Move files from main kindscript repo

This commit is contained in:
Michal Moskal 2016-03-10 14:01:04 -08:00
Родитель a0f7ddd1be
Коммит 1a17bfac04
39 изменённых файлов: 2633 добавлений и 0 удалений

22
.gitattributes поставляемый Normal file
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# enforce unix style line endings
*.ts text eol=lf
*.tsx text eol=lf
*.md text eol=lf
*.txt text eol=lf
*.js text eol=lf
*.json text eol=lf
*.xml text eol=lf
*.svg text eol=lf
*.yaml text eol=lf
*.css text eol=lf
*.html text eol=lf
*.py text eol=lf
*.exp text eol=lf
# do not enforce text for everything - it causes issues with random binary files
*.sln text eol=crlf
*.png binary
*.jpg binary
*.jpeg binary

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node_modules
*.sw?
built
typings/
tmp/
*.ts.new
temp/

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kindtarget.json Normal file
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{
"id": "microbit",
"name": "microbit",
"cloud": true,
"bundleddirs": [
"libs/microbit",
"libs/microbit-led",
"libs/microbit-music",
"libs/microbit-radio",
"libs/microbit-game",
"libs/microbit-pins",
"libs/microbit-serial"
],
"blocksprj": {
"id": "blocksprj",
"config": {
"name": "{0} block",
"dependencies": {
"microbit": "*",
"microbit-led": "*",
"microbit-music": "*",
"microbit-radio": "*",
"microbit-game": "*",
"microbit-pins": "*",
"microbit-serial": "*"
},
"description": "",
"files": [
"main.blocks",
"main.blocks.ts",
"README.md"
]
},
"files": {
"main.blocks": "<xml xmlns='http://www.w3.org/1999/xhtml'>\n</xml>\n",
"main.blocks.ts": "\n",
"README.md": "Describe your project here!"
}
},
"tsprj": {
"id": "tsprj",
"config": {
"name": "{0} bit",
"dependencies": {
"microbit": "*",
"microbit-led": "*",
"microbit-music": "*",
"microbit-radio": "*",
"microbit-game": "*",
"microbit-pins": "*",
"microbit-serial": "*"
},
"description": "",
"files": [
"main.ts",
"README.md"
]
},
"files": {
"main.ts": "basic.showString('Hi!')\n",
"README.md": "Describe your project here!"
}
},
"koduvscode": true,
"compile": {
"isNative": false,
"hasHex": true
}
}

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libs/cpp-test/hello.ts Normal file
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//% shim=foo::bar
function test() {
}
basic.plotLeds(`
# # . # #
. . # . .
. . # . .
# . . . #
. # # # .
`);
basic.pause(300);
test();

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namespace foo {
GLUE void bar()
{
micro_bit::scrollNumber(108108, 50);
}
}

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libs/cpp-test/yelm.json Normal file
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{
"name": "cpp-test",
"description": "Testing C++",
"files": [
"support.cpp",
"hello.ts"
],
"public": true,
"microbit": {
"config": {
"MICROBIT_BLE_ENABLED": "0"
}
},
"dependencies": {
"core": "file:../microbit"
}
}

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libs/hello/hello.ts Normal file
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basic.plotLeds(`
# # . # #
. . # . .
. . # . .
# . . . #
. # # # .
`);

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libs/hello/yelm.json Normal file
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{
"name": "hello",
"description": "Hello world",
"files": [
"hello.ts"
],
"public": true,
"dependencies": {
"core": "file:../microbit"
}
}

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# devices

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enum MesCameraEvent {
//% enumval=MES_CAMERA_EVT_TAKE_PHOTO blockId="take photo"
TakePhoto,
//% enumval=MES_CAMERA_EVT_START_VIDEO_CAPTURE blockId="start video capture"
StartVideoCapture,
//% enumval=MES_CAMERA_EVT_STOP_VIDEO_CAPTURE blockId="stop video capture"
StopVideoCapture,
//% enumval=MES_CAMERA_EVT_TOGGLE_FRONT_REAR blockId="toggle front-rear"
ToggleFrontRear,
//% enumval=MES_CAMERA_EVT_LAUNCH_PHOTO_MODE blockId="launch photo mode"
LaunchPhotoMode,
//% enumval=MES_CAMERA_EVT_LAUNCH_VIDEO_MODE blockId="launch video mode"
LaunchVideoMode,
//% enumval=MES_CAMERA_EVT_STOP_PHOTO_MODE blockId="stop photo mode"
StopPhotoMode,
//% enumval=MES_CAMERA_EVT_STOP_VIDEO_MODE blockId="stop video mode"
StopVideoMode,
}
enum MesAlertEvent {
//% enumval=MES_ALERT_EVT_DISPLAY_TOAST blockId="display toast"
DisplayToast,
//% enumval=MES_ALERT_EVT_VIBRATE blockId="vibrate"
Vibrate,
//% enumval=MES_ALERT_EVT_PLAY_SOUND blockId="play sound"
PlaySound,
//% enumval=MES_ALERT_EVT_PLAY_RINGTONE blockId="play ring tone"
PlayRingtone,
//% enumval=MES_ALERT_EVT_FIND_MY_PHONE blockId="find my phone"
FindMyPhone,
//% enumval=MES_ALERT_EVT_ALARM1 blockId="ring alarm"
RingAlarm,
//% enumval=MES_ALERT_EVT_ALARM2 blockId="ring alarm 2"
RingAlarm2,
//% enumval=MES_ALERT_EVT_ALARM3 blockId="ring alarm 3"
RingAlarm3,
//% enumval=MES_ALERT_EVT_ALARM4 blockId="ring alarm 4"
RingAlarm4,
//% enumval=MES_ALERT_EVT_ALARM5 blockId="ring alarm 5"
RingAlarm5,
//% enumval=MES_ALERT_EVT_ALARM6 blockId="ring alarm 6"
RingAlarm6,
}
enum MesDeviceInfo {
//% enumval=MES_DEVICE_INCOMING_CALL blockId="incoming call"
IncomingCall,
//% enumval=MES_DEVICE_INCOMING_MESSAGE blockId="incoming message"
IncomingMessage,
//% enumval=MES_DEVICE_ORIENTATION_LANDSCAPE blockId="orientation landscape"
OrientationLandscape,
//% enumval=MES_DEVICE_ORIENTATION_PORTRAIT blockId="orientation portrait"
OrientationPortrait,
//% enumval=MES_DEVICE_GESTURE_DEVICE_SHAKEN blockId="shaken"
Shaken,
//% enumval=MES_DEVICE_DISPLAY_OFF blockId="display off"
DisplayOff,
//% enumval=MES_DEVICE_DISPLAY_ON blockId="display on"
DisplayOn,
}
enum MesRemoteControlEvent {
//% enumval=MES_REMOTE_CONTROL_EVT_PLAY blockId="play"
play,
//% enumval=MES_REMOTE_CONTROL_EVT_PAUSE blockId="pause"
pause,
//% enumval=MES_REMOTE_CONTROL_EVT_STOP blockId="stop"
stop,
//% enumval=MES_REMOTE_CONTROL_EVT_NEXTTRACK blockId="next track"
nextTrack,
//% enumval=MES_REMOTE_CONTROL_EVT_PREVTRACK blockId="previous track"
previousTrack,
//% enumval=MES_REMOTE_CONTROL_EVT_FORWARD blockId="forward"
forward,
//% enumval=MES_REMOTE_CONTROL_EVT_REWIND blockId="rewind"
rewind,
//% enumval=MES_REMOTE_CONTROL_EVT_VOLUMEUP blockId="volume up"
volumeUp,
//% enumval=MES_REMOTE_CONTROL_EVT_VOLUMEDOWN blockId="volume down"
volumeDown,
}
enum MesDpadButtonInfo {
//% enumval=MES_DPAD_BUTTON_A_DOWN blockId="A down"
ADown,
//% enumval=MES_DPAD_BUTTON_A_UP blockId="A up"
AUp,
//% enumval=MES_DPAD_BUTTON_B_DOWN blockId="B down"
BDown,
//% enumval=MES_DPAD_BUTTON_B_UP blockId="B up"
BUp,
//% enumval=MES_DPAD_BUTTON_C_DOWN blockId="C down"
CDown,
//% enumval=MES_DPAD_BUTTON_C_UP blockId="C up"
CUp,
//% enumval=MES_DPAD_BUTTON_D_DOWN blockId="D down"
DDown,
//% enumval=MES_DPAD_BUTTON_D_UP blockId="D up"
DUp,
//% enumval=MES_DPAD_BUTTON_1_UP blockId="1 down"
_1Down,
//% enumval=MES_DPAD_BUTTON_1_DOWN blockId="1 up"
_1Up,
//% enumval=MES_DPAD_BUTTON_2_DOWN blockId="2 down"
_2Down,
//% enumval=MES_DPAD_BUTTON_2_UP blockId="2 up"
_2Up,
//% enumval=MES_DPAD_BUTTON_3_DOWN blockId="3 down"
_3Down,
//% enumval=MES_DPAD_BUTTON_3_UP blockId="3 up"
_3Up,
//% enumval=MES_DPAD_BUTTON_4_DOWN blockId="4 down"
_4Down,
//% enumval=MES_DPAD_BUTTON_4_UP blockId="4 up"
_4Up,
}
//% color=156 weight=80
namespace devices {
/**
* Sends a ``camera`` command to the parent device.
* @param event TODO
*/
//% weight=30 help=functions/tell-camera-to shim=micro_bit::devices::camera
//% blockId=devices_camera icon="\uf030" block="tell camera to|%property" blockGap=8
export function tellCameraTo(event: MesCameraEvent): void { }
/**
* Sends a ``remote control`` command to the parent device.
* @param event TODO
*/
//% weight=29 help=functions/tell-remote-control-to shim=micro_bit::devices::remote_control
//% blockId=devices_remote_control block="tell remote control to|%property" blockGap=14 icon="\uf144"
export function tellRemoteControlTo(event: MesRemoteControlEvent): void { }
/**
* Sends an ``alert`` command to the parent device.
* @param event TODO
*/
//% weight=27 help=functions/raise-alert-to shim=micro_bit::devices::alert
//% blockId=devices_alert block="raise alert to|%property" icon="\uf0f3"
export function raiseAlertTo(event: MesAlertEvent): void { }
/**
* Registers code to run when the device notifies about a particular event.
* @param event TODO
* @param body TODO
*/
//% shim=micro_bit::onDeviceInfo help=functions/on-notified
//% weight=26
//% blockId=devices_device_info_event block="on notified" icon="\uf10a"
export function onNotified(event: MesDeviceInfo, body: Action): void { }
/**
* Register code to run when the micro:bit receives a command from the paired gamepad.
* @param name TODO
* @param body TODO
*/
//% help=functions/on-gamepad-button weight=40 shim=micro_bit::onGamepadButton
//% weight=25
//% blockId=devices_gamepad_event block="on gamepad button|%NAME" icon="\uf11b"
export function onGamepadButton(name: MesDpadButtonInfo, body: Action): void { }
/**
* Returns the last signal strength reported by the paired device.
*/
//% help=functions/signal-strength weight=24 shim=micro_bit::signalStrength
//% blockId=devices_signal_strength block="signal strength" blockGap=14 icon="\uf012" blockGap=14
export function signalStrength(): number {
return 0;
}
/**
* Registers code to run when the device notifies about a change of signal strength.
* @param body TODO
*/
//% shim=micro_bit::onSignalStrengthChanged weight=23 help=functions/on-signal-strength-changed
//% blockId=devices_signal_strength_changed_event block="on signal strength changed" icon="\uf012"
export function onSignalStrengthChanged(body: Action): void { }
}

