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34 Commits

Author SHA1 Message Date
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
b618bfec59 0.1.13 2018-04-03 05:05:32 -07:00
2467b3c4c9 renaming pauseforcolor to pause until color detected (#405)
* renaming pauseforcolor to pause until color detected

* pauseForLight -> pauseUntilLightConditionDetected

* on light changed -> on light condition detected

* fixing docs

* docs tweaks
2018-04-03 05:05:01 -07:00
69194b0b76 Erase on showstring + showports improvements (#402)
* erase line before show string + show ports upgrade

* fixed font size

* fixing console output
2018-04-03 04:30:23 -07:00
3339a7660a moving motor properties to lower group (#403) 2018-04-03 04:30:10 -07:00
9c3be9fe37 Remove duplicate lessons (#391) 2018-04-03 04:11:48 -07:00
c0413aa192 hiding the was pressed block (#401) 2018-04-03 04:10:35 -07:00
6c626f9c98 0.1.12 2018-03-30 15:47:03 -07:00
f95b39cd62 updated shims 2018-03-30 15:46:04 -07:00
bba0af6193 adding defaults to music 2018-03-30 15:45:36 -07:00
a8a92ca806 moving to 0.1.11 2018-03-30 14:51:20 -07:00
6f066e4397 0.1.11 2018-03-30 13:32:37 -07:00
7dd27b3da1 bumping pxt 2018-03-30 13:27:49 -07:00
41514cfa64 0.1.10 2018-03-30 09:56:55 -07:00
53ad94d0ad bump pxt-common-packages to 0.20.30, 2018-03-30 09:56:50 -07:00
220a774238 bump pxt-core to 3.6.2, 2018-03-30 09:48:28 -07:00
7444b28ebb Update monaco editor background 2018-03-30 09:11:13 -07:00
8abc137d60 Add 'showPorts' api doc (#392) 2018-03-29 16:43:17 -07:00
3cad464ea5 Activity category & description fixes (#390) 2018-03-29 15:16:26 -07:00
91 changed files with 1453 additions and 527 deletions

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@ -6,6 +6,15 @@
* [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)
* [Coding](/coding)
* [Autonomous Parking](/coding/autonomous-parking)
* [Object Detection](/coding/object-detection)
@ -18,33 +27,7 @@
* [Maker](/maker)
* [Make a Sound Machine](/maker/sound-machine)
* [Examples](/examples)
* [Make it move](/lessons/make-it-move)
* [Line detection](/lessons/line-detection)
* [Sound of Color](/maker/sound-of-color)
* [Security Gadget](/maker/security-gadget)
* [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)
* [Make a Security Gadget](/maker/security-gadget)
## Reference #reference
@ -56,6 +39,7 @@
* [show mood](/reference/brick/show-mood)
* [show image](/reference/brick/show-image)
* [clear screen](/reference/brick/clear-screen)
* [show ports](/reference/brick/show-ports)
* [on event](/reference/brick/button/on-event)
* [is pressed](/reference/brick/button/is-pressed)
* [was pressed](/reference/brick/button/was-pressed)
@ -101,9 +85,9 @@
* [set remote channel](/reference/sensors/beacon/set-remote-channel)
* [Color](/reference/sensors/color-sensor)
* [on color detected](/reference/sensors/color-sensor/on-color-detected)
* [pause for color](/reference/sensors/color-sensor/pause-for-color)
* [on light changed](/reference/sensors/color-sensor/on-light-changed)
* [pause for light](/reference/sensors/color-sensor/pause-for-light)
* [pause until color detected](/reference/sensors/color-sensor/pause-until-color-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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@ -7,19 +7,19 @@
[
{
"name": "Autonomous Parking",
"description": "Design cars that can park by themselves",
"description": "Design cars that can park themselves safely without driver intervention.",
"url":"/coding/autonomous-parking",
"imageUrl": "/static/lessons/autonomous-parking.png",
"cardType": "side"
}, {
"name": "Object Detection",
"description": "Design ways to avoid accidents between vehicles and objects",
"description": "Design ways to avoid accidents between vehicles and objects in the road.",
"url":"/coding/object-detection",
"imageUrl": "/static/lessons/object-detection.jpg",
"cardType": "side"
}, {
"name": "Line Detection",
"description": "Improve driving safety by helping drivers stay on course",
"description": "Design ways to improve driving safety by helping to prevent drivers from falling asleep and causing an accident.",
"url":"/coding/line-detection",
"imageUrl": "/static/lessons/line-detection.jpg",
"cardType": "side"

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@ -22,7 +22,7 @@ Play some motor sounds if touch sensor `1` is pressed at the same moment when an
```blocks
while (true) {
if (sensors.touch1.wasPressed() &&
if (sensors.touch1.isPressed() &&
sensors.ultrasonic4.distance() < 10) {
music.playSoundEffectUntilDone(sounds.mechanicalMotorStart)
music.playSoundEffectUntilDone(sounds.mechanicalMotorIdle);
@ -38,8 +38,8 @@ Play some motor sounds if touch sensor `1` is pressed when both the `enter` butt
```blocks
while (true) {
if (sensors.ultrasonic4.distance() < 10 &&
sensors.touch1.wasPressed() &&
brick.buttonEnter.wasPressed()) {
sensors.touch1.isPressed() &&
brick.buttonEnter.isPressed()) {
music.playSoundEffectUntilDone(sounds.mechanicalMotorStart)
music.playSoundEffectUntilDone(sounds.mechanicalMotorIdle);
}

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@ -1,7 +1,7 @@
# Light the way Activity 1
```blocks
sensors.color3.onLightChanged(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.onLightChanged(LightIntensityMode.Ambient, LightCondition.Bright, function () {
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Bright, function () {
brick.clearScreen()
})
sensors.color3.onLightChanged(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.onLightChanged(LightIntensityMode.Ambient, LightCondition.Bright, function () {
sensors.color3.onLightDetected(LightIntensityMode.Ambient, Light.Bright, function () {
brick.clearScreen()
})
sensors.color3.onLightChanged(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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@ -54,7 +54,7 @@ loops.forever(function () {
})
motors.largeBC.steer(0, 50)
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
```
@ -70,7 +70,7 @@ motors.stopAll()
```blocks
loops.forever(function () {
motors.largeBC.steer(0, 50)
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
})
```
@ -94,9 +94,9 @@ Now add to your program and have your robot to drive forward again when the ligh
```blocks
loops.forever(function () {
motors.largeBC.steer(0, 50)
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
sensors.color3.pauseForColor(ColorSensorColor.Green)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Green)
})
```
@ -134,10 +134,10 @@ music.playSoundEffect(sounds.systemGeneralAlert)
```blocks
loops.forever(function () {
motors.largeBC.steer(-30, 20)
sensors.color3.pauseForColor(ColorSensorColor.Black)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Black)
music.playSoundEffect(sounds.systemGeneralAlert)
motors.largeBC.steer(30, 20)
sensors.color3.pauseForColor(ColorSensorColor.White)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.White)
})
```
@ -185,11 +185,11 @@ if (true) {
```blocks
forever(function () {
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Black)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Black)
motors.largeBC.steer(-30, 50)
}
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.White)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.White)
motors.largeBC.steer(30, 50)
}
})
@ -204,10 +204,10 @@ Else the Color Sensor detects the color white, start motors ``B`` and ``C`` (dri
```blocks
forever(function () {
if (true) {
sensors.color3.pauseForColor(ColorSensorColor.Black)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Black)
motors.largeBC.steer(-30, 50)
} else {
sensors.color3.pauseForColor(ColorSensorColor.White)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.White)
motors.largeBC.steer(30, 50)
}
})

