pxt-microbit 7.0.19 → 7.0.21

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.
Files changed (59) hide show
  1. package/built/block-tests.js +1 -1
  2. package/built/editor.js +24 -4
  3. package/built/target-strings.json +1 -1
  4. package/built/target.js +1 -1
  5. package/built/target.json +1 -1
  6. package/built/targetlight.json +1 -1
  7. package/docs/extensions/extension-gallery.md +12 -8
  8. package/docs/projects/analog-pin-tester.md +1 -1
  9. package/docs/projects/banana-keyboard/code.md +25 -25
  10. package/docs/projects/banana-keyboard/make.md +1 -1
  11. package/docs/projects/crashy-bird.md +12 -12
  12. package/docs/projects/fireflies.md +3 -3
  13. package/docs/projects/guitar/accelerometer.md +5 -5
  14. package/docs/projects/guitar/displaybuttons.md +7 -7
  15. package/docs/projects/guitar/lightsensor.md +4 -4
  16. package/docs/projects/guitar/pinpress.md +12 -12
  17. package/docs/projects/hack-your-headphones/code.md +19 -19
  18. package/docs/projects/hot-or-cold/beacon.md +1 -1
  19. package/docs/projects/hot-or-cold/multi-beacons.md +2 -2
  20. package/docs/projects/hot-or-cold/seekers.md +2 -2
  21. package/docs/projects/hot-or-cold.md +3 -3
  22. package/docs/projects/inchworm/code.md +5 -5
  23. package/docs/projects/inchworm/connect.md +1 -1
  24. package/docs/projects/infection.md +175 -175
  25. package/docs/projects/karel.md +37 -37
  26. package/docs/projects/light-monster/code.md +1 -1
  27. package/docs/projects/light-monster/connect.md +2 -2
  28. package/docs/projects/magic-button-trick.md +13 -13
  29. package/docs/projects/micro-coin.md +3 -3
  30. package/docs/projects/milk-carton-robot/code.md +3 -3
  31. package/docs/projects/milk-carton-robot/connect.md +2 -2
  32. package/docs/projects/milky-monster/code.md +3 -3
  33. package/docs/projects/milky-monster/connect.md +2 -2
  34. package/docs/projects/mood-radio.md +4 -4
  35. package/docs/projects/plant-watering/code.md +1 -1
  36. package/docs/projects/railway-crossing.md +5 -5
  37. package/docs/projects/rc-car/code.md +2 -2
  38. package/docs/projects/rc-car/connect.md +6 -6
  39. package/docs/projects/reaction-time/code.md +15 -15
  40. package/docs/projects/salute.md +5 -5
  41. package/docs/projects/servo-calibrator.md +3 -3
  42. package/docs/projects/soil-moisture/code.md +3 -3
  43. package/docs/projects/soil-moisture/connect.md +2 -5
  44. package/docs/projects/spy/coin-flipper.md +4 -4
  45. package/docs/projects/spy/rock-paper-scissors.md +3 -3
  46. package/docs/projects/states-of-matter/code.md +15 -15
  47. package/docs/projects/tele-potato.md +6 -6
  48. package/docs/projects/telegraph/code.md +7 -7
  49. package/docs/projects/timing-gates.md +11 -11
  50. package/docs/projects/turtle-scanner.md +1 -1
  51. package/docs/projects/turtle-spiral.md +1 -1
  52. package/docs/projects/voting-machine.md +4 -4
  53. package/docs/projects/wallet/code.md +2 -2
  54. package/docs/projects/watch/code.md +11 -11
  55. package/docs/projects/watch/digital-watch.md +37 -37
  56. package/docs/projects/watch/timer.md +9 -9
  57. package/docs/teachertool.md +178 -0
  58. package/package.json +2 -2
  59. package/targetconfig.json +2 -0
@@ -56,7 +56,7 @@ For patterns that you design, decide which LEDs you want to turn on and then mak
56
56
  Figure out how to make the first letter of your name with the LEDs.
57
57
 