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{
"name": "microbit-devices",
"description": "The BLE specific services",
"files": [
"README.md",
"devices.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "zakvul"
}

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# game
The game library.

723
libs/microbit-game/game.ts Normal file
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enum Direction {
//% blockId=right
Right,
//% blockId=left
Left
}
enum LedSpriteProperty {
//% blockId=x
X,
//% blockId=y
Y,
//% blockId=direction
Direction,
//% blockId=brightness
Brightness,
//% blockId=blink
Blink
}
//% color=176 weight=32
namespace game {
var _score: number = 0;
var _life: number = 3;
var _startTime: number = 0;
var _endTime: number = 0;
var _isGameOver: boolean = false;
var _countdownPause: number = 0;
var _level: number = 1;
var _gameId: number = 0;
var img: images.Image;
var sprites: LedSprite[];
/**
* Creates a new LED sprite pointing to the right.
* @param x sprite horizontal coordinate, eg: 2
* @param y sprite vertical coordinate, eg: 2
*/
//% weight=60
//% blockId=game_create_sprite block="create sprite at|x: %x|y: %y"
export function createSprite(x: number, y: number): LedSprite {
init();
let p = new LedSprite(x, y);
sprites.push(p);
plot();
return p;
}
/**
* Gets the current score
*/
//% weight=9 help=td/game-library
//% blockId=game_score block="score" blockGap=8
export function score(): number {
return _score;
}
/**
* Adds points to the current score
* @param points amount of points to change, eg: 1
*/
//% weight=10 help=td/game-library
//% blockId=game_add_score block="change score by|%points" blockGap=8
export function addScore(points: number): void {
setScore(_score + points);
control.inBackground(() => {
led.stopAnimation();
basic.showAnimation(`0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0`, 20);
});
}
/**
* Starts a game countdown timer
* @param ms countdown duration in milliseconds, eg: 10000
*/
//% weight=9 help=td/game-library
//% blockId=game_start_countdown block="start countdown|(ms) %duration" blockGap=8
export function startCountdown(ms: number): void {
if (checkStart()) {
basic.showAnimation(`1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0
1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0`, 400);
_countdownPause = Math.max(500, ms);
_startTime = -1;
_endTime = input.runningTime() + _countdownPause;
control.inBackground(() => {
basic.pause(_countdownPause);
gameOver();
});
}
}
/**
* Displays a game over animation.
*/
//% weight=8 help=td/game-library
//% blockId=game_game_over block="game over"
export function gameOver(): void {
if (!_isGameOver) {
_isGameOver = true;
unplugEvents();
led.stopAnimation();
led.setBrightness(255);
led.setDisplayMode(DisplayMode.BackAndWhite);
while (true) {
for (let i = 0; i < 8; i++) {
basic.clearScreen();
basic.pause(100);
basic.showLeds(`1 1 1 1 1
1 1 1 1 1
1 1 1 1 1
1 1 1 1 1
1 1 1 1 1`, 300);
}
basic.showAnimation(`1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 0 0 1 1 0 0 0 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 1 0 1 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 0 1 1 1 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1 1 1 0 0 1 1 1 0 0 0 1 1 0 0 0 0 1 0 0 0 0 0`, 100);
for (let j = 0; j < 3; j++) {
basic.showString(" GAMEOVER ", 100);
showScore();
}
}
} else {
// already in game over mode in another fiber
while (true) {
basic.pause(10000);
}
}
}
/**
* Sets the current score value
* @param value TODO
*/
//% weight=10 help=td/game-library
export function setScore(value: number): void {
_score = Math.max(0, value);
}
/**
* Gets the current life
*/
//% weight=10 help=td/game-library
export function life(): number {
return _life;
}
/**
* Sets the current life value
* @param value TODO
*/
//% weight=10 help=td/game-library
export function setLife(value: number): void {
_life = Math.max(0, value);
if (_life <= 0) {
gameOver();
}
}
/**
* Adds life points to the current life
* @param lives TODO
*/
//% weight=10 help=td/game-library
export function addLife(lives: number): void {
setLife(_life + lives);
}
/**
* Gets the remaining time (since `start countdown`) or current time (since the device started or `start stopwatch`) in milliseconds.
*/
//% weight=10 help=td/game-library
export function currentTime(): number {
if (_endTime > 0) {
return Math.max(0, _endTime - input.runningTime());
} else {
return input.runningTime() - _startTime;
}
}
/**
* Removes some life
* @param life TODO
*/
//% weight=10 help=td/game-library
export function removeLife(life: number): void {
setLife(_life - life);
control.inBackground(() => {
led.stopAnimation();
basic.showAnimation(`1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0
0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
0 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
0 1 0 1 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0
1 0 0 0 1 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0`, 40);
});
}
/**
* Increments the level and display a message.
*/
//% weight=10 help=td/game-library
export function levelUp(): void {
_level = _level + 1;
basic.showString("LEVEL:", 150);
basic.showNumber(_level, 150);
}
/**
* Gets the current level
*/
//% weight=10 help=td/game-library
export function level(): number {
return _level;
}
/**
* Starts a stopwatch timer. `current time` will return the elapsed time.
*/
//% weight=10 help=td/game-library
export function startStopwatch(): void {
_startTime = input.runningTime();
_endTime = -1;
}
/**
* Gets a value indicating if the game is still running. Returns `false` if game over.
*/
//% weight=10 help=td/game-library
export function isRunning(): boolean {
let running: boolean;
return !_isGameOver;
}
/**
* Displays the score on the screen.
*/
//% help=td/game-library weight=60
export function showScore(): void {
basic.showString(" SCORE ", 100);
basic.showNumber(_score, 150);
basic.showString(" ", 150);
}
/**
* Indicates if the game is display the game over sequence.
*/
//% help=/functions/game-library
export function isGameOver(): boolean {
let over: boolean;
return _isGameOver;
}
/**
* returns false if game can't start
*/
function checkStart(): boolean {
if (_countdownPause > 0 || _startTime > 0) {
return false;
} else {
return true;
}
}
function unplugEvents(): void {
input.onButtonPressed(Button.A, () => { });
input.onButtonPressed(Button.B, () => { });
input.onButtonPressed(Button.AB, () => {
control.reset();
});
}
export class LedSprite {
private _x: number;
private _y: number;
private _dir: number;
private _brightness: number;
private _blink: number;
constructor(x: number, y: number) {
this._x = math.clamp(0, 4, x);
this._y = math.clamp(0, 4, y);
this._dir = 90;
this._brightness = 255;
init();
sprites.push(this);
plot();
}
/**
* Move a certain number of LEDs
* @param this the sprite to move
* @param leds number of leds to move, eg: 1, -1
*/
//% weight=50
//% blockId=game_move_sprite block="%sprite|move by %leds" blockGap=8
public move(leds: number): void {
if (this._dir == 0) {
this._y = this._y - leds;
} else if (this._dir == 45) {
this._x = this._x + leds;
this._y = this._y - leds;
} else if (this._dir == 90) {
this._x = this._x + leds;
} else if (this._dir == 135) {
this._x = this._x + leds;
this._y = this._y + leds;
} else if (this._dir == 180) {
this._y = this._y + leds;
} else if (this._dir == -45) {
this._x = this._x - leds;
this._y = this._y - leds;
} else if (this._dir == -90) {
this._x = this._x - leds;
} else {
this._x = this._x - leds;
this._y = this._y + leds;
}
this._x = math.clamp(0, 4, this._x);
this._y = math.clamp(0, 4, this._y);
plot();
}
/**
* Go to this position on the screen
* @param this TODO
* @param x TODO
* @param y TODO
*/
public goTo(x: number, y: number): void {
this._x = x;
this._y = y;
this._x = math.clamp(0, 4, this._x);
this._y = math.clamp(0, 4, this._y);
plot();
}
/**
* If touching the edge of the stage, then bounce away.
* @param this TODO
*/
//% weight=18
//% blockId=game_sprite_bounce block="%sprite|if on edge, bounce"
