diff --git a/docs/projects/analog-pin-tester.md b/docs/projects/analog-pin-tester.md index d44946937ad..0dc46b58bea 100644 --- a/docs/projects/analog-pin-tester.md +++ b/docs/projects/analog-pin-tester.md @@ -5,7 +5,7 @@ Press ``A`` to scroll the value on the screen. ```blocks let reading = 0 -basic.forever(() => { +basic.forever(function () { reading = pins.analogReadPin(AnalogPin.P0) led.plotBarGraph( reading, diff --git a/docs/projects/banana-keyboard/code.md b/docs/projects/banana-keyboard/code.md index 5af008bd24d..48d18c04944 100644 --- a/docs/projects/banana-keyboard/code.md +++ b/docs/projects/banana-keyboard/code.md @@ -7,14 +7,14 @@ Have you ever tried making beat box sounds? Let's try making a beatbox with code Start by adding a variable to store a musical note. Rename the variable to `sound`. Set the value of the variable to the note block `Middle A` from the **Music** drawer. ```blocks -let sound = music.noteFrequency(Note.A); +let sound = music.noteFrequency(Note.A) ``` We want to play music when the fruit connected to a pin pressed. So, we register an event handler that executes whenever pin **1** is pressed. Pin **1** is, of course, connected to the banana. Add a ``||input:on pin pressed||`` block from the **Input** drawer. ```blocks -let sound = music.noteFrequency(Note.A); -input.onPinPressed(TouchPin.P1, () => { +let sound = music.noteFrequency(Note.A) +input.onPinPressed(TouchPin.P1, function () { }) ``` @@ -22,28 +22,28 @@ input.onPinPressed(TouchPin.P1, () => { Now, let's create some notes to play when the banana is pressed. Click on the **Loops** drawer then insert a ``||loops:repeat||`` loop into the ``||input:on pin pressed||`` block. Click on the **Variables** drawer and pull out a ``||variables:change item by||`` block and put it into the loop. Rename the variable to `sound`. Change the value from `1` to `25`. This will increase the variable `sound` from the note frequency of block `Middle A` to `Middle A` plus 25 and so on. Put a ``||variables:set to||`` block for `sound` right after the loop. Set it to `Middle A` in order to reset the sound after a banana press. ```blocks -let sound = music.noteFrequency(Note.A); +let sound = music.noteFrequency(Note.A) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { for (let i = 0; i < 4; i++) { - sound += 25; + sound += 25 } - sound = music.noteFrequency(Note.A); -}); + sound = music.noteFrequency(Note.A) +}) ``` Finally, insert a ``||music:play tone||`` above the ``||variables:change by||``. Pull out the ``sound`` variable block and drop it in the note slot of ``||music:play tone||``. Change the beat fraction from `1` to `1/4`. ```blocks -let sound = music.noteFrequency(Note.A); +let sound = music.noteFrequency(Note.A) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { for (let i = 0; i < 4; i++) { - music.playTone(sound, music.beat(BeatFraction.Quarter)); - sound += 25; + music.playTone(sound, music.beat(BeatFraction.Quarter)) + sound += 25 } - sound = music.noteFrequency(Note.A); -}); + sound = music.noteFrequency(Note.A) +}) ``` Click `|Download|` and try a banana press. Did you hear 4 notes play? @@ -55,23 +55,23 @@ Go back to **[Make](/projects/banana-keyboard/make)** and repeat steps 7 and 8 w Duplicate the ``||input:on pin pressed||`` event handler to make a second one. For the new ``||input:on pin pressed||``, change the pin name to **P2**. In the pin **P2** event, let's have the the frequency in the variable `sound` decrease by 25 instead of having it increase. Change the `25` in the ``||variables:change by||`` block to `-25`. OK, your code now looks like this: ```blocks -let sound = music.noteFrequency(Note.A); +let sound = music.noteFrequency(Note.A) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { for (let i = 0; i < 4; i++) { - music.playTone(sound, music.beat(BeatFraction.Quarter)); - sound += 25; + music.playTone(sound, music.beat(BeatFraction.Quarter)) + sound += 25 } - sound = music.noteFrequency(Note.A); -}); + sound = music.noteFrequency(Note.A) +}) -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { for (let i = 0; i < 4; i++) { - music.playTone(sound, music.beat(BeatFraction.Quarter)); - sound += -25; + music.playTone(sound, music.beat(BeatFraction.Quarter)) + sound += -25 } - sound = music.noteFrequency(Note.A); -}); + sound = music.noteFrequency(Note.A) +}) ``` Click `|Download|` again and play both bananas. It's a fruit jam session! diff --git a/docs/projects/banana-keyboard/make.md b/docs/projects/banana-keyboard/make.md index f07b692fd5e..951e95c32d7 100644 --- a/docs/projects/banana-keyboard/make.md +++ b/docs/projects/banana-keyboard/make.md @@ -73,7 +73,7 @@ Your banana keyboard is ready! Connect your @boardname@ to your computer using your USB cable and run this script: ```blocks -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { music.playTone(music.noteFrequency(Note.C), music.beat(BeatFraction.Quarter)); }); ``` diff --git a/docs/projects/crashy-bird.md b/docs/projects/crashy-bird.md index c995803a9d2..c4325314d31 100644 --- a/docs/projects/crashy-bird.md +++ b/docs/projects/crashy-bird.md @@ -25,10 +25,10 @@ Before creating the code for the game actions, let's first add some controls so ```blocks let bird: game.LedSprite = null -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { bird.change(LedSpriteProperty.Y, -1) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { bird.change(LedSpriteProperty.Y, 1) }) ``` @@ -79,11 +79,11 @@ for (let index = 0; index <= 4; index++) { } } -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { bird.change(LedSpriteProperty.Y, -1) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { bird.change(LedSpriteProperty.Y, 1) }) ``` @@ -97,7 +97,7 @@ Right click on the ``||value||`` block and rename it to ``||obstacle||`` ```blocks let obstacles: game.LedSprite[] = [] -basic.forever(() => { +basic.forever(function () { for (let obstacle of obstacles) { obstacle.change(LedSpriteProperty.X, -1) } @@ -114,7 +114,7 @@ Make obstacles disappear after reaching leftmost corner. Iterate over all obstac ```blocks let obstacles: game.LedSprite[] = [] -basic.forever(() => { +basic.forever(function () { while (obstacles.length > 0 && obstacles[0].get(LedSpriteProperty.X) == 0) { obstacles.removeAt(0).delete() } @@ -134,7 +134,7 @@ At the moment, our code generates just one vertical obstacle. We need to put obs let emptyObstacleY = 0 let obstacles: game.LedSprite[] = [] -basic.forever(() => { +basic.forever(function () { while (obstacles.length > 0 && obstacles[0].get(LedSpriteProperty.X) == 0) { obstacles.removeAt(0).delete() } @@ -159,7 +159,7 @@ let ticks = 0 let emptyObstacleY = 0 let obstacles: game.LedSprite[] = [] -basic.forever(() => { +basic.forever(function () { while (obstacles.length > 0 && obstacles[0].get(LedSpriteProperty.X) == 0) { obstacles.removeAt(0).delete() } @@ -190,7 +190,7 @@ let ticks = 0 let emptyObstacleY = 0 let obstacles: game.LedSprite[] = [] -basic.forever(() => { +basic.forever(function () { while (obstacles.length > 0 && obstacles[0].get(LedSpriteProperty.X) == 0) { obstacles.removeAt(0).delete() } @@ -226,17 +226,17 @@ let emptyObstacleY = 0 let obstacles: game.LedSprite[] = [] let index = 0 let bird: game.LedSprite = null -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { bird.change(LedSpriteProperty.Y, -1) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { bird.change(LedSpriteProperty.Y, 1) }) index = 0 obstacles = [] bird = game.createSprite(0, 2) bird.set(LedSpriteProperty.Blink, 300) -basic.forever(() => { +basic.forever(function () { while (obstacles.length > 0 && obstacles[0].get(LedSpriteProperty.X) == 0) { obstacles.removeAt(0).delete() } diff --git a/docs/projects/fireflies.md b/docs/projects/fireflies.md index 7c680d3513d..33bce093a6a 100644 --- a/docs/projects/fireflies.md +++ b/docs/projects/fireflies.md @@ -34,7 +34,7 @@ When the clock reaches "noon" (let's pick `8` as noon), we turn on the screen br ```block // the clock ticker let clock = 0 -basic.forever(() => { +basic.forever(function () { // if clock "hits noon", flash the screen if (clock >= 8) { // flash @@ -61,7 +61,7 @@ When a firefly flashes, it also sends a number over radio using ``||radio:radio ```block // the clock ticker let clock = 0 -basic.forever(() => { +basic.forever(function () { // if clock "hits noon", flash the screen if (clock >= 8) { // notify neighbors @@ -111,7 +111,7 @@ radio.onReceivedNumber(function (receivedNumber) { // advance clock to catch up neighbors clock += 1 }) -basic.forever(() => { +basic.forever(function () { // if clock hits noon, flash the screen if (clock >= 8) { // notify neighbors diff --git a/docs/projects/guitar/accelerometer.md b/docs/projects/guitar/accelerometer.md index 3062aa618f2..13472ef320f 100644 --- a/docs/projects/guitar/accelerometer.md +++ b/docs/projects/guitar/accelerometer.md @@ -53,7 +53,7 @@ acceleration of gravity. ## Step 1: Graphing acceleration ```blocks -basic.forever(() => { +basic.forever(function () { led.plotBarGraph(input.acceleration(Dimension.Y), 1023) }) ``` @@ -76,11 +76,11 @@ Try graphing the acceleration along the **X** and **Z** axis. Can you explain th ## Step 2: Mapping acceleration to Beat **@boardname@ sensors produce signal values between 0 to 1023. The *[map block](/reference/pins/map)* converts the signal to a desired range.** ```blocks -basic.forever(() => { +basic.forever(function () { music.setTempo(pins.map(Math.abs(input.acceleration(Dimension.Y)), 0, 1023, 60, 320)) - music.playTone(Note.C, music.beat(BeatFraction.Quarter)); + music.playTone(Note.C, music.beat(BeatFraction.Quarter)) }) ``` @@ -94,14 +94,14 @@ basic.forever(() => { **Put it all together!