pxt-common-packages 9.5.12 → 10.1.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/built/common-sim.js +2 -2
- package/libs/azureiot/built/debug/binary.js +461 -461
- package/libs/color/built/debug/binary.js +8 -8
- package/libs/color-sensor/built/debug/binary.js +8 -8
- package/libs/controller/built/debug/binary.js +6898 -6898
- package/libs/controller---none/built/debug/binary.js +6878 -6878
- package/libs/datalogger/built/debug/binary.js +63 -63
- package/libs/edge-connector/built/debug/binary.js +8 -8
- package/libs/esp32/built/debug/binary.js +462 -462
- package/libs/game/_locales/game-jsdoc-strings.json +4 -0
- package/libs/game/_locales/game-strings.json +2 -0
- package/libs/game/built/debug/binary.js +6817 -6817
- package/libs/game/docs/reference/info/change-score-by.md +2 -1
- package/libs/game/docs/reference/info/on-score.md +72 -0
- package/libs/game/docs/reference/info/score.md +2 -1
- package/libs/game/docs/reference/info/set-score.md +2 -1
- package/libs/game/docs/reference/tiles/tile-image-at-location.md +65 -0
- package/libs/game/info.ts +53 -0
- package/libs/game/sim/keymap.ts +2 -2
- package/libs/game/sprite.ts +1 -0
- package/libs/game/tilemap.ts +1 -1
- package/libs/lcd/built/debug/binary.js +8 -8
- package/libs/light-spectrum-sensor/built/debug/binary.js +8 -8
- package/libs/lora/built/debug/binary.js +8 -8
- package/libs/matrix-keypad/built/debug/binary.js +8 -8
- package/libs/mqtt/built/debug/binary.js +176 -176
- package/libs/net/built/debug/binary.js +176 -176
- package/libs/net-game/built/debug/binary.js +8406 -8406
- package/libs/palette/built/debug/binary.js +6816 -6816
- package/libs/pixel/built/debug/binary.js +8 -8
- package/libs/power/built/debug/binary.js +8 -8
- package/libs/proximity/built/debug/binary.js +8 -8
- package/libs/radio/built/debug/binary.js +8 -8
- package/libs/radio-broadcast/built/debug/binary.js +8 -8
- package/libs/radio-broadcast/docs/reference/radio-broadcast.md +21 -0
- package/libs/rotary-encoder/built/debug/binary.js +8 -8
- package/libs/screen/built/debug/binary.js +50 -50
- package/libs/servo/built/debug/binary.js +8 -8
- package/libs/servo/docs/reference/servo.md +41 -0
- package/libs/sprite-scaling/built/debug/binary.js +6816 -6816
- package/libs/storyboard/built/debug/binary.js +6816 -6816
- package/package.json +1 -1
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# on Score
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Run some code once when the player's score reaches the given value. This code will also run once if the score "passes" the given value after being changed by a value greater than 1.
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```sig
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info.onScore(100, function () {})
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```
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## Parameters
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* **score**: the target score value for this event to run
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* **handler**: the code to run when the score reaches or passes the target value.
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## Example #example
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### Clicker game #ex1
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Change the player's score by 1 each time a button is pressed and show some text when the score reaches 100!
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```blocks
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controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
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info.changeScoreBy(1)
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})
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info.onScore(100, function () {
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game.splash("Score is " + info.score())
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})
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```
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### Multiplayer #ex2
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Randomly give either player 1 or player 2 a point on each game update. The first player to reach 100 wins!
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```blocks
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info.player2.onScore(100, function () {
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game.splash("Player 2 wins!")
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game.reset()
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})
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info.player1.onScore(100, function () {
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game.splash("Player 1 wins!")
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game.reset()
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})
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game.onUpdate(function () {
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if (Math.percentChance(50)) {
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info.player1.changeScoreBy(1)
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} else {
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info.player2.changeScoreBy(1)
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}
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})
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```
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### Passing the target score #ex3
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This example demonstrates what happens when the score is changed by a value greater than 1. When the A button is pressed, the player's score
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changes by 10. The event still runs even though it's looking for a score of 5!