public ifOnEdgeBounce(): void {
if (this._dir == 0 && this._y == 0) {
this._dir = 180;
} else if (this._dir == 45 && (this._x == 4 || this._y == 0)) {
if (this._x == 0 && this._y == 0) {
this._dir = -135;
} else if (this._y == 0) {
this._dir = 135;
} else {
this._dir = -45;
}
} else if (this._dir == 90 && this._x == 4) {
this._dir = -90;
} else if (this._dir == 135 && (this._x == 4 || this._y == 4)) {
if (this.x() == 4 && this.y() == 4) {
this._dir = -45;
} else if (this._y == 4) {
this._dir = 45;
} else {
this._dir = -135;
}
} else if (this._dir == 180 && this._y == 4) {
this._dir = 0;
} else if (this._dir == -45 && (this._x == 0 || this._y == 0)) {
if (this.x() == 0 && this.y() == 0) {
this._dir = 135;
} else if (this._y == 0) {
this._dir = -135;
} else {
this._dir = 45;
}
} else if (this._dir == -90 && this._x == 0) {
this._dir = 90;
} else if (this._dir == -135 && (this._x == 0 || this._y == 4)) {
if (this._x == 0 && this._y == 4) {
this._dir = 45;
} else if (this._y == 4) {
this._dir = -45;
} else {
this._dir = 135;
}
}
plot();
}
/**
* Turn the sprite
* @param this TODO
* @param direction left or right
* @param degrees angle in degrees to turn, eg: 45, 90, 180, 135
*/
//% weight=49
//% blockId=game_turn_sprite block="%sprite|turn %direction|by (°) %degrees"
public turn(direction : Direction, degrees: number) {
if (direction == Direction.Right)
this.setDirection(this._dir + degrees);
else
this.setDirection(this._dir - degrees);
}
/**
* Turn to the right (clockwise)
* @param this TODO
* @param degrees TODO
*/
public turnRight(degrees: number): void {
this.turn(Direction.Right, degrees);
}
/**
* Turn to the left (counter-clockwise)
* @param this TODO
* @param degrees TODO
*/
public turnLeft(degrees: number): void {
this.turn(Direction.Left, degrees);
}
/**
* Sets a property of the sprite
* @param property the name of the property to change
* @param the updated value
*/
//% weight=29
//% blockId=game_sprite_set_property block="%sprite|set %property|to %value" blockGap=8
public set(property : LedSpriteProperty, value:number) {
switch(property) {
case LedSpriteProperty.X: this.setX(value); break;
case LedSpriteProperty.Y: this.setY(value); break;
case LedSpriteProperty.Direction: this.setDirection(value); break;
case LedSpriteProperty.Brightness: this.setBrightness(value); break;
case LedSpriteProperty.Blink: this.setBlink(value); break;
}
}
/**
* Changes a property of the sprite
* @param property the name of the property to change
* @param value amount of change, eg: 1
*/
//% weight=30
//% blockId=game_sprite_change_xy block="%sprite|change %property|by %value" blockGap=8
public change(property : LedSpriteProperty, value:number) {
switch(property) {
case LedSpriteProperty.X: this.changeXBy(value); break;
case LedSpriteProperty.Y: this.changeYBy(value); break;
case LedSpriteProperty.Direction: this.changeDirectionBy(value); break;
case LedSpriteProperty.Brightness: this.changeBrightnessBy(value); break;
case LedSpriteProperty.Blink: this.changeBlinkBy(value); break;
}
}
/**
* Gets a property of the sprite
* @param property the name of the property to change
*/
//% weight=28
//% blockId=game_sprite_property block="%sprite|%property"
public get(property : LedSpriteProperty) {
switch(property) {
case LedSpriteProperty.X: return this.x();
case LedSpriteProperty.Y: return this.y();
case LedSpriteProperty.Direction: return this.direction()
case LedSpriteProperty.Brightness: return this.brightness();
case LedSpriteProperty.Blink: return this.blink();
default: return 0;
}
}
/**
* Set the direction of the current sprite, rounded to the nearest multiple of 45
* @param this TODO
* @param degrees TODO
*/
public setDirection(degrees: number): void {
this._dir = ((degrees / 45) % 8) * 45;
if (this._dir <= -180) {
this._dir = this._dir + 360;
} else if (this._dir > 180) {
this._dir = this._dir - 360;
}
plot();
}
/**
* Reports the ``x`` position of a sprite on the LED screen
* @param this TODO
*/
public x(): number {
return this._x;
}
/**
* Reports the ``y`` position of a sprite on the LED screen
* @param this TODO
*/
public y(): number {
return this._y;
}
/**
* Reports the current direction of a sprite
* @param this TODO
*/
public direction(): number {
return this._dir;
}
/**
* Set the ``x`` position of a sprite
* @param this TODO
* @param x TODO
*/
public setX(x: number): void {
this.goTo(x, this._y);
}
/**
* Set the ``y`` position of a sprite
* @param this TODO
* @param y TODO
*/
public setY(y: number): void {
this.goTo(this._x, y);
}
/**
* Changes the ``y`` position by the given amount
* @param this TODO
* @param y TODO
*/
public changeYBy(y: number): void {
this.goTo(this._x, this._y + y);
}
/**
* Changes the ``x`` position by the given amount
* @param this TODO
* @param x TODO
*/
public changeXBy(x: number): void {
this.goTo(this._x + x, this._y);
}
/**
* Reports true if sprite is touching specified sprite
* @param this TODO
* @param other TODO
*/
//% weight=20
//% blockId=game_sprite_touching_sprite block="%sprite|touching %other|?" blockGap=8
public isTouching(other: LedSprite): boolean {
return this._x == other._x && this._y == other._y;
}
/**
* Reports true if sprite is touching an edge
* @param this TODO
*/
//% weight=19
//% blockId=game_sprite_touching_edge block="%sprite|touching edge?" blockGap=8
public isTouchingEdge(): boolean {
return this._x == 0 || this._x == 4 || this._y == 0 || this._y == 4;
}
/**
* Turns on the sprite (on by default)
* @param this TODO
*/
public on(): void {
this.setBrightness(255);
}
/**
* Turns off the sprite (on by default)
* @param this TODO
*/
public off(): void {
this.setBrightness(0);
}
/**
* Set the ``brightness`` of a sprite
* @param this TODO
* @param brightness TODO
*/
public setBrightness(brightness: number): void {
this._brightness = math.clamp(0, 255, brightness);
plot();
}
/**
* Reports the ``brightness` of a sprite on the LED screen
* @param this TODO
*/
public brightness(): number {
let r: number;
return this._brightness;
}
/**
* Changes the ``y`` position by the given amount
* @param this TODO
* @param value TODO
*/
public changeBrightnessBy(value: number): void {
this.setBrightness(this._brightness + value);
}
/**
* Changes the ``direction`` position by the given amount by turning right
* @param this TODO
* @param angle TODO
*/
public changeDirectionBy(angle: number): void {
this.turnRight(angle);
}
/**
* Deletes the sprite from the game engine. All further operation of the sprite will not have any effect.
* @param sprite TODO
*/
public delete(sprite: LedSprite): void {
sprites.removeElement(sprite);
}
/**
* Sets the blink duration interval in millisecond.
* @param sprite TODO
* @param ms TODO
*/
public setBlink(ms: number): void {
this._blink = math.clamp(0, 10000, ms);
}
/**
* Changes the ``blink`` duration by the given amount of millisecons
* @param this TODO
* @param ms TODO
*/
public changeBlinkBy(ms: number): void {
this.setBlink(this._blink + ms);
}
/**
* Reports the ``blink`` duration of a sprite
* @param this TODO
*/
public blink(): number {
let r: number;
return this._blink;
}
//% weight=-1
public _plot(now: number) {
let ps = this
if (ps._brightness > 0) {
let r = 0;
if (ps._blink > 0) {
r = (now / ps._blink) % 2;
}
if (r == 0) {
img.setPixelBrightness(ps._x, ps._y, img.pixelBrightness(ps._x, ps._y) + ps._brightness);
}
}
}
}
function init(): void {
if (img == null) {
img = images.createImage(
`0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0`);
sprites = (<LedSprite[]>[]);
led.setDisplayMode(DisplayMode.Greyscale);
basic.forever(() => {
basic.pause(30);
plot();
if (game.isGameOver()) {
basic.pause(600);
}
});
}
}
/**
* Plots the current sprites on the screen
*/
function plot(): void {
if (game.isGameOver()) {
return;
}
let now = input.runningTime();
img.clear();
for (let i = 0; i < sprites.length; i++) {
sprites[i]._plot(now);
}
img.plotImage(0);
}
/**
* Gets an invalid sprite; used to initialize locals.
*/
//% weight=0
export function invalidSprite(): LedSprite {
return null;
}
}

