pxt-common-packages 10.4.4 → 10.4.5

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Files changed (54) hide show
  1. package/built/common-sim.d.ts +14 -0
  2. package/built/common-sim.js +98 -0
  3. package/libs/azureiot/built/debug/binary.js +461 -461
  4. package/libs/color/built/debug/binary.js +8 -8
  5. package/libs/{game/docs/reference/scene → color-coded-tilemap/docs/reference/color-coded-tilemap}/get-tile.md +3 -3
  6. package/libs/color-coded-tilemap/docs/reference/color-coded-tilemap/get-tiles-by-type.md +65 -0
  7. package/libs/{game/docs/reference/scene → color-coded-tilemap/docs/reference/color-coded-tilemap}/on-hit-tile.md +4 -4
  8. package/libs/color-coded-tilemap/docs/reference/color-coded-tilemap/place-on-random-tile.md +61 -0
  9. package/libs/{game/docs/reference/scene → color-coded-tilemap/docs/reference/color-coded-tilemap}/place.md +2 -6
  10. package/libs/color-coded-tilemap/docs/reference/color-coded-tilemap/set-tile-at.md +61 -0
  11. package/libs/{game/docs/reference/scene → color-coded-tilemap/docs/reference/color-coded-tilemap}/set-tile-map.md +3 -3
  12. package/libs/{game/docs/reference/scene → color-coded-tilemap/docs/reference/color-coded-tilemap}/set-tile.md +1 -1
  13. package/libs/{game/docs/reference/scene → color-coded-tilemap/docs/reference/color-coded-tilemap}/tile-map.md +2 -2
  14. package/libs/{game/docs/types → color-coded-tilemap/docs/reference/color-coded-tilemap}/tile.md +9 -5
  15. package/libs/color-coded-tilemap/docs/reference/color-coded-tilemap.md +32 -0
  16. package/libs/color-coded-tilemap/tilemap.ts +7 -7
  17. package/libs/color-sensor/built/debug/binary.js +8 -8
  18. package/libs/controller/built/debug/binary.js +7117 -7117
  19. package/libs/controller---none/built/debug/binary.js +7097 -7097
  20. package/libs/datalogger/built/debug/binary.js +63 -63
  21. package/libs/edge-connector/built/debug/binary.js +8 -8
  22. package/libs/edge-connector/docs/reference/edge-connector.md +5 -0
  23. package/libs/esp32/built/debug/binary.js +462 -462
  24. package/libs/feather/docs/reference/feather.md +11 -0
  25. package/libs/game/built/debug/binary.js +7036 -7036
  26. package/libs/lcd/built/debug/binary.js +8 -8
  27. package/libs/light-spectrum-sensor/built/debug/binary.js +8 -8
  28. package/libs/lora/built/debug/binary.js +8 -8
  29. package/libs/matrix-keypad/built/debug/binary.js +8 -8
  30. package/libs/mixer/instrument.ts +28 -9
  31. package/libs/mixer/melody.cpp +43 -0
  32. package/libs/mixer/sequencer.ts +116 -0
  33. package/libs/mixer/sim/music.ts +102 -0
  34. package/libs/mqtt/built/debug/binary.js +176 -176
  35. package/libs/net/built/debug/binary.js +176 -176
  36. package/libs/net-game/built/debug/binary.js +8625 -8625
  37. package/libs/palette/built/debug/binary.js +7035 -7035
  38. package/libs/pixel/built/debug/binary.js +8 -8
  39. package/libs/power/built/debug/binary.js +8 -8
  40. package/libs/proximity/built/debug/binary.js +8 -8
  41. package/libs/radio/built/debug/binary.js +8 -8
  42. package/libs/radio-broadcast/built/debug/binary.js +8 -8
  43. package/libs/rotary-encoder/built/debug/binary.js +8 -8
  44. package/libs/screen/built/debug/binary.js +50 -50
  45. package/libs/servo/built/debug/binary.js +8 -8
  46. package/libs/sprite-scaling/_locales/sprite-scaling-jsdoc-strings.json +18 -1
  47. package/libs/sprite-scaling/_locales/sprite-scaling-strings.json +1 -0
  48. package/libs/sprite-scaling/built/debug/binary.js +7035 -7035
  49. package/libs/sprite-scaling/docs/reference/sprite-scaling.md +23 -0
  50. package/libs/sprite-scaling/docs/reference/sprites/scaling/scale-by-pixels.md +1 -1
  51. package/libs/sprite-scaling/docs/reference/sprites/scaling/scale-to-pixels.md +1 -1
  52. package/libs/sprite-scaling/scaling.ts +24 -0
  53. package/libs/storyboard/built/debug/binary.js +7035 -7035
  54. package/package.json +2 -2
@@ -56,7 +56,7 @@ const pxsim_pxtrt = pxsim.pxtrt;
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  const pxsim_numops = pxsim.numops;
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- function _main___P138247(s) {
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+ function _main___P138383(s) {
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  let r0 = s.r0, step = s.pc;
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  s.pc = -1;
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@@ -66,19 +66,19 @@ if (yieldSteps-- < 0 && maybeYield(s, step, r0) || runtime !== pxsim.runtime) re
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  switch (step) {
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  case 0:
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68
 
