until-light-condition-detected),
[on light detected](/reference/sensors/color-sensor/on-light-detected),
[pause until light detected](/reference/sensors/color-sensor/pause-until-light-detected),
[color](/reference/sensors/color-sensor/color),
[light](/reference/sensors/color-sensor/ambient-light)

View File

@ -3,7 +3,7 @@
Run some code when the amount of light dectected changes.
```sig
sensors.color1.onLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark, function () {
sensors.color1.onLightDetected(LightIntensityMode.Reflected, Light.Dark, function () {
})
```
@ -21,7 +21,7 @@ You can check for a change in either _ambient_ or _reflected_ light and run some
Show a message on the screen when the ambient light goes dark.
```blocks
sensors.color1.onLightConditionDetected(LightIntensityMode.Ambient, LightCondition.Dark, function() {
sensors.color1.onLightDetected(LightIntensityMode.Ambient, Light.Dark, function() {
brick.clearScreen();
brick.showString("It just got dark", 1)
brick.showString("Can you see me?", 2)

View File

@ -3,7 +3,7 @@
Wait until a particular light condition is detected.
```sig
sensors.color1.pauseUntilLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Dark)
```
You can wait for a change in either _ambient_ or _reflected_ light. This event happens when the sensor detects light going to ``dark`` or to ``bright``. You choose what condition you will wait for.
@ -19,11 +19,11 @@ Wait for the ambient light to go dark, then show an expression on the screen.
```blocks
brick.showString("Waiting for dark", 1)
sensors.color1.pauseUntilLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Dark)
brick.clearScreen()
brick.showImage(images.expressionsSick)
```
## See also
[on light condition detected](/reference/sensors/color-sensor/on-light-condition-detected)
[on light detected](/reference/sensors/color-sensor/on-light-detected)

View File

@ -3,7 +3,7 @@
Set the threshold value for dark or bright light.
```sig
sensors.color1.setThreshold(LightCondition.Dark, 0)
sensors.color1.setThreshold(Light.Dark, 0)
```
Light intensity is measured from `0` (very dark) to `100` (very bright). You can decide what dark and bright mean for your purposes and set a _threshold_ for them. A threshold is a boundary or a limit. If you want a light intensity of `20` mean that it's dark, then you set the sensor threshold for ``dark`` to `20`. Also, if you think that `75` is bright, then you can set the threshold for ``bright`` to that.
@ -11,8 +11,8 @@ Light intensity is measured from `0` (very dark) to `100` (very bright). You can
After setting a threshold, any event for that light condition won't happen until the amount of light reaches your threshold value:
```block
sensors.color1.setThreshold(LightCondition.Dark, 20)
sensors.color1.onLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark, function () {
sensors.color1.setThreshold(Light.Dark, 20)
sensors.color1.onLightDetected(LightIntensityMode.Reflected, Light.Dark, function () {
brick.showMood(moods.sleeping)
})
```
@ -27,8 +27,8 @@ sensors.color1.onLightConditionDetected(LightIntensityMode.Reflected, LightCondi
Make a daylight alarm. When the ambient light reaches `70` flash the status light and play a sound.
```blocks
sensors.color3.setThreshold(LightCondition.Bright, 70)
sensors.color3.onLightConditionDetected(LightIntensityMode.Ambient, LightCondition.Bright, function () {
sensors.color3.setThreshold(Light.Bright, 70)
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Bright, function () {
brick.setStatusLight(StatusLight.GreenFlash)
for (let i = 0; i < 5; i++) {
music.playSoundEffectUntilDone(sounds.mechanicalBackingAlert)

View File

@ -3,7 +3,7 @@
Get the threshold value for dark or bright light.
```sig
sensors.color1.threshold(LightCondition.Dark)
sensors.color1.threshold(Light.Dark)
```
Light intensity is measured from `0` (very dark) to `100` (very bright). A _threshold_ sets what dark and bright mean for your purposes. A threshold is a boundary or a limit. If a light intensity of `20` means that it's dark, then the sensor threshold for ``dark`` is `20`. Also, if `75` means bright, then the threshold value for ``bright`` is `75`.
@ -17,8 +17,8 @@ Light intensity is measured from `0` (very dark) to `100` (very bright). A _thre
Find out what light level is set as the ``dark`` threshold when a dark light event happens.
```blocks
sensors.color3.onLightConditionDetected(LightIntensityMode.Reflected, LightCondition.Dark, function () {
brick.showValue("DarknessThresholdValue", sensors.color3.threshold(LightCondition.Dark), 1)
sensors.color3.onLightDetected(LightIntensityMode.Reflected, Light.Dark, function () {
brick.showValue("DarknessThresholdValue", sensors.color3.threshold(Light.Dark), 1)
})
```

