restructuring to separate language from API
This commit is contained in:
Родитель
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Коммит
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@ -1,6 +1,6 @@
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# Blocks language
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```namspaces
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```namespaces
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for (let i = 0;i<5;++i) {}
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if (true){}
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let x = 0;
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@ -0,0 +1,28 @@
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# If
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### @parent blocks/language
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Conditionally run code depending on whether a [Boolean](/reference/types/boolean) condition is true or false.
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```blocks
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if(true) {
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}
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```
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Click on the dark blue gear icon (see above) to add an *else* or *if* to the current block.
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### Example: adjusting screen brightness
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```blocks
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if(input.lightLevel()<100){
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led.setBrightness(255);
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}
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```
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If the [light level](/reference/input/light-level) is `< 100`, this code sets the brightness to `255`:
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### See also
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[while loop](/blocks/loops/while), [for](/blocks/loops/for), [boolean](/reference/types/boolean)
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@ -16,5 +16,5 @@ basic.showNumber(i)
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### See also
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[repeat](/reference/loops/repeat), [while](/reference/loops/while), [if](/reference/logic/if), [show number](/reference/basic/show-number)
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[repeat](/blocks/loops/repeat), [while](/blocks/loops/while), [if](/blocks/logic/if), [show number](/reference/basic/show-number)
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@ -8,5 +8,5 @@ Run part of the program the number of times you say.
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### See also
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[for](/reference/loops/for), [while](/reference/loops/while), [if](/reference/logic/if), [show number](/reference/basic/show-number)
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[for](/blocks/loops/for), [while](/blocks/loops/while), [if](/blocks/logic/if), [show number](/reference/basic/show-number)
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@ -28,5 +28,5 @@ while(index >= 0) {
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### See also
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[on button pressed](/reference/input/on-button-pressed), [for](/reference/loops/for), [if](/reference/logic/if), [forever](/reference/basic/forever)
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[on button pressed](/reference/input/on-button-pressed), [for](/blocks/loops/for), [if](/blocks/logic/if), [forever](/reference/basic/forever)
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@ -1,15 +1,9 @@
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# Math Library
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Functions in the math library.
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# Math functions
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### @parent blocks/language
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The math library includes math related functions that you can use with [Numbers](/reference/types/number).
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* In the [Block editor](/blocks/editor), click **maths** on the left to see the available blocks
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The functions available in Block Editor are:
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### abs
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math `->` abs (x : [Number](/reference/types/number)) *returns* [Number](/reference/types/number)
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@ -44,5 +38,5 @@ returns a random [Number](/reference/types/number) between 0 and the parameter *
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### See also
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[Block Editor documentation](/blocks/contents), [Number](/reference/types/number)
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[Number](/reference/types/number)
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@ -1,6 +1,6 @@
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## Variables
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[Assign](/reference/variables/assign) (set) a variable's value
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[Assign](/blocks/variables/assign) (set) a variable's value
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```blocks
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let x = 0;
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@ -13,7 +13,7 @@ let x = 0;
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x;
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```
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[Change](/reference/variables/change-var) a variable's value
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[Change](/blocks/variables/change-var) a variable's value
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```blocks
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let x = 0;
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@ -1,6 +1,6 @@
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# Assignment Operator
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Use an equals sign to make a [variable](/reference/variables/var) store the [number](/reference/types/number)
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Use an equals sign to make a [variable](/blocks/variables/var) store the [number](/reference/types/number)
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or [string](/reference/types/string) you say.
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When you use the equals sign to store something in a variable, the equals sign is called
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@ -32,5 +32,5 @@ a variable can store, like a number or string.
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### See also
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[variable](/reference/variables/var), [types](/reference/types)
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[variable](/blocks/variables/var), [types](/reference/types)
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@ -0,0 +1,40 @@
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# Change Value
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Set the value for local and global variables.