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- globals._intervals___138490 = (undefined);
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- globals._pollEventQueue___138503 = (undefined);
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+ globals._intervals___138626 = (undefined);
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+ globals._pollEventQueue___138639 = (undefined);
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  r0 = undefined;
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  return leave(s, r0)
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  default: oops()
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  } } }
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- _main___P138247.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"colorbuffer.ts","functionName":"<main>","argumentNames":[]}
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- _main___P138247.continuations = [ ]
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+ _main___P138383.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"colorbuffer.ts","functionName":"<main>","argumentNames":[]}
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+ _main___P138383.continuations = [ ]
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78
- function _main___P138247_mk(s) {
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+ function _main___P138383_mk(s) {
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  checkStack(s.depth);
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  return {
81
- parent: s, fn: _main___P138247, depth: s.depth + 1,
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+ parent: s, fn: _main___P138383, depth: s.depth + 1,
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  pc: 0, retval: undefined, r0: undefined, overwrittenPC: false, lambdaArgs: null,
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  } }
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@@ -88,5 +88,5 @@ function _main___P138247_mk(s) {
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89
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  const breakpoints = setupDebugger(1, [])
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91
- return _main___P138247
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+ return _main___P138383
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  })
@@ -13,7 +13,7 @@ scene.getTile(0, 0)
13
13
 
14
14
  ## Returns
15
15
 
16
- * a [tile](/types/tile) from a location in the tilemap.
16
+ * a [tile](/reference/color-coded-tilemap/tile) from a location in the tilemap.
17
17
 
18
18
  ## Example #example
19
19
 
@@ -56,8 +56,8 @@ scene.setTileAt(scene.getTile(5, 3), 2)
56
56
 
57
57
  ## See also #seealso
58
58
 
59
- [set tile](/reference/scene/set-tile),
60
- [set tile at](/reference/scene/set-tile-at)
59
+ [set tile](/reference/color-coded-tilemap/set-tile),
60
+ [set tile at](/reference/color-coded-tilemap/set-tile-at)
61
61
 