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```blocks
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controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
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info.changeScoreBy(10)
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})
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info.onScore(5, function () {
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game.splash("Score is " + info.score())
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})
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```
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## See also #seealso
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[score](/reference/info/score),
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[set score](/reference/info/set-score),
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[change score by](/reference/info/change-score-by)
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# tile Image At Location
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Get the image of the tile at a location in the tilemap.
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```sig
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tiles.tileImageAtLocation(tiles.getTileAtLocation(0, 0))
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```
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## Parameters
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* **location**: the [location](/reference/tiles/location) object for the tile to return it's image.
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## Returns
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* the [image](/types/image) of the tile at the **location** in the tilemap.
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## Example #example
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Make a tilemap with some smiley face tiles. Create a new sprite using the image from one of the smiley face tiles. Have the new sprite move across the screen and back.
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```blocks
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scene.onHitWall(SpriteKind.Player, function (sprite, location) {
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sprite.startEffect(effects.bubbles, 500)
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})
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tiles.setCurrentTilemap(tilemap`level1`)
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let tileImage = tiles.tileImageAtLocation(tiles.getTileLocation(0, 0))
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let mySprite = sprites.create(tileImage, SpriteKind.Player)
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mySprite.setBounceOnWall(true)
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mySprite.vx = 50
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```
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## See also #seealso
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[location](/reference/tiles/location)
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```jres
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{
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"transparency16": {
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"data": "hwQQABAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==",
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"mimeType": "image/x-mkcd-f4",
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"tilemapTile": true
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},
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"tile1": {
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"data": "hwQQABAAAABERERERERERERERERERERERPT/RET/RERE9PRERERPRET0/0RERPRERERERERE9ERERERERET0RERERPRPRPRERERE9E9E9ERERERERET0RERERERERPRERPT/RERE9ERE9PRERERPRET0/0RE/0RERERERERERERERERERERERA==",
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"mimeType": "image/x-mkcd-f4",
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"tilemapTile": true,
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"displayName": "myTile"
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},
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"level1": {
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"id": "level1",
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"mimeType": "application/mkcd-tilemap",
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"data": "MTAwYTAwMDgwMDAxMDAwMTAwMDEwMDAxMDAwMTAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAxMDAwMTAwMDEwMDAxMDAwMTAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMDAwMA==",
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"tileset": [
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"myTiles.transparency16",
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"myTiles.tile1"
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],
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"displayName": "level1"
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},
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"*": {
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"mimeType": "image/x-mkcd-f4",
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"dataEncoding": "base64",
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"namespace": "myTiles"
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}
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}
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```
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package/libs/game/info.ts
CHANGED
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_ExplicitlySetLife = 1 << 7,
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}
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class ScoreReachedHandler {
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public isTriggered: boolean;
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constructor(public score: number, public handler: () => void) {
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this.isTriggered = false;
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}
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}
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export class PlayerState {
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public score: number;
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// undefined: not used
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// null: reached 0 and callback was invoked
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public life: number;
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public lifeZeroHandler: () => void;
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public scoreReachedHandler: ScoreReachedHandler
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constructor() { }
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}
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player1.onLifeZero(handler);
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}
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/**
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* Runs code once each time the score reaches a given value. This will also
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* run if the score "passes" the given value in either direction without ever
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* having the exact value (e.g. if score is changed by more than 1)
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*
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* @param score the score to fire the event on
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* @param handler code to run when the score reaches the given value
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*/
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//% weight=10
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//% blockId=gameonscore
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//% block="on score $score"
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//% score.defl=100
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//% help=info/on-score
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//% group="Score"
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export function onScore(score: number, handler: () => void) {
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player1.onScore(score, handler);
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}
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/**
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* Start a countdown of the given duration in seconds
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* @param duration the duration of the countdown, eg: 10
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}
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this.score(); // invoked for side effects
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const oldScore = state.score || 0;
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state.score = (value | 0);
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if (state.scoreReachedHandler && (
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(oldScore < state.scoreReachedHandler.score && state.score >= state.scoreReachedHandler.score) ||
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(oldScore > state.scoreReachedHandler.score && state.score <= state.scoreReachedHandler.score)
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)) {
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state.scoreReachedHandler.handler();