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{
"name": "microbit-game",
"description": "The game services",
"files": [
"README.md",
"game.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit",
"microbit-led": "file:../microbit-led"
},
"installedVersion": "zxxhqa"
}

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# led
The led library.

208
libs/microbit-led/led.ts Normal file
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enum DisplayMode {
//% enumval=0 blockId="black and white"
BackAndWhite,
//% enumval=1 blockId="greyscale"
Greyscale,
}
//% color=3 weight=35
namespace led {
/**
* Turn on the specified LED using x, y coordinates (x is horizontal, y is vertical). (0,0) is upper left.
* @param x TODO
* @param y TODO
*/
//% help=functions/plot weight=78 shim=micro_bit::plot
//% blockId=device_plot block="plot|x %x|y %y" icon="\uf205" blockGap=8
export function plot(x: number, y: number): void { }
/**
* Turn off the specified LED using x, y coordinates (x is horizontal, y is vertical). (0,0) is upper left.
* @param x TODO
* @param y TODO
*/
//% help=functions/unplot weight=77 shim=micro_bit::unPlot
//% blockId=device_unplot block="unplot|x %x|y %y" icon="\uf204" blockGap=8
export function unplot(x: number, y: number): void { }
/**
* Get the on/off state of the specified LED using x, y coordinates. (0,0) is upper left.
* @param x TODO
* @param y TODO
*/
//% help=functions/point weight=76 shim=micro_bit::point
//% blockId=device_point block="point|x %x|y %y" icon="\uf10c"
export function point(x: number, y: number): boolean {
return false;
}
/**
* Get the screen brightness from 0 (off) to 255 (full bright).
*/
//% help=functions/brightness weight=60 shim=micro_bit::getBrightness
//% blockId=device_get_brightness block="brightness" icon="\uf042" blockGap=8
export function brightness(): number {
return 0;
}
/**
* Set the screen brightness from 0 (off) to 255 (full bright).
* @param value the brightness value, eg:255, 127, 0
*/
//% help=functions/set-brightness weight=59 shim=micro_bit::setBrightness
//% blockId=device_set_brightness block="set brightness %value" icon="\uf042"
export function setBrightness(value: number): void { }
/**
* Cancels the current animation and clears other pending animations.
*/
//% weight=50 shim=uBit.display.stopAnimation help=functions/stop-animation
//% blockId=device_stop_animation block="stop animation" icon="\uf04d"
export function stopAnimation(): void { }
/**
* Displays a vertical bar graph based on the ``value`` and ``high`` value.
* @param value current value to plot
* @param high maximum value, eg: 1023, 255
*/
//% help=/functions/plot-bar-graph weight=20
//% blockId=device_plot_bar_graph block="plot bar graph of %value |up to %high" icon="\uf080" blockExternalInputs=true
export function plotBarGraph(value: number, high: number = 1023): void {
writeString("v: ");
writeString(value.toString());
writeString("\n");
let v = Math.abs((value * 15) / high);
let k = 0;
for(let y = 4; y >= 0; --y) {
for (let x = 0; x < 3; ++x) {
if (k > v) {
unplot(2-x,y);
unplot(2+x,y);
} else {
plot(2-x, y);
plot(2+x, y);
}
++k;
}
}
}
/**
* Writes a string to serial
*/
//% shim=micro_bit::serialSendString
function writeString(text: string): void { }
/**
* Sets the display mode between black and white and greyscale for rendering LEDs.
* @param mode TODO
*/
//% shim=micro_bit::setDisplayMode weight=1 help=/functions/set-display-mode
export function setDisplayMode(mode: DisplayMode): void { }
/**
* Toggles a particular pixel
* @param x TODO
* @param y TODO
*/
//% help=functions/toggle
export function toggle(x: number, y: number): void {
if (led.point(x, y)) {
led.unplot(x, y);
} else {
led.plot(x, y);
}
}
/**
* Turns all LEDS on
*/
//% help=functions/plot-all
export function plotAll(): void {
for (let i = 0; i < 5; i++) {
for (let j = 0; j < 5; j++) {
led.plot(i, j);
}
}
}
/**
* Inverts the current LED display
*/
//% help=functions/toggle-all
export function toggleAll(): void {
for (let i = 0; i < 5; i++) {
for (let j = 0; j < 5; j++) {
led.toggle(i, j);
}
}
}
/**
* Fades in the screen display.
* @param ms TODO
*/
//% help=functions/fade-in
export function fadeIn(ms: number = 700): void {
if (ms < 20) {
led.setBrightness(255);
return;
}
let dt = 50;
let brightness = led.brightness();
let start = input.runningTime();
let elapsed = 0;
while (elapsed < ms) {
led.setBrightness(brightness + ((255 - brightness) * elapsed) / ms);
basic.pause(dt);
elapsed = input.runningTime() - start;
}
led.setBrightness(255);
}
/**
* Fades out the screen brightness.
* @param ms TODO
*/
//% help=functions/fade-out
export function fadeOut(ms: number = 700): void {
if (ms < 20) {
led.setBrightness(0);
return;
}
let brightness = led.brightness();
let dt = 50;
let start = input.runningTime();
let elapsed = 0;
while (elapsed < ms) {
led.setBrightness(brightness - (brightness * elapsed) / ms);
basic.pause(dt);
elapsed = input.runningTime() - start;
}
led.setBrightness(0);
}
/**
* Takes a screenshot of the LED screen and returns an image.
*/
//% shim=uBit.display.screenShot help=functions/screenshot
export function screenshot(): images.Image {
/*
let img: Image;
img = image.createImage("");
for (let i = 0; i < 5; i++) {
for (let j = 0; j < 5; j++) {
if (led.point(i, j)) {
img.setPixel(i, j, true);
}
}
}
return img;
*/
return null;
}
}

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{
"name": "microbit-led",
"description": "The led services",
"files": [
"README.md",
"led.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "pjryly"
}