View File

@ -9,7 +9,7 @@ namespace sensors {
//% blockId=colorEnumPicker block="%color" shim=TD_ID
//% weight=0 blockHidden=1 turnRatio.fieldOptions.decompileLiterals=1
//% color.fieldEditor="colorenum"
//% color.fieldOptions.colours='["#f12a21", "#ffd01b", "#006db3", "#00934b", "#ffffff", "#6c2d00", "#000000"]'
//% color.fieldOptions.colours='["#f12a21", "#ffd01b", "#006db3", "#00934b", "#000000", "#6c2d00", "#ffffff"]'
//% color.fieldOptions.columns=2 color.fieldOptions.className='legoColorPicker'
export function __colorEnumPicker(color: ColorSensorColor): number {
return color;

View File

@ -245,7 +245,7 @@ namespace control {
namespace brick {
// the brick starts with the red color
let currPattern: StatusLight = StatusLight.Red;
let currPattern: StatusLight = StatusLight.Off;
/**
* Set lights.

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@ -163,6 +163,7 @@ namespace motors {
* @param brake a value indicating if the motor should break when off
*/
//% blockId=outputMotorSetBrakeMode block="set %motor|brake %brake=toggleOnOff"
//% motor.fieldEditor="motors"
//% weight=60 blockGap=8
//% group="Properties"
//% help=motors/motor/set-brake
@ -175,6 +176,7 @@ namespace motors {
* Inverts the motor polarity
*/
//% blockId=motorSetInverted block="set %motor|inverted %reversed=toggleOnOff"
//% motor.fieldEditor="motors"
//% weight=59 blockGap=8
//% group="Properties"
//% help=motors/motor/set-inverted
@ -192,6 +194,7 @@ namespace motors {
//% group="Move"
//% help=motors/motor/stop
//% blockId=motorStop block="stop %motors|"
//% motors.fieldEditor="motors"
stop() {
this.init();
stop(this._port, this._brake);
@ -212,6 +215,7 @@ namespace motors {
//% group="Move"
//% help=motors/motor/reset
//% blockId=motorReset block="reset %motors|"
//% motors.fieldEditor="motors"
reset() {
this.init();
reset(this._port);
@ -226,6 +230,7 @@ namespace motors {
//% blockId=motorRun block="run %motor at %speed=motorSpeedPicker|\\%||for %value %unit"
//% weight=100 blockGap=8
//% group="Move"
//% motor.fieldEditor="motors"
//% expandableArgumentMode=toggle
//% help=motors/motor/run
run(speed: number, value: number = 0, unit: MoveUnit = MoveUnit.MilliSeconds) {
@ -287,11 +292,29 @@ namespace motors {
* @param timeOut optional maximum pausing time in milliseconds
*/
//% blockId=motorPauseUntilRead block="pause until %motor|ready"
//% motor.fieldEditor="motors"
//% weight=90
//% group="Move"
pauseUntilReady(timeOut?: number) {
pauseUntil(() => this.isReady(), timeOut);
}
protected setOutputType(large: boolean) {
/*
Instruction opOutput_Set_Type (LAYER, NO, TYPE)
Opcode 0xA1 Arguments (Data8) LAYER Specify chain layer number [0 - 3]
(Data8) NO Port number [0 - 3]
(Data8) TYPE Output device type, (0x07: Large motor, Medium motor = 0x08) Dispatch status Unchanged
Description This function enables specifying the output device type
*/
for (let i = 0; i < DAL.NUM_OUTPUTS; ++i) {
if (this._port & (1 << i)) {
const b = mkCmd(i, DAL.opOutputSetType, 1)
b.setNumber(NumberFormat.Int8LE, 2, large ? 0x07 : 0x08)
writePWM(b)
}
}
}
}
//% fixedInstances
@ -311,10 +334,7 @@ namespace motors {
}
private __init() {
// specify motor size on this port
const b = mkCmd(outOffset(this._port), DAL.opOutputSetType, 1)
b.setNumber(NumberFormat.Int8LE, 2, this._large ? 0x07 : 0x08)
writePWM(b)
this.setOutputType(this._large);
}
private __setSpeed(speed: number) {
@ -343,6 +363,7 @@ namespace motors {
* @param value true for regulated motor
*/
//% blockId=outputMotorSetRegulated block="set %motor|regulated %value=toggleOnOff"
//% motor.fieldEditor="motors"
//% weight=58
//% group="Properties"
//% help=motors/motor/set-regulated
@ -355,6 +376,7 @@ namespace motors {
* @param motor the port which connects to the motor
*/
//% blockId=motorSpeed block="%motor|speed"
//% motor.fieldEditor="motors"
//% weight=72
//% blockGap=8
//% group="Counters"
@ -369,6 +391,7 @@ namespace motors {
* @param motor the port which connects to the motor
*/
//% blockId=motorAngle block="%motor|angle"
//% motor.fieldEditor="motors"
//% weight=70
//% blockGap=8
//% group="Counters"
@ -382,6 +405,7 @@ namespace motors {
* Clears the motor count
*/
//% blockId=motorClearCount block="clear %motor|counters"
//% motor.fieldEditor="motors"
//% weight=68