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### @parent blocks/change-value
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Change the value of a variable
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```blocks
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let x = 0
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x += 1
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```
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### Declare a variable
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Use the assignment operator to set the value of a [variable](/blocks/variables/var). Change the value of a variable from 0 to 1 using the change item block. Like this:
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```blocks
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let x = 0
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x += 1
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```
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### Example
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Use the assignment operator to set the value of a [variable](/blocks/variables/var). Change the value of a variable from 0 to 1 using the change item block. Then display the new value of the variable on the LED screen. Like this:
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```blocks
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let x = 0;
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x += 1;
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basic.showNumber(x);
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```
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### Notes
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* You can use the assignment operator with variables of each of the supported [types](/reference/types).
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### See also
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[variable](/blocks/variables/var), [types](/reference/types)
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@ -13,7 +13,7 @@ A variable is a place where you can store and retrieve data. Variables have a na
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### Var statement
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Use the Block Editor variable statement to create a variable
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and the [assignment operator](/reference/variables/assign)
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and the [assignment operator](/blocks/variables/assign)
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to store something in the variable.
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For example, this code stores the number `2` in the `x` variable:
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@ -27,7 +27,7 @@ Here's how to define a variable in the Block Editor:
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2. Change the default variable name if you like.
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3. Drag a block type on the right-side of the [assignment operator](/reference/variables/assign) and click the down arrow to change the variable name.
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3. Drag a block type on the right-side of the [assignment operator](/blocks/variables/assign) and click the down arrow to change the variable name.
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A variable is created for the number returned by the [brightness](/reference/led/brightness) function.
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### See also
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[types](/reference/types), [assignment operator](/reference/variables/assign)
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[types](/reference/types), [assignment operator](/blocks/variables/assign)
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@ -2,7 +2,8 @@
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How to compile, transfer, and run a script on your micro:bit.
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While you're writing and testing your Block Editor or Touch Develop scripts, you'll mostly be running scripts in your browser by clicking the `Run` button (see [run code in your browser](/device/simulator) for info about this).
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While you're writing and testing your scripts, you'll mostly be running scripts in your browser by clicking the `PLay` button
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(see [run code in your browser](/device/simulator) for info about this).
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Once your masterpiece is complete, you can compile your script and run it on your micro:bit.
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@ -95,6 +95,6 @@ Tap your banana instrument to play sound against... the fruit!
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### ~avatar boothing
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Excellent, you're ready to continue with the [challenges](/banana-keyboard-challenges)!
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Excellent, you're ready to continue with the [challenges](/projects/banana-keyboard-challenges)!
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### ~
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@ -104,9 +104,3 @@ basic.forever(() => {
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});
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```
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### ~avatar avatar
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Excellent, you're ready to continue with the [challenges](/lessons/compass/challenges)!
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### ~
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@ -21,13 +21,11 @@ basic.pause(500);
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Use the LEDs to display a flashing heart, and then create
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an animation of a broken heart. :(
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## [START PROJECT](/#follow:/projects/flashing-heart)
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### ~
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## Step 1
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Use [show leds](/reference/basic/showLeds) and make your code look like this:
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Use [show leds](/reference/basic/show-leds) and make your code look like this:
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```blocks
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basic.showLeds(`
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@ -40,7 +38,7 @@ basic.showLeds(`
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## Step 2
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Add a [pause](/reference/basic/pause) to wait and [clear screen](/reference/basic/clearScreen) to turn off the LEDs.
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Add a [pause](/reference/basic/pause) to wait and [clear screen](/reference/basic/clear-screen) to turn off the LEDs.
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```blocks
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basic.showLeds(`
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@ -39,8 +39,6 @@ In this project, you will build a Rock Paper Scissors game with the BBC micro:bi
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You can play the game with a friend who has it on a micro:bit.
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You can also play it with friends who are just using their hands.
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## [START PROJECT](/#follow:/projects/rock-paper-scissors)
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### ~
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@ -6,7 +6,7 @@ Use buttons to show a smiley or frowny face.