58
58
  ```sim
59
- basic.forever(() => {
59
+ basic.forever(function () {
60
60
  basic.showAnimation(`
61
61
  # # # . . # # # . . # # # . . # # # . .
62
62
  . . . . . # . . . . # . . . . # . . # .
@@ -75,7 +75,7 @@ basic.forever(() => {
75
75
  Make something fun!
76
76
 
77
77
  ```sim
78
- basic.forever(() => {
78
+ basic.forever(function () {
79
79
  basic.showAnimation(`
80
80
  # . . . . # . . . . # . . . . # . . . . # . . . . # . . . .
81
81
  . . . . . # . . . . # . . . . # . . . . # . . . # # . # # #
@@ -99,86 +99,86 @@ Copy this code into the JavaScript editor and then download it to the board.
99
99
 
100
100
  ```typescript
101
101
  class Board {
102
- public isKarelActive: boolean;
103
- public karelX: number;
104
- public karelY: number;
102
+ public isKarelActive: boolean
103
+ public karelX: number
104
+ public karelY: number
105
105
 
106
- public ledState: Image;
107
- private karelDirection: Direction;
106
+ public ledState: Image
107
+ private karelDirection: Direction
108
108
 
109
109
  constructor() {
110
- this.isKarelActive = true;
111
- this.karelX = 2;
112
- this.karelY = 2;
113
- this.karelDirection = Direction.UP;
110
+ this.isKarelActive = true
111
+ this.karelX = 2
112
+ this.karelY = 2
113
+ this.karelDirection = Direction.UP
114
114
  this.ledState = images.createImage(`
115
115
  . . . . .
116
116
  . . . . .
117
117
  . . . . .
118
118
  . . . . .
119
119
  . . . . .
120
- `);
120
+ `)
121
121
  }
122
122
 
123
123
  pressedA() {
124
124
  if (!this.isKarelActive) {
125
- return;
125
+ return
126
126
  }
127
- this.karelDirection = (this.karelDirection + 1) % 4;
127
+ this.karelDirection = (this.karelDirection + 1) % 4
128
128
  }
129
129
 
130
130
  pressedB() {
131
131
  if (!this.isKarelActive) {
132
- return;
132
+ return
133
133
  }
134
- this.ledState.setPixel(this.karelX, this.karelY, true);
134
+ this.ledState.setPixel(this.karelX, this.karelY, true)
135
135
  this.moveKarel()
136
136
  }
137
137
 
138
138
  shake() {
139
139
  if (!this.isKarelActive) {
140
- return;
140
+ return
141
141
  }
142
142
  this.moveKarel()
143
143
  }
144
144
 
145
145
  private moveKarel() {
146
146
  if (!this.isKarelActive) {
147
- return;
147
+ return
148
148
  }
149
149
  switch (this.karelDirection) {
150
150
  case Direction.UP:
151
151
  if (this.karelY > 0) {
152
- this.karelY -= 1;
152
+ this.karelY -= 1
153
153
  }
154
- break;
154
+ break
155
155
  case Direction.LEFT:
156
156
  if (this.karelX > 0) {
157
- this.karelX -= 1;
157
+ this.karelX -= 1
158
158
  }
159
- break;
159
+ break
160
160
  case Direction.DOWN:
161
161
  if (this.karelY < 4) {
162
- this.karelY += 1;
162
+ this.karelY += 1
163
163
  }
164
- break;
164
+ break
165
165
  case Direction.RIGHT:
166
166
  if (this.karelX < 4) {
167
- this.karelX += 1;
167
+ this.karelX += 1
168
168
  }
169
- break;
169
+ break
170
170
  }
171
171
  }
172
172
 
173
173
  pressedAB() {
174
- this.isKarelActive = !this.isKarelActive;
174
+ this.isKarelActive = !this.isKarelActive
175
175
  }
176
176
 
177
177
  update() {
178
- this.ledState.showImage(0);
178
+ this.ledState.showImage(0)
179
179
  }
180
180
  }
181
- const board = new Board();
181
+ const board = new Board()
182
182
  enum Direction {
183
183
  UP = 0,
184
184
  LEFT,
@@ -186,21 +186,21 @@ enum Direction {
186
186
  RIGHT
187
187
  }
188
188
  input.onButtonPressed(Button.B, function () {
189
- board.pressedB();
190
- board.update();
189
+ board.pressedB()
190
+ board.update()
191
191
  })
192
192
  input.onGesture(Gesture.Shake, function () {
193
- board.shake();
194
- board.update();
193
+ board.shake()
194
+ board.update()
195
195
  })
196
196
 
197
197
  input.onButtonPressed(Button.A, function () {
198
- board.pressedA();
199
- board.update();
198
+ board.pressedA()
199
+ board.update()
200
200
  })
201
201
  input.onButtonPressed(Button.AB, function () {
202
- board.pressedAB();
203
- board.update();
202
+ board.pressedAB()
203
+ board.update()
204
204
  })
205
205
  basic.forever(function () {
206
206
  if (board.isKarelActive) {
@@ -13,7 +13,7 @@ Add code to open the mouth when light is detected.
13
13
  We are going to add code to open the mouth proportionally to the amount of light on the @boardname@. The code is in a loop so we'll continually read the light level and map it to an angle using the ``||pins:map||`` function.
14
14
 
15
15
  ```blocks
16
- basic.forever(() => {
16
+ basic.forever(function () {
17
17
  pins.servoWritePin(AnalogPin.P0, pins.map(
18
18
  input.lightLevel(),
19
19
  0,
@@ -11,13 +11,13 @@ Remote control your monster with another @boardname@.
11
11
  You will need one more @boardname@ for this part. By using the radio, we can control the monster with another @boardname@. Download the code below to the @boardname@ on the monster and then again onto a "controller" @boardname@. Whenever button **A** is pressed, the monster's mouth moves once.
12
12
 