** ```blocks -basic.forever(() => { +basic.forever(function () { music.setTempo(pins.map(Math.abs(input.acceleration(Dimension.Y)), 0, 1023, 60, 320)) music.playTone( input.lightLevel() * 25, music.beat(BeatFraction.Quarter) - ); + ) }) ``` **Combine the code above with the light sensor tone control code from the previous activity** diff --git a/docs/projects/guitar/displaybuttons.md b/docs/projects/guitar/displaybuttons.md index 9f5ea203356..806e78caa90 100644 --- a/docs/projects/guitar/displaybuttons.md +++ b/docs/projects/guitar/displaybuttons.md @@ -37,7 +37,7 @@ Headphones . # . # . . # # # . `); -input.onButtonPressed(Button.A, () => {}); +input.onButtonPressed(Button.A, function () {}) music.playTone(Note.C, music.beat(BeatFraction.Quarter)) music.rest(music.beat(BeatFraction.Whole)) music.beat(BeatFraction.Quarter) @@ -52,7 +52,7 @@ Open @homeurl@ in your web browser . # # # . . # . # . . # # # . - `); + `) ``` From **Basics**, drag a **show LEDs** block into the coding area * Create a face with LEDs @@ -63,7 +63,7 @@ Follow the instructions to move the code to your @boardname@. ## Step 2: Add Smiley LED Button Events ```blocks -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showLeds(` . # . # . . . . . . @@ -72,7 +72,7 @@ input.onButtonPressed(Button.A, () => { . # # # . `) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { basic.showLeds(` . # . # . . . . . . @@ -115,7 +115,7 @@ Connect the headphones with crocodile clips The **play tone** block allows a range letter note tones from **C** to **B5**. Songs are played using sequences notes. Like the beginning of a birthday song (C, C, D, C, F, E). ```blocks -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { music.playTone(Note.C, music.beat(BeatFraction.Quarter)) music.rest(music.beat(BeatFraction.Whole)) music.playTone(Note.C, music.beat(BeatFraction.Quarter)) @@ -133,7 +133,7 @@ input.onButtonPressed(Button.A, () => { ## ~ ## Step 4: Add Tone Playing Events for Buttons A & B ```blocks -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showLeds(` . # . # . . . . . . @@ -143,7 +143,7 @@ input.onButtonPressed(Button.A, () => { `) music.playTone(Note.A, music.beat(BeatFraction.Whole)) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { basic.showLeds(` . # . # . . . . . . diff --git a/docs/projects/guitar/lightsensor.md b/docs/projects/guitar/lightsensor.md index 4a54f8d7188..ecce505885f 100644 --- a/docs/projects/guitar/lightsensor.md +++ b/docs/projects/guitar/lightsensor.md @@ -33,7 +33,7 @@ The forever loop really does run forever. The forever loop is useful when there ## Blocks ```cards -basic.forever(() => {}) +basic.forever(function () {}) input.lightLevel() led.plotBarGraph(0, 255) music.playTone(Note.C, music.beat(BeatFraction.Quarter)) @@ -41,7 +41,7 @@ music.playTone(Note.C, music.beat(BeatFraction.Quarter)) ## Step 1: Create a light level detector ```blocks -basic.forever(() => { +basic.forever(function () { led.plotBarGraph(input.lightLevel(), 255) }) ``` @@ -80,7 +80,7 @@ music.playTone(261, music.beat(BeatFraction.Half)) ## Step 3: Multiply Frequency using Math blocks ```blocks -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { music.playTone(261 * 2, music.beat(BeatFraction.Half)) }) ``` @@ -95,7 +95,7 @@ Create a **play tone** block using a **Math** section, **multiplication** block ## Step 4: Control the Frequency with the light input ```blocks -basic.forever(() => { +basic.forever(function () { music.playTone(input.lightLevel() * 25, music.beat(BeatFraction.Quarter)) }) ``` diff --git a/docs/projects/guitar/pinpress.md b/docs/projects/guitar/pinpress.md index a290a7e7388..bcf9fe37f88 100644 --- a/docs/projects/guitar/pinpress.md +++ b/docs/projects/guitar/pinpress.md @@ -22,9 +22,9 @@ Use pin press to switch guitar play on/off ```cards let on = false -on; +on if (on) { } else {} -input.onPinPressed(TouchPin.P1, () => {}) +input.onPinPressed(TouchPin.P1, function () {}) ``` @@ -43,13 +43,13 @@ input.onPinPressed(TouchPin.P1, () => {}) ## Step 1: Pin Press Test ```blocks -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showNumber(0) }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { basic.showNumber(1) }) -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { basic.showNumber(2) }) ``` @@ -88,14 +88,14 @@ https://youtu.be/YkymZGNmkrE **between ON and OFF** ```blocks let on = false -basic.forever(() => { +basic.forever(function () { if (on == true) { basic.showString("ON") } else { basic.showString("OFF") } }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { if (on == true) { on = false } else { @@ -110,10 +110,10 @@ input.onPinPressed(TouchPin.P1, () => { **Test by touching `P1` to toggle the LED message between ON and OFF** *Final code* -TODO: do we want to use `on = !on;` or be more direct in flipping the switch? `on = true; on = false;` +TODO: do we want to use `on = !on` or be more direct in flipping the switch? `on = true` or `on = false` ```blocks let on = false -basic.forever(() => { +basic.forever(function () { if (on) { music.setTempo(pins.map(Math.abs(input.acceleration(Dimension.Y)), 0, 1023, @@ -121,13 +121,13 @@ basic.forever(() => { music.playTone( input.lightLevel() * 25, music.beat(BeatFraction.Quarter) - ); + ) } else { music.rest(music.beat()) } }) -input.onPinPressed(TouchPin.P1, () => { - on = !on; +input.onPinPressed(TouchPin.P1, function () { + on = !on }) ``` ## Now Play! diff --git a/docs/projects/hack-your-headphones/code.md b/docs/projects/hack-your-headphones/code.md index 2be4e2f7f34..e333653e965 100644 --- a/docs/projects/hack-your-headphones/code.md +++ b/docs/projects/hack-your-headphones/code.md @@ -9,17 +9,17 @@ Have you ever tried to making beat box sounds based on the light level? Let's tr Let's start by playing music when the **A** button is pressed. To do that, register an event handler that will execute whenever you click on the **A** button. Open the ``||input:Input||`` drawer and get out an ``||input:on button A pressed||`` block. Next, add a ``||music:rest||`` to play nothing for `1/16` of a beat. ```blocks -input.onButtonPressed(Button.A, () => { - music.rest(music.beat(BeatFraction.Sixteenth)); +input.onButtonPressed(Button.A, function () { + music.rest(music.beat(BeatFraction.Sixteenth)) }); ``` We also want to add a variable where you can store data. Name the variable ``light`` and ``||variables:set||`` the value of the variable to the ``||input:light level||`` block from the ``||input:Input||`` drawer. This will get the light level as some value between `0` (dark) and `255` (bright). The light is measured by using various LEDs from the screen. Your code will look like this: ```blocks -input.onButtonPressed(Button.A, () => { - music.rest(music.beat(BeatFraction.Sixteenth)); - let light = input.lightLevel(); +input.onButtonPressed(Button.A, function () { + music.rest(music.beat(BeatFraction.Sixteenth)) + let light = input.lightLevel() }); ``` @@ -29,14 +29,14 @@ Click on the ``||logic:Logic||`` drawer and find an ``||logic:if||`` block to us * If this condition is not `true`, play ``||music:ring tone||`` for ``Middle A`` ```blocks -input.onButtonPressed(Button.A, () => { - music.rest(music.beat(BeatFraction.Sixteenth)); - let light = input.lightLevel(); +input.onButtonPressed(Button.A, function () { + music.rest(music.beat(BeatFraction.Sixteenth)) + let light = input.lightLevel() if (light < 25) { - music.ringTone(music.noteFrequency(Note.C)); + music.ringTone(music.noteFrequency(Note.C)) } else { - music.ringTone(music.noteFrequency(Note.A)); + music.ringTone(music.noteFrequency(Note.A)) } }); ``` @@ -50,26 +50,26 @@ Now, we want to add more conditional statements by clicking on the **(+)** at th * If these conditions are not true, play ``||music:ring tone||`` ``Middle A`` ```blocks -input.onButtonPressed(Button.A, () => { - music.rest(music.beat(BeatFraction.Sixteenth)); - let light = input.lightLevel(); +input.onButtonPressed(Button.A, function () { + music.rest(music.beat(BeatFraction.Sixteenth)) + let light = input.lightLevel() if (light < 25) { - music.ringTone(music.noteFrequency(Note.C)); + music.ringTone(music.noteFrequency(Note.C)) } else if (light < 50) { - music.ringTone(music.noteFrequency(Note.D)); + music.ringTone(music.noteFrequency(Note.D)) } else if (light < 100) { - music.ringTone(music.noteFrequency(Note.E)); + music.ringTone(music.noteFrequency(Note.E)) } else if (light < 150) { - music.ringTone(music.noteFrequency(Note.F)); + music.ringTone(music.noteFrequency(Note.F)) } else if (light < 180) { - music.ringTone(music.noteFrequency(Note.G)); + music.ringTone(music.noteFrequency(Note.G)) } else { - music.ringTone(music.noteFrequency(Note.A)); + music.ringTone(music.noteFrequency(Note.A)) } }); ``` diff --git a/docs/projects/hot-or-cold.md b/docs/projects/hot-or-cold.md index ffc8638d925..ee5cd79c74b 100644 --- a/docs/projects/hot-or-cold.md +++ b/docs/projects/hot-or-cold.md @@ -32,7 +32,7 @@ radio.setTransmitPower(6) The beacon just needs to send a radio message every now and then. So, to pace the transmits and give some visual feedback, we add some ``||basic:show icon||`` blocks to animate the screen. ```blocks -basic.forever(() => { +basic.forever(function () { radio.sendNumber(0) basic.showIcon(IconNames.Heart) basic.showIcon(IconNames.SmallHeart) @@ -142,7 +142,7 @@ radio.onReceivedNumber(function (receivedNumber) { To see the current score, we add an ``||input:on button pressed||`` that displays the score on the screen when the **A** button is pressed. ```block -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showNumber(game.score()) }) ``` @@ -172,7 +172,7 @@ radio.onReceivedNumber(function (receivedNumber) { } } }) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showNumber(game.score()) }) radio.setGroup(1) diff --git a/docs/projects/hot-or-cold/beacon.md b/docs/projects/hot-or-cold/beacon.md index 4a02e68b71a..21c844526bd 100644 --- a/docs/projects/hot-or-cold/beacon.md +++ b/docs/projects/hot-or-cold/beacon.md @@ -21,7 +21,7 @@ radio.setTransmitPower(6) The beacon just needs to send a radio message every now and then. So, to pace the transmits and give some visual feedback, we add some ``||basic:show icon||`` blocks to animate the screen. ```blocks -basic.forever(() => { +basic.forever(function () { radio.sendNumber(0) basic.showIcon(IconNames.Heart) basic.showIcon(IconNames.SmallHeart) diff --git a/docs/projects/hot-or-cold/multi-beacons.md b/docs/projects/hot-or-cold/multi-beacons.md index 6ce5ab8f7b4..5f5fdf45830 100644 --- a/docs/projects/hot-or-cold/multi-beacons.md +++ b/docs/projects/hot-or-cold/multi-beacons.md @@ -47,7 +47,7 @@ radio.onReceivedNumber(function (receivedNumber) { To see the current score, we add an ``||input:on button pressed||`` that displays the score on the screen when the **A** button is pressed. ```block -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showNumber(game.score()) }) ``` @@ -77,7 +77,7 @@ radio.onReceivedNumber(function (receivedNumber) { } } }) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showNumber(game.score()) }) radio.setGroup(1) diff --git a/docs/projects/hot-or-cold/seekers.md b/docs/projects/hot-or-cold/seekers.md index ee45d338328..493689404f6 100644 --- a/docs/projects/hot-or-cold/seekers.md +++ b/docs/projects/hot-or-cold/seekers.md @@ -22,7 +22,7 @@ To determine how far away or how close they are, we use the signal strength of e let signal = 0; radio.onReceivedNumber(function (receivedNumber) { signal = radio.receivedPacket(RadioPacketProperty.SignalStrength) - basic.showNumber(signal); + basic.showNumber(signal) }); radio.setGroup(1) ``` @@ -47,7 +47,7 @@ Here is an example that uses ``-95`` or less for cold, between ``-95`` and ``-80 ### ~ ```blocks -let signal = 0; +let signal = 0 radio.onReceivedNumber(function (receivedNumber) { signal = radio.receivedPacket(RadioPacketProperty.SignalStrength) if (signal < -90) { diff --git a/docs/projects/inchworm/code.md b/docs/projects/inchworm/code.md index 750dab1ed84..d12e624e358 100644 --- a/docs/projects/inchworm/code.md +++ b/docs/projects/inchworm/code.md @@ -15,11 +15,11 @@ Add code to make the inchworm move. In order for the inchworm to move, the @boardname@ needs to command the servo to move between ``0`` and ``180`` degrees at a certain pace. The code below starts the inchworm moving when the **A** button is pressed. ```blocks -input.onButtonPressed(Button.A, () => { - pins.servoWritePin(AnalogPin.P0, 0); - basic.pause(500); - pins.servoWritePin(AnalogPin.P0, 180); - basic.pause(500); +input.onButtonPressed(Button.A, function () { + pins.servoWritePin(AnalogPin.P0, 0) + basic.pause(500) + pins.servoWritePin(AnalogPin.P0, 180) + basic.pause(500) }); ``` diff --git a/docs/projects/inchworm/connect.md b/docs/projects/inchworm/connect.md index feb009701be..e5510b3dc91 100644 --- a/docs/projects/inchworm/connect.md +++ b/docs/projects/inchworm/connect.md @@ -17,7 +17,7 @@ radio.onReceivedNumber(function (receivedNumber: number) { pins.servoWritePin(AnalogPin.P0, 180) basic.pause(500) }) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) }) ``` diff --git a/docs/projects/infection.md b/docs/projects/infection.md index eac48628ab4..bacca4949ee 100644 --- a/docs/projects/infection.md +++ b/docs/projects/infection.md @@ -106,10 +106,10 @@ As a result, it will not convert back to blocks. * Healthy: IconNames.Happy * */ -const INCUBATION = 20000; // time before showing symptoms -const DEATH = 40000; // time before dying off the disease -const RSSI = -45; // db -const TRANSMISSIONPROB = 40; // % probability to transfer disease +const INCUBATION = 20000 // time before showing symptoms +const DEATH = 40000 // time before dying off the disease +const RSSI = -45 // db +const TRANSMISSIONPROB = 40 // % probability to transfer disease enum GameState { Stopped, @@ -147,366 +147,366 @@ const GameIcons = { class Message { - private _data: Buffer; + private _data: Buffer constructor(input?: Buffer) { - this._data = input || control.createBuffer(13); + this._data = input || control.createBuffer(13) } get kind(): number { - return this._data.getNumber(NumberFormat.Int8LE, 0); + return this._data.getNumber(NumberFormat.Int8LE, 0) } set kind(x: number) { - this._data.setNumber(NumberFormat.Int8LE, 0, x); + this._data.setNumber(NumberFormat.Int8LE, 0, x) } get fromSerialNumber(): number { - return this._data.getNumber(NumberFormat.Int32LE, 1); + return this._data.getNumber(NumberFormat.Int32LE, 1) } set fromSerialNumber(x: number) { - this._data.setNumber(NumberFormat.Int32LE, 1, x); + this._data.setNumber(NumberFormat.Int32LE, 1, x) } get value(): number { - return this._data.getNumber(NumberFormat.Int32LE, 5); + return this._data.getNumber(NumberFormat.Int32LE, 5) } set value(x: number) { - this._data.setNumber(NumberFormat.Int32LE, 5, x); + this._data.setNumber(NumberFormat.Int32LE, 5, x) } get toSerialNumber(): number { - return this._data.getNumber(NumberFormat.Int32LE, 9); + return this._data.getNumber(NumberFormat.Int32LE, 9) } set toSerialNumber(x: number) { - this._data.setNumber(NumberFormat.Int32LE, 9, x); + this._data.setNumber(NumberFormat.Int32LE, 9, x) } send() { - radio.sendBuffer(this._data); - basic.pause(250); + radio.sendBuffer(this._data) + basic.pause(250) } } -const playerIcons = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"; +const playerIcons = "ABCDEFGHIJKLMNOPQRSTUVWXYZ" class Player { - id: number; - icon: number; - health: HealthState; + id: number + icon: number + health: HealthState show() { - basic.showString(playerIcons[this.icon]); + basic.showString(playerIcons[this.icon]) } } // common state -let state = GameState.Stopped; +let state = GameState.Stopped // master state -let master = false; -let patientZero: Player; -const players: Player[] = []; +let master = false +let patientZero: Player +const players: Player[] = [] // player state -let paired = false; -let infectedBy = -1; // who infected (playerIcon) -let infectedTime = 0; // local time when infection happened -let playerIcon = -1; // player icon and identity -let health = HealthState.Healthy; +let paired = false +let infectedBy = -1 // who infected (playerIcon) +let infectedTime = 0 // local time when infection happened +let playerIcon = -1 // player icon and identity +let health = HealthState.Healthy // get a player instance (creates one as needed) function player(id: number): Player { for (const p of players) - if (p.id == id) return p; + if (p.id == id) return p // add player to game - let p = new Player(); - p.id = id; - p.icon = (players.length + 1) % playerIcons.length; - p.health = HealthState.Healthy; - players.push(p); + let p = new Player() + p.id = id + p.icon = (players.length + 1) % playerIcons.length + p.health = HealthState.Healthy + players.push(p) serial.writeLine(`player ==> ${p.id}`) - return p; + return p } function allDead(): boolean { for (const p of players) - if (p.health != HealthState.Dead) return false; - return true; + if (p.health != HealthState.Dead) return false + return true } function gameOver() { - state = GameState.Over; + state = GameState.Over if (patientZero) - patientZero.show(); + patientZero.show() } function gameFace() { switch (state) { case GameState.Stopped: - basic.showIcon(GameIcons.Pairing); - break; + basic.showIcon(GameIcons.Pairing) + break case GameState.Pairing: if (playerIcon > -1) - basic.showString(playerIcons[playerIcon]); + basic.showString(playerIcons[playerIcon]) else - basic.showIcon(paired ? GameIcons.Paired : GameIcons.Pairing, 1); - break; + basic.showIcon(paired ? GameIcons.Paired : GameIcons.Pairing, 1) + break case GameState.Infecting: case GameState.Running: switch (health) { case HealthState.Dead: - basic.showIcon(GameIcons.Dead, 1); - break; + basic.showIcon(GameIcons.Dead, 1) + break case HealthState.Sick: - basic.showIcon(GameIcons.Sick, 1); - break; + basic.showIcon(GameIcons.Sick, 1) + break default: - basic.showIcon(GameIcons.Healthy, 1); - break; + basic.showIcon(GameIcons.Healthy, 1) + break } - break; + break case GameState.Over: // show id - basic.showString(playerIcons[playerIcon]); - basic.pause(2000); + basic.showString(playerIcons[playerIcon]) + basic.pause(2000) // show health switch (health) { case HealthState.Dead: - basic.showIcon(GameIcons.Dead, 2000); - break; + basic.showIcon(GameIcons.Dead, 2000) + break case HealthState.Sick: - basic.showIcon(GameIcons.Sick, 2000); - break; + basic.showIcon(GameIcons.Sick, 2000) + break case HealthState.Incubating: - basic.showIcon(GameIcons.Incubating, 2000); - break; + basic.showIcon(GameIcons.Incubating, 2000) + break default: - basic.showIcon(GameIcons.Healthy, 2000); - break; + basic.showIcon(GameIcons.Healthy, 2000) + break } // show how infected if (infectedBy > -1) { - basic.showString(" INFECTED BY"); - basic.showString(playerIcons[infectedBy]); - basic.pause(2000); + basic.showString(" INFECTED BY") + basic.showString(playerIcons[infectedBy]) + basic.pause(2000) } else { - basic.showString(" PATIENT ZERO"); - basic.pause(2000); + basic.showString(" PATIENT ZERO") + basic.pause(2000) } // show score - game.showScore(); - basic.pause(1000); - break; + game.showScore() + basic.pause(1000) + break } } // master button controller -input.onButtonPressed(Button.AB, () => { +input.onButtonPressed(Button.AB, function () { // register as master if (state == GameState.Stopped && !master) { - master = true; - paired = true; - state = GameState.Pairing; - serial.writeLine("registered as master"); - radio.setTransmitPower(7); // beef up master signal - basic.showString("0"); - return; + master = true + paired = true + state = GameState.Pairing + serial.writeLine("registered as master") + radio.setTransmitPower(7) // beef up master signal + basic.showString("0") + return } - if (!master) return; // master only beyond this + if (!master) return // master only beyond this // launch game if (state == GameState.Pairing) { // pick 1 player and infect him - patientZero = players[randint(0, players.length - 1)]; + patientZero = players[randint(0, players.length - 1)] // infecting message needs to be confirmed by // the player - state = GameState.Infecting; - serial.writeLine(`game started ${players.length} players`); + state = GameState.Infecting + serial.writeLine(`game started ${players.length} players`) } // end game else if (state == GameState.Running) { - gameOver(); + gameOver() } }) -radio.setGroup(42); +radio.setGroup(42) radio.onReceivedBuffer(function (receivedBuffer: Buffer) { - const incomingMessage = new Message(receivedBuffer); - const signal = radio.receivedPacket(RadioPacketProperty.SignalStrength); + const incomingMessage = new Message(receivedBuffer) + const signal = radio.receivedPacket(RadioPacketProperty.SignalStrength) if (master) { switch (incomingMessage.kind) { case MessageKind.PairRequest: // register player - let n = players.length; - player(incomingMessage.fromSerialNumber); + let n = players.length + player(incomingMessage.fromSerialNumber) // show player number if changed if (n != players.length) { - basic.showNumber(players.length); + basic.showNumber(players.length) } - break; + break case MessageKind.HealthValue: - let p = player(incomingMessage.fromSerialNumber); - p.health = incomingMessage.value; + let p = player(incomingMessage.fromSerialNumber) + p.health = incomingMessage.value // check if all infected if (allDead()) - gameOver(); - break; + gameOver() + break } } else { switch (incomingMessage.kind) { case MessageKind.GameState: // update game state - state = incomingMessage.value as GameState; - break; + state = incomingMessage.value as GameState + break case MessageKind.InitialInfect: if (infectedBy < 0 && incomingMessage.toSerialNumber == control.deviceSerialNumber()) { // infected by master - infectedBy = 0; // infected my master - infectedTime = input.runningTime(); - health = HealthState.Incubating; - serial.writeLine(`infected ${control.deviceSerialNumber()}`); + infectedBy = 0 // infected my master + infectedTime = input.runningTime() + health = HealthState.Incubating + serial.writeLine(`infected ${control.deviceSerialNumber()}`) } - break; + break case MessageKind.HealthSet: if (incomingMessage.toSerialNumber == control.deviceSerialNumber()) { - const newHealth = incomingMessage.value; + const newHealth = incomingMessage.value if (health < newHealth) { - health = newHealth; + health = newHealth } } - break; + break case MessageKind.PairConfirmation: if (!paired && state == GameState.Pairing && incomingMessage.toSerialNumber == control.deviceSerialNumber()) { // paired! serial.writeLine(`player paired ==> ${control.deviceSerialNumber()}`) - playerIcon = incomingMessage.value; - paired = true; + playerIcon = incomingMessage.value + paired = true } - break; + break case MessageKind.TransmitVirus: if (state == GameState.Running) { if (health == HealthState.Healthy) { - serial.writeLine(`signal: ${signal}`); + serial.writeLine(`signal: ${signal}`) if (signal > RSSI && randint(0, 100) > TRANSMISSIONPROB) { - infectedBy = incomingMessage.value; - infectedTime = input.runningTime(); - health = HealthState.Incubating; + infectedBy = incomingMessage.value + infectedTime = input.runningTime() + health = HealthState.Incubating } } } - break; + break case MessageKind.HealthValue: if (health != HealthState.Dead && signal > RSSI) { - game.addScore(1); + game.addScore(1) } - break; + break } } }) // main game loop -basic.forever(() => { - let message: Message; +basic.forever(function () { + let message: Message if (master) { switch (state) { case GameState.Pairing: // tell each player they are registered for (const p of players) { - message = new Message(); - message.kind = MessageKind.PairConfirmation; - message.value = p.icon; - message.toSerialNumber = p.id; - message.send(); + message = new Message() + message.kind = MessageKind.PairConfirmation + message.value = p.icon + message.toSerialNumber = p.id + message.send() } - serial.writeLine(`pairing ${players.length} players`); - basic.pause(500); - break; + serial.writeLine(`pairing ${players.length} players`) + basic.pause(500) + break case GameState.Infecting: if (patientZero.health == HealthState.Healthy) { - message = new Message(); - message.kind = MessageKind.InitialInfect; - message.toSerialNumber = patientZero.id; - message.send(); - basic.pause(100); + message = new Message() + message.kind = MessageKind.InitialInfect + message.toSerialNumber = patientZero.id + message.send() + basic.pause(100) } else { - serial.writeLine(`patient ${patientZero.id} infected`); + serial.writeLine(`patient ${patientZero.id} infected`) // show startup - basic.showIcon(GameIcons.Dead); - state = GameState.Running; + basic.showIcon(GameIcons.Dead) + state = GameState.Running } - break; + break case GameState.Running: for (const p of players) { - message = new Message(); - message.kind = MessageKind.HealthSet; - message.value = p.health; - message.toSerialNumber = p.id; - message.send(); + message = new Message() + message.kind = MessageKind.HealthSet + message.value = p.health + message.toSerialNumber = p.id + message.send() } - break; + break case GameState.Over: if (patientZero) - patientZero.show(); - break; + patientZero.show() + break } message = new Message() - message.kind = MessageKind.GameState; - message.value = state; - message.send(); + message.kind = MessageKind.GameState + message.value = state + message.send() } else { // player loop switch (state) { case GameState.Pairing: // broadcast player id if (playerIcon < 0) { - message = new Message(); - message.kind = MessageKind.PairRequest; - message.fromSerialNumber = control.deviceSerialNumber(); - message.send(); + message = new Message() + message.kind = MessageKind.PairRequest + message.fromSerialNumber = control.deviceSerialNumber() + message.send() } else if (infectedBy > -1) { - message = new Message(); - message.kind = MessageKind.HealthValue; - message.fromSerialNumber = control.deviceSerialNumber(); - message.value = health; - message.send(); + message = new Message() + message.kind = MessageKind.HealthValue + message.fromSerialNumber = control.deviceSerialNumber() + message.value = health + message.send() } - break; + break case GameState.Infecting: - message = new Message(); - message.kind = MessageKind.HealthValue; - message.fromSerialNumber = control.deviceSerialNumber(); - message.value = health; - message.send(); - break; + message = new Message() + message.kind = MessageKind.HealthValue + message.fromSerialNumber = control.deviceSerialNumber() + message.value = health + message.send() + break case GameState.Running: // update health status if (health != HealthState.Healthy && input.runningTime() - infectedTime > DEATH) - health = HealthState.Dead; + health = HealthState.Dead else if (health != HealthState.Healthy && input.runningTime() - infectedTime > INCUBATION) - health = HealthState.Sick; + health = HealthState.Sick // transmit disease if (health == HealthState.Incubating || health == HealthState.Sick) { - message = new Message(); - message.kind = MessageKind.TransmitVirus; - message.fromSerialNumber = control.deviceSerialNumber(); - message.value = playerIcon; - message.send(); + message = new Message() + message.kind = MessageKind.TransmitVirus + message.fromSerialNumber = control.deviceSerialNumber() + message.value = playerIcon + message.send() } - message = new Message(); - message.kind = MessageKind.HealthValue; - message.fromSerialNumber = control.deviceSerialNumber(); - message.value = health; - message.send(); - break; + message = new Message() + message.kind = MessageKind.HealthValue + message.fromSerialNumber = control.deviceSerialNumber() + message.value = health + message.send() + break } // show current animation - gameFace(); + gameFace() } }) diff --git a/docs/projects/karel.md b/docs/projects/karel.md index 2e91a12c59e..e05babc7e8c 100644 --- a/docs/projects/karel.md +++ b/docs/projects/karel.md @@ -56,7 +56,7 @@ For patterns that you design, decide which LEDs you want to turn on and then mak Figure out how to make the first letter of your name with the LEDs. ```sim -basic.forever(() => { +basic.forever(function () { basic.showAnimation(` # # # . . # # # . . # # # . . # # # . . . . . . . # . . . . # . . . . # . . # . @@ -75,7 +75,7 @@ basic.forever(() => { Make something fun! ```sim -basic.forever(() => { +basic.forever(function () { basic.showAnimation(` # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . . . . . . # . . . . # . . . . # . . . . # . . . # # . # # # @@ -99,86 +99,86 @@ Copy this code into the JavaScript editor and then download it to the board. ```typescript class Board { - public isKarelActive: boolean; - public karelX: number; - public karelY: number; + public isKarelActive: boolean + public karelX: number + public karelY: number - public ledState: Image; - private karelDirection: Direction; + public ledState: Image + private karelDirection: Direction constructor() { - this.isKarelActive = true; - this.karelX = 2; - this.karelY = 2; - this.karelDirection = Direction.UP; + this.isKarelActive = true + this.karelX = 2 + this.karelY = 2 + this.karelDirection = Direction.UP this.ledState = images.createImage(` . . . . . . . . . . . . . . . . . . . . . . . . . - `); + `) } pressedA() { if (!this.isKarelActive) { - return; + return } - this.karelDirection = (this.karelDirection + 1) % 4; + this.karelDirection = (this.karelDirection + 1) % 4 } pressedB() { if (!this.isKarelActive) { - return; + return } - this.ledState.setPixel(this.karelX, this.karelY, true); + this.ledState.setPixel(this.karelX, this.karelY, true) this.moveKarel() } shake() { if (!this.isKarelActive) { - return; + return } this.moveKarel() } private moveKarel() { if (!this.isKarelActive) { - return; + return } switch (this.karelDirection) { case Direction.UP: if (this.karelY > 0) { - this.karelY -= 1; + this.karelY -= 1 } - break; + break case Direction.LEFT: if (this.karelX > 0) { - this.karelX -= 1; + this.karelX -= 1 } - break; + break case Direction.DOWN: if (this.karelY < 4) { - this.karelY += 1; + this.karelY += 1 } - break; + break case Direction.RIGHT: if (this.karelX < 4) { - this.karelX += 1; + this.karelX += 1 } - break; + break } } pressedAB() { - this.isKarelActive = !this.isKarelActive; + this.isKarelActive = !this.isKarelActive } update() { - this.ledState.showImage(0); + this.ledState.showImage(0) } } -const board = new Board(); +const board = new Board() enum Direction { UP = 0, LEFT, @@ -186,21 +186,21 @@ enum Direction { RIGHT } input.onButtonPressed(Button.B, function () { - board.pressedB(); - board.update(); + board.pressedB() + board.update() }) input.onGesture(Gesture.Shake, function () { - board.shake(); - board.update(); + board.shake() + board.update() }) input.onButtonPressed(Button.A, function () { - board.pressedA(); - board.update(); + board.pressedA() + board.update() }) input.onButtonPressed(Button.AB, function () { - board.pressedAB(); - board.update(); + board.pressedAB() + board.update() }) basic.forever(function () { if (board.isKarelActive) { diff --git a/docs/projects/light-monster/code.md b/docs/projects/light-monster/code.md index 07a0c7d9bc0..5eac96e2e76 100644 --- a/docs/projects/light-monster/code.md +++ b/docs/projects/light-monster/code.md @@ -13,7 +13,7 @@ Add code to open the mouth when light is detected. We are going to add code to open the mouth proportionally to the amount of light on the @boardname@. The code is in a loop so we'll continually read the light level and map it to an angle using the ``||pins:map||`` function. ```blocks -basic.forever(() => { +basic.forever(function () { pins.servoWritePin(AnalogPin.P0, pins.map( input.lightLevel(), 0, diff --git a/docs/projects/light-monster/connect.md b/docs/projects/light-monster/connect.md index e3064d3ac54..d697aaead1c 100644 --- a/docs/projects/light-monster/connect.md +++ b/docs/projects/light-monster/connect.md @@ -11,13 +11,13 @@ Remote control your monster with another @boardname@. You will need one more @boardname@ for this part. By using the radio, we can control the monster with another @boardname@. Download the code below to the @boardname@ on the monster and then again onto a "controller" @boardname@. Whenever button **A** is pressed, the monster's mouth moves once. ```blocks -radio.onReceivedNumber(({ receivedNumber }) => { +radio.onReceivedNumber(function(receivedNumber) { pins.servoWritePin(AnalogPin.P0, 30) basic.pause(500) pins.servoWritePin(AnalogPin.P0, 150) basic.pause(500) }) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) }) ``` diff --git a/docs/projects/magic-button-trick.md b/docs/projects/magic-button-trick.md index 27ffa873714..b17817bf5f3 100644 --- a/docs/projects/magic-button-trick.md +++ b/docs/projects/magic-button-trick.md @@ -23,10 +23,10 @@ The only things you need for this trick are your @boardname@ and any magnet that Before we code the trick itself, we need to get the buttons working as you would expect them to such that pressing button **A** displays 'A' and pressing button **B** displays 'B': ```blocks -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showString("A") }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { basic.showString("B") }) ``` @@ -48,7 +48,7 @@ If you've ever played with magnets you know they have two ends, often called a N So, in the code below, we will check if the absolute value of our magnetic field strength reading is more than `100` and save the result of that check in a new variable called ``isSwitched``: ```blocks -let force = Math.abs(input.magneticForce(Dimension.Strength)); +let force = Math.abs(input.magneticForce(Dimension.Strength)) let isSwitched = force > 100 ``` ## Step 4: Running our 'magnet nearby' check all the time @@ -56,10 +56,10 @@ let isSwitched = force > 100 At the moment, our code to detect a magnet being nearby will only run once. We need to put it into a ``||basic:forever||`` loop so that it keeps running again and again, checking for the magnet to come near to the @boardname@. We should also make sure ``isSwitched`` is set to `false` when our program starts. ```blocks -let force = 0; -let isSwitched = false; -basic.forever(() => { - force = Math.abs(input.magneticForce(Dimension.Strength)); +let force = 0 +let isSwitched = false +basic.forever(function () { + force = Math.abs(input.magneticForce(Dimension.Strength)) isSwitched = force > 100 }) ``` @@ -69,21 +69,21 @@ basic.forever(() => { Now we can check the value of our variable ``isSwitched`` whenever we want and we will know that the magnet is nearby if it's value is `true`. Let's use that to change how the buttons work and complete the code for our trick. We will add an ``||logic:if then else||`` block to each button's code and check if we should swap over what's displayed for each button if ``isSwitched`` is equal to `true`: ```blocks -let force = 0; -let isSwitched = false; -basic.forever(() => { - force = Math.abs(input.magneticForce(Dimension.Strength)); +let force = 0 +let isSwitched = false +basic.forever(function () { + force = Math.abs(input.magneticForce(Dimension.Strength)) isSwitched = force > 100 }) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { if (isSwitched) { basic.showString("B") } else { basic.showString("A") } }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { if (isSwitched) { basic.showString("A") } else { diff --git a/docs/projects/micro-coin.md b/docs/projects/micro-coin.md index fe7caeeaa32..1de98de8e8b 100644 --- a/docs/projects/micro-coin.md +++ b/docs/projects/micro-coin.md @@ -43,7 +43,7 @@ The code uses blocks from the [radio-blockchain](https://makecode.microbit.org/p ```blocks // shaking is mining... -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { led.stopAnimation() basic.clearScreen() basic.pause(200) // display a short pause @@ -58,7 +58,7 @@ input.onGesture(Gesture.Shake, () => { }) // show my coins -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { led.stopAnimation() let coins = blockchain.valuesFrom(blockchain.id()).length; basic.showNumber(coins); @@ -66,7 +66,7 @@ input.onButtonPressed(Button.A, () => { }) // show the block chain size -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { led.stopAnimation() basic.showNumber(blockchain.length()); basic.showString("BLOCKS"); diff --git a/docs/projects/milk-carton-robot/code.md b/docs/projects/milk-carton-robot/code.md index ac5e97f684b..2a0729e0278 100644 --- a/docs/projects/milk-carton-robot/code.md +++ b/docs/projects/milk-carton-robot/code.md @@ -18,10 +18,10 @@ https://youtu.be/m-HS8OyS0pw ## Step 2: code light sensor -Code the lightsensor on the @boardname@ to control the servo. +Code the light sensor on the @boardname@ to control the servo. ```blocks -basic.forever(() => { +basic.forever(function () { led.plotBarGraph( input.lightLevel(), 0 @@ -48,7 +48,7 @@ angle range, ``[closed, opened]`` using ``pins.map``. let angle = 0 let closed = 0 let opened = 0 -basic.forever(() => { +basic.forever(function () { led.plotBarGraph( input.lightLevel(), 0 diff --git a/docs/projects/milk-carton-robot/connect.md b/docs/projects/milk-carton-robot/connect.md index 3abb7fe091f..b1371bf8a3f 100644 --- a/docs/projects/milk-carton-robot/connect.md +++ b/docs/projects/milk-carton-robot/connect.md @@ -12,13 +12,13 @@ You will need 2 @boardname@ for this part. By using the radio, we can make the M Download the code below to the @boardname@ on the Milk Carton Monster and another "controller" @boardname@. Whenever ``A`` is pressed, the Milk Carton Monster will move once. ```blocks -radio.onReceivedNumber((receivedNumber) => { +radio.onReceivedNumber(function(receivedNumber) { pins.servoWritePin(AnalogPin.P0, 0) basic.pause(500) pins.servoWritePin(AnalogPin.P0, 180) basic.pause(500) }) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) }) ``` diff --git a/docs/projects/milky-monster/code.md b/docs/projects/milky-monster/code.md index c408a24401a..351e7afe91b 100644 --- a/docs/projects/milky-monster/code.md +++ b/docs/projects/milky-monster/code.md @@ -17,11 +17,11 @@ In order for the Milky Monster to move, the @boardname@ needs to command the ser - Press button ``B`` to switch the servo to 0 degrees (to open the mouth of Milky Monster). ```blocks -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { pins.servoWritePin(AnalogPin.P0, 180) basic.showNumber(180) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { pins.servoWritePin(AnalogPin.P0, 0) basic.showNumber(0) }) @@ -64,7 +64,7 @@ https://youtu.be/fAR58GJUZdM Code the light sensor on the @boardname@ to control the servo. ```blocks -basic.forever(() => { +basic.forever(function () { pins.servoWritePin(AnalogPin.P0, input.lightLevel()) led.plotBarGraph( input.lightLevel(), diff --git a/docs/projects/milky-monster/connect.md b/docs/projects/milky-monster/connect.md index 8cc8deb8973..8eb03cbc2c6 100644 --- a/docs/projects/milky-monster/connect.md +++ b/docs/projects/milky-monster/connect.md @@ -12,13 +12,13 @@ You will need a second @boardname@ for this part. By using the radio, we can con Download the code below to the @boardname@ that's on the Milky Monster and again to another "controller" @boardname@. Whenever button **A** is pressed, the Milky Monster will move one time. ```blocks -radio.onReceivedNumber((receivedNumber) => { +radio.onReceivedNumber(function(receivedNumber) { pins.servoWritePin(AnalogPin.P0, 0) basic.pause(500) pins.servoWritePin(AnalogPin.P0, 180) basic.pause(500) }) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) }) ``` diff --git a/docs/projects/mood-radio.md b/docs/projects/mood-radio.md index 0c5b128488c..cfe45d9e60e 100644 --- a/docs/projects/mood-radio.md +++ b/docs/projects/mood-radio.md @@ -16,7 +16,7 @@ Let's add blocks that send a number when button ``A`` is pressed. We assume that ```blocks radio.setGroup(1) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) basic.showIcon(IconNames.Happy) }) @@ -41,7 +41,7 @@ radio.onReceivedNumber(function (receivedNumber) { Adding another mood to our messaging app done in a similar way. We decide that the "mood code" of `1` means **frowny**. We can add a ``B`` button event that sends that code. ```blocks -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { radio.sendNumber(1) basic.showIcon(IconNames.Sad) }) @@ -70,11 +70,11 @@ Try adding a new code and use the ``||input:on shake||`` event to send it. ```blocks radio.setGroup(1) -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) basic.showIcon(IconNames.Happy) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { radio.sendNumber(1) basic.showIcon(IconNames.Sad) }) diff --git a/docs/projects/plant-watering/code.md b/docs/projects/plant-watering/code.md index 73ba7246207..b6d7cc41b1b 100644 --- a/docs/projects/plant-watering/code.md +++ b/docs/projects/plant-watering/code.md @@ -30,7 +30,7 @@ radio.setTransmitSerialNumber(true) radio.setGroup(4) led.setBrightness(64) let reading = 0 -basic.forever(() => { +basic.forever(function () { pins.analogWritePin(AnalogPin.P1, 1023) reading = pins.analogReadPin(AnalogPin.P0) radio.sendNumber(reading / 4); diff --git a/docs/projects/railway-crossing.md b/docs/projects/railway-crossing.md index afe13ec6c1b..faa7ea85a3c 100644 --- a/docs/projects/railway-crossing.md +++ b/docs/projects/railway-crossing.md @@ -15,7 +15,7 @@ We are going to use the light sensor to detect if a train is passing. We will do Let's first explore how the light sensor works by downloading the following program onto our @boardname@. ```block -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showNumber(input.lightLevel()) }) ``` @@ -49,7 +49,7 @@ Add the following blocks to your program to make the top-left led indicate if a Replace 40 with your threshold. ```block -basic.forever(() => { +basic.forever(function () { if (input.lightLevel() < 40) { led.plot(0, 0) } else { @@ -95,7 +95,7 @@ We can turn on one LED by writing a digital 1 to one pin and a digital 0 to the Now use the following program to make the lights blink indefinitely. ```block -basic.forever(() => { +basic.forever(function () { pins.digitalWritePin(DigitalPin.P1, 1) pins.digitalWritePin(DigitalPin.P2, 0) basic.pause(300) @@ -120,11 +120,11 @@ First of all, remove the forever block from step 5. Then add the following code: ```block let flashes_remaining = 0 -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { flashes_remaining = 5 }) -basic.forever(() => { +basic.forever(function () { while (flashes_remaining > 0) { pins.digitalWritePin(DigitalPin.P1, 0) pins.digitalWritePin(DigitalPin.P2, 1) diff --git a/docs/projects/rc-car/code.md b/docs/projects/rc-car/code.md index 99688065431..c66ec8f616a 100644 --- a/docs/projects/rc-car/code.md +++ b/docs/projects/rc-car/code.md @@ -18,7 +18,7 @@ https://youtu.be/pD6tM1nXCPA The first program has the car drive around in a circle for 5 seconds when the user presses the ``A`` button. This is simply done by turning both motor controllers on for 5 seconds. ```blocks-ignore -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showIcon(IconNames.Happy) kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100) kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100) @@ -46,7 +46,7 @@ https://youtu.be/agor9wtiAkE Instead of stopping after 5 seconds, we reverse the steering motor to turn in the other direction. This will create a figure eight path. ```blocks-ignore -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showIcon(IconNames.Happy) kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100) kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100) diff --git a/docs/projects/rc-car/connect.md b/docs/projects/rc-car/connect.md index f020ebc4a6f..e659f82b97f 100644 --- a/docs/projects/rc-car/connect.md +++ b/docs/projects/rc-car/connect.md @@ -14,23 +14,23 @@ radio.onReceivedValue(function (name: string, value: number) { led.toggle(0, 0) if (name == "throttle") { if (value > 0) { - kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100); + kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100) } else if (value < 0) { - kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Forward, 100); + kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Forward, 100) } else { kitronik.motorOff(kitronik.Motors.Motor1); } } else if (name == "steering") { if (value > 0) { - kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100); + kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100) } else if (value < 0) { - kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Reverse, 100); + kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Reverse, 100) } else { - kitronik.motorOff(kitronik.Motors.Motor2); + kitronik.motorOff(kitronik.Motors.Motor2) } } }) -basic.forever(() => { +basic.forever(function () { throttle = 0 if (input.buttonIsPressed(Button.A)) { throttle = 100 diff --git a/docs/projects/reaction-time/code.md b/docs/projects/reaction-time/code.md index ec2d01be35d..db48f99b78c 100644 --- a/docs/projects/reaction-time/code.md +++ b/docs/projects/reaction-time/code.md @@ -46,10 +46,10 @@ let start = 0 let end = 0 let false_start = false let running = false -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { }) running = false @@ -67,13 +67,13 @@ let start = 0 let end = 0 let false_start = false let running = false -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showNumber(3) basic.showNumber(2) basic.showNumber(1) basic.clearScreen() }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { }) running = false @@ -93,7 +93,7 @@ let start = 0 let end = 0 let false_start = false let running = false -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showNumber(3) basic.showNumber(2) basic.showNumber(1) @@ -101,7 +101,7 @@ input.onPinPressed(TouchPin.P0, () => { running = false false_start = false }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { }) running = false @@ -119,7 +119,7 @@ let start = 0 let end = 0 let false_start = false let running = false -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showNumber(3) basic.showNumber(2) basic.showNumber(1) @@ -128,7 +128,7 @@ input.onPinPressed(TouchPin.P0, () => { false_start = false basic.pause(1000 + randint(0, 2000)) }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { }) running = false @@ -146,10 +146,10 @@ let start = 0 let end = 0 let false_start = false let running = false -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { }) -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showNumber(3) basic.showNumber(2) basic.showNumber(1) @@ -184,7 +184,7 @@ let start = 0 let end = 0 let false_start = false let running = false -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { if (running) { running = false end = input.runningTime() @@ -208,7 +208,7 @@ input.onPinPressed(TouchPin.P1, () => { `) } }) -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showNumber(3) basic.showNumber(2) basic.showNumber(1) @@ -241,7 +241,7 @@ let start = 0 let end = 0 let false_start = false let running = false -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showNumber(3) basic.showNumber(2) basic.showNumber(1) @@ -257,7 +257,7 @@ input.onPinPressed(TouchPin.P0, () => { led.plot(randint(0, 4), randint(0, 4)) } }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { if (running) { running = false end = input.runningTime() @@ -281,7 +281,7 @@ input.onPinPressed(TouchPin.P1, () => { `) } }) -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { if (running) { running = false end = input.runningTime() diff --git a/docs/projects/salute.md b/docs/projects/salute.md index 770efd986b8..3f3fbfeb00c 100644 --- a/docs/projects/salute.md +++ b/docs/projects/salute.md @@ -37,7 +37,7 @@ Choose a random number between 0 and 9. ```blocks let randomNbr = 0 -input.onGesture(Gesture.ScreenUp, () => { +input.onGesture(Gesture.ScreenUp, function () { randomNbr = randint(0, 10) basic.showNumber(randomNbr) }) @@ -47,7 +47,7 @@ Choose a random number between 1 and 9. ```blocks let randomNbr = 0 -input.onGesture(Gesture.ScreenUp, () => { +input.onGesture(Gesture.ScreenUp, function () { randomNbr = 0 while (randomNbr < 1) { randomNbr = randint(0, 10) @@ -63,13 +63,13 @@ The score keeper program adds one point for a player when button ``A`` or ``B`` ```blocks let player1Score = 0 let player2Score = 0 -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { player1Score += 1 }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { player2Score += 1 }) -input.onButtonPressed(Button.AB, () => { +input.onButtonPressed(Button.AB, function () { if (player1Score == player2Score) { basic.showString("TIE") } else if (player1Score > player2Score) { diff --git a/docs/projects/servo-calibrator.md b/docs/projects/servo-calibrator.md index 14a8dc89844..215e3f7e7cb 100644 --- a/docs/projects/servo-calibrator.md +++ b/docs/projects/servo-calibrator.md @@ -9,17 +9,17 @@ in a loop. ```blocks let angle = 90 -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { angle = Math.max(0, angle - 5) pins.servoWritePin(AnalogPin.P0, angle) led.stopAnimation() }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { angle = Math.min(180, angle + 5) pins.servoWritePin(AnalogPin.P0, angle) led.stopAnimation() }) -basic.forever(() => { +basic.forever(function () { basic.showNumber(angle) }) pins.servoWritePin(AnalogPin.P0, angle) diff --git a/docs/projects/soil-moisture/code.md b/docs/projects/soil-moisture/code.md index c15a5e7f0b5..06e8eeae3c8 100644 --- a/docs/projects/soil-moisture/code.md +++ b/docs/projects/soil-moisture/code.md @@ -12,7 +12,7 @@ To measure this, we read the voltage on pin **P0** using ``||pins:analog read pi which returns a value between ``0`` (no current) and ``1023`` (maximum current). The value is graph on the screen using ``||led:plot bar graph||``. ```blocks -basic.forever(() => { +basic.forever(function () { led.plotBarGraph( pins.analogReadPin(AnalogPin.P0), 1023 @@ -33,7 +33,7 @@ This code needs to go into the ``||basic:forever||`` loop. We've also added the ```blocks let reading = 0 -basic.forever(() => { +basic.forever(function () { reading = pins.analogReadPin(AnalogPin.P0) led.plotBarGraph( reading, @@ -77,7 +77,7 @@ This saves electricity and also avoids corrosion of the probes. ```blocks led.setBrightness(64) let reading = 0 -basic.forever(() => { +basic.forever(function () { pins.analogWritePin(AnalogPin.P1, 1023) reading = pins.analogReadPin(AnalogPin.P0) pins.analogWritePin(AnalogPin.P1, 0) diff --git a/docs/projects/soil-moisture/connect.md b/docs/projects/soil-moisture/connect.md index c75d653ab07..21e17af2b8f 100644 --- a/docs/projects/soil-moisture/connect.md +++ b/docs/projects/soil-moisture/connect.md @@ -13,10 +13,10 @@ radio.setTransmitSerialNumber(true) radio.setGroup(4) led.setBrightness(64) let reading = 0 -basic.forever(() => { +basic.forever(function ()) { pins.analogWritePin(AnalogPin.P1, 1023) reading = pins.analogReadPin(AnalogPin.P0) - radio.sendNumber(reading / 4); + radio.sendNumber(reading / 4) pins.analogWritePin(AnalogPin.P1, 0) led.plotBarGraph( reading, @@ -25,7 +25,7 @@ basic.forever(() => { if (input.buttonIsPressed(Button.A)) { basic.showNumber(reading) } - basic.pause(5000); + basic.pause(5000) }) ``` diff --git a/docs/projects/spy/coin-flipper.md b/docs/projects/spy/coin-flipper.md index 538edeb2b17..3ac08811436 100644 --- a/docs/projects/spy/coin-flipper.md +++ b/docs/projects/spy/coin-flipper.md @@ -14,7 +14,7 @@ Add an event to run code when ``||input:button A pressed||``. We'll put our coin code in here. ```spy -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { }) ``` @@ -26,7 +26,7 @@ The ``||math:random boolean||`` value is used to determine a ``heads`` or ``tail a coin toss. ```spy -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { if (Math.randomBoolean()) { } else { } @@ -39,7 +39,7 @@ Now, ``||basic:show icon||`` for a `skull` ``||logic:if||`` the ``||math:random ``tails``. ```spy -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { if (Math.randomBoolean()) { basic.showIcon(IconNames.Skull) } else { @@ -59,7 +59,7 @@ icons before the check of the ``||math:random boolean||`` value to show that the coin is flipping. ```spy -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { basic.showIcon(IconNames.Diamond) basic.showIcon(IconNames.SmallDiamond) basic.showIcon(IconNames.Diamond) diff --git a/docs/projects/spy/rock-paper-scissors.md b/docs/projects/spy/rock-paper-scissors.md index 7cdc5efd4be..85577c1e1fd 100644 --- a/docs/projects/spy/rock-paper-scissors.md +++ b/docs/projects/spy/rock-paper-scissors.md @@ -13,7 +13,7 @@ Turn your micro:bit into a **Rock Paper Scissors** game that you can play with y We'll start our Rock Paper Scissors game when we shake 👋 our micro:bit. Add an ``||input:on shake||`` function to run code when you shake the @boardname@. Type the code below, or drag a code snippet from the ``||input:Input||`` Toolbox category. ```spy -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { }) ``` @@ -24,7 +24,7 @@ Create a variable named "hand" - this will help us keep track of whether we have ```spy let hand = 0 -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { hand = randint(1, 3) }) ``` @@ -35,7 +35,7 @@ To check the value of the hand variable, type ``||logic:if hand==1||`` then use ```spy let hand = 0 -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { hand = randint(1, 3) if (hand == 1) { basic.showIcon(IconNames.SmallSquare) diff --git a/docs/projects/states-of-matter/code.md b/docs/projects/states-of-matter/code.md index 2f324f6b2cc..9f848b85735 100644 --- a/docs/projects/states-of-matter/code.md +++ b/docs/projects/states-of-matter/code.md @@ -20,7 +20,7 @@ We want to detect when the solid state occurs. On Pin 2 Pressed, you want to rep ```blocks let temperature = 0 let atmos_temperature = 0 -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { atmos_temperature = 0 basic.showString("SOLID") }) @@ -35,11 +35,11 @@ We want to detect when the liquid state happens. On Pin 1 Pressed, you want to r ```blocks let temperature = 0 let atmos_temperature = 0 -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { atmos_temperature = 0 basic.showString("SOLID") }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { atmos_temperature = 80 basic.showString("LIQUID") }) @@ -54,15 +54,15 @@ We want to detect when matter will be a gas. On Pin 0 Pressed, you want to repre ```blocks let atmos_temperature = 0 let temperature = 0 -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { atmos_temperature = 250 basic.showString("GAS") }) -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { atmos_temperature = 0 basic.showString("SOLID") }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { atmos_temperature = 80 basic.showString("LIQUID") }) @@ -79,19 +79,19 @@ We want to display a change of temperature on shake. When you shake the states o ```blocks let atmos_temperature = 0 let temperature = 0 -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { temperature += 50 basic.showIcon(IconNames.Triangle) }) -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { atmos_temperature = 250 basic.showString("GAS") }) -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { atmos_temperature = 0 basic.showString("SOLID") }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { atmos_temperature = 80 basic.showString("LIQUID") }) @@ -117,11 +117,11 @@ The second condition follows this logic: ```blocks let atmos_temperature = 0 let temperature = 0 -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { temperature += 50 basic.showIcon(IconNames.Triangle) }) -basic.forever(() => { +basic.forever(function () { if (temperature < atmos_temperature) { temperature += 20 } else { @@ -137,15 +137,15 @@ basic.forever(() => { basic.clearScreen() basic.pause(100) }) -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { atmos_temperature = 250 basic.showString("GAS") }) -input.onPinPressed(TouchPin.P2, () => { +input.onPinPressed(TouchPin.P2, function () { atmos_temperature = 0 basic.showString("SOLID") }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { atmos_temperature = 80 basic.showString("LIQUID") }) diff --git a/docs/projects/tele-potato.md b/docs/projects/tele-potato.md index 317539e9508..b024d22ba39 100644 --- a/docs/projects/tele-potato.md +++ b/docs/projects/tele-potato.md @@ -55,7 +55,7 @@ To make the game less predictable, we use the ``||math:pick random||`` block to ```blocks let potato = 0 -input.onButtonPressed(Button.AB, () => { +input.onButtonPressed(Button.AB, function () { potato = randint(10, 20) }) ``` @@ -67,7 +67,7 @@ we have the potato and we can send it. After sending it, we set the **potato** v ```blocks let potato = 0 -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { if (potato > 0) { radio.sendNumber(potato) potato = -1 @@ -97,7 +97,7 @@ Making the clock tick down is done with a ``||loops:forever||`` loop. ```blocks let potato = 0 -basic.forever(() => { +basic.forever(function () { if (potato == 0) { basic.showIcon(IconNames.Skull) } @@ -122,18 +122,18 @@ let potato = 0 radio.onReceivedNumber(function (receivedNumber) { potato = receivedNumber }) -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { if (potato > 0) { radio.sendNumber(potato) potato = -1 } }) -input.onButtonPressed(Button.AB, () => { +input.onButtonPressed(Button.AB, function () { potato = randint(10, 20) }) radio.setGroup(1) potato = -1 -basic.forever(() => { +basic.forever(function () { if (potato == 0) { basic.showIcon(IconNames.Skull) } diff --git a/docs/projects/telegraph/code.md b/docs/projects/telegraph/code.md index 81cd617e872..8cb6556cc1d 100644 --- a/docs/projects/telegraph/code.md +++ b/docs/projects/telegraph/code.md @@ -54,7 +54,7 @@ Let's wrap it all in a forever loop so this code is running in the background al Modify your code to add the blocks below. Download the code onto one of the @boardname@s, press and release button **A** a few times. ```blocks -basic.forever(() => { +basic.forever(function () { if (input.buttonIsPressed(Button.A)) { pins.digitalWritePin(DigitalPin.P1, 1) led.plot(2, 2) @@ -78,18 +78,18 @@ We'll turn the LED in the bottom right corner (4, 4) on to show that we received Make sure your code looks like this: ```blocks -basic.forever(() => { +basic.forever(function () { if (input.buttonIsPressed(Button.A)) { - pins.digitalWritePin(DigitalPin.P1, 1); - led.plot(2, 2); + pins.digitalWritePin(DigitalPin.P1, 1) + led.plot(2, 2) } else { - pins.digitalWritePin(DigitalPin.P1, 0); + pins.digitalWritePin(DigitalPin.P1, 0) basic.clearScreen(); } if (pins.digitalReadPin(DigitalPin.P2) == 1) { - led.plot(4, 4); + led.plot(4, 4) } else { - led.unplot(4, 4); + led.unplot(4, 4) } }); ``` diff --git a/docs/projects/timing-gates.md b/docs/projects/timing-gates.md index afb9398df7a..d1ad95bd407 100644 --- a/docs/projects/timing-gates.md +++ b/docs/projects/timing-gates.md @@ -48,11 +48,11 @@ basic.showLeds(` . . . . . . . . . . `) -input.onPinPressed(TouchPin.P0, () => {}) +input.onPinPressed(TouchPin.P0, function () {}) let t = 0 input.runningTime() t - 1 -control.eventTimestamp(); +control.eventTimestamp() basic.showNumber(0) ``` @@ -101,7 +101,7 @@ basic.showLeds(` . . . . . . . . . . `) -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showLeds(` # . . . . # . . . . @@ -156,7 +156,7 @@ basic.showLeds(` . . . . . . . . . . `) -input.onPinPressed(TouchPin.P0, () => { +input.onPinPressed(TouchPin.P0, function () { basic.showLeds(` # . . . . # . . . . @@ -165,7 +165,7 @@ input.onPinPressed(TouchPin.P0, () => { # . . . . `) }) -input.onPinPressed(TouchPin.P1, () => { +input.onPinPressed(TouchPin.P1, function () { basic.showLeds(` # . . . # # . . . # @@ -186,8 +186,8 @@ We will record the time where each gate is tripped in variables ``t0`` and ``t1` We take the different between ``t1`` and ``t0`` to compute the duration between the gates. ```blocks -let t0 = 0; -let t1 = 0; +let t0 = 0 +let t1 = 0 basic.showLeds(` . . . . . . . . . . @@ -195,8 +195,8 @@ basic.showLeds(` . . . . . . . . . . `) -input.onPinPressed(TouchPin.P0, () => { - t0 = control.eventTimestamp(); +input.onPinPressed(TouchPin.P0, function () { + t0 = control.eventTimestamp() basic.showLeds(` # . . . . # . . . . @@ -205,8 +205,8 @@ input.onPinPressed(TouchPin.P0, () => { # . . . . `) }) -input.onPinPressed(TouchPin.P1, () => { - t1 = control.eventTimestamp(); +input.onPinPressed(TouchPin.P1, function () { + t1 = control.eventTimestamp() basic.showLeds(` # . . . # # . . . # diff --git a/docs/projects/turtle-scanner.md b/docs/projects/turtle-scanner.md index ccd6830a95d..75067ce4603 100644 --- a/docs/projects/turtle-scanner.md +++ b/docs/projects/turtle-scanner.md @@ -18,7 +18,7 @@ The turtle scans the display over and over again. turtle.setPosition(0, 0) turtle.turnRight() turtle.setSpeed(20) -basic.forever(() => { +basic.forever(function () { turtle.forward(4) turtle.turnRight() turtle.forward(1) diff --git a/docs/projects/turtle-spiral.md b/docs/projects/turtle-spiral.md index a845d7a7498..e5f85460ebb 100644 --- a/docs/projects/turtle-spiral.md +++ b/docs/projects/turtle-spiral.md @@ -17,7 +17,7 @@ A turtle that spirals into the center of the display and back out again. ```blocks turtle.setPosition(0, 0) turtle.turnRight() -basic.forever(() => { +basic.forever(function () { for (let index = 0; index <= 4; index++) { turtle.forward(4 - index) turtle.turnRight() diff --git a/docs/projects/voting-machine.md b/docs/projects/voting-machine.md index d47b400a452..682a4c52b69 100644 --- a/docs/projects/voting-machine.md +++ b/docs/projects/voting-machine.md @@ -21,7 +21,7 @@ Assuming button ``A`` is for a NO vote