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## Step 1
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Use [show leds](/reference/basic/showLeds) to make a smiley face:
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Use [show leds](/reference/basic/show-leds) to make a smiley face:
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```blocks
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basic.showLeds(`
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@ -4,13 +4,9 @@ Build a telgraph.
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# micro:bit telegraph
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Have you ever tried to communicate through a telegraph? Let's try coding a "Telegraph" on two BBC micro:bits !
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Complete the following [guided tutorial](/lessons/telegraph/activity), your hack should look like this:
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Complete the following [guided tutorial](/projects/telegraph), your hack should look like this:
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![](/static/mb/lessons/telegraph-0.png)
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@ -109,6 +105,6 @@ Your telegraph is ready!
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### Step 7
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* Connect the first micro:bit to your computer using your USB cable and run the [telegraph](/nnudbr) script on it.
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* Connect the second micro:bit to your computer using your USB cable and run the [telegraph](/nnudbr) script on it.
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* Connect the first micro:bit to your computer using your USB cable and put the telegraph script on it.
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* Connect the second micro:bit to your computer using your USB cable and run the telegraph script on it.
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* The first person and second person take turns pressing button A to play the telegraph game!
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@ -65,5 +65,5 @@ input.onButtonPressed(Button.A, () => {
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### See also
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[while](/reference/loops/while), [on button pressed](/reference/input/on-button-pressed), [in background](/reference/control/in-background)
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[while](/blocks/loops/while), [on button pressed](/reference/input/on-button-pressed), [in background](/reference/control/in-background)
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@ -26,5 +26,5 @@ for (let i = 0; i < 5; i++) {
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### See also
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[while](/reference/loops/while), [running time](/reference/input/running-time), [for](/reference/loops/for)
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[while](/blocks/loops/while), [running time](/reference/input/running-time), [for](/blocks/loops/for)
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@ -28,7 +28,7 @@ basic.showNumber(x)
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### Example: count to 5
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This example uses a [for](/reference/loops/for) loop to show numbers ``0`` through ``5`` on the screen:
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This example uses a [for](/blocks/loops/for) loop to show numbers ``0`` through ``5`` on the screen:
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~~~~blocks
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for (let i = 0; i < 6; i++) {
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@ -44,5 +44,5 @@ for (let i = 0; i < 6; i++) {
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### See also
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[show string](/reference/basic/show-string), [show animation](/reference/basic/show-animation), [Number](/reference/types/number), [math library](/reference/math)
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[show string](/reference/basic/show-string), [show animation](/reference/basic/show-animation), [Number](/reference/types/number), [math](/blocks/math)
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@ -51,5 +51,5 @@ input.onButtonPressed(Button.A, () => {
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### See also
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[while](/reference/loops/while), [forever](/reference/basic/forever), [on button pressed](/reference/input/on-button-pressed)
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[while](/blocks/loops/while), [forever](/reference/basic/forever), [on button pressed](/reference/input/on-button-pressed)
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@ -11,7 +11,7 @@ input.onButtonPressed(Button.A, () => {
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game.startCountdown(10000)
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```
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### [Create sprite](/functions/game-library/create-sprite)
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### [Create sprite](/reference/game/create-sprite)
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Create sprite with x, y coordinates and returns a LED Sprite. Create a new LED sprite.