13
13
  ```blocks
14
- radio.onReceivedNumber(({ receivedNumber }) => {
14
+ radio.onReceivedNumber(function(receivedNumber) {
15
15
  pins.servoWritePin(AnalogPin.P0, 30)
16
16
  basic.pause(500)
17
17
  pins.servoWritePin(AnalogPin.P0, 150)
18
18
  basic.pause(500)
19
19
  })
20
- input.onButtonPressed(Button.A, () => {
20
+ input.onButtonPressed(Button.A, function () {
21
21
  radio.sendNumber(0)
22
22
  })
23
23
  ```
@@ -23,10 +23,10 @@ The only things you need for this trick are your @boardname@ and any magnet that
23
23
  Before we code the trick itself, we need to get the buttons working as you would expect them to such that pressing button **A** displays 'A' and pressing button **B** displays 'B':
24
24
 
25
25
  ```blocks
26
- input.onButtonPressed(Button.A, () => {
26
+ input.onButtonPressed(Button.A, function () {
27
27
  basic.showString("A")
28
28
  })
29
- input.onButtonPressed(Button.B, () => {
29
+ input.onButtonPressed(Button.B, function () {
30
30
  basic.showString("B")
31
31
  })
32
32
  ```
@@ -48,7 +48,7 @@ If you've ever played with magnets you know they have two ends, often called a N
48
48
  So, in the code below, we will check if the absolute value of our magnetic field strength reading is more than `100` and save the result of that check in a new variable called ``isSwitched``:
49
49
 
50
50
  ```blocks
51
- let force = Math.abs(input.magneticForce(Dimension.Strength));
51
+ let force = Math.abs(input.magneticForce(Dimension.Strength))
52
52
  let isSwitched = force > 100
53
53
  ```
54
54
  ## Step 4: Running our 'magnet nearby' check all the time
@@ -56,10 +56,10 @@ let isSwitched = force > 100
56
56
  At the moment, our code to detect a magnet being nearby will only run once. We need to put it into a ``||basic:forever||`` loop so that it keeps running again and again, checking for the magnet to come near to the @boardname@. We should also make sure ``isSwitched`` is set to `false` when our program starts.
57
57
 