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@ -3,7 +3,7 @@
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
motors.largeBC.tank(20, 20)
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.largeBC.tank(0, 0)
})
```

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@ -6,21 +6,21 @@
[
{
"name": "Make It Move Without Wheels",
"description": "TBD",
"description": "Design, build and program a robot that can move itself using no wheels for locomotion.",
"imageUrl": "/static/lessons/make-it-move-without-wheels.png",
"url": "/design-engineering/make-it-move",
"cardType": "side"
},
{
"name": "Make It Smarter and Faster",
"description": "TBD",
"description": "Design, build and program a robotic creature that can sense its environment and respond by moving.",
"imageUrl": "/static/lessons/make-it-smarter-and-faster.png",
"url": "/design-engineering/make-it-smarter",
"cardType": "side"
},
{
"name": "Make a System that Communicates",
"description": "A robot that tells you what it is doing.",
"description": "Design, build and program a robotic system that follows a path and communicates its position at least twice along the way.",
"imageUrl": "/static/lessons/make-a-system-that-communicates.png",
"url": "/design-engineering/make-it-communicate",
"cardType": "side"

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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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@ -14,7 +14,7 @@ v = sensors.color3.light(LightIntensityMode.Reflected)
min = v
max = v
setpoint = v
while (!(brick.buttonEnter.wasPressed())) {
while (!(brick.buttonEnter.isPressed())) {
brick.clearScreen()
brick.showString("Move robot on terrain", 1)
brick.showString("Press ENTER when done", 2)

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

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@ -135,7 +135,7 @@ Keeping the Large Motor connected to **Port D**, connect the Color Sensor to **P
```blocks
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
sensors.color3.pauseForColor(ColorSensorColor.Green)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Green)
motors.largeD.run(50, 1, MoveUnit.Rotations)
})
```
@ -143,7 +143,7 @@ brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
* Using the same program, replace the ``||sensors:pause until touch 1||`` block with a ``||sensors:pause color sensor 3||`` for color block.
```block
sensors.color3.pauseForColor(ColorSensorColor.Green)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Green)
```
* Select the color you want to detect (e.g., green).

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@ -1,3 +1,3 @@
{
"appref": "v0"
"appref": "v0.1.11"
}

View File

@ -60,18 +60,18 @@ while (true) {
### Step 3
Place a ``||sensors:pause for color||`` from ``||sensors:Sensors||`` inside the ``||loops:while||`` loop block. Change the color to red.
Place a ``||sensors:pause until color detected||`` from ``||sensors:Sensors||`` inside the ``||loops:while||`` loop block. Change the color to red.
```blocks
motors.largeBC.steer(0, 20)
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
}
```
### Step 4
Place a ``||motors:stop all motors||`` block under the ``||sensors:pause for color||`` block.
Place a ``||motors:stop all motors||`` block under the ``||sensors:pause until color detected||`` block.
Study the program...what do you think the program will do?
@ -80,7 +80,7 @@ Study the program...what do you think the program will do?
```blocks
motors.largeBC.steer(0, 20)
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
}
```
@ -128,26 +128,26 @@ while (true) {
### Step 5
Place a ``||sensors:pause for color||`` block from ``||sensors:Sensors||`` inside the ``||loops:while||`` loop block. Change the color to red.
Place a ``||sensors:pause until color detected||`` block from ``||sensors:Sensors||`` inside the ``||loops:while||`` loop block. Change the color to red.
```blocks
while (true) {
motors.largeBC.steer(0, 20)
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
}
}
```
### Step 6
Place a ``||motors:stop all motors||`` block under the ``||sensors:pause for color||`` block.
Place a ``||motors:stop all motors||`` block under the ``||sensors:pause until color detected||`` block.
```blocks
while (true) {
motors.largeBC.steer(0, 20)
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
}
}
@ -161,7 +161,7 @@ Place a ``||loops:while||`` loop block under the second ``||loops:while||`` loop
while (true) {
motors.largeBC.steer(0, 20)
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
}
while (true) {
@ -172,7 +172,7 @@ while (true) {
### Step 8
Place a ``||sensors:pause for color||`` block inside the new ``||loops:while||`` loop block. Change the color to red.
Place a ``||sensors:pause unril color detected||`` block inside the new ``||loops:while||`` loop block. Change the color to red.
What do you think the program will do?
@ -182,11 +182,11 @@ What do you think the program will do?
while (true) {
motors.largeBC.steer(0, 20)
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
motors.stopAll()
}
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
}
}
```
@ -208,16 +208,17 @@ Think about what you have learned, then document it. Describe your pseudocode fo
```blocks
motors.largeBC.steer(0, 20)
while (true) {
sensors.color3.pauseForColor(ColorSensorColor.Yellow)
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Yellow)
music.playSoundEffect(sounds.systemGeneralAlert)
}
while (true) {
while (true) { sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
while (true) {
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeB.run(10)
motors.largeC.run(-10)
}
while (true) {
sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeA.run(-10)
motors.largeA.run(10)
}
@ -234,12 +235,13 @@ You will need to constantly debug your program in order to make your robot trave
```blocks
while (true) {
while (true) { sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
while (true) {
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeB.run(10)
motors.largeC.run(-10)
}
while (true) {
sensors.color3.pauseForLight(LightIntensityMode.Reflected, LightCondition.Bright)
sensors.color3.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Bright)
motors.largeB.run(-10)
motors.largeC.run(10)
}

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@ -1,139 +0,0 @@
# Make a Security Gadget
Invent a Security Gadget that will protect your belongings by warning you!
![Maker Make a Security Gadget Main Image](/static/lessons/make-a-security-gadget/lego-maker-security-detect.jpg)
## Connect
Over time, people have come up with many different ways to help protect their personal belongings from theft. These inventions include simple alarm systems and even traps!
![Make a Security Gadget 3 Stock Footage Images](/static/lessons/make-a-security-gadget/three-stock.jpg)
Look at the photos and think about:
* What do you see?
* Can you see any new design opportunities?
* What problems can you see?
* How could you make use of the LEGO bricks, the EV3 Programmable Brick, motors, and sensors?
### Things Youll Need
* [LEGO MINDSTORMS Education EV3 Core Set](https://education.lego.com/enus/products/legomindstormseducationev3coreset/5003400)
Additional materials to add to your Security Gadget:
* String
* Arts and crafts materials such as:
>* Cardboard
>* Construction paper
>* Pipe cleaners
>* Plastic or paper cups
>* Recycled materials
>* Rubber bands
>* Wire
### Prior Knowledge
This activity uses sensor inputs. You may want to try the [Use](/getting-started/use) or [Object Detection](/coding/object-detection) activity before this one. Or, you can start out with this activity and tinker with coding sensor inputs on your own.
## Contemplate
Follow the steps of the [Maker Design Process](/lessons/classroom-management#design-process) for this lesson:
![LEGO Education Maker Design Process](/static/lessons/common/lego-maker-design-process.jpg)
### Defining the Problem
1. What problems did you imagine?
2. Pick one problem and explain it to a partner.
### Brainstorm
Now that you have defined a problem, start to generate ideas for solving it.
### ~hint
Some things to do while brainstorming:
* Use the bricks from the LEGO set to help you brainstorm or sketch your ideas on paper.
* The goal of brainstorming is to explore as many solutions as possible. You can use the tinkering examples in the Sample Solutions section below as inspiration for getting started.
* Share your ideas and get some feedback. It may lead to more ideas!
### ~
### Define the Design Criteria
1. You should have generated a number of ideas. Now select the best one to make.
2. Write out two or three specific design criteria your design must meet.
### Go Make
It is time to start making!
* Use the components from the LEGO® MINDSTORMS EV3 Core Set and additional materials to make your chosen solution.
* Test and analyze your design as you go and record any improvements that you make.
### Review and Revise Your Solution
* Have you managed to solve the problem that you defined?
* Look back at your design criteria. How well does your solution work?
* How can you improve your design?
### Communicate Your Solution
Now that you have finished you can:
* Make a sketch or take a photo or video of your model.
* Label the three most important parts and explain how they work.
* Share your work with others.
## Continue
### Phone Protector - Sample Solution
This example program combined with the small model will sound an alarm if someone picks it up. The program activates an alarm when an object is lifted from the Touch Sensor.
![Security Gadget Tinkering Example #1 Phone Stand](/static/lessons/make-a-security-gadget/lego-maker-security-gadget.jpg)
#### Programming
1. Drag a ``||sensors:pause until touch||`` block and place it inside the ``||loops:forever||`` loop.
2. Drag a ``||music:play sound effect||`` block and place it below the ``||sensors:pause until||`` block.
3. Change the sound effect to ``mechanical horn1``.
```blocks
forever(function () {
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
music.playSoundEffect(sounds.mechanicalHorn1)
})
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Object Detection - Sample Solution
This example program combined with the small model will sound an alarm if someone (or something) crosses its path! The program activates an alarm when an object moves in front of the Ultrasonic Sensor.
![Security Gadget Tinkering Example #1 Mouse detector](/static/lessons/make-a-security-gadget/lego-maker-security-detect.jpg)
#### Programming
1. Drag a ``||sensors:pause until ultrasonic||`` block and place it inside the ``||loops:forever||`` loop.
2. Drag a ``||music:play sound effect||`` block and place it below the ``||sensors:pause until||`` block.
3. Change the sound effect to ``mechanical horn1``.
```blocks
forever(function () {
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectDetected)
music.playSoundEffect(sounds.mechanicalHorn1)
})
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Well done!
Click [here](/examples) to try out some more projects!

View File

@ -1,164 +0,0 @@
# Make a Sound Machine
Make a Sound Machine that can play a rhythm, music or just noise!
![Maker Make a Sound Machine Main Image](/static/lessons/make-a-sound-machine/lego-maker-sound-machine-1.jpg)
## Connect
Music is made up of a combination of sounds, notes and rhythm. A rhythm is a regular movement or repeated pattern of movements that can be used in many different ways. In mechanical machines, a rhythm can help keep a machine running smoothly. It can also be used to generate different sounds in music.
![Sound Machine 3 Stock Footage Images](/static/lessons/make-a-sound-machine/three-stock.jpg)
Look at the photos and think about:
* What do you see?
* Can you see any new design opportunities?
* What problems can you see?
* How could you make use of the LEGO bricks, the EV3 Programmable Brick, motors, and sensors?
### Things Youll Need
* [LEGO MINDSTORMS Education EV3 Core Set](https://education.lego.com/enus/products/legomindstormseducationev3coreset/5003400)
Additional materials to add to your Sound Machine:
* Small musical instruments, such as chimes, bells, and small drums
* Arts and crafts materials such as:
>* Cardboard
>* Construction paper
>* Pipe cleaners
>* Plastic or paper cups
>* Recycled materials
>* Rubber bands
>* Wire
### Prior Knowledge
This activity uses motor rotations and sensor inputs. You may want to try the [Use](/getting-started/use) or [Object Detection](/coding/object-detection) activity before this one. Or, you can start out with this activity and tinker with coding motor and sensor inputs on your own.
## Contemplate
Follow the steps of the [Maker Design Process](/lessons/classroom-management#design-process) for this lesson:
![LEGO Education Maker Design Process](/static/lessons/common/lego-maker-design-process.jpg)
### Defining the Problem
1. What problems did you imagine?
2. Pick one problem and explain it to a partner.
### Brainstorm
Now that you have defined a problem, start to generate ideas for solving it.
### ~hint
Some things to do while brainstorming:
* Use the bricks from the LEGO set to help you brainstorm or sketch your ideas on paper.
* The goal of brainstorming is to explore as many solutions as possible. You can use the tinkering examples in the Sample Solutions section below as inspiration for getting started.
* Share your ideas and get some feedback. It may lead to more ideas!
### ~
### Define the Design Criteria
* You should have generated a number of ideas. Now select the best one to make.
* Write out two or three specific design criteria your design must meet.
### Go Make
It is time to start making!
* Use the components from the LEGO® MINDSTORMS EV3 Core Set and additional materials to make your chosen solution.
* Test and analyze your design as you go and record any improvements that you make.
### Review and Revise Your Solution
* Have you managed to solve the problem that you defined?
* Look back at your design criteria. How well does your solution work?
* How can you improve your design?
### Communicate Your Solution
Now that you have finished you can:
* Make a sketch or take a photo or video of your model.
* Label the three most important parts and explain how they work.
* Share your work with others.
## Continue
### Rhythm Maker - Sample Solution
This example program combined with the small model will make a beat and rhythm on any surface when the program is run.
![Sound Machine Tinkering Example](/static/lessons/make-a-sound-machine/lego-maker-sound-machine.jpg)
#### Programming
1. Drag a run ``||motors:large motor A||`` block inside the ``||loops:forever||`` loop.
2. Press the **(+)**.
3. Change the rotations to `2`.
4. Drag a ``||loops:pause||`` block and place it under the motor block.
5. Change the duration to ``200`` ms.
6. Drag a ``||run large motor A||`` block inside the ``||loops:forever||`` loop.
7. Press the **(+)**.
8. Change the power to `100`.
9. Change the rotations to `1`.
```blocks
forever(function () {
motors.largeA.run(50, 2, MoveUnit.Rotations)
pause(200)
motors.largeA.run(100, 1, MoveUnit.Rotations)
})
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Color Sensor Sounds - Sample Solution
You can also tinker with the use of sensors.
![Sound Machine Color Sensor](/static/lessons/make-a-sound-machine/lego-maker-sound-machine-color-sensor.jpg)
#### Programming
1. Drag an ``||logic:if else||`` Logic block and place it inside the ``||loops:forever||`` loop.
2. Drag a ``||sensors:pause color sensor||`` block and place it inside the ``||logic:if true then||`` block.
3. Change the color to ``blue``.