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@ -21,7 +21,7 @@ Create sprite with x, y coordinates and returns a LED Sprite. Create a new LED s
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export function createSprite(x: number, y: number) : micro_bitSprites.LedSprite
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```
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### [Move](/functions/game-library/move)
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### [Move](/reference/game/move)
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Sprite move by a certain number
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@ -31,7 +31,7 @@ Sprite move by a certain number
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export function move(_this: micro_bitSprites.LedSprite, leds: number)
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```
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### [Turn](/functions/game-library/turn)
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### [Turn](/reference/game/turn)
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Rotates a sprite to the right by a certain number of degrees
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@ -47,7 +47,7 @@ Rotates a sprite to the left by a certain number of degrees
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export function turnLeft(_this: micro_bitSprites.LedSprite, degrees: number)
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```
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### [Change](/functions/game-library/change)
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### [Change](/reference/game/change)
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Sprite will change the x position by this number
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@ -63,7 +63,7 @@ Sprite will change the y position by this number
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export function changeYBy(_this: micro_bitSprites.LedSprite, y: number)
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```
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### [Set](/functions/game-library/set)
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### [Set](/reference/game/set)
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Sprite will change the x position by this number
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@ -79,7 +79,7 @@ Sprite will change the y position by this number
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export function changeYBy(_this: micro_bitSprites.LedSprite, y: number)
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```
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### [If on edge, bounce](/functions/game-library/if-on-edge-bounce)
|
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### [If on edge, bounce](/reference/game/if-on-edge-bounce)
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Sprite - If the sprite is on the edge, the sprite will bounce
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@ -89,7 +89,7 @@ Sprite - If the sprite is on the edge, the sprite will bounce
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export function ifOnEdge_Bounce(_this: micro_bitSprites.LedSprite)
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```
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### [Change score by](/functions/game-library/change-score-by)
|
||||
### [Change score by](/reference/game/change-score-by)
|
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|
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When a player achieves a goal, you can increase the game score
|
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|
||||
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@ -101,7 +101,7 @@ When a player achieves a goal, you can increase the game score
|
|||
export function addScore(points: number)
|
||||
```
|
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|
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### [Score](/functions/game-library/score)
|
||||
### [Score](/reference/game/score)
|
||||
|
||||
* set the current score to a particular value.
|
||||
|
||||
|
@ -117,7 +117,7 @@ export function setScore(value: number)
|
|||
export function score() : number
|
||||
```
|
||||
|
||||
### [Countdown](/functions/game-library/start-countdown)
|
||||
### [Countdown](/reference/game/start-countdown)
|
||||
|
||||
If your game has a time limit, you can start a countdown in which case `game->current time` returns the remaining time.
|
||||
|
||||
|
@ -129,7 +129,7 @@ If your game has a time limit, you can start a countdown in which case `game->cu
|
|||
export function startCountdown(ms: number)
|
||||
```
|
||||
|
||||
### [Game over](/functions/game-library/game-over)
|
||||
### [Game over](/reference/game/game-over)
|
||||
|
||||
If the `life` reaches zero or the time expires (see countdown), the game enters the **game over** mode. When the game is over, `game->is running` returns false
|
||||
|
||||
|
|
|
@ -8,7 +8,7 @@ An *Image* is a matrix of pixels to show on the [LED screen](/device/screen)
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|||
|
||||
### Block Editor: Show LEDs
|
||||
|
||||
To display an image using the [Block Editor](/blocks/editor):
|
||||
To display an image:
|
||||
|
||||
* click `Basic` , `Show LEDs`, and tap on the LEDs`
|
||||
* when you're done, return to your code
|
||||
|
@ -21,10 +21,6 @@ You should see code similar to this:
|
|||
|
||||
To create an image that you can later modify, see the [create image](/reference/images/create-image) function.
|
||||
|
||||
### Block editor: create and show images
|
||||
|
||||
To create images using the [Block editor](/blocks/editor):