58
58
  ```blocks
59
- let force = 0;
60
- let isSwitched = false;
61
- basic.forever(() => {
62
- force = Math.abs(input.magneticForce(Dimension.Strength));
59
+ let force = 0
60
+ let isSwitched = false
61
+ basic.forever(function () {
62
+ force = Math.abs(input.magneticForce(Dimension.Strength))
63
63
  isSwitched = force > 100
64
64
  })
65
65
  ```
@@ -69,21 +69,21 @@ basic.forever(() => {
69
69
  Now we can check the value of our variable ``isSwitched`` whenever we want and we will know that the magnet is nearby if it's value is `true`. Let's use that to change how the buttons work and complete the code for our trick. We will add an ``||logic:if then else||`` block to each button's code and check if we should swap over what's displayed for each button if ``isSwitched`` is equal to `true`:
70
70
 
71
71
  ```blocks
72
- let force = 0;
73
- let isSwitched = false;
74
- basic.forever(() => {
75
- force = Math.abs(input.magneticForce(Dimension.Strength));
72
+ let force = 0
73
+ let isSwitched = false
74
+ basic.forever(function () {
75
+ force = Math.abs(input.magneticForce(Dimension.Strength))
76
76
  isSwitched = force > 100
77
77
  })
78
78
 
79
- input.onButtonPressed(Button.A, () => {
79
+ input.onButtonPressed(Button.A, function () {
80
80
  if (isSwitched) {
81
81
  basic.showString("B")
82
82
  } else {
83
83
  basic.showString("A")
84
84
  }
85
85
  })
86
- input.onButtonPressed(Button.B, () => {
86
+ input.onButtonPressed(Button.B, function () {
87
87
  if (isSwitched) {
88
88
  basic.showString("A")
89
89
  } else {
@@ -43,7 +43,7 @@ The code uses blocks from the [radio-blockchain](https://makecode.microbit.org/p
43
43
 
44
44
  ```blocks
45
45
  // shaking is mining...
46
- input.onGesture(Gesture.Shake, () => {
46
+ input.onGesture(Gesture.Shake, function () {
47
47
  led.stopAnimation()
48
48
  basic.clearScreen()
49
49
  basic.pause(200) // display a short pause
@@ -58,7 +58,7 @@ input.onGesture(Gesture.Shake, () => {
58
58
  })
59
59
 
60
60
  // show my coins
61
- input.onButtonPressed(Button.A, () => {
61
+ input.onButtonPressed(Button.A, function () {
62
62
  led.stopAnimation()
63
63
  let coins = blockchain.valuesFrom(blockchain.id()).length;
64
64
  basic.showNumber(coins);
@@ -66,7 +66,7 @@ input.onButtonPressed(Button.A, () => {
66
66
  })
67
67
 
68
68
  // show the block chain size
69
- input.onButtonPressed(Button.B, () => {
69
+ input.onButtonPressed(Button.B, function () {
70
70
  led.stopAnimation()
71
71
  basic.showNumber(blockchain.length());
72
72
  basic.showString("BLOCKS");
@@ -18,10 +18,10 @@ https://youtu.be/m-HS8OyS0pw
18
18
 
19
19
  ## Step 2: code light sensor
20
20
 
21
- Code the lightsensor on the @boardname@ to control the servo.
21
+ Code the light sensor on the @boardname@ to control the servo.
22
22
 