4. Drag a ``||music:play tone||`` block and place under the sensor block.
5. Change the tone to ``Middle G`` (392 Hz).
6. Drag a ``||sensors:pause color sensor||`` block and place it inside the ``||logic:else||`` block.
7. Change the color to ``red``.
8. Drag a ``||music:play tone||`` block and place under the new sensor block.
9. Change the tone to ``High C`` (523 Hz).
10. Press the **(+)**.
11. Drag a ``||sensors:pause color sensor||`` block and place it inside the ``||logic:else if||`` block.
12. Change the color to ``green``.
13. Drag a ``||music:play tone||`` block and place under the new sensor block.
14. Change the tone to ``High D`` (587 Hz).
```blocks
forever(function () {
if (true) {
sensors.color3.pauseForColor(ColorSensorColor.Blue)
music.playTone(392, music.beat(BeatFraction.Whole))
} else if (false) {
sensors.color3.pauseForColor(ColorSensorColor.Red)
music.playTone(523, music.beat(BeatFraction.Half))
} else {
sensors.color3.pauseForColor(ColorSensorColor.Green)
music.playTone(587, music.beat(BeatFraction.Half))
}
})
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Well done!
Click [here](/examples) to try out some more projects!

View File

@ -1,8 +1,8 @@
# Maker Activites
These six activities require the LEGO® MINDSTORMS® Education EV3 Core Set (45544). Supporting materials for teachers and middle school students are provided, offering everything teachers and students need to explore their inner makers as they follow the design process to solve open-ended, themed challenges...
These six activities require the [LEGO® MINDSTORMS® Education EV3 Core Set (45544)](https://education.lego.com/en-us/products/lego-mindstorms-education-ev3-core-set-/5003400). Supporting materials for teachers and middle school students are provided, offering everything teachers and students need to explore their inner makers as they follow the design process to solve open-ended, themed challenges...
* [Download Curriculum Materials](https://education.lego.com/en-us/downloads/mindstorms-ev3)
* [Download Curriculum Materials](https://education.lego.com/en-us/downloads/mindstorms-ev3/curriculum)
## Activites
@ -10,7 +10,7 @@ These six activities require the LEGO® MINDSTORMS® Education EV3 Core Set (455
[
{
"name": "Make A Sound Machine",
"description": "Create instruments with your EV3 Brick!",
"description": "Make a Sound Machine that can play a rhythm, music or just noise!",
"url":"/maker/sound-machine",
"cardType": "example",
"imageUrl": "/static/lessons/make-a-sound-machine.png",
@ -18,7 +18,7 @@ These six activities require the LEGO® MINDSTORMS® Education EV3 Core Set (455
},
{
"name": "Make A Security Gadget",
"description": "TBD",
"description": "Invent a Security Gadget that will protect your belongings by warning you!",
"url":"/maker/security-gadget",
"cardType": "example",
"imageUrl": "/static/lessons/make-a-security-device.png",

View File

@ -1,9 +1,139 @@
# Security Gadget
This program will activate an alarm when an object is lifted from the Touch Sensor.
# Make a Security Gadget
Invent a Security Gadget that will protect your belongings by warning you!
![Maker Make a Security Gadget Main Image](/static/lessons/make-a-security-gadget/lego-maker-security-detect.jpg)
## Connect
Over time, people have come up with many different ways to help protect their personal belongings from theft. These inventions include simple alarm systems and even traps!
![Make a Security Gadget 3 Stock Footage Images](/static/lessons/make-a-security-gadget/three-stock.jpg)
Look at the photos and think about:
* What do you see?
* Can you see any new design opportunities?
* What problems can you see?
* How could you make use of the LEGO bricks, the EV3 Programmable Brick, motors, and sensors?
### Things Youll Need
* [LEGO MINDSTORMS Education EV3 Core Set](https://education.lego.com/enus/products/legomindstormseducationev3coreset/5003400)
Additional materials to add to your Security Gadget:
* String
* Arts and crafts materials such as:
>* Cardboard
>* Construction paper
>* Pipe cleaners
>* Plastic or paper cups
>* Recycled materials
>* Rubber bands
>* Wire
### Prior Knowledge
This activity uses sensor inputs. You may want to try the [Use](/getting-started/use) or [Object Detection](/coding/object-detection) activity before this one. Or, you can start out with this activity and tinker with coding sensor inputs on your own.
## Contemplate
Follow the steps of the [Maker Design Process](/lessons/classroom-management#design-process) for this lesson:
![LEGO Education Maker Design Process](/static/lessons/common/lego-maker-design-process.jpg)
### Defining the Problem
1. What problems did you imagine?
2. Pick one problem and explain it to a partner.
### Brainstorm
Now that you have defined a problem, start to generate ideas for solving it.
### ~hint
Some things to do while brainstorming:
* Use the bricks from the LEGO set to help you brainstorm or sketch your ideas on paper.
* The goal of brainstorming is to explore as many solutions as possible. You can use the tinkering examples in the Sample Solutions section below as inspiration for getting started.
* Share your ideas and get some feedback. It may lead to more ideas!
### ~
### Define the Design Criteria
1. You should have generated a number of ideas. Now select the best one to make.
2. Write out two or three specific design criteria your design must meet.
### Go Make
It is time to start making!
* Use the components from the LEGO® MINDSTORMS EV3 Core Set and additional materials to make your chosen solution.
* Test and analyze your design as you go and record any improvements that you make.
### Review and Revise Your Solution
* Have you managed to solve the problem that you defined?
* Look back at your design criteria. How well does your solution work?
* How can you improve your design?
### Communicate Your Solution
Now that you have finished you can:
* Make a sketch or take a photo or video of your model.
* Label the three most important parts and explain how they work.
* Share your work with others.
## Continue
### Phone Protector - Sample Solution
This example program combined with the small model will sound an alarm if someone picks it up. The program activates an alarm when an object is lifted from the Touch Sensor.
![Security Gadget Tinkering Example #1 Phone Stand](/static/lessons/make-a-security-gadget/lego-maker-security-gadget.jpg)
#### Programming
1. Drag a ``||sensors:pause until touch||`` block and place it inside the ``||loops:forever||`` loop.
2. Drag a ``||music:play sound effect||`` block and place it below the ``||sensors:pause until||`` block.
3. Change the sound effect to ``mechanical horn1``.
```blocks
sensors.touch1.onEvent(ButtonEvent.Released, function () {
music.playSoundEffectUntilDone(sounds.informationActivate);
forever(function () {
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
music.playSoundEffect(sounds.mechanicalHorn1)
})
```
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Object Detection - Sample Solution
This example program combined with the small model will sound an alarm if someone (or something) crosses its path! The program activates an alarm when an object moves in front of the Ultrasonic Sensor.
![Security Gadget Tinkering Example #1 Mouse detector](/static/lessons/make-a-security-gadget/lego-maker-security-detect.jpg)
#### Programming
1. Drag a ``||sensors:pause until ultrasonic||`` block and place it inside the ``||loops:forever||`` loop.
2. Drag a ``||music:play sound effect||`` block and place it below the ``||sensors:pause until||`` block.
3. Change the sound effect to ``mechanical horn1``.
```blocks
forever(function () {
sensors.ultrasonic4.pauseUntil(UltrasonicSensorEvent.ObjectDetected)
music.playSoundEffect(sounds.mechanicalHorn1)
})
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Well done!
Click [here](/examples) to try out some more projects!