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# music

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enum Notes {
//% enumval=262
C,
//% enumval=277 blockId=C#
CSharp,
//% enumval=294
D,
//% enumval=311
Eb,
//% enumval=330
E,
//% enumval=349
F,
//% enumval=370 blockId=F#
FSharp,
//% enumval=392
G,
//% enumval=415 blockId=G#
GSharp,
//% enumval=440
A,
//% enumval=466
Bb,
//% enumval=494
B,
//% enumval=131
C3,
//% enumval=139 blockId=C#3
CSharp3,
//% enumval=147
D3,
//% enumval=156
Eb3,
//% enumval=165
E3,
//% enumval=175
F3,
//% enumval=185 blockId=F#3
FSharp3,
//% enumval=196
G3,
//% enumval=208 blockId=G#3
GSharp3,
//% enumval=220
A3,
//% enumval=233
Bb3,
//% enumval=247
B3,
//% enumval=262
C4,
//% enumval=277 blockId=C#4
CSharp4,
//% enumval=294
D4,
//% enumval=311
Eb4,
//% enumval=330
E4,
//% enumval=349
F4,
//% enumval=370 blockId=F#3
FSharp4,
//% enumval=392
G4,
//% enumval=415 blockId=G#3
GSharp4,
//% enumval=440
A4,
//% enumval=466
Bb4,
//% enumval=494
B4,
//% enumval=523
C5,
//% enumval=555 blockId=C#5
CSharp5,
//% enumval=587
D5,
//% enumval=622
Eb5,
//% enumval=659
E5,
//% enumval=698
F5,
//% enumval=740 blockId=F#5
FSharp5,
//% enumval=784
G5,
//% enumval=831 blockId=G#5
GSharp5,
//% enumval=880
A5,
//% enumval=932
Bb5,
//% enumval=989
B5,
}
enum BeatFraction {
//% enumVal=1 blockId=1
Whole = 1,
//% enumVal=2 blockId="1/2"
Half = 2,
//% enumVal=4 blockId="1/4"
Quater = 4,
//% enumVal=8 blockId="1/8"
Heighth = 8,
//% enumVal=16 blockId="1/16"
Sixteenth = 16
}
//% color=52 weight=33
namespace music {
var beatsPerMinute: number = 120;
/**
* Plays a tone through pin ``P0`` for the given duration.
* @param frequency TODO
* @param ms TODO
*/
//% help=functions/play-tone weight=90
//% blockId=device_play_note block="play|tone (Hz) %note=device_note|for (ms) %duration=device_beat" icon="\uf025" blockGap=8
export function playTone(frequency: number, ms: number): void {
pins.analogSetPitchPin(AnalogPins.P0);
pins.analogPitch(frequency, ms);
}
/**
* Plays a tone through pin ``P0``.
* @param frequency TODO
*/
//% help=functions/ring-tone weight=80
//% blockId=device_ring block="ring tone (Hz)|%note=device_note" icon="\uf025" blockGap=8
export function ringTone(frequency: number): void {
pins.analogSetPitchPin(AnalogPins.P0);
pins.analogPitch(frequency, 0);
}
/**
* Rests (plays nothing) for a specified time through pin ``P0``.
* @param ms TODO
*/
//% help=functions/rest weight=79
//% blockId=device_rest block="rest(ms)|%duration=device_beat"
export function rest(ms: number): void {
playTone(0, ms);
}
/**
* Gets the frequency of a note.
* @param name TODO
*/
//% shim=TD_ID weight=50 help=functions/note-frequency
//% blockId=device_note block="%note"
export function noteFrequency(name: Notes): number {
return name;
}
/**
* Returns the duration of a beat in milli-seconds
*/
//% help=/functions/beat weight=49
//% blockId=device_beat block="%fraction|beat"
export function beat(fraction : BeatFraction = BeatFraction.Whole): number {
let ms: number;
return 60000 / fraction / beatsPerMinute;
}
/**
* Returns the tempo in beats per minute. Tempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play.
*/
//% help=/functions/tempo weight=40
//% blockId=device_tempo block="tempo (bpm)" blockGap=8
export function tempo(): number {
return beatsPerMinute;
}
/**
* Change the tempo by the specified amount
* @param bpm The change in beats per minute to the tempo, eg: 20
*/
//% help=/functions/tempo weight=39
//% blockId=device_change_tempo block="change tempo by (bpm)|%value" blockGap=8
export function changeTempoBy(bpm: number): void {
setTempo(beatsPerMinute + bpm);
}
/**
* Sets the tempo to the specified amount
* @param bpm The new tempo in beats per minute, eg: 120
*/
//% help=/functions/tempo weight=38
//% blockId=device_set_tempo block="set tempo to (bpm)|%value"
export function setTempo(bpm: number): void {
if (bpm > 0) {
beatsPerMinute = Math.max(1, bpm);
}
}
}

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{
"name": "microbit-music",
"description": "The music library",
"files": [
"README.md",
"music.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "vlwlid"
}

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# radio
The radio library.

155
libs/microbit-pins/pins.ts Normal file
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enum DigitalPins {
//% enumval=uBit.io.P0
P0,
//% enumval=uBit.io.P1
P1,
//% enumval=uBit.io.P2
P2,
//% enumval=uBit.io.P3
P3,
//% enumval=uBit.io.P4
P4,
//% enumval=uBit.io.P5
P5,
//% enumval=uBit.io.P6
P6,
//% enumval=uBit.io.P7
P7,
//% enumval=uBit.io.P8
P8,
//% enumval=uBit.io.P9
P9,
//% enumval=uBit.io.P10
P10,
//% enumval=uBit.io.P11
P11,
//% enumval=uBit.io.P12
P12,
//% enumval=uBit.io.P13
P13,
//% enumval=uBit.io.P14
P14,
//% enumval=uBit.io.P15
P15,
//% enumval=uBit.io.P16
P16,
//% enumval=uBit.io.P19
P19,
//% enumval=uBit.io.P20
P20,
}
enum AnalogPins {
//% enumval=uBit.io.P0
P0,
//% enumval=uBit.io.P1
P1,
//% enumval=uBit.io.P2
P2,
//% enumval=uBit.io.P3
P3,
//% enumval=uBit.io.P4
P4,
//% enumval=uBit.io.P10
P10,
}
//% color=351 weight=30
namespace pins {
/**
* Read the specified pin or connector as either 0 or 1
* @param name pin to read from
*/
//% help=functions/digital-read-pin weight=30 shim=micro_bit::digitalReadPin
//% blockId=device_get_digital_pin block="digital read|pin %name" blockGap=8
export function digitalReadPin(name: DigitalPins): number {
return 0;
}
/**
* Set a pin or connector value to either 0 or 1.
* @param name pin to write to
* @param value value to set on the pin, eg: 1,0
*/
//% help=functions/digital-write-pin weight=29 shim=micro_bit::digitalWritePin
//% blockId=device_set_digital_pin block="digital write|pin %name|to %value"
export function digitalWritePin(name: DigitalPins, value: number): void { }
/**
* Read the connector value as analog, that is, as a value comprised between 0 and 1023.
* @param name pin to write to
*/
//% help=functions/analog-read-pin weight=25 shim=micro_bit::analogReadPin
//% blockId=device_get_analog_pin block="analog read|pin %name" blockGap="8"
export function analogReadPin(name: AnalogPins): number {
return 0;
}
/**
* Set the connector value as analog. Value must be comprised between 0 and 1023.
* @param name pin name to write to
* @param value value to write to the pin between ``0`` and ``1023``. eg:1023,0
*/
//% help=functions/analog-write-pin weight=24 shim=micro_bit::analogWritePin
//% blockId=device_set_analog_pin block="analog write|pin %name|to %value" blockGap=8
export function analogWritePin(name: AnalogPins, value: number): void { }
/**
* Configures the Pulse-width modulation (PWM) of the analog output to the given value in **microseconds** or `1/1000` milliseconds.
* If this pin is not configured as an analog output (using `analog write pin`), the operation has no effect.
* @param pin analog pin to set period to
* @param micros period in micro seconds. eg:20000
*/
//% shim=micro_bit::setAnalogPeriodUs help=functions/analog-set-period weight=23
//% blockId=device_set_analog_period block="analog set period|pin %pin|to (µs)%micros"
export function analogSetPeriod(pin: AnalogPins, micros: number): void { }
/**
* Writes a value to the servo, controlling the shaft accordingly. On a standard servo, this will set the angle of the shaft (in degrees), moving the shaft to that orientation. On a continuous rotation servo, this will set the speed of the servo (with ``0`` being full-speed in one direction, ``180`` being full speed in the other, and a value near ``90`` being no movement).
* @param name pin to write to
* @param value angle or rotation speed, eg:180,90,0
*/
//% help=functions/servo-write-pin weight=20 shim=micro_bit::servoWritePin
//% blockId=device_set_servo_pin block="servo write|pin %name|to %value" blockGap=8
export function servoWritePin(name: AnalogPins, value: number): void { }
/**
* Configures this IO pin as an analog/pwm output, configures the period to be 20 ms, and sets the pulse width, based on the value it is given **microseconds** or `1/1000` milliseconds.
* @param pin pin name
* @param micros pulse duration in micro seconds, eg:1500
*/
//% shim=micro_bit::setServoPulseUs help=functions/serial-set-pulse weight=19
//% blockId=device_set_servo_pulse block="servo set pulse|pin %value|to (µs) %micros"
export function servoSetPulse(pin: AnalogPins, micros: number): void { }
/**
* Re-maps a number from one range to another. That is, a value of ``from low`` would get mapped to ``to low``, a value of ``from high`` to ``to high``, values in-between to values in-between, etc.
* @param value value to map in ranges
* @param fromLow the lower bound of the value's current range
* @param fromHigh the upper bound of the value's current range, eg: 1023
* @param toLow the lower bound of the value's target range
* @param toHigh the upper bound of the value's target range, eg: 4
*/
//% help=functions/map weight=15
//% blockId=math_map block="map %value|from low %fromLow|from high %fromHigh|to low %toLow|to high %toHigh"
export function map(value: number, fromLow: number, fromHigh: number, toLow: number, toHigh: number): number {
return ((value - fromLow) * (toHigh - toLow)) / (fromHigh - fromLow) + toLow;
}
/**
* Sets the pin used when using `pins->analog pitch`.
* @param name TODO
*/
//% shim=micro_bit::enablePitch help=functions/analog-set-pitch weight=12
export function analogSetPitchPin(name: AnalogPins): void { }
/**
* Emits a Pulse-width modulation (PWM) signal to the current pitch pin. Use `analog set pitch pin` to define the pitch pin.
* @param frequency TODO
* @param ms TODO
*/
//% shim=micro_bit::pitch help=functions/analog-pitch weight=14 async
export function analogPitch(frequency: number, ms: number): void { }
}