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}
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}
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/**
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state.lifeZeroHandler = handler;
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}
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/**
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* Runs code once each time the score reaches a given value. This will also
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* run if the score "passes" the given value in either direction without ever
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* having the exact value (e.g. if score is changed by more than 1)
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*
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* @param score the score to fire the event on
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* @param handler code to run when the score reaches the given value
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*/
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//% blockId=playerinfoonscore
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//% block="on $this score $score"
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//% score.defl=100
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//% help=info/on-score
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//% group="Multiplayer"
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onScore(score: number, handler: () => void) {
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const state = this.getState();
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state.scoreReachedHandler = new ScoreReachedHandler(score, handler);
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}
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raiseLifeZero(gameOver: boolean) {
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const state = this.getState();
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if (state.life !== null && state.life <= 0) {
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package/libs/game/sim/keymap.ts
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this.setSystemKeys(
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80, // P - Screenshot
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82, // R - Gif
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192, // Menu - '`' (backtick) button
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50 // Reset - Backspace button
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);
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// Player 1 alternate mapping. This is cleared when the game sets any player keys explicitly
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package/libs/game/sprite.ts
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//% this.shadow=variables_get
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//% this.defl=mySprite
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//% blockNamespace="scene" group="Locations" weight=90
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//% help=scene/tilemap-location
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tilemapLocation(): tiles.Location {
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const scene = game.currentScene();
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if (!scene.tileMap) return undefined;
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package/libs/game/tilemap.ts
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//% this.defl=location
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//% this.shadow=variables_get
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//% group="Locations" blockGap=8
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//% weight=10
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//% weight=10 help=tiles/get-neighboring-location
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public getNeighboringLocation(direction: CollisionDirection): Location {
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switch (direction) {
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case CollisionDirection.Top:
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const pxsim_numops = pxsim.numops;
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function
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function _main___P48222(s) {
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let r0 = s.r0, step = s.pc;
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s.pc = -1;
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switch (step) {
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case 0:
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-
globals.
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globals.
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globals._intervals___48465 = (undefined);
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globals._pollEventQueue___48478 = (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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-
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_main___P48222.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"characterlcd.ts","functionName":"<main>","argumentNames":[]}
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_main___P48222.continuations = [ ]
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function
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function _main___P48222_mk(s) {
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checkStack(s.depth);
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function _main___P96998(s) {
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_main___P96998.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"tsl2591.ts","functionName":"<main>","argumentNames":[]}
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function
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function _main___P59524(s) {
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_main___P59524.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"lora.ts","functionName":"<main>","argumentNames":[]}
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_main___P59524.continuations = [ ]
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function
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function _main___P59524_mk(s) {
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@@ -88,5 +88,5 @@ function _main___P59519_mk(s) {
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return _main___P59524
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@@ -56,7 +56,7 @@ const pxsim_pxtrt = pxsim.pxtrt;
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function
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function _main___P188074(s) {
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|
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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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|
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globals.
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|
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globals.
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|
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globals._intervals___188317 = (undefined);
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|
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globals._pollEventQueue___188330 = (undefined);
|
|
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|
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|
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|
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|
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|
default: oops()
|
|
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|
} } }
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|
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|
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|
+
_main___P188074.info = {"start":0,"length":0,"line":0,"column":0,"endLine":0,"endColumn":0,"fileName":"keypad.ts","functionName":"<main>","argumentNames":[]}
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|
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_main___P188074.continuations = [ ]
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|
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|
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function
|
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|
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function _main___P188074_mk(s) {
|
|
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|
checkStack(s.depth);
|
|
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|
return {
|
|
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|
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parent: s, fn:
|
|
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|
+
parent: s, fn: _main___P188074, 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___P188039_mk(s) {
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|
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|
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|
const breakpoints = setupDebugger(1, [])
|
|
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|
|
|
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|
-
return
|
|
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|
+
return _main___P188074
|
|
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|
})
|