|
||||
|
||||
1. Click the **Images** category on the left.
|
||||
|
||||
2. Drag and drop the **show image** block into your code.
|
||||
|
|
|
@ -29,7 +29,7 @@ img.showImage(0)
|
|||
|
||||
### Example: display numbers 1-5
|
||||
|
||||
The following example creates an image with 5 frames and then uses a [for loop](/reference/loops/for) to show each frame on the screen:
|
||||
The following example creates an image with 5 frames and then uses a [for loop](/blocks/loops/for) to show each frame on the screen:
|
||||
|
||||
```
|
||||
let img2 = images.createImage(`
|
||||
|
|
|
@ -38,7 +38,7 @@ let w = img.width()
|
|||
|
||||
### Example: show each frame
|
||||
|
||||
The following example uses the `width` function with a [for](/reference/loops/for) loop to show each image frame on the screen:
|
||||
The following example uses the `width` function with a [for](/blocks/loops/for) loop to show each image frame on the screen:
|
||||
|
||||
```
|
||||
let img2 = images.createImage(`
|
||||
|
|
|
@ -16,7 +16,7 @@ input.buttonIsPressed(Button.A);
|
|||
|
||||
### Example
|
||||
|
||||
This program uses an [if](/reference/logic/if) to run
|
||||
This program uses an [if](/blocks/logic/if) to run
|
||||
one part of the program if the `A` button is pressed, and
|
||||
another part if it is not pressed.
|
||||
|
||||
|
@ -35,5 +35,5 @@ basic.forever(() => {
|
|||
|
||||
### See also
|
||||
|
||||
[on button pressed](/reference/input/on-button-pressed), [if](/reference/logic/if), [forever](/reference/basic/forever)
|
||||
[on button pressed](/reference/input/on-button-pressed), [if](/blocks/logic/if), [forever](/reference/basic/forever)
|
||||
|
||||
|
|
|
@ -43,5 +43,5 @@ Otherwise, sometimes they would show a `0`.
|
|||
|
||||
### See also
|
||||
|
||||
[button is pressed](/reference/input/button-is-pressed), [forever](/reference/basic/forever), [random](/reference/math/math)
|
||||
[button is pressed](/reference/input/button-is-pressed), [forever](/reference/basic/forever), [random](/blocks/math)
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ led.plot(4, 4)
|
|||
|
||||
### Example: Square
|
||||
|
||||
This program uses a [for loop](/reference/loops/for)
|
||||
This program uses a [for loop](/blocks/loops/for)
|
||||
and the `plot` function
|
||||
to make a square around the edges of the LED screen.
|
||||
|
||||
|
|
|
@ -1,28 +0,0 @@
|
|||
# If
|
||||
|
||||
### @parent blocks/language
|
||||
|
||||
|
||||
Conditionally run code depending on whether a [Boolean](/reference/types/boolean) condition is true or false.
|
||||
|
||||
```blocks
|
||||
if(true) {
|
||||
}
|
||||
```
|
||||
|
||||
In the Block Editor, click on the dark blue gear icon (see above) to add an *else* or *if* to the current block.
|
||||
|
||||
### Example: adjusting screen brightness
|
||||
|
||||
```blocks
|
||||
if(input.lightLevel()<100){
|
||||
led.setBrightness(255);
|
||||
}
|
||||
```
|
||||
|
||||
If the [light level](/input/light-level) is `< 100`, this code sets the brightness to `255`:
|
||||
|
||||
### See also
|
||||
|
||||
[while loop](/reference/loops/while), [for](/reference/loops/for), [boolean](/reference/types/boolean)
|
||||
|
|
@ -1,17 +1,13 @@
|
|||
# types
|
||||
|
||||
Touch Develop types.
|
||||
|
||||
### @parent language
|
||||
|
||||
A *type* refers to a class of data and the operations permitted on that data. The following types are supported by Block Editor for the BBC micro:bit:
|
||||
A *type* refers to a class of data and the operations permitted on that class of data.
|
||||
The following built-in types are supported for the BBC micro:bit:
|
||||
|
||||
* **[String](/reference/types/string)**: a sequence of characters
|
||||
* **[Number](/reference/types/number)**: an integer number (32-bit signed)
|
||||
* **[Boolean](/reference/types/boolean)**: true or false
|
||||
* **[Image](/blocks/image)**: a collection of [micro:bit LED states](/device/screen) (on/off)
|
||||
|
||||
### see also
|
||||
TypeScript allows you to create user-defined classes of data.