23
23
  ```blocks
24
- basic.forever(() => {
24
+ basic.forever(function () {
25
25
  led.plotBarGraph(
26
26
  input.lightLevel(),
27
27
  0
@@ -48,7 +48,7 @@ angle range, ``[closed, opened]`` using ``pins.map``.
48
48
  let angle = 0
49
49
  let closed = 0
50
50
  let opened = 0
51
- basic.forever(() => {
51
+ basic.forever(function () {
52
52
  led.plotBarGraph(
53
53
  input.lightLevel(),
54
54
  0
@@ -12,13 +12,13 @@ You will need 2 @boardname@ for this part. By using the radio, we can make the M
12
12
  Download the code below to the @boardname@ on the Milk Carton Monster and another "controller" @boardname@. Whenever ``A`` is pressed, the Milk Carton Monster will move once.
13
13
 
14
14
  ```blocks
15
- radio.onReceivedNumber((receivedNumber) => {
15
+ radio.onReceivedNumber(function(receivedNumber) {
16
16
  pins.servoWritePin(AnalogPin.P0, 0)
17
17
  basic.pause(500)
18
18
  pins.servoWritePin(AnalogPin.P0, 180)
19
19
  basic.pause(500)
20
20
  })
21
- input.onButtonPressed(Button.A, () => {
21
+ input.onButtonPressed(Button.A, function () {
22
22
  radio.sendNumber(0)
23
23
  })
24
24
  ```
@@ -17,11 +17,11 @@ In order for the Milky Monster to move, the @boardname@ needs to command the ser
17
17
  - Press button ``B`` to switch the servo to 0 degrees (to open the mouth of Milky Monster).
18
18
 
19
19
  ```blocks
20
- input.onButtonPressed(Button.A, () => {
20
+ input.onButtonPressed(Button.A, function () {
21
21
  pins.servoWritePin(AnalogPin.P0, 180)
22
22
  basic.showNumber(180)
23
23
  })
24
- input.onButtonPressed(Button.B, () => {
24
+ input.onButtonPressed(Button.B, function () {
25
25
  pins.servoWritePin(AnalogPin.P0, 0)
26
26
  basic.showNumber(0)
27
27
  })
@@ -64,7 +64,7 @@ https://youtu.be/fAR58GJUZdM
64
64
  Code the light sensor on the @boardname@ to control the servo.
65
65
 
66
66
  ```blocks
67
- basic.forever(() => {
67
+ basic.forever(function () {
68
68
  pins.servoWritePin(AnalogPin.P0, input.lightLevel())
69
69
  led.plotBarGraph(
70
70
  input.lightLevel(),
@@ -12,13 +12,13 @@ You will need a second @boardname@ for this part. By using the radio, we can con
12
12
  Download the code below to the @boardname@ that's on the Milky Monster and again to another "controller" @boardname@. Whenever button **A** is pressed, the Milky Monster will move one time.
13
13
 
14
14
  ```blocks
15
- radio.onReceivedNumber((receivedNumber) => {
15
+ radio.onReceivedNumber(function(receivedNumber) {
16
16
  pins.servoWritePin(AnalogPin.P0, 0)
17
17
  basic.pause(500)
18
18
  pins.servoWritePin(AnalogPin.P0, 180)
19
19
  basic.pause(500)
20
20
  })
21
- input.onButtonPressed(Button.A, () => {
21
+ input.onButtonPressed(Button.A, function () {
22
22
  radio.sendNumber(0)
23
23
  })
24
24
  ```
@@ -16,7 +16,7 @@ Let's add blocks that send a number when button ``A`` is pressed. We assume that
16
16
 
17
17
  ```blocks
18
18
  radio.setGroup(1)
19
- input.onButtonPressed(Button.A, () => {
19
+ input.onButtonPressed(Button.A, function () {
20
20
  radio.sendNumber(0)
21
21
  basic.showIcon(IconNames.Happy)
22
22
  })
@@ -41,7 +41,7 @@ radio.onReceivedNumber(function (receivedNumber) {
41
41
  Adding another mood to our messaging app done in a similar way. We decide that the "mood code" of `1` means **frowny**. We can add a ``B`` button event that sends that code.
42
42
 