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{
"name": "microbit-pins",
"description": "The pins services",
"files": [
"README.md",
"pins.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "bornqs"
}

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# radio
The radio library.

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//% color=270 weight=34
namespace radio {
/**
* Broadcasts a number over radio to any connected micro:bit in the group.
*/
//% help=/functions/send-number
//% weight=60
//% blockId=radio_datagram_send block="send number %MESSAGE" blockGap=8
export function sendNumber(value: number) : void {
sendNumbers(value, 0, 0, 0);
}
/**
* Broadcasts 4 numbers over radio to any connected micro:bit in the group.
*/
//% help=/functions/send-numbers
//% shim=micro_bit::datagramSendNumbers
//% weight=59
//% blockId=radio_datagram_send_numbers block="send numbers|0: %VALUE0|1: %VALUE1|2: %VALUE2|3: %VALUE3"
export function sendNumbers(value_0: number, value_1: number, value_2: number, value_3: number) : void {
// noBleWarning();
}
/**
* Registers code to run when a packet is received over radio.
*/
//% help=/functions/on-data-received
//% shim=micro_bit::onDatagramReceived
//% weight=50
//% blockId=radio_datagram_received_event block="on data received" blockGap=8
export function onDataReceived(body:Action) : void {
// noBleWarning();
}
/**
* Reads the next packet as a number from the radio queue.
*/
//% help=/functions/receive-number
//% shim=micro_bit::datagramReceiveNumber
//% weight=46
//% blockId=radio_datagram_receive block="receive number" blockGap=8
export function receiveNumber() : number
{
//noBleWarning();
return 0;
}
/**
* Reads a number at a given index, between ``0`` and ``3``, from the packet received by ``receive number``. Not supported in simulator.
* @param index index of the number to read from 0 to 3. eg: 1
*/
//% help=/functions/received-number-at
//% shim=micro_bit::datagramGetNumber
//% weight=45
//% blockId=radio_datagram_received_number_at block="receive number|at %VALUE" blockGap=8
export function receivedNumberAt(index: number) : number {
/* if (index < 0 || index >= 4) {
TD.simulator.warning("index should be between ``0`` and ``3``.");
}*/
return 0;
}
/**
* Gets the received signal strength indicator (RSSI) from the packet received by ``receive number``. Not supported in simulator.
* namespace=radio
*/
//% help=/functions/received-signal-strength
//% shim=micro_bit::datagramGetRSSI
//% weight=40
//% blockId=radio_datagram_rssi block="received signal strength"
export function receivedSignalStrength() : number {
return 0;
}
/**
* Sets the group id for radio communications. A micro:bit can only listen to one group ID at any time.
* @ param id the group id between ``0`` and ``255``, eg: 1
*/
//% help=/functions/set-group
//% shim=micro_bit::setGroup
//% weight=10
//% blockId=radio_set_group block="set group %ID"
export function setGroup(id: number) : void {
}
}

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{
"name": "microbit-radio",
"description": "The radio services",
"files": [
"README.md",
"radio.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "phykjp"
}

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# serial
The serial library.

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//% weight=1
namespace serial {
/**
* Prints a line of text to the serial
* @param value to send over serial
*/
//% blockId=serial_writeline block="serial|write %text"
export function writeLine(text: string): void {
writeString(text);
writeString("\r\n");
}
/**
* Prints a numeric value to the serial
*/
export function writeNumber(value: number): void {
writeString(value.toString());
}
/**
* Reads a line of text from the serial port.
*/
//% shim=micro_bit::serialReadString
export function readString(): string {
return ""
}
/**
* Sends a piece of text through Serial connection.
*/
//% shim=micro_bit::serialSendString
export function writeString(text: string): void { }
/**
* Sends the current pixel values, byte-per-pixel, over serial.
*/
//% shim=micro_bit::serialSendDisplayState
export function writeScreen(): void { }
/**
* Reads the screen from serial.
*/
//% shim=micro_bit::serialReadDisplayState
export function readScreen(): void { }
/**
* Writes a ``name: value`` pair line to the serial.
* @param name name of the value stream, eg: x
* @param value to write
*/
//% weight=80
//% blockId=serial_writevalue block="serial|write %name|= %value"
export function writeValue(name: string, value: number): void {
writeString(name);
writeString(": ");
writeNumber(value);
writeLine("");
}
}

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{
"name": "microbit-serial",
"description": "The serial services",
"files": [
"README.md",
"serial.ts"
],
"public": true,
"dependencies": {
"microbit": "file:../microbit"
},
"installedVersion": "vykmvx"
}

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# core
The core library.

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libs/microbit/basic.ts Normal file
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/**
* Provides access to basic micro:bit functionality.
*/
//% color=190 weight=100
namespace basic {
/**
* Scroll a number on the screen. If the number fits on the screen (i.e. is a single digit), do not scroll.
* @param interval speed of scroll; eg: 150, 100, 200, -100
*/
//% help=functions/show-number
//% weight=96
//% shim=micro_bit::scrollNumber
//% blockId=device_show_number block="show|number %number" blockGap=8 icon="\uf1ec"
//% async
export function showNumber(value: number, interval: number = 150): void { }
/**
* Draws an image on the LED screen.
* @param leds TODO
* @param interval TODO
*/
//% help=functions/show-leds
//% weight=95 blockGap=8
//% shim=micro_bit::showLeds
//% imageLiteral=1 async
//% blockId=device_show_leds
//% block="show leds" icon="\uf00a"
export function showLeds(leds: string, interval: number = 400): void { }
/**
* Display text on the display, one character at a time. If the string fits on the screen (i.e. is one letter), does not scroll.
* @param text the text to scroll on the screen, eg: "Hello!"
* @param interval how fast to shift characters; eg: 150, 100, 200, -100
*/
//% help=functions/show-string
//% weight=87 blockGap=8
//% shim=micro_bit::scrollString async
//% block="show|string %text" icon="\uf031"
//% async
//% blockId=device_print_message
export function showString(text: string, interval: number = 150): void { }
/**
* Turn off all LEDs
*/
//% help=functions/clear-screen weight=79
//% shim=micro_bit::clearScreen
//% blockId=device_clear_display block="clear screen" icon="\uf12d"
export function clearScreen(): void { }
/**
* Shows a sequence of LED screens as an animation.
* @param leds TODO
* @param interval TODO
*/
//% help=functions/show-animation shim=micro_bit::showAnimation imageLiteral=1 async
export function showAnimation(leds: string, interval: number = 400): void { }
/**
* Draws an image on the LED screen.
* @param leds TODO
*/
//% help=functions/plot-leds weight=80 shim=micro_bit::plotLeds imageLiteral=1
export function plotLeds(leds: string): void { }
/**
* Repeats the code forever in the background. On each iteration, allows other codes to run.
* @param body TODO
*/
//% help=functions/forever weight=55 blockGap=8
//% blockId=device_forever block="forever" icon="\uf01e" shim=micro_bit::forever
export function forever(body: () => void): void { }
/**
* Pause for the specified time in milliseconds
* @param ms how long to pause for, eg: 100, 200, 500, 1000, 2000
*/
//% help=functions/pause weight=54
//% shim=micro_bit::pause async block="pause (ms) %pause"
//% blockId=device_pause icon="\uf110"
export function pause(ms: number): void { }
}