62
62
  ```package
63
63
  color-coded-tilemap
@@ -0,0 +1,65 @@
1
+ # get Tiles By Type
2
+
3
+ Get a list of tiles in the tilemap that have the same color index.
4
+
5
+ ```sig
6
+ scene.getTilesByType(0)
7
+ ```
8
+
9
+ All the tiles in the tilemap with the chosen **index** are returned in an array of [tiles](/reference/color-coded-tilemap/tile). You can use this array to change or replace the tiles as one group.
10
+
11
+ ## Parameters
12
+
13
+ * **index**: the color index to the tiles to make a list for.
14
+
15
+ ## Returns
16
+
17
+ * an [array](/types/array) of [tiles](/reference/color-coded-tilemap/tile) from the tilemap that have the same color **index**.
18
+
19
+ ## Example #example
20
+
21
+ Get a list of all the tiles in the center of the tilemap. Replace all of them with the tile type used for the border.
22
+
23
+ ```blocks
24
+ scene.setTile(2, img`
25
+ a a a a a a a a a a a a a a a a
26
+ a a a a a a a a a a a a a a a a
27
+ a a a a a a a a a a a a a a a a
28
+ a a a a a a a a a a a a a a a a
29
+ a a a a a a a a a a a a a a a a
30
+ a a a a a a a a a a a a a a a a
31
+ a a a a a a a a a a a a a a a a
32
+ a a a a a a a a a a a a a a a a
33
+ a a a a a a a a a a a a a a a a
34
+ a a a a a a a a a a a a a a a a
35
+ a a a a a a a a a a a a a a a a
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+ a a a a a a a a a a a a a a a a
37
+ a a a a a a a a a a a a a a a a
38
+ a a a a a a a a a a a a a a a a
39
+ a a a a a a a a a a a a a a a a
40
+ a a a a a a a a a a a a a a a a
41
+ `)
42
+ scene.setTileMap(img`
43
+ 2 2 2 2 2 2 2 2 2 2
44
+ 2 8 . . . 8 . . . 2
45
+ 2 . 8 . 8 . 8 . 8 2
46
+ 2 . . 8 . . . 8 . 2
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+ 2 . 8 . 8 . 8 . 8 2
48
+ 2 8 . . . 8 . . . 2
49
+ 2 2 2 2 2 2 2 2 2 2
50
+ . . . . . . . . . .
51
+ `)
52
+ for (let tile of scene.getTilesByType(8)) {
53
+ scene.setTileAt(tile, 2)
54
+ pause(500)
55
+ }
56
+ ```
57
+
58
+ ## See also #seealso
59
+
60
+ [get tile](/reference/color-coded-tilemap/get-tile),
61
+ [set tile at](/reference/color-coded-tilemap/set-tile-at)
62
+
63
+ ```package
64
+ color-coded-tilemap
65
+ ```
@@ -26,9 +26,9 @@ A a sprite hitting a wall is dectected when the outside edges of their images ma
26
26
  Build a brick wall of tiles in the scene. Use the **A** to send a ``Ghost`` sprite toward the wall and watch it stop. When button **B** is pressed, switch the value of the ``ghost`` flag and see if the ghost sprite hits the wall or goes through.
27
27
 
28
28
  ```blocks
29
- enum SpriteKind {
30
- Ghost,
31
- Ball
29
+ namespace SpriteKind {
30
+ export const Ghost = SpriteKind.create()
31
+ export const Ball = SpriteKind.create()
32
32
  }
33
33
  let ghost: Sprite = null
34
34
  scene.setTile(2, img`
@@ -102,4 +102,4 @@ controller.B.onEvent(ControllerButtonEvent.Pressed, function () {
102
102
 
103
103
  ```package
104
104
  color-coded-tilemap
105
- ```
105
+ ```
@@ -0,0 +1,61 @@
1
+ # place On Random Tile
2
+
3
+ Move a sprite's position to the center of a random tile in the scene.
4
+
5
+ ```sig
6
+ scene.placeOnRandomTile(null, 0)
7
+ ```
8
+
9
+ You can make a sprite locate itself right on top of a random tile in the tile map. Use the color number of type tile to select for the sprite to locate on one of them.
10
+
11
+
12
+ ## Parameters
13
+
14
+ * **sprite**: the sprite to move onto the tile.
15
+ * **color**: the color [number](/types/number) of a tile to randomly select.
16
+
17
+ ## Example #example
18
+
19
+ Make a tilemap with several different tiles. Create a round shaped sprite. Ramdomly place the sprite on a tile with color number `8`.
20
+
21
+ ```blocks
22
+ let mySprite: Sprite = null
23
+ scene.setTileMap(img`
24
+ . . . . . . . . 3 .
25
+ . 2 . . . . . . . .
26
+ . . . . . 8 . . . .
27
+ . . . . . . . b . .
28
+ . . 8 . 6 . . . . .
29
+ . . . . . . 4 . . .
30
+ . a . . . . . . . .
31
+ . . . . . . . . e .
32
+ `)
33
+ mySprite = sprites.create(img`
34
+ . . . . . . . . . . . . . . . .
35
+ . . . . . . . . . . . . . . . .
36
+ . . . . . 7 7 7 7 7 7 . . . . .
37
+ . . . 7 7 7 7 7 7 7 7 7 7 . . .
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+ . . . 7 7 7 7 7 7 7 7 7 7 . . .
39
+ . . 7 7 7 7 7 7 7 7 7 7 7 7 . .
40
+ . . 7 7 7 7 7 7 7 7 7 7 7 7 . .
41
+ . . 7 7 7 7 7 7 7 7 7 7 7 7 . .
42
+ . . 7 7 7 7 7 7 7 7 7 7 7 7 . .
43
+ . . 7 7 7 7 7 7 7 7 7 7 7 7 . .
44
+ . . 7 7 7 7 7 7 7 7 7 7 7 7 . .
45
+ . . . 7 7 7 7 7 7 7 7 7 7 . . .
46
+ . . . 7 7 7 7 7 7 7 7 7 7 . . .
47
+ . . . . . 7 7 7 7 7 7 . . . . .
48
+ . . . . . . . . . . . . . . . .
49
+ . . . . . . . . . . . . . . . .
50
+ `, SpriteKind.Player)
51
+ pause(1000)
52
+ scene.placeOnRandomTile(mySprite, 8)
53
+ ```
54
+
55
+ ## See also #seealso
56
+
57
+ [get tile](/reference/color-coded-tilemap/get-tile)
58
+
59
+ ```package
60
+ color-coded-tilemap
61
+ ```
@@ -6,7 +6,7 @@ Move a sprite's position to the center of a tile in the scene.
6
6
  scene.getTile(0, 0).place(null)
7
7
  ```
8
8
 