|
||||
|
||||
[local variables](/reference/variables/var), [assignment operator](/reference/variables/assign)
|
||||
|
||||
|
|
|
@ -32,7 +32,7 @@ The next six blocks represent comparison operators that yield a Boolean value. M
|
|||
42 >= 0;
|
||||
```
|
||||
|
||||
Boolean values and operators are often used with an [if](/reference/logic/if) or [while](/reference/loops/while) statement to determine which code will execute next. For example:
|
||||
Boolean values and operators are often used with an [if](/blocks/logic/if) or [while](/blocks/loops/while) statement to determine which code will execute next. For example:
|
||||
|
||||
### Functions that return a Boolean
|
||||
|
||||
|
@ -100,5 +100,5 @@ See the documentation on [Numbers](/reference/types/number) for more information
|
|||
|
||||
### See also
|
||||
|
||||
[if](/reference/logic/if), [while](/reference/loops/while), [number](/reference/types/number)
|
||||
[if](/blocks/logic/if), [while](/blocks/loops/while), [number](/reference/types/number)
|
||||
|
||||
|
|
|
@ -6,13 +6,13 @@ a piece of text.
|
|||
|
||||
A *String* is a sequence of characters. For the BBC micro:bit, ASCII character codes 32 to 126 are supported; letters, digits, punctuation marks, and a few symbols. All other character codes appear as a ? on the [LED screen](/device/screen).
|
||||
|
||||
### Declare a string
|
||||
### Create a string variable
|
||||
|
||||
Use the [var statement](/reference/variables/var) and the [assignment operator](/reference/variables/assign) to declare a new *local* string variable. Like this:
|
||||
```block
|
||||
salutation = "Hello";
|
||||
```
|
||||
|
||||
![](/static/mb/blocks/string-0.png)
|
||||
|
||||
To declare a string using the [Block Editor](/blocks/editor):
|
||||
To create a variable that holds a string:
|
||||
|
||||
1. Click `Variables` (as the Block drawer).
|
||||
|
||||
|
@ -24,17 +24,22 @@ To declare a string using the [Block Editor](/blocks/editor):
|
|||
|
||||
Your code should look something like this:
|
||||
|
||||
![](/static/mb/blocks/string-1.png)
|
||||
```block
|
||||
salutation = "Hello";
|
||||
```
|
||||
|
||||
### The function `show string`
|
||||
|
||||
Use [show string](/reference/basic/show-string) to display a string on the [LED screen](/device/screen). If the string is multiple characters, the string scrolls right to left. The following example displays `Hello world!` on the micro:bit screen:
|
||||
Use [show string](/reference/basic/show-string) to display a string on the [LED screen](/device/screen).
|
||||
If the string is multiple characters, the string scrolls right to left. The following example displays `Hello world!` on the micro:bit screen:
|
||||
|
||||
![](/static/mb/blocks/string-2.png)
|
||||
```block
|
||||
basic.showString("Hello world!");
|
||||
```
|
||||
|
||||
The parameter of `show string` specifies the string
|
||||
|
||||
### See also
|
||||
|
||||
[variables](/reference/variables/var), [string functions](/reference/types/string-functions), [Number](/reference/types/number), [show string](/reference/basic/show-string)
|
||||
|
||||
[string functions](/reference/types/string-functions), [Number](/reference/types/number), [show string](/reference/basic/show-string)
|
||||
|
||||
|
|
|
@ -1,40 +0,0 @@
|
|||
# Change Value
|
||||
|
||||
Set the value for local and global variables.