//% blockGap=8
//% group="Counters"
@ -406,28 +430,28 @@ namespace motors {
}
}
//% whenUsed fixedInstance block="large motor A"
//% whenUsed fixedInstance block="large motor A" jres=icons.portA
export const largeA = new Motor(Output.A, true);
//% whenUsed fixedInstance block="large motor B"
//% whenUsed fixedInstance block="large motor B" jres=icons.portB
export const largeB = new Motor(Output.B, true);
//% whenUsed fixedInstance block="large motor C"
//% whenUsed fixedInstance block="large motor C" jres=icons.portC
export const largeC = new Motor(Output.C, true);
//% whenUsed fixedInstance block="large motor D"
//% whenUsed fixedInstance block="large motor D" jres=icons.portD
export const largeD = new Motor(Output.D, true);
//% whenUsed fixedInstance block="medium motor A"
//% whenUsed fixedInstance block="medium motor A" jres=icons.portA
export const mediumA = new Motor(Output.A, false);
//% whenUsed fixedInstance block="medium motor B"
//% whenUsed fixedInstance block="medium motor B" jres=icons.portB
export const mediumB = new Motor(Output.B, false);
//% whenUsed fixedInstance block="medium motor C"
//% whenUsed fixedInstance block="medium motor C" jres=icons.portC
export const mediumC = new Motor(Output.C, false);
//% whenUsed fixedInstance block="medium motor D"
//% whenUsed fixedInstance block="medium motor D" jres=icons.portD
export const mediumD = new Motor(Output.D, false);
//% fixedInstances
@ -443,13 +467,7 @@ namespace motors {
}
private __init() {
for (let i = 0; i < DAL.NUM_OUTPUTS; ++i) {
if (this._port & (1 << i)) {
const b = mkCmd(outOffset(1 << i), DAL.opOutputSetType, 1)
b.setNumber(NumberFormat.Int8LE, 2, 0x07) // large motor
writePWM(b)
}
}
this.setOutputType(true);
}
private __setSpeed(speed: number) {
@ -481,7 +499,8 @@ namespace motors {
* @param value (optional) move duration or rotation
* @param unit (optional) unit of the value
*/
//% blockId=motorPairTank block="tank %motors %speedLeft=motorSpeedPicker|\\% %speedRight=motorSpeedPicker|\\%||for %value %unit"
//% blockId=motorPairTank block="tank **motors** %motors %speedLeft=motorSpeedPicker|\\% %speedRight=motorSpeedPicker|\\%||for %value %unit"
//% motors.fieldEditor="ports"
//% weight=96 blockGap=8
//% inlineInputMode=inline
//% group="Move"
@ -508,7 +527,8 @@ namespace motors {
* @param value (optional) move duration or rotation
* @param unit (optional) unit of the value
*/
//% blockId=motorPairSteer block="steer %chassis turn ratio %turnRatio=motorTurnRatioPicker speed %speed=motorSpeedPicker|\\%||for %value %unit"
//% blockId=motorPairSteer block="steer **motors** %chassis turn ratio %turnRatio=motorTurnRatioPicker speed %speed=motorSpeedPicker|\\%||for %value %unit"
//% chassis.fieldEditor="ports"
//% weight=95
//% turnRatio.min=-200 turnRatio=200
//% inlineInputMode=inline
@ -571,16 +591,16 @@ namespace motors {
}
}
//% whenUsed fixedInstance block="large motors B+C"
//% whenUsed fixedInstance block="B+C" jres=icons.portBC
export const largeBC = new SynchedMotorPair(Output.BC);
//% whenUsed fixedInstance block="large motors A+D"
//% whenUsed fixedInstance block="A+D" jres=icons.portAD
export const largeAD = new SynchedMotorPair(Output.AD);
//% whenUsed fixedInstance block="large motors A+B"
//% whenUsed fixedInstance block="A+B" jres=icons.portAB
export const largeAB = new SynchedMotorPair(Output.AB);
//% whenUsed fixedInstance block="large motors C+D"
//% whenUsed fixedInstance block="C+D" jres=icons.portCD
export const largeCD = new SynchedMotorPair(Output.CD);
function reset(out: Output) {

View File

@ -31,7 +31,7 @@ namespace brick {
*/
show() {
brick.setStatusLight(this.light);
brick.showImage(this.image);
brick.showImage(this.image, 0);
music.playSoundEffectUntilDone(this.sound);
pause(20);
}

View File

@ -279,7 +279,7 @@ namespace sensors {
//% group="Threshold" blockGap=8 weight=49
//% this.fieldEditor="ports"
proximityThreshold(condition: InfraredSensorEvent): number {
return this._proximityThreshold.threshold(<ThresholdState><number>LightCondition.Dark);
return this._proximityThreshold.threshold(<ThresholdState><number>condition);
}
// TODO

View File

@ -0,0 +1,3 @@
# play Sound Until Done
This function is not enabled for @boardname@.

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