9
- You a can make a sprite to locate itself right on top of a tile. If you have a [tile](/types/tile) object from the tilemap, just use **place** to put a sprite on top of it.
9
+ You can make a sprite locate itself right on top of a tile. If you have a [tile](/reference/color-coded-tilemap/tile) object from the tilemap, just use **place** to put a sprite on top of it.
10
10
 
11
11
  ## Parameters
12
12
 
@@ -17,10 +17,6 @@ You a can make a sprite to locate itself right on top of a tile. If you have a [
17
17
  Make a tilemap with several different tiles. Create a round shaped sprite. Choose the tile at position (1, 1) in the tilemap and place the sprite over it.
18
18
 
19
19
  ```blocks
20
- enum SpriteKind {
21
- Player,
22
- Enemy
23
- }
24
20
  let mySprite: Sprite = null
25
21
  scene.setTileMap(img`
26
22
  . . . . . . . . 3 .
@@ -57,7 +53,7 @@ tileDock.place(mySprite)
57
53
 
58
54
  ## See also #seealso
59
55
 
60
- [get tile](/reference/scene/get-tile)
56
+ [get tile](/reference/color-coded-tilemap/get-tile)
61
57
 
62
58
  ```package
63
59
  color-coded-tilemap
@@ -0,0 +1,61 @@
1
+ # set Tile At
2
+
3
+ Change a tile in the tilemap to another tile.
4
+
5
+ ```sig
6
+ scene.setTileAt(null, 0)
7
+ ```
8
+
9
+ A tile from the tile map has the [tile](/reference/color-coded-tilemap/tile) type. You can change that tile by using its object type, [tile](/reference/color-coded-tilemap/tile), and the index of a different tile. The tile map is changed to have the new tile take the position in the tilemap where this one was.
10
+
11
+ ## Parameters
12
+
13
+ * **tile**: the [tile](/reference/color-coded-tilemap/tile) object to be replaced.
14
+ * **index**: the color index of the tile to replace the previous one.
15
+
16
+ ## Example #example
17
+
18
+ Make a scene using a tilemap with border tiles and two tiles in the center. Replace the tiles in the center with the ones used for the border.
19
+
20
+ ```blocks
21
+ scene.setTile(2, img`
22
+ a a a a a a a a a a a a a a a a
23
+ a a a a a a a a a a a a a a a a
24
+ a a a a a a a a a a a a a a a a
25
+ a a a a a a a a a a a a a a a a
26
+ a a a a a a a a a a a a a a a a
27
+ a a a a a a a a a a a a a a a a
28
+ a a a a a a a a a a a a a a a a
29
+ a a a a a a a a a a a a a a a a
30
+ a a a a a a a a a a a a a a a a
31
+ a a a a a a a a a a a a a a a a
32
+ a a a a a a a a a a a a a a a a
33
+ a a a a a a a a a a a a a a a a
34
+ a a a a a a a a a a a a a a a a
35
+ a a a a a a a a a a a a a a a a
36
+ a a a a a a a a a a a a a a a a
37
+ a a a a a a a a a a a a a a a a
38
+ `)
39
+ scene.setTileMap(img`
40
+ 2 2 2 2 2 2 2 2 2 2
41
+ 2 . . . . . . . . 2
42
+ 2 . . . . . . . . 2
43
+ 2 . . . 1 1 . . . 2
44
+ 2 . . . . . . . . 2
45
+ 2 . . . . . . . . 2
46
+ 2 2 2 2 2 2 2 2 2 2
47
+ . . . . . . . . . .
48
+ `)
49
+ pause(1000)
50
+ scene.setTileAt(scene.getTile(4, 3), 2)
51
+ pause(1000)
52
+ scene.setTileAt(scene.getTile(5, 3), 2)
53
+ ```
54
+
55
+ ## See also #seealso
56
+
57
+ [set tile](/reference/color-coded-tilemap/set-tile), [get tile](/reference/color-coded-tilemap/get-tile)
58
+
59
+ ```package
60
+ color-coded-tilemap