43
43
  ```blocks
44
- input.onButtonPressed(Button.B, () => {
44
+ input.onButtonPressed(Button.B, function () {
45
45
  radio.sendNumber(1)
46
46
  basic.showIcon(IconNames.Sad)
47
47
  })
@@ -70,11 +70,11 @@ Try adding a new code and use the ``||input:on shake||`` event to send it.
70
70
 
71
71
  ```blocks
72
72
  radio.setGroup(1)
73
- input.onButtonPressed(Button.A, () => {
73
+ input.onButtonPressed(Button.A, function () {
74
74
  radio.sendNumber(0)
75
75
  basic.showIcon(IconNames.Happy)
76
76
  })
77
- input.onButtonPressed(Button.B, () => {
77
+ input.onButtonPressed(Button.B, function () {
78
78
  radio.sendNumber(1)
79
79
  basic.showIcon(IconNames.Sad)
80
80
  })
@@ -30,7 +30,7 @@ radio.setTransmitSerialNumber(true)
30
30
  radio.setGroup(4)
31
31
  led.setBrightness(64)
32
32
  let reading = 0
33
- basic.forever(() => {
33
+ basic.forever(function () {
34
34
  pins.analogWritePin(AnalogPin.P1, 1023)
35
35
  reading = pins.analogReadPin(AnalogPin.P0)
36
36
  radio.sendNumber(reading / 4);
@@ -15,7 +15,7 @@ We are going to use the light sensor to detect if a train is passing. We will do
15
15
  Let's first explore how the light sensor works by downloading the following program onto our @boardname@.
16
16
 
17
17
  ```block
18
- input.onButtonPressed(Button.A, () => {
18
+ input.onButtonPressed(Button.A, function () {
19
19
  basic.showNumber(input.lightLevel())
20
20
  })
21
21
  ```
@@ -49,7 +49,7 @@ Add the following blocks to your program to make the top-left led indicate if a
49
49
  Replace 40 with your threshold.
50
50
 
51
51
  ```block
52
- basic.forever(() => {
52
+ basic.forever(function () {
53
53
  if (input.lightLevel() < 40) {
54
54
  led.plot(0, 0)
55
55
  } else {
@@ -95,7 +95,7 @@ We can turn on one LED by writing a digital 1 to one pin and a digital 0 to the
95
95
  Now use the following program to make the lights blink indefinitely.
96
96
 
97
97
  ```block
98
- basic.forever(() => {
98
+ basic.forever(function () {
99
99
  pins.digitalWritePin(DigitalPin.P1, 1)
100
100
  pins.digitalWritePin(DigitalPin.P2, 0)
101
101
  basic.pause(300)
@@ -120,11 +120,11 @@ First of all, remove the forever block from step 5. Then add the following code:
120
120
  ```block
121
121
  let flashes_remaining = 0
122
122
 
123
- input.onButtonPressed(Button.B, () => {
123
+ input.onButtonPressed(Button.B, function () {
124
124
  flashes_remaining = 5
125
125
  })
126
126
 
127
- basic.forever(() => {
127
+ basic.forever(function () {
128
128
  while (flashes_remaining > 0) {
129
129
  pins.digitalWritePin(DigitalPin.P1, 0)
130
130
  pins.digitalWritePin(DigitalPin.P2, 1)
@@ -18,7 +18,7 @@ https://youtu.be/pD6tM1nXCPA
18
18
  The first program has the car drive around in a circle for 5 seconds when the user presses the ``A`` button. This is simply done by turning both motor controllers on for 5 seconds.
19
19
 
20
20
  ```blocks-ignore
21
- input.onButtonPressed(Button.A, () => {
21
+ input.onButtonPressed(Button.A, function () {
22
22
  basic.showIcon(IconNames.Happy)
23
23
  kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100)
24
24
  kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100)
@@ -46,7 +46,7 @@ https://youtu.be/agor9wtiAkE
46
46
  Instead of stopping after 5 seconds, we reverse the steering motor to turn in the other direction. This will create a figure eight path.
47
47
 