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libs/microbit/control.ts Normal file
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namespace control {
/**
* Schedules code that run in the background.
//% help=functions/in-background shim=micro_bit::runInBackground
*/
export function inBackground(body: Action): void { }
/**
* Resets the BBC micro:bit.
*/
//% weight=1 shim=uBit.reset async help=functions/reset
export function reset() : void { }
}

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/// <reference no-default-lib="true"/>
interface Array<T> {
/**
* Gets or sets the length of the array. This is a number one higher than the highest element defined in an array.
*/
//% shim=collection::count
length: number;
/**
* Appends new elements to an array.
* @param items New elements of the Array.
*/
//% shim=collection::add
push(item: T): void;
/**
* Removes the last element from an array and returns it.
*/
//% helper=arrayPop
pop(): T;
/**
* Reverses the elements in an Array.
*/
//% helper=arrayReverse
reverse(): void;
/**
* Removes the first element from an array and returns it.
*/
//% helper=arrayShift
shift(): T;
/**
* Returns a section of an array.
* @param start The beginning of the specified portion of the array.
* @param end The end of the specified portion of the array.
*/
//% helper=arraySlice
slice(start: number, end: number): T[];
/** Removes the first occurence of an object. Returns true if removed. */
//% shim=collection::remove
removeElement(element:T) : boolean;
/** Removes the object at position index. */
//% shim=collection::remove_at
removeAt(idx:number) : void;
/**
* Removes elements from an array.
* @param start The zero-based location in the array from which to start removing elements.
* @param deleteCount The number of elements to remove.
*/
//% helper=arraySplice
splice(start: number, deleteCount: number): void;
/**
* Inserts new elements at the start of an array.
* @param items Elements to insert at the start of the Array.
*/
//% helper=arrayUnshift
unshift(item:T): void;
/**
* Returns the index of the first occurrence of a value in an array.
* @param searchElement The value to locate in the array.
* @param fromIndex The array index at which to begin the search. If fromIndex is omitted, the search starts at index 0.
*/
//% shim=collection::index_of
indexOf(searchElement: T, fromIndex?: number): number;
[n: number]: T;
}
interface String {
/**
* Returns the character at the specified index.
* @param pos The zero-based index of the desired character.
*/
//% shim=string::at
charAt(pos: number): string;
/**
* Returns the Unicode value of the character at the specified location.
* @param index The zero-based index of the desired character. If there is no character at the specified index, NaN is returned.
*/
//% shim=string::code_at
charCodeAt(index: number): number;
/**
* Returns a string that contains the concatenation of two or more strings.
* @param strings The strings to append to the end of the string.
*/
//% shim=string::concat
concat(other: string): string;
/**
* Returns the position of the first occurrence of a substring.
* @param searchString The substring to search for in the string
* @param position The index at which to begin searching the String object. If omitted, search starts at the beginning of the string.
*/
indexOf(searchString: string, position?: number): number;
/**
* Returns the last occurrence of a substring in the string.
* @param searchString The substring to search for.
* @param position The index at which to begin searching. If omitted, the search begins at the end of the string.
*/
lastIndexOf(searchString: string, position?: number): number;
/**
* Determines whether two strings are equivalent in the current locale.
* @param that String to compare to target string
*/
localeCompare(that: string): number;
/**
* Returns a section of a string.
* @param start The index to the beginning of the specified portion of stringObj.
* @param end The index to the end of the specified portion of stringObj. The substring includes the characters up to, but not including, the character indicated by end.
* If this value is not specified, the substring continues to the end of stringObj.
*/
slice(start?: number, end?: number): string;
/**
* Returns the substring at the specified location within a String object.
* @param start The zero-based index number indicating the beginning of the substring.
* @param end Zero-based index number indicating the end of the substring. The substring includes the characters up to, but not including, the character indicated by end.
* If end is omitted, the characters from start through the end of the original string are returned.
*/
substring(start: number, end?: number): string;
/** Converts all the alphabetic characters in a string to lowercase. */
toLowerCase(): string;
/** Converts all the alphabetic characters in a string to uppercase. */
toUpperCase(): string;
/** Returns the length of a String object. */
//% shim=string::count
length: number;
//% shim=string::at
[index: number]: string;
}
/**
* Converts A string to an integer.
* @param s A string to convert into a number.
*/
//% shim=string::to_number
declare function parseInt(s: string): number;
interface Object {}
interface Function {}
interface IArguments {}
interface RegExp {}
interface Boolean {
/**
* Returns a string representation of an object.
*/
//% shim=boolean::to_string
toString(): string;
}
declare namespace String {
/**
* Make a string from the given ASCII character code.
*/
//% shim=number::to_character
export function fromCharCode(code:number): string;
}
interface Number {
/**
* Returns a string representation of an object.
*/
//% shim=number::to_string
toString(): string;
}
declare namespace Math {
/**
* Returns the absolute value of a number (the value without regard to whether it is positive or negative).
* For example, the absolute value of -5 is the same as the absolute value of 5.
* @param x A numeric expression for which the absolute value is needed.
*/
//% shim=math::abs
export function abs(x: number): number;
/**
* Returns the sign of the x, indicating whether x is positive, negative or zero.
* @param x The numeric expression to test
*/
//% shim=math::sign
export function sign(x: number): number;
/**
* Returns the larger of two supplied numeric expressions.
*/
//% shim=math::max
export function max(a:number, b:number): number;
/**
* Returns the smaller of two supplied numeric expressions.
*/
//% shim=math::min
export function min(a:number, b:number): number;
/**
* Returns the value of a base expression taken to a specified power.
* @param x The base value of the expression.
* @param y The exponent value of the expression.
*/
//% shim=math::pow
export function pow(x: number, y: number): number;
/** Returns a pseudorandom number between 0 and `max`. */
//% shim=math::random
export function random(max:number): number;
/**
* Returns the square root of a number.
* @param x A numeric expression.
*/
//% shim=math::sqrt
export function sqrt(x: number): number;
}

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//% color=45 weight=31
namespace images {
/**
* Creates an image that fits on the LED screen.
*/
//% weight=75
//% blockId=device_build_image block="create image" imageLiteral=1
export function createImage(leds: string): Image {
return null;
}
/**
* Creates an image with 2 frames.
*/
//% weight=74
//% blockId=device_build_big_image block="create big image" imageLiteral=2
export function createBigImage(leds: string): Image {
return null;
}
export class Image {
/**
* Shows an frame from the image at offset ``x offset``.
* @param xOffset TODO
*/
//% help=functions/show-image weight=80 shim=micro_bit::showImage
//% blockId=device_show_image_offset block="show image %sprite|at offset %offset" blockGap=8
public showImage(xOffset: number): void {}
/**
* Scrolls an image .
* @param frameOffset x offset moved on each animation step, eg: 5, 1, -1
* @param interval time between each animation step in milli seconds, eg: 200
*/
//% help=functions/show-image weight=79 shim=micro_bit::showImage async
//% blockId=device_scroll_image block="scroll image %sprite|with offset %frameoffset|and interval (ms) %delay" blockGap=8
public scrollImage(frameOffset: number, interval : number = 200) {
}
public plotImage(xOffset: number): void {}
public clear(): void {}
public setPixelBrightness(x: number, y: number, v: number): void {}
public pixelBrightness(x: number, y: number): number {
return 0;
}
}
}