View File

@ -1,12 +1,164 @@
# Sound Machine
# Make a Sound Machine
Make a Sound Machine that can play a rhythm, music or just noise!
![Maker Make a Sound Machine Main Image](/static/lessons/make-a-sound-machine/lego-maker-sound-machine-1.jpg)
## Connect
Music is made up of a combination of sounds, notes and rhythm. A rhythm is a regular movement or repeated pattern of movements that can be used in many different ways. In mechanical machines, a rhythm can help keep a machine running smoothly. It can also be used to generate different sounds in music.
![Sound Machine 3 Stock Footage Images](/static/lessons/make-a-sound-machine/three-stock.jpg)
Look at the photos and think about:
* What do you see?
* Can you see any new design opportunities?
* What problems can you see?
* How could you make use of the LEGO bricks, the EV3 Programmable Brick, motors, and sensors?
### Things Youll Need
* [LEGO MINDSTORMS Education EV3 Core Set](https://education.lego.com/enus/products/legomindstormseducationev3coreset/5003400)
Additional materials to add to your Sound Machine:
* Small musical instruments, such as chimes, bells, and small drums
* Arts and crafts materials such as:
>* Cardboard
>* Construction paper
>* Pipe cleaners
>* Plastic or paper cups
>* Recycled materials
>* Rubber bands
>* Wire
### Prior Knowledge
This activity uses motor rotations and sensor inputs. You may want to try the [Use](/getting-started/use) or [Object Detection](/coding/object-detection) activity before this one. Or, you can start out with this activity and tinker with coding motor and sensor inputs on your own.
## Contemplate
Follow the steps of the [Maker Design Process](/lessons/classroom-management#design-process) for this lesson:
![LEGO Education Maker Design Process](/static/lessons/common/lego-maker-design-process.jpg)
### Defining the Problem
1. What problems did you imagine?
2. Pick one problem and explain it to a partner.
### Brainstorm
Now that you have defined a problem, start to generate ideas for solving it.
### ~hint
Some things to do while brainstorming:
* Use the bricks from the LEGO set to help you brainstorm or sketch your ideas on paper.
* The goal of brainstorming is to explore as many solutions as possible. You can use the tinkering examples in the Sample Solutions section below as inspiration for getting started.
* Share your ideas and get some feedback. It may lead to more ideas!
### ~
### Define the Design Criteria
* You should have generated a number of ideas. Now select the best one to make.
* Write out two or three specific design criteria your design must meet.
### Go Make
It is time to start making!
* Use the components from the LEGO® MINDSTORMS EV3 Core Set and additional materials to make your chosen solution.
* Test and analyze your design as you go and record any improvements that you make.
### Review and Revise Your Solution
* Have you managed to solve the problem that you defined?
* Look back at your design criteria. How well does your solution work?
* How can you improve your design?
### Communicate Your Solution
Now that you have finished you can:
* Make a sketch or take a photo or video of your model.
* Label the three most important parts and explain how they work.
* Share your work with others.
## Continue
### Rhythm Maker - Sample Solution
This example program combined with the small model will make a beat and rhythm on any surface when the program is run.
![Sound Machine Tinkering Example](/static/lessons/make-a-sound-machine/lego-maker-sound-machine.jpg)
#### Programming
1. Drag a run ``||motors:large motor A||`` block inside the ``||loops:forever||`` loop.
2. Press the **(+)**.
3. Change the rotations to `2`.
4. Drag a ``||loops:pause||`` block and place it under the motor block.
5. Change the duration to ``200`` ms.
6. Drag a ``||run large motor A||`` block inside the ``||loops:forever||`` loop.
7. Press the **(+)**.
8. Change the power to `100`.
9. Change the rotations to `1`.
```blocks
forever(function () {
motors.largeA.run(50)
pause(200)
motors.largeA.run(100)
motors.largeA.run(50, 2, MoveUnit.Rotations)
pause(200)
motors.largeA.run(100, 1, MoveUnit.Rotations)
})
```
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Color Sensor Sounds - Sample Solution
You can also tinker with the use of sensors.
![Sound Machine Color Sensor](/static/lessons/make-a-sound-machine/lego-maker-sound-machine-color-sensor.jpg)
#### Programming
1. Drag an ``||logic:if else||`` Logic block and place it inside the ``||loops:forever||`` loop.
2. Drag a ``||sensors:pause color sensor||`` block and place it inside the ``||logic:if true then||`` block.
3. Change the color to ``blue``.
4. Drag a ``||music:play tone||`` block and place under the sensor block.
5. Change the tone to ``Middle G`` (392 Hz).
6. Drag a ``||sensors:pause color sensor||`` block and place it inside the ``||logic:else||`` block.
7. Change the color to ``red``.
8. Drag a ``||music:play tone||`` block and place under the new sensor block.
9. Change the tone to ``High C`` (523 Hz).
10. Press the **(+)**.
11. Drag a ``||sensors:pause color sensor||`` block and place it inside the ``||logic:else if||`` block.
12. Change the color to ``green``.
13. Drag a ``||music:play tone||`` block and place under the new sensor block.
14. Change the tone to ``High D`` (587 Hz).
```blocks
forever(function () {
if (true) {
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Blue)
music.playTone(392, music.beat(BeatFraction.Whole))
} else if (false) {
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Red)
music.playTone(523, music.beat(BeatFraction.Half))
} else {
sensors.color3.pauseUntilColorDetected(ColorSensorColor.Green)
music.playTone(587, music.beat(BeatFraction.Half))
}
})
```
Click **Download** and follow the instructions to get your code onto your EV3 Brick. Press the ``center`` button on the EV3 Brick to run the program.
### Well done!
Click [here](/examples) to try out some more projects!

View File

@ -9,6 +9,7 @@ brick.showString("Hello world!", 1);
brick.showNumber(0, 1);
brick.showValue("item", 0, 1);
brick.clearScreen();
brick.showPorts();
```
## Buttons
@ -19,8 +20,8 @@ brick.buttonEnter.onEvent(ButtonEvent.Bumped, function () {
});
brick.buttonEnter.pauseUntil(ButtonEvent.Bumped);
brick.buttonEnter.isPressed()
brick.buttonEnter.wasPressed()
brick.setStatusLight(StatusLight.Red);
brick.buttonEnter.wasPressed()
```
## Other

View File

@ -14,7 +14,7 @@ The fact that a button was pressed earlier is remembered. Once **was pressed** i
Your @boardname@ has touch sensors that work like buttons. Instead of saying `enter` or `left` as the source button, use a touch sensor block with a sensor name like `touch 1`.
```block
```typescript
if (sensors.touch1.wasPressed()) {
console.log("Hey, I was pressed.");
}
@ -32,7 +32,7 @@ Read about [touch sensors](/reference/sensors/touch-sensor) and using them as to
Set the brick light to green if the `right` button was pressed before the `left` button. If not, the brick light is turned off when the `left` button is pressed.
```blocks
```typescript
brick.buttonLeft.onEvent(ButtonEvent.Bumped, function() {
if (brick.buttonRight.wasPressed()) {
brick.setStatusLight(StatusLight.Green)
@ -45,6 +45,5 @@ brick.buttonLeft.onEvent(ButtonEvent.Bumped, function() {
## See also
[is pressed](/reference/brick/button/is-pressed),
[on event](/reference/brick/button/on-event)
[on event](/reference/brick/button/on-event),
[Touch sensors](/reference/sensors/touch-sensor)