61
+ ```
@@ -6,7 +6,7 @@ Arrange image tiles as a pattern in the scene.
6
6
  scene.setTileMap(null)
7
7
  ```
8
8
 
9
- Your game scene contains a [tile map](/reference/scene/tile-map). A tile map is an arrangement (a pattern) of image tiles that fill up some of the scene. At first, the scene has an empty tile map and no tile pattern is displayed. To build up your scene, you need to make some tiles, add them to the scene, and then tell the scene where to place the tiles.
9
+ Your game scene contains a [tile map](/reference/color-coded-tilemap/tile-map). A tile map is an arrangement (a pattern) of image tiles that fill up some of the scene. At first, the scene has an empty tile map and no tile pattern is displayed. To build up your scene, you need to make some tiles, add them to the scene, and then tell the scene where to place the tiles.
10
10
 
11
11
  The tile map uses an image layout to map the tiles for the scene. The color numbers in the image are identifiers (an index) for image tiles that were added to the scene. Tile indexes are placed at various locations in the map to create what's displayed in the scene. If there's no tile set with an index to match a color number in the map, the actual color for that number is filled into the scene at that tile location instead.
12
12
 
@@ -77,8 +77,8 @@ scene.setTileMap(img`
77
77
 
78
78
  ## See also #seealso
79
79
 
80
- [tile map](/reference/scene/tile-map),
81
- [set tile](/reference/scene/set-tile)
80
+ [tile map](/reference/color-coded-tilemap/tile-map),
81
+ [set tile](/reference/color-coded-tilemap/set-tile)
82
82
 
83
83
  ```package
84
84
  color-coded-tilemap
@@ -60,7 +60,7 @@ scene.setTileMap(img`
60
60
 
61
61
  ## See also #seealso
62
62
 
63
- [tile map](/reference/scene/tile-map), [set tile map](/reference/scene/set-tile-map)
63
+ [tile map](/reference/color-coded-tilemap/tile-map), [set tile map](/reference/color-coded-tilemap/set-tile-map)
64
64
 
65
65
  ```package
66
66
  color-coded-tilemap
@@ -167,8 +167,8 @@ scene.setTileMap(img`
167
167
 
168
168
  ## See also #seealso
169
169
 
170
- [set tile](/reference/scene/set-tile),
171
- [set tile map](/reference/scene/set-tile-map)
170
+ [set tile](/reference/color-coded-tilemap/set-tile),
171
+ [set tile map](/reference/color-coded-tilemap/set-tile-map)
172
172
 
173
173
  ```package
174
174
  color-coded-tilemap
@@ -4,7 +4,7 @@ A tile is an image that is displayed as a rectangular portion of the game scene.
4
4
 
5
5
  ## The tile type
6
6
 
7
- A **tile** is a complex type that contains an [image](/types/image) and a position in a tilemap. The game scene has a collection of tiles and they are added to the scene using the [setTile](/reference/scene/set-tile) function. Tiles can also be set as a wall to keep sprites from passing through them.
7
+ A **tile** is a complex type that contains an [image](/types/image) and a position in a tilemap. The game scene has a collection of tiles and they are added to the scene using the [setTile](/reference/color-coded-tilemap/set-tile) function. Tiles can also be set as a wall to keep sprites from passing through them.
8
8
 