and ``B`` is for YES, the voter program w When button ``A`` is pressed, a number ``0`` is sent via radio and the ``X`` symbol is shown on the screen. ```block -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) basic.showIcon(IconNames.No) }) @@ -32,7 +32,7 @@ input.onButtonPressed(Button.A, () => { When button ``B`` is pressed, a number ``255`` is sent via radio and the ``Y`` symbol is shown on the screen. ```block -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { radio.sendNumber(255) basic.showIcon(IconNames.Yes) }) @@ -56,11 +56,11 @@ radio.setGroup(4) Putting all the parts together, here's the complete voter program: ```blocks -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { radio.sendNumber(0) basic.showIcon(IconNames.No) }) -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { radio.sendNumber(255) basic.showIcon(IconNames.Yes) }) diff --git a/docs/projects/wallet/code.md b/docs/projects/wallet/code.md index 9a4790e0706..d4c526faf2b 100644 --- a/docs/projects/wallet/code.md +++ b/docs/projects/wallet/code.md @@ -5,7 +5,7 @@ Let's start by using a combination of [forever](/reference/basic/forever) and [show leds](/reference/basic/show-leds) to create animation: ```blocks -basic.forever(() => { +basic.forever(function () { basic.showLeds(` # # . # # # # . # # @@ -34,7 +34,7 @@ How do we know that the wallet is in the pocket? It is really dark in there... W Using an [if statement](/blocks/logic/if), we can test if the level of light is sufficient to turn on the screen. Otherwise, we turn off the screen for a few second to save energy. ```blocks -basic.forever(() => { +basic.forever(function () { if (input.lightLevel() > 16) { basic.showLeds(` # # . # # diff --git a/docs/projects/watch/code.md b/docs/projects/watch/code.md index 41e4c718761..1ce89cfd2ad 100644 --- a/docs/projects/watch/code.md +++ b/docs/projects/watch/code.md @@ -17,9 +17,9 @@ We need a variable to keep track of how many motions you make. 3. Let's show that there are no motions counted yet. Get a ``||basic:show number||`` from **Basic** and put it after the variable. Now, change the `0` to the `motions` variable from the **Variables** category in the toolbox. ```blocks -let motions = 0; -motions = 0; -basic.showNumber(motions); +let motions = 0 +motions = 0 +basic.showNumber(motions) ``` ## Count your movements @@ -31,10 +31,10 @@ Ok, now we'll count and show all of your movements. 3. Grab another ``||basic:show number||`` and put it at the bottom of the ``||input:on shake||``. Find `motions` again back over in **Variables** and replace the `0` with it. ```blocks -let motions = 0; -input.onGesture(Gesture.Shake, () => { - motions += 1; - basic.showNumber(motions); +let motions = 0 +input.onGesture(Gesture.Shake, function () { + motions += 1 + basic.showNumber(motions) }) ``` @@ -46,10 +46,10 @@ If we want to start over from zero, then we need to have a way to reset the moti 2. Grab another ``||basic:show number||`` and change the `0` to the a `motions` variable. ```blocks -let motions = 0; -input.onButtonPressed(Button.A, () => { - motions = 0; - basic.showNumber(motions); +let motions = 0 +input.onButtonPressed(Button.A, function () { + motions = 0 + basic.showNumber(motions) }) ``` diff --git a/docs/projects/watch/digital-watch.md b/docs/projects/watch/digital-watch.md index b05d96615d1..ff227f8e5fc 100644 --- a/docs/projects/watch/digital-watch.md +++ b/docs/projects/watch/digital-watch.md @@ -39,9 +39,9 @@ So, let's try showing the time on the display. We aren't keeping time yet but we let time = "" let minutes = 0 let hours = 0 -input.onGesture(Gesture.Shake, () => { - time = hours + (":" + minutes); - basic.showString(time); +input.onGesture(Gesture.Shake, function () { + time = hours + (":" + minutes) + basic.showString(time) }) ``` ## Set the time with buttons @@ -58,12 +58,12 @@ Let's make a way to set the hours for the watch. 6. In the ``||logic:else||`` section, put a ``||variables:set to||`` there. Select the `hours` variable name from the dropdown and leave the `0`. ```blocks -let hours = 0; -input.onButtonPressed(Button.A, () => { +let hours = 0 +input.onButtonPressed(Button.A, function () { if (hours < 23) { - hours += 1; + hours += 1 } else { - hours = 0; + hours = 0 } }) ``` @@ -76,12 +76,12 @@ Setting minutes is almost the same as setting hours but with just a few changes. 3. Change every variable name from `hours` to `minutes`. Change the `23` in the ``||logic:if||`` condition to ``59``. This is the limit of minutes we count. ```blocks -let minutes = 0; -input.onButtonPressed(Button.B, () => { +let minutes = 0 +input.onButtonPressed(Button.B, function () { if (minutes < 59) { - minutes += 1; + minutes += 1 } else { - minutes = 0; + minutes = 0 } }) ``` @@ -95,9 +95,9 @@ Time is shown in either 24 hour or 12 hour format. We'll use one more button to 3. Pick up a `ampm` from **Variables** and connect it on the right of the ``||logic:not||``. This switches our 24 hour format to 12 hour and back. ```blocks -let ampm = false; -input.onButtonPressed(Button.AB, () => { - ampm = !(ampm); +let ampm = false +input.onButtonPressed(Button.AB, function () { + ampm = !(ampm) }) ``` @@ -114,12 +114,12 @@ A watch really has three parts: the display, settings, and timer. We need a way ```blocks let minutes = 0; -basic.forever(() => { +basic.forever(function () { basic.pause(60000) if (minutes < 59) { - minutes += 1; + minutes += 1 } else { - minutes = 0; + minutes = 0 } }) ``` @@ -134,7 +134,7 @@ basic.forever(() => { ```blocks let minutes = 0 let hours = 0 -basic.forever(() => { +basic.forever(function () { basic.pause(60000) if (minutes < 59) { minutes += 1 @@ -167,7 +167,7 @@ First, we have to code an adjustment for the hours number when we're using the 1 let hours = 0; let adjust = 0; let ampm = false; -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { adjust = hours; if (ampm) { if (hours > 12) { @@ -194,24 +194,24 @@ Now, we have to join up the hours and minutes to make text that will display on 7. In the fourth copy, change the first `""` in the ``||text:join||`` to the variable `time`. Change the second string in the ``||text:join||`` to a ``minutes``. ```blocks -let minutes = 0; -let hours = 0; -let adjust = 0; -let time = ""; -let ampm = false; -input.onGesture(Gesture.Shake, () => { - adjust = hours; +let minutes = 0 +let hours = 0 +let adjust = 0 +let time = "" +let ampm = false +input.onGesture(Gesture.Shake, function () { + adjust = hours if (ampm) { if (hours > 12) { - adjust = hours - 12; + adjust = hours - 12 } else { if (hours == 0) { - adjust = 12; + adjust = 12 } } } - time = "" + adjust; - time = time + ":"; + time = "" + adjust + time = time + ":" if (minutes < 10) { time = time + "0" } @@ -230,12 +230,12 @@ Ok, we're getting close to finishing now. Here we need to add the 'AM' or 'PM' i 5. Finally, at the very bottom of ``||input:on shake||``, go get a ``||basic:show string||`` from **Basic** and put it there. Change the string `"Hello!"` to the `time` variable. ```blocks -let minutes = 0; -let hours = 0; -let adjust = 0; -let time = ""; -let ampm = false; -input.onGesture(Gesture.Shake, () => { +let minutes = 0 +let hours = 0 +let adjust = 0 +let time = "" +let ampm = false +input.onGesture(Gesture.Shake, function () { adjust = hours; if (ampm) { if (hours > 12) { @@ -246,7 +246,7 @@ input.onGesture(Gesture.Shake, () => { } } } - time = "" + adjust; + time = "" + adjust time = time + ":" if (minutes < 10) { diff --git a/docs/projects/watch/timer.md b/docs/projects/watch/timer.md index 60a4685e4e3..bb5642c09bc 100644 --- a/docs/projects/watch/timer.md +++ b/docs/projects/watch/timer.md @@ -35,7 +35,7 @@ We'll use button `A` to add `10` seconds to our time count. The time count of `s ```blocks let seconds = 0; -input.onButtonPressed(Button.A, () => { +input.onButtonPressed(Button.A, function () { if (seconds < 50) { seconds += 10; basic.showNumber(seconds) @@ -57,9 +57,9 @@ Now, we'll use the `B` button to add just `1` second the time count. The time co ```blocks let seconds = 0; -input.onButtonPressed(Button.B, () => { +input.onButtonPressed(Button.B, function () { if (seconds < 60) { - seconds += 1; + seconds += 1 basic.showNumber(seconds) basic.clearScreen() } @@ -71,13 +71,13 @@ input.onButtonPressed(Button.B, () => { Ok, now we'll get the timer going and show how many seconds are left. This will happen when the watch is shaken! 1. Get an ``||input:on shake||`` block and place it in the workspace. -2. Pull out a ``||loops:while||`` from **Loops** and put it in the ``||input:on shake||``. Replace the `true` condition with the ``||logic:0 < 0||`` conditon from **Logic**. Make the `<` go to `>`. Change the `0` on the left to the `seconds` variable. +2. Pull out a ``||loops:while||`` from **Loops** and put it in the ``||input:on shake||``. Replace the `true` condition with the ``||logic:0 < 0||`` condition from **Logic**. Make the `<` go to `>`. Change the `0` on the left to the `seconds` variable. 3. Take out another ``||basic:show number||`` and put it inside the ``||loops:while||``. Change the `0` to the `seconds` variable. Put a ``||basic:pause||`` under that and set the time to `1000` milliseconds. This means our timer will count down by **1000** milliseconds, which is actually one second, each time through the loop. 4. To change the number of seconds left, get a ``||variables:change by||`` and place it below the ``||basic:pause||``. Find the ``||math:0 - 0||`` block in **Math** and put it in the ``||variables:change by||``. Set the `0` on the right of the minus to be a `1`. ```blocks let seconds = 0; -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { while (seconds > 0) { basic.showNumber(seconds); basic.pause(1000); @@ -91,11 +91,11 @@ Add a few ``||basic:show icon||`` blocks at the bottom of the ``||loops:while||` ```blocks let seconds = 0; -input.onGesture(Gesture.Shake, () => { +input.onGesture(Gesture.Shake, function () { while (seconds > 0) { - basic.showNumber(seconds); - basic.pause(1000); - seconds -= 1; + basic.showNumber(seconds) + basic.pause(1000) + seconds -= 1 } basic.showIcon(IconNames.Diamond) basic.showIcon(IconNames.SmallDiamond)