48
48
  ```blocks-ignore
49
- input.onButtonPressed(Button.A, () => {
49
+ input.onButtonPressed(Button.A, function () {
50
50
  basic.showIcon(IconNames.Happy)
51
51
  kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100)
52
52
  kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100)
@@ -14,23 +14,23 @@ radio.onReceivedValue(function (name: string, value: number) {
14
14
  led.toggle(0, 0)
15
15
  if (name == "throttle") {
16
16
  if (value > 0) {
17
- kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100);
17
+ kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Reverse, 100)
18
18
  } else if (value < 0) {
19
- kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Forward, 100);
19
+ kitronik.motorOn(kitronik.Motors.Motor1, kitronik.MotorDirection.Forward, 100)
20
20
  } else {
21
21
  kitronik.motorOff(kitronik.Motors.Motor1);
22
22
  }
23
23
  } else if (name == "steering") {
24
24
  if (value > 0) {
25
- kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100);
25
+ kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Forward, 100)
26
26
  } else if (value < 0) {
27
- kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Reverse, 100);
27
+ kitronik.motorOn(kitronik.Motors.Motor2, kitronik.MotorDirection.Reverse, 100)
28
28
  } else {
29
- kitronik.motorOff(kitronik.Motors.Motor2);
29
+ kitronik.motorOff(kitronik.Motors.Motor2)
30
30
  }
31
31
  }
32
32
  })
33
- basic.forever(() => {
33
+ basic.forever(function () {
34
34
  throttle = 0
35
35
  if (input.buttonIsPressed(Button.A)) {
36
36
  throttle = 100
@@ -46,10 +46,10 @@ let start = 0
46
46
  let end = 0
47
47
  let false_start = false
48
48
  let running = false
49
- input.onPinPressed(TouchPin.P0, () => {
49
+ input.onPinPressed(TouchPin.P0, function () {
50
50
 
51
51
  })
52
- input.onPinPressed(TouchPin.P1, () => {
52
+ input.onPinPressed(TouchPin.P1, function () {
53
53
 
54
54
  })
55
55
  running = false
@@ -67,13 +67,13 @@ let start = 0
67
67
  let end = 0
68
68
  let false_start = false
69
69
  let running = false
70
- input.onPinPressed(TouchPin.P0, () => {
70
+ input.onPinPressed(TouchPin.P0, function () {
71
71
  basic.showNumber(3)
72
72
  basic.showNumber(2)
73
73
  basic.showNumber(1)
74
74
  basic.clearScreen()
75
75
  })
76
- input.onPinPressed(TouchPin.P1, () => {
76
+ input.onPinPressed(TouchPin.P1, function () {
77
77
 
78
78
  })
79
79
  running = false
@@ -93,7 +93,7 @@ let start = 0
93
93
  let end = 0
94
94
  let false_start = false
95
95
  let running = false
96
- input.onPinPressed(TouchPin.P0, () => {
96
+ input.onPinPressed(TouchPin.P0, function () {
97
97
  basic.showNumber(3)
98
98
  basic.showNumber(2)
99
99
  basic.showNumber(1)
@@ -101,7 +101,7 @@ input.onPinPressed(TouchPin.P0, () => {
101
101
  running = false
102
102
  false_start = false
103
103
  })
104
- input.onPinPressed(TouchPin.P1, () => {
104
+ input.onPinPressed(TouchPin.P1, function () {
105
105
 
106
106
  })
107
107
  running = false
@@ -119,7 +119,7 @@ let start = 0
119
119
  let end = 0
120
120
  let false_start = false
121
121
  let running = false
122
- input.onPinPressed(TouchPin.P0, () => {
122
+ input.onPinPressed(TouchPin.P0, function () {
123
123
  basic.showNumber(3)
124
124
  basic.showNumber(2)
125
125
  basic.showNumber(1)
@@ -128,7 +128,7 @@ input.onPinPressed(TouchPin.P0, () => {
128
128
  false_start = false
129
129
  basic.pause(1000 + randint(0, 2000))