9
9
  ## Setting tiles
10
10
 
@@ -68,7 +68,11 @@ tileList = scene.getTilesByType(4)
68
68
 
69
69
  ## See also
70
70
 
71
- [set tile](/reference/scene/set-tile),
72
- [set tilemap](/reference/scene/set-tilemap),
73
- [get tile](/reference/scene/get-tile),
74
- [get tiles by type](/reference/scene/get-tiles-by-type)
71
+ [set tile](/reference/color-coded-tilemap/set-tile),
72
+ [set tile map](/reference/color-coded-tilemap/set-tile-map),
73
+ [get tile](/reference/color-coded-tilemap/get-tile),
74
+ [get tiles by type](/reference/color-coded-tilemap/get-tiles-by-type)
75
+
76
+ ```package
77
+ color-coded-tilemap
78
+ ```
@@ -0,0 +1,32 @@
1
+ # Color Coded Tilemap
2
+
3
+ Map scene background tiles using color code placement.
4
+
5
+ ## Tiles and Tilemaps
6
+
7
+ ```cards
8
+ scene.setTileMap(null)
9
+ scene.getTile(0, 0)
10
+ scene.getTilesByType(0)
11
+ scene.getTile(0, 0).place(null)
12
+ scene.setTile(0, null)
13
+ scene.setTileAt(null, 0)
14
+ scene.onHitTile(0, 0, function (sprite) {
15
+ scene.placeOnRandomTile(null, 0)
16
+ ```
17
+
18
+ ## See also
19
+
20
+ [set tile](/reference/color-coded-tilemap/set-tile),
21
+ [set tile map](/reference/color-coded-tilemap/set-tile-map),
22
+ [set tile at](/reference/color-coded-tilemap/set-tile-at),
23
+ [get tile](/reference/color-coded-tilemap/get-tile),
24
+ [get tiles by type](/reference/color-coded-tilemap/get-tiles-by-type),
25
+ [place](/reference/scene/place),
26
+ [place on random tile](/reference/color-coded-tilemap/place-on-random-tile),
27
+ [on hit tile](/reference/color-coded-tilemap/on-hit-tile),
28
+ [tile hit from](/reference/sprites/sprite/tile-hit-from)
29
+
30
+ ```package
31
+ color-coded-tilemap
32
+ ```
@@ -12,7 +12,7 @@ namespace scene {
12
12
  //% blockId=gamesettilemap block="set tile map to %map=tilemap_image_picker || with %scale pixel tiles"
13
13
  //% scale.defl=TileScale.Sixteen
14
14
  //% group="Color-coded Tilemap"
15
- //% help=scene/set-tile-map
15
+ //% help=color-coded-tilemap/set-tile-map
16
16
  export function setTileMap(map: Image, scale = TileScale.Sixteen) {
17
17
  const scene = game.currentScene();
18
18
  if (!scene.tileMap || !(scene.tileMap as tiles.legacy.LegacyTilemap).isLegacy) {
@@ -29,7 +29,7 @@ namespace scene {
29
29
  */
30
30
  //% blockId=gamesettile block="set tile %index=colorindexpicker to %img=tile_image_picker with wall %wall=toggleOnOff"
31
31
  //% group="Color-coded Tilemap"
32
- //% help=scene/set-tile
32
+ //% help=color-coded-tilemap/set-tile
33
33
  export function setTile(index: number, img: Image, wall?: boolean) {
34
34
  const scene = game.currentScene();
35
35
  if (!scene.tileMap || !(scene.tileMap as tiles.legacy.LegacyTilemap).isLegacy) {
@@ -45,7 +45,7 @@ namespace scene {
45
45
  */
46
46
  //% blockId=gamegettile block="tile col %col row %row"
47
47
  //% group="Color-coded Tilemap" blockSetVariable="myTile"
48
- //% help=scene/get-tile
48
+ //% help=color-coded-tilemap/get-tile
49
49
  export function getTile(col: number, row: number): tiles.Tile {
50
50
  const scene = game.currentScene();
51
51
  if (!scene.tileMap || !(scene.tileMap as tiles.legacy.LegacyTilemap).isLegacy) {
@@ -60,7 +60,7 @@ namespace scene {
60
60
  */
61
61
  //% blockId=gamegettilestype block="array of all %index=colorindexpicker tiles"
62
62
  //% group="Color-coded Tilemap" blockSetVariable="tile list"
63
- //% help=scene/get-tiles-by-type
63
+ //% help=color-coded-tilemap/get-tiles-by-type
64
64
  export function getTilesByType(index: number): tiles.Tile[] {
65
65
  const scene = game.currentScene();
66
66
  if (!scene.tileMap || !(scene.tileMap as tiles.legacy.LegacyTilemap).isLegacy) {
@@ -77,7 +77,7 @@ namespace scene {
77
77
  //% blockId=gameplaceonrandomtile block="place %sprite=variables_get(mySprite) on top of random $color tile"
78
78
  //% group="Color-coded Tilemap"
79
79
  //% color.shadow="colorindexpicker"
80
- //% help=scene/place-on-random-tile
80
+ //% help=color-coded-tilemap/place-on-random-tile
81
81
  export function placeOnRandomTile(sprite: Sprite, color: number): void {
82
82
  if (!sprite || !game.currentScene().tileMap) return;
83
83
  const tiles = getTilesByType(color);
@@ -92,7 +92,7 @@ namespace scene {
92
92
  */
93
93
  //% blockId=gamesettileat block="set %tile=gamegettile to %index=colorindexpicker"
94
94
  //% group="Color-coded Tilemap"
95
- //% help=scene/set-tile-at
95
+ //% help=color-coded-tilemap/set-tile-at
96
96
  export function setTileAt(tile: tiles.Tile, index: number) {
97
97
  const scene = game.currentScene();
98
98
  if (!scene.tileMap || !(scene.tileMap as tiles.legacy.LegacyTilemap).isLegacy) {
@@ -125,7 +125,7 @@ namespace scene {
125
125
  //% group="Color-coded Tilemap"
126
126
  //% draggableParameters="reporter"
127
127
  //% blockId=spritesollisions block="on $sprite of kind $kind=spritekind hits wall $tile=colorindexpicker"
128
- //% help=scene/on-hit-tile
128
+ //% help=color-coded-tilemap/on-hit-tile
129
129
  export function onHitTile(kind: number, tile: number, handler: (sprite: Sprite) => void) {
130
130
  if (kind == undefined || tile < 0 || tile > 0xF || !handler) return;
131
131
 