|
||||
|
||||
### @parent blocks/change-value
|
||||
|
||||
Change the value of a variable
|
||||
|
||||
```blocks
|
||||
let x = 0
|
||||
x += 1
|
||||
```
|
||||
|
||||
### Declare a variable
|
||||
|
||||
Use the assignment operator to set the value of a [variable](/reference/variables/var). Change the value of a variable from 0 to 1 using the change item block. Like this:
|
||||
|
||||
```blocks
|
||||
let x = 0
|
||||
x += 1
|
||||
```
|
||||
|
||||
### Example
|
||||
|
||||
Use the assignment operator to set the value of a [variable](/reference/variables/var). Change the value of a variable from 0 to 1 using the change item block. Then display the new value of the variable on the LED screen. Like this:
|
||||
|
||||
```blocks
|
||||
let x = 0;
|
||||
x += 1;
|
||||
basic.showNumber(x);
|
||||
```
|
||||
|
||||
### Notes
|
||||
|
||||
* You can use the assignment operator with variables of each of the supported [types](/reference/types).
|
||||
|
||||
### See also
|
||||
|
||||
[variable](/reference/variables/var), [types](/reference/types)
|
||||
|
|
@ -13,11 +13,11 @@ Set or change the value of a variable
|
|||
|
||||
### Touch Develop
|
||||
|
||||
Use the assignment operator (:=) to set or change the value of a [local variable](/reference/variables/var) or a [global variable](/js/data).
|
||||
Use the assignment operator (:=) to set or change the value of a [local variable](/blocks/variables/var) or a [global variable](/js/data).
|
||||
|
||||
### Declare a variable
|
||||
|
||||
Declare a new *local* variable using the [var](/reference/variables/var) statement and the assignment operator (`:=`). Like this:
|
||||
Declare a new *local* variable using the [var](/blocks/variables/var) statement and the assignment operator (`:=`). Like this:
|
||||
|
||||
```blocks
|
||||
let num1 = 7
|
||||
|
|
|
@ -31,7 +31,7 @@ let condition2 = true
|
|||
|
||||
### ~
|
||||
|
||||
Boolean values and operators are often used with an [if](/reference/logic/if) or [while](/js/while) statement to determine which code will execute next. For example:
|
||||
Boolean values and operators are often used with an [if](/blocks/logic/if) or [while](/js/while) statement to determine which code will execute next. For example:
|
||||
|
||||
```
|
||||
if (condition && condition2) {
|
||||
|
|
|
@ -21,11 +21,6 @@ To insert a comment in a Touch Develop script:
|
|||
|
||||
3. Click `// comment` and then type some text (your comment).
|
||||
|
||||
### ~hint
|
||||
|
||||
To find out how to insert comments using the Blocks editor, see [the Blocks editor](/blocks/editor).
|
||||
|
||||
### ~
|
||||
|
||||
### Sample function with comments
|
||||
|
||||
|
@ -52,7 +47,7 @@ To comment out a block of code:
|
|||
|
||||
2. Press and hold the Shift key, and then press the Down arrow key to select a block of code.
|
||||
|
||||
3. In the block editing window, scroll down to **surround with** and click `comment out`. This adds an [if](/reference/logic/if) statement around your code, like this:
|
||||
3. In the block editing window, scroll down to **surround with** and click `comment out`. This adds an [if](/blocks/logic/if) statement around your code, like this:
|
||||
|
||||
```
|
||||
if (false) {
|
||||
|
@ -69,5 +64,5 @@ When you want to uncomment your code, click the `if false then` statement in you
|
|||
|
||||
### See also
|
||||
|
||||
[markdown syntax](/js/markdown), [Touch Develop editor](/js/editor), [Block editor](/blocks/editor)
|
||||
[markdown syntax](/js/markdown), [Touch Develop editor](/js/editor)
|
||||
|
||||
|
|
|
@ -112,6 +112,10 @@
|
|||
{
|
||||
"name": "Micro:bit Device",
|
||||
"path": "/device"
|
||||
},
|
||||
{
|
||||
"name": "Blocks Language",
|
||||
"path": "/blocks"
|
||||
}
|
||||
],
|
||||
"sideDoc": "getting-started"
|
||||
|
|
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