View File

@ -0,0 +1,24 @@
# show Ports
Show the status of everything connected to the ports.
```sig
brick.showPorts()
```
You can find out what's connected to the ports on the brick and show its status. The status information from each sensor or motor connected is displayed on the screen.
## Example
Show the status of the ports on the brick when the ``enter`` button is pressed.
```blocks
brick.showString("Press ENTER for port status", 1)
brick.buttonEnter.onEvent(ButtonEvent.Pressed, function () {
brick.showPorts()
})
```
## See also
[show string](/reference/brick/show-string), [show value](/reference/brick/show-value)

View File

@ -4,9 +4,9 @@
```cards
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {})
sensors.color1.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark, function () {})
sensors.color1.pauseForLight(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.pauseForColor(ColorSensorColor.Blue)
sensors.color1.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)
sensors.color(ColorSensorColor.Blue)
@ -17,8 +17,8 @@ sensors.color(ColorSensorColor.Blue)
```cards
sensors.touch1.onEvent(ButtonEvent.Pressed, function () {})
sensors.touch1.pauseUntil(ButtonEvent.Pressed)
sensors.touch1.wasPressed()
sensors.touch1.isPressed()
sensors.touch1.wasPressed()
```
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# Tutorials
## Tutorials
Step by step guides to coding your @boardname@.
```codecard
[{
"name": "Wake Up!",
"description": "Show different moods on your @boardname@. 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 for your @boardname@.",
"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 your @boardname@ into a musical instrument!",
"cardType": "tutorial",
"url":"/tutorials/mindstorms-music",
"imageUrl":"/static/tutorials/mindstorms-music.png"
}, {
"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"
}, {
"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": "Using 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"
}, {
"name": "What Color?",
"description": "Use the Color sensor to detect different colors.",
"cardType": "tutorial",
"url":"/tutorials/what-color",
"imageUrl":"/static/tutorials/what-color.png"
}]
```

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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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left 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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left 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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# 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 Run block that is in the 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 specify how many rotations we want the motor to run for.
Open the ``||brick:Brick||`` Toolbox drawer. Drag out **2** ``|brick:on button||`` blocks onto the Workspace. 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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left 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.

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# 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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left 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?

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# 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 ``||brick: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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left 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?

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# 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 onto the Workspace, 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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left of your screen. Follow the directions to save your program to the brick.

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# 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 onto the Workspace. 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||`` blocks onto the Workspace, 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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left 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 +1,134 @@
# 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 onto the Workspace, 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 onto the Workspace, 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, lets download our program to the brick. Plug your @boardname@ into the computer with the USB cable, and click the blue **Download** button in the bottom left 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

@ -37,7 +37,7 @@ const enum ColorSensorColor {
Brown
}
enum LightCondition {
enum Light {
//% block="dark"
Dark = sensors.ThresholdState.Low,
//% block="bright"
@ -145,15 +145,15 @@ namespace sensors {
* Waits for the given color to be detected
* @param color the color to detect
*/
//% help=sensors/color-sensor/pause-for-color
//% block="pause **color sensor** %this|for %color=colorEnumPicker"
//% blockId=colorPauseForColorDetected
//% help=sensors/color-sensor/pause-until-color-detected
//% block="pause until **color sensor** %this|detected %color=colorEnumPicker"
//% blockId=colorpauseUntilColorDetectedDetected
//% parts="colorsensor"
//% blockNamespace=sensors
//% this.fieldEditor="ports"
//% weight=99 blockGap=8
//% group="Color Sensor"
pauseForColor(color: number) {
pauseUntilColorDetected(color: number) {
this.setMode(ColorSensorMode.Color);
if (this.color() != color) {
const v = this._colorEventValue(<number>color);
@ -184,15 +184,15 @@ namespace sensors {
* @param condition the light condition
* @param handler the code to run when detected
*/
//% help=sensors/color-sensor/on-light-changed
//% block="on **color sensor** %this|%mode|%condition"
//% blockId=colorOnLightChanged
//% help=sensors/color-sensor/on-light-detected
//% block="on **color sensor** %this|detected %mode|%condition"
//% blockId=colorOnLightDetected
//% parts="colorsensor"
//% blockNamespace=sensors
//% this.fieldEditor="ports"
//% weight=89 blockGap=12
//% group="Color Sensor"
onLightChanged(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-for-light
//% block="pause **color sensor** %this|for %mode|%condition"
//% blockId=colorPauseForLight
//% help=sensors/color-sensor/pause-until-light-detected
//% block="pause until **color sensor** %this|detected %mode|%condition"
//% blockId=colorPauseUntilLightDetected
//% parts="colorsensor"
//% blockNamespace=sensors
//% this.fieldEditor="ports"
//% weight=88 blockGap=8
//% group="Color Sensor"
pauseForLight(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 +252,8 @@ 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) {
if (condition == Light.Dark)
this.thresholdDetector.setLowThreshold(value)
else
this.thresholdDetector.setHighThreshold(value);
@ -267,8 +267,8 @@ 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 {
return this.thresholdDetector.threshold(<ThresholdState><number>Light.Dark);
}
/**

View File

@ -2,9 +2,9 @@
```cards
sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {})
sensors.color1.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark, function () {})
sensors.color1.pauseForLight(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.pauseForColor(ColorSensorColor.Blue)
sensors.color1.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)
```
@ -12,8 +12,8 @@ sensors.color1.light(LightIntensityMode.Ambient)
## See slso
[on color detected](/reference/sensors/color-sensor/on-color-detected),
[pause for color](/reference/sensors/color-sensor/pause-for-color),
[on light changed](/reference/sensors/color-sensor/on-light-changed),
[pause for light](/reference/sensors/color-sensor/pause-for-light),
[pause until color detected](/reference/sensors/color-sensor/pause-until-color-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

@ -24,4 +24,4 @@ sensors.color1.onColorDetected(ColorSensorColor.Blue, function () {
```
## See also
[pause for color](/reference/sensors/color-sensor/pause-for-color), [color](/reference/sensors/color)
[pause until color detected](/reference/sensors/color-sensor/pause-until-color-detected), [color](/reference/sensors/color)