@@ -56,7 +56,7 @@ const pxsim_pxtrt = pxsim.pxtrt;
56
56
  const pxsim_numops = pxsim.numops;
57
57
 
58
58
 
59
- function _main___P96771(s) {
59
+ function _main___P96873(s) {
60
60
  let r0 = s.r0, step = s.pc;
61
61
  s.pc = -1;
62
62
 
@@ -66,19 +66,19 @@ if (yieldSteps-- < 0 && maybeYield(s, step, r0) || runtime !== pxsim.runtime) re
66
66
  switch (step) {
67
67
  case 0:
68
68
 
69
- globals._intervals___97014 = (undefined);
70
- globals._pollEventQueue___97027 = (undefined);
69
+ globals._intervals___97116 = (undefined);
70
+ globals._pollEventQueue___97129 = (undefined);
71
71
  r0 = undefined;
72
72
  return leave(s, r0)
73
73
  default: oops()
74
74
  } } }
75
- _main___P96771.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"tcs34725.ts","functionName":"<main>","argumentNames":[]}
76
- _main___P96771.continuations = [ ]
75
+ _main___P96873.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"tcs34725.ts","functionName":"<main>","argumentNames":[]}
76
+ _main___P96873.continuations = [ ]
77
77
 
78
- function _main___P96771_mk(s) {
78
+ function _main___P96873_mk(s) {
79
79
  checkStack(s.depth);
80
80
  return {
81
- parent: s, fn: _main___P96771, depth: s.depth + 1,
81
+ parent: s, fn: _main___P96873, depth: s.depth + 1,
82
82
  pc: 0, retval: undefined, r0: undefined, overwrittenPC: false, lambdaArgs: null,
83
83
  } }
84
84
 
@@ -88,5 +88,5 @@ function _main___P96771_mk(s) {
88
88
 
89
89
  const breakpoints = setupDebugger(1, [])
90
90
 
91
- return _main___P96771
91
+ return _main___P96873
92
92
  })