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enum Button {
//% enumval=MICROBIT_ID_BUTTON_A
A,
//% enumval=MICROBIT_ID_BUTTON_B
B,
//% enumval=MICROBIT_ID_BUTTON_AB
//% blockId="A+B"
AB,
}
enum Dimension {
//% enumval=0 blockId=x
X,
//% enumval=1 blockId=y
Y,
//% enumval=2 blockId=z
Z,
//% enumval=3 blockId=strength
Strength,
}
enum Rotation {
//% enumval=0 blockId=pitch
Pitch,
//% enumval=1 blockId=roll
Roll,
}
enum TouchPins {
//% enumval=uBit.io.P0
P0,
//% enumval=uBit.io.P1
P1,
//% enumval=uBit.io.P2
P2,
}
enum Gestures {
//% blockId=shake enumval=MICROBIT_ACCELEROMETER_EVT_SHAKE
Shake,
//% blockId="logo up" enumval=MICROBIT_ACCELEROMETER_EVT_TILT_UP
LogoUp,
//% blockId="logo down" enumval=MICROBIT_ACCELEROMETER_EVT_TILT_DOWN
LogoDown,
//% blockId="screen up" enumval=MICROBIT_ACCELEROMETER_EVT_FACE_UP
ScreenUp,
//% blockId="screen down" enumval=MICROBIT_ACCELEROMETER_EVT_FACE_DOWN
ScreenDown
}
//% color=300 weight=99
namespace input {
/**
* Do something when a button (``A``, ``B`` or both ``A+B``) is pressed
* @param button TODO
* @param body TODO
*/
//% help=functions/on-button-pressed weight=85
//% shim=micro_bit::onButtonPressed
//% blockId=device_button_event
//% block="on button|%NAME|pressed"
//% icon="\uf192"
export function onButtonPressed(button: Button, body: Action): void { }
/**
* Attaches code to run when the screen is facing up.
* @param body TODO
*/
//% help=functions/on-gesture shim=micro_bit::on_event weight=84
//% blockId=device_gesture_event block="on |%NAME" icon="\uf135"
export function onGesture(gesture: Gestures, body: Action): void { }
/**
* Do something when a pin(``P0``, ``P1`` or both ``P2``) is pressed.
* @param name TODO
* @param body TODO
*/
//% help=functions/on-pin-pressed weight=83 shim=micro_bit::onPinPressed
//% blockId=device_pin_event block="on pin|%NAME|pressed" icon="\uf094"
export function onPinPressed(name: TouchPins, body: Action): void { }
/**
* Get the button state (pressed or not) for ``A`` and ``B``.
*/
//% help=functions/button-is-pressed weight=57
//% shim=micro_bit::isButtonPressed
//% block="button|%NAME|is pressed"
//% blockId=device_get_button2
//% icon="\uf192" blockGap=8
export function buttonIsPressed(button: Button): boolean {
return false;
}
/**
* Get the current compass compass heading in degrees.
*/
//% help=functions/compass-heading
//% weight=56 icon="\uf14e"
//% shim=micro_bit::compassHeading
//% blockId=device_heading block="compass heading (°)" blockGap=8
export function compassHeading(): number {
return 0;
}
/**
* Gets the temperature in Celsius degrees (°C).
*/
//% weight=55 icon="\uf06d"
//% help=functions/temperature shim=uBit.thermometer.getTemperature
//% blockId=device_temperature block="temperature (°C)" blockGap=8
export function temperature(): number {
return 0;
}
/**
* Get the acceleration value in milli-gravitys (when the board is laying flat with the screen up, x=0, y=0 and z=-1024)
* @param dimension TODO
*/
//% help=functions/acceleration weight=54 icon="\uf135"
//% shim=micro_bit::getAcceleration
//% blockId=device_acceleration block="acceleration (mg)|%NAME" blockGap=8
export function acceleration(dimension: Dimension): number {
return 0;
}
/**
* Reads the light level applied to the LED screen in a range from ``0`` (dark) to ``255`` bright. In the simulator, the ``acceleration y`` is used to emulate this value.
*/
//% help=functions/light-level weight=53 shim=micro_bit::lightLevel
//% blockId=device_get_light_level block="light level" blockGap=8 icon="\uf185"
export function lightLevel(): number {
return 0;
}
/**
* The pitch of the device, rotation along the ``x-axis``, in degrees.
* @param kind TODO
*/
//% help=/functions/rotation weight=52 shim=micro_bit::getRotation
//% blockId=device_get_rotation block="rotation (°)|%NAME" blockGap=8 icon="\uf197"
export function rotation(kind: Rotation): number {
return 0;
}
/**
* Get the magnetic force value in ``micro-Teslas`` (``µT``). This function is not supported in the simulator.
* @param dimension TODO
*/
//% help=functions/magnetic-force weight=51 shim=micro_bit::getMagneticForce
//% blockId=device_get_magnetic_force block="magnetic force (µT)|%NAME" blockGap=8 icon="\uf076"
export function magneticForce(dimension: Dimension): number {
return 0;
}
/**
* Gets the number of milliseconds elapsed since power on.
*/
//% help=functions/running-time shim=micro_bit::getCurrentTime weight=50
//% blockId=device_get_running_time block="running time (ms)" blockGap=8 icon="\uf017"
export function runningTime(): number {
return 0;
}
/**
* Obsolete, compass calibration is automatic.
*/
//% help=functions/calibrate weight=0 shim=TD_NOOP
export function calibrate(): void { }
/**
* Get the pin state (pressed or not). Requires to hold the ground to close the circuit.
* @param name TODO
*/
//% help=functions/pin-is-pressed weight=58 shim=micro_bit::isPinTouched block="pin|%NAME|is pressed" icon="\uf094"
export function pinIsPressed(name: TouchPins): boolean {
return false;
}
/**
* Attaches code to run when the screen is facing up.
* @param body TODO
*/
//% help=functions/on-screen-up
export function onScreenUp(body: Action): void {
onGesture(Gestures.ScreenUp, body);
}
/**
* Attaches code to run when the screen is facing down.
* @param body TODO
*/
//% help=functions/on-screen-down
export function onScreenDown(body: Action): void {
onGesture(Gestures.ScreenDown, body);
}
/**
* Attaches code to run when the device is shaken.
* @param body TODO
*/
//% help=functions/on-shake
export function onShake(body: Action): void {
onGesture(Gestures.Shake, body);
}
/**
* Attaches code to run when the logo is oriented upwards and the board is vertical.
* @param body TODO
*/
//% help=functions/on-logo-up
export function onLogoUp(body: Action): void {
onGesture(Gestures.LogoUp, body);
}
/**
* Attaches code to run when the logo is oriented downwards and the board is vertical.
* @param body TODO
*/
//% help=functions/on-logo-down
export function onLogoDown(body: Action): void {
onGesture(Gestures.LogoDown, body);
}
}

28
libs/microbit/mbit.ts Normal file
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type Action = () => void;
namespace helpers {
export function arraySplice<T>(arr: T[], start: number, len: number) {
if (start < 0) {
return;
}
for (let i = 0; i < len; ++i) {
arr.removeAt(start)
}
}
}
namespace console {
export function log(msg: string) {
writeString(msg);
writeString("\r\n");
}
//% shim=micro_bit::serialSendString
function writeString(text: string): void { }
}
namespace math {
export function clamp(min: number, max:number, value:number): number {
return Math.min(max, Math.max(min, value));
}
}

76
libs/microbit/yelm.json Normal file
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{
"name": "microbit",
"description": "The microbit core library",
"installedVersion": "xdvxev",
"files": [
"README.md",
"core.d.ts",
"mbit.ts",
"images.ts",
"basic.ts",
"input.ts",
"control.ts"
],
"public": true,
"dependencies": {},
"target": {
"id": "microbit",
"name": "microbit",
"cloud": true,
"blocksprj": {
"id": "blocksprj",
"config": {
"name": "{0} block",
"dependencies": {
"microbit": "*",
"microbit-led": "*",
"microbit-music": "*",
"microbit-radio": "*",
"microbit-game": "*",
"microbit-pins": "*",
"microbit-serial": "*"
},
"description": "",
"files": [
"main.blocks",
"main.blocks.ts",
"README.md"
]
},
"files": {
"main.blocks": "<xml xmlns='http://www.w3.org/1999/xhtml'>\n</xml>\n",
"main.blocks.ts": "\n",
"README.md": "Describe your project here!"
}
},
"tsprj": {
"id": "tsprj",
"config": {
"name": "{0} bit",
"dependencies": {
"microbit": "*",
"microbit-led": "*",
"microbit-music": "*",
"microbit-radio": "*",
"microbit-game": "*",
"microbit-pins": "*",
"microbit-serial": "*"
},
"description": "",
"files": [
"main.ts",
"README.md"
]
},
"files": {
"main.ts": "basic.showString('Hi!')\n",
"README.md": "Describe your project here!"
}
},
"koduvscode": true,
"compile": {
"isNative": false,
"hasHex": true
}
}
}

11
libs/tsconfig.json Normal file
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{
"compilerOptions": {
"target": "es5",
"noImplicitAny": true,
"noImplicitReturns": true,
"outDir": "../built",
"rootDir": ".",
"newLine": "LF",
"sourceMap": true
}
}

24
package.json Normal file
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{
"name": "kindscript-microbit",
"version": "0.0.0",
"private": true,
"description": "microbit target for KindScript",
"keywords": [
"JavaScript",
"education",
"microbit"
],
"repository": {
"type": "git",
"url": "git+https://github.com/Microsoft/kindscript-microbit.git"
},
"author": "",
"license": "MIT",
"homepage": "https://github.com/Microsoft/kindscript-microbit#readme",
"files": [
"README.md"
],
"dependencies": {
"kindscript": "*"
}
}