View File

@ -3,7 +3,7 @@
Run some code when the amount of light dectected changes.
```sig
sensors.color1.onLightChanged(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.onLightChanged(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

@ -1,9 +1,9 @@
# pause For Color
# pause Until Color Detected
Wait for the sensor to see a certain color.
```sig
sensors.color1.pauseForColor(ColorSensorColor.Blue)
sensors.color1.pauseUntilColorDetected(ColorSensorColor.Blue)
```
The [color](/reference/sensors/color) you choose to look for is one of the colors that the sensor can detect. If you want to use colors for tracking, it's best to use a color that is the same or very close to the ones the sensor detects.
@ -18,7 +18,7 @@ Wait for the sensor to see ``blue``. Then, show an expression on the screen.
```blocks
brick.showString("Waiting for blue", 1)
sensors.color1.pauseForColor(ColorSensorColor.Blue)
sensors.color1.pauseUntilColorDetected(ColorSensorColor.Blue)
brick.clearScreen()
brick.showImage(images.expressionsSick)
```

View File

@ -1,9 +1,9 @@
# pause For Light
# pause Until Light Condition Detected
Wait for the light condition to change.
Wait until a particular light condition is detected.
```sig
sensors.color1.pauseForLight(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.pauseForLight(LightIntensityMode.Reflected, LightCondition.Dark)
sensors.color1.pauseUntilLightDetected(LightIntensityMode.Reflected, Light.Dark)
brick.clearScreen()
brick.showImage(images.expressionsSick)
```
## See also
[on light changed](/reference/sensors/color-sensor/on-light-changed)
[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.onLightChanged(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.onLightChanged(LightIntensityMode.Reflected, LightCondition.Dark,
Make a daylight alarm. When the ambient light reaches `70` flash the status light and play a sound.
```blocks
sensors.color3.setThreshold(LightCondition.Bright, 70)
sensors.color3.onLightChanged(LightIntensityMode.Ambient, LightCondition.Bright, function () {
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.onLightChanged(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

@ -95,6 +95,7 @@ namespace brick {
//% help=brick/button/was-pressed
//% block="%button|was pressed"
//% blockId=buttonWasPressed
//% blockHidden=true
//% parts="brick"
//% blockNamespace=brick
//% weight=80

View File

@ -59,7 +59,6 @@ namespace console {
namespace console._screen {
const maxLines = 100;
const screenLines = 10;
let lines: string[];
let scrollPosition = 0;
@ -75,10 +74,11 @@ namespace console._screen {
function printLog() {
brick.clearScreen()
if (!lines) return;
const screenLines = brick.lineCount();
for (let i = 0; i < screenLines; ++i) {
const line = lines[i + scrollPosition];
if (line)
screen.print(line, 0, 4 + i * brick.LINE_HEIGHT)
screen.print(line, 0, 4 + i * brick.lineHeight(), 1, brick.font)
}
}
@ -98,6 +98,7 @@ namespace console._screen {
scrollPosition = Math.min(scrollPosition, lines.length - 1)
}
// move down scroll once it gets large than the screen
const screenLines = brick.lineCount();
if (lines.length > screenLines
&& lines.length >= scrollPosition + screenLines) {
scrollPosition++;

View File

@ -164,7 +164,7 @@ namespace motors {
*/
//% blockId=outputMotorSetBrakeMode block="set %motor|brake %brake=toggleOnOff"
//% weight=60 blockGap=8
//% group="Move"
//% group="Properties"
//% help=motors/motor/set-brake
setBrake(brake: boolean) {
this.init();
@ -176,7 +176,7 @@ namespace motors {
*/
//% blockId=motorSetInverted block="set %motor|inverted %reversed=toggleOnOff"
//% weight=59 blockGap=8
//% group="Move"
//% group="Properties"
//% help=motors/motor/set-inverted
setInverted(inverted: boolean) {
this.init();
@ -344,7 +344,7 @@ namespace motors {
*/
//% blockId=outputMotorSetRegulated block="set %motor|regulated %value=toggleOnOff"
//% weight=58
//% group="Move"
//% group="Properties"
//% help=motors/motor/set-regulated
setRegulated(value: boolean) {
this._regulated = value;

View File

@ -13,7 +13,7 @@ namespace sensors {
}
//% color="#00852B" weight=90 icon="\uf10d"
//% groups='["Move", "Counters"]'
//% groups='["Move", "Counters", "Properties"]'
//% labelLineWidth=50
namespace motors {
}

View File

@ -26,7 +26,7 @@ In order to recognize a button event signalled from a remote beacon, an infrared
If the beacon button ``top left`` was pressed, show a `green` status light. Otherwise, set the status light to `orange`.
```blocks
```typescript
sensors.infrared1.setRemoteChannel(InfraredRemoteChannel.Ch0)
forever(function () {
if (sensors.remoteButtonTopLeft.wasPressed()) {

View File

@ -101,6 +101,7 @@ namespace sensors {
//% help=sensors/beacon/was-pressed
//% block="**remote button** %button|was pressed"
//% blockId=remotebuttonWasPressed
//% blockHidden=true
//% parts="remote"
//% blockNamespace=sensors
//% weight=80
@ -278,7 +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>Light.Dark);
}
// TODO

View File

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

View File

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

View File

@ -0,0 +1,3 @@
# sounds
This function is not enabled for @boardname@.

View File

@ -136,8 +136,8 @@ void playSample(Buffer buf) {
/**
* Play a tone through the speaker for some amount of time.
* @param frequency pitch of the tone to play in Hertz (Hz)
* @param ms tone duration in milliseconds (ms)
* @param frequency pitch of the tone to play in Hertz (Hz), eg: Note.C
* @param ms tone duration in milliseconds (ms), eg: BeatFraction.Half
*/
//% help=music/play-tone
//% blockId=music_play_note block="play tone|at %note=device_note|for %duration=device_beat"

View File

@ -15,8 +15,8 @@ declare namespace music {
/**
* Play a tone through the speaker for some amount of time.
* @param frequency pitch of the tone to play in Hertz (Hz)
* @param ms tone duration in milliseconds (ms)
* @param frequency pitch of the tone to play in Hertz (Hz), eg: Note.C
* @param ms tone duration in milliseconds (ms), eg: BeatFraction.Half
*/
//% help=music/play-tone
//% blockId=music_play_note block="play tone|at %note=device_note|for %duration=device_beat"

View File

@ -0,0 +1,7 @@
declare namespace images {
//% blockHidden=1
function _spriteImage(img: Image) : Image;
//% blockHidden=1
function _image(image: Image): Image;
}

View File

@ -14,32 +14,55 @@ namespace _screen_internal {
function updateStats(msg: string): void { }
control.__screen.setupUpdate(() => updateScreen(screen))
control.EventContext.onStats = function(msg: string) {
control.EventContext.onStats = function (msg: string) {
updateStats(msg);
}
}
namespace brick {
export const LINE_HEIGHT = 12;
const textOffset = 4;
const lineOffset = 2;
export let font = image.font8;
/**
* Gets the text line height
*/
//%
export function lineHeight(): number {
return font.charHeight + lineOffset;
}
/**
* Number of lines
*/
//%
export function lineCount(): number {
return ((screen.height - textOffset) / lineHeight()) >> 0
}
/**
* Show text on the screen at a specific line.
* @param text the text to print on the screen, eg: "Hello world"
* @param line the line number to print the text at, eg: 1
* @param line the line number to print the text at (starting at 1), eg: 1
*/
//% blockId=screen_print block="show string %text|at line %line"
//% weight=98 group="Screen" inlineInputMode="inline" blockGap=8
//% help=brick/show-string
//% line.min=1 line.max=10
export function showString(text: string, line: number) {
const NUM_LINES = 9;
const offset = 5;
const y = offset + (Math.clamp(0, NUM_LINES, line - 1) / (NUM_LINES + 2)) * DAL.LCD_HEIGHT;
screen.print(text, offset, y);
// line indexing starts at 1.
line = (line - 1) >> 0;
const nlines = lineCount();
if (line < 0 || line > nlines) return; // out of screen
const h = lineHeight();
const y = textOffset + h * line;
screen.fillRect(0, y, screen.width, h, 0); // clear background
screen.print(text, textOffset, y, 1, font);
}
/**
* Shows a number on the screen
* Show a number on the screen
* @param value the numeric value
* @param line the line number to print the text at, eg: 1
*/
@ -52,7 +75,7 @@ namespace brick {
}
/**
* Shows a name, value pair on the screen
* Show a name, value pair on the screen
* @param value the numeric value
* @param line the line number to print the text at, eg: 1
*/
@ -78,13 +101,14 @@ namespace brick {
}
/**
* Display the sensor and motor states attached to ports
* Display the status of the sensors and motors attached to ports
*/
//% blockId=brickShowPorts block="show ports"
//% help=brick/show-ports blockGap=8
//% weight=10 group="Screen"
export function showPorts() {
const col = 44;
const lineHeight8 = image.font8.charHeight + 2;
clearScreen();
function scale(x: number) {
@ -98,19 +122,22 @@ namespace brick {
const data = datas[i];
if (!data.actualSpeed && !data.count) continue;
const x = i * col;
screen.print("ABCD"[i], x, brick.LINE_HEIGHT)
screen.print(`${scale(data.actualSpeed)}%`, x, 2* brick.LINE_HEIGHT)
screen.print(`${scale(data.count)}>`, x, 3 * brick.LINE_HEIGHT)
screen.print("ABCD"[i], x + 2, 1 * lineHeight8, 1, image.font8)
screen.print(`${scale(data.actualSpeed)}%`, x + 2, 3 * lineHeight8, 1, image.font8)
screen.print(`${scale(data.count)}>`, x + 2, 4 * lineHeight8, 1, image.font5)
}
screen.drawLine(0, 5 * lineHeight8, screen.width, 5 * lineHeight8, 1);
// sensors
const sis = sensors.internal.getActiveSensors();
const h = screen.height;
screen.drawLine(0, h - 5 * lineHeight8, screen.width, h - 5 * lineHeight8, 1)
for (let i = 0; i < sis.length; ++i) {
const si = sis[i];
const x = (si.port() - 1) * col;
const inf = si._info();
screen.print(si.port() + "", x, 8 * brick.LINE_HEIGHT)
screen.print(inf, x, 9 * brick.LINE_HEIGHT)
screen.print(si.port() + "", x, h - 4 * lineHeight8, 1, image.font8)
screen.print(inf, x, h - 2 * lineHeight8, 1, inf.length > 4 ? image.font5 : image.font8);
}
}

View File

@ -16,7 +16,7 @@ If a touch sensor was pressed, then that event is remembered. Once you check if
If the touch sensor ``touch 1`` was pressed, show a `green` status light. Otherwise, set the status light to `orange`.
```blocks
```typescript
forever(function () {
if (sensors.touch1.wasPressed()) {
brick.setStatusLight(StatusLight.Green)

View File

@ -83,6 +83,7 @@ namespace sensors {
//% help=sensors/touch-sensor/was-pressed
//% block="**touch** %this|was pressed"
//% blockId=touchWasPressed
//% blockHidden=true
//% parts="touch"
//% blockNamespace=sensors
//% this.fieldEditor="ports"

View File

@ -3,7 +3,9 @@
Run some code when an object is detected by the ultrasonic sensor.
```sig
sensors.ultrasonic1.pauseUntil(UltrasonicSensorEvent.ObjectDetected);
sensors.ultrasonic1.onEvent(UltrasonicSensorEvent.ObjectDetected, function () {
})
```
How an object is detected depends on the distance and movement _thresholds_ set for the sensor. A threshold is a number that is some distance in centimeters or the strength of ultrasonic sound. You can set a distance to detect something that is far, near, or is sending out ultrasound (like the sensor of another robot in the area). The three thresholds you can set are:
@ -20,7 +22,7 @@ Both **near** and **far** have distance thresholds set in centimeters. The **det
> * ``object detected``: some other object is sending out an ultrasonic sound
> * ``object near``: the sensor detected something within the distance of the near threshold
> * ``object far``: the sensor detected somethin within the distance of the far threshold
* **body**: the code you want to run when something is dectected by the ultrasonic sensor.
* **handler**: the code you want to run when something is dectected by the ultrasonic sensor.
## Example

2
package-lock.json generated
View File

@ -1,6 +1,6 @@
{
"name": "pxt-ev3",
"version": "0.1.9",
"version": "0.1.14",
"lockfileVersion": 1,
"requires": true,
"dependencies": {

View File

@ -1,6 +1,6 @@
{
"name": "pxt-ev3",
"version": "0.1.9",
"version": "0.1.14",
"description": "LEGO Mindstorms EV3 for Microsoft MakeCode",
"private": true,
"keywords": [
@ -45,8 +45,8 @@
"webfonts-generator": "^0.4.0"
},
"dependencies": {
"pxt-common-packages": "0.20.28",
"pxt-core": "3.6.1"
"pxt-common-packages": "0.20.38",
"pxt-core": "3.8.3"
},
"scripts": {
"test": "node node_modules/pxt-core/built/pxt.js travis"

View File

@ -166,7 +166,7 @@
"arrays": "\uf109"
},
"monacoColors": {
"editor.background": "#ecf6ff"
"editor.background": "#f9f9f9"
}
},
"ignoreDocsErrors": true

View File

@ -9,6 +9,7 @@
},
"galleries": {
"Getting Started": "getting-started",
"Tutorials": "tutorials",
"Design Engineering": "design-engineering",
"Coding": "coding",
"Maker": "maker"

View File

@ -159,6 +159,7 @@
@blocklyToolboxColor: #FFF; /*#FAC80A;*/
@trashIconColor: #FAC80A; /*white*/
@editorToggleColor: @primaryColor;
/*-------------------
Blockly

View File

@ -58,7 +58,7 @@
}
/* Menu bar colors */
.menubar .ui.item {
.ui.menu .ui.item {
color: #4A4A4A;
}
.fullscreensim .menubar .ui.menu {
@ -73,18 +73,15 @@
/* Editor menu toggle */
.menubar .ui.menu.fixed .item.editor-menuitem .ui.grid {
background: @blue !important;
background: fade(@blue, 10%) !important;
border: 1px solid #888888;
border-radius: 0px !important;
border: 2px solid @blue;
}
.menubar .ui.menu.fixed .ui.item.editor-menuitem .item:not(.active) {
color: white;
}
.menubar .ui.menu.fixed .ui.item.editor-menuitem .item {
border-radius: 0px !important;
}
.menubar .ui.menu.fixed .ui.item.editor-menuitem .item.active {
color: @blue;
color: white;
}
.menubar .ui.item.editor-menuitem .item.toggle {