130
130
  })
131
- input.onPinPressed(TouchPin.P1, () => {
131
+ input.onPinPressed(TouchPin.P1, function () {
132
132
 
133
133
  })
134
134
  running = false
@@ -146,10 +146,10 @@ let start = 0
146
146
  let end = 0
147
147
  let false_start = false
148
148
  let running = false
149
- input.onPinPressed(TouchPin.P1, () => {
149
+ input.onPinPressed(TouchPin.P1, function () {
150
150
 
151
151
  })
152
- input.onPinPressed(TouchPin.P0, () => {
152
+ input.onPinPressed(TouchPin.P0, function () {
153
153
  basic.showNumber(3)
154
154
  basic.showNumber(2)
155
155
  basic.showNumber(1)
@@ -184,7 +184,7 @@ let start = 0
184
184
  let end = 0
185
185
  let false_start = false
186
186
  let running = false
187
- input.onPinPressed(TouchPin.P1, () => {
187
+ input.onPinPressed(TouchPin.P1, function () {
188
188
  if (running) {
189
189
  running = false
190
190
  end = input.runningTime()
@@ -208,7 +208,7 @@ input.onPinPressed(TouchPin.P1, () => {
208
208
  `)
209
209
  }
210
210
  })
211
- input.onPinPressed(TouchPin.P0, () => {
211
+ input.onPinPressed(TouchPin.P0, function () {
212
212
  basic.showNumber(3)
213
213
  basic.showNumber(2)
214
214
  basic.showNumber(1)
@@ -241,7 +241,7 @@ let start = 0
241
241
  let end = 0
242
242
  let false_start = false
243
243
  let running = false
244
- input.onPinPressed(TouchPin.P0, () => {
244
+ input.onPinPressed(TouchPin.P0, function () {
245
245
  basic.showNumber(3)
246
246
  basic.showNumber(2)
247
247
  basic.showNumber(1)
@@ -257,7 +257,7 @@ input.onPinPressed(TouchPin.P0, () => {
257
257
  led.plot(randint(0, 4), randint(0, 4))
258
258
  }
259
259
  })
260
- input.onPinPressed(TouchPin.P1, () => {
260
+ input.onPinPressed(TouchPin.P1, function () {
261
261
  if (running) {
262
262
  running = false
263
263
  end = input.runningTime()
@@ -281,7 +281,7 @@ input.onPinPressed(TouchPin.P1, () => {
281
281
  `)
282
282
  }
283
283
  })
284
- input.onPinPressed(TouchPin.P2, () => {
284
+ input.onPinPressed(TouchPin.P2, function () {
285
285
  if (running) {
286
286
  running = false
287
287
  end = input.runningTime()
@@ -37,7 +37,7 @@ Choose a random number between 0 and 9.
37
37
 
38
38
  ```blocks
39
39
  let randomNbr = 0
40
- input.onGesture(Gesture.ScreenUp, () => {
40
+ input.onGesture(Gesture.ScreenUp, function () {
41
41
  randomNbr = randint(0, 10)
42
42
  basic.showNumber(randomNbr)
43
43
  })
@@ -47,7 +47,7 @@ Choose a random number between 1 and 9.
47
47
 
48
48
  ```blocks
49
49
  let randomNbr = 0
50
- input.onGesture(Gesture.ScreenUp, () => {
50
+ input.onGesture(Gesture.ScreenUp, function () {
51
51
  randomNbr = 0
52
52
  while (randomNbr < 1) {
53
53
  randomNbr = randint(0, 10)
@@ -63,13 +63,13 @@ The score keeper program adds one point for a player when button ``A`` or ``B``
63
63
  ```blocks
64
64
  let player1Score = 0
65
65
  let player2Score = 0
66
- input.onButtonPressed(Button.A, () => {
66
+ input.onButtonPressed(Button.A, function () {
67
67
  player1Score += 1
68
68
  })
69
- input.onButtonPressed(Button.B, () => {
69
+ input.onButtonPressed(Button.B, function () {
70
70
  player2Score += 1
71
71
  })
72
- input.onButtonPressed(Button.AB, () => {
72
+ input.onButtonPressed(Button.AB, function () {
73
73
  if (player1Score == player2Score) {
74
74
  basic.showString("TIE")
75
75
  } else if (player1Score > player2Score) {
@@ -9,17 +9,17 @@ in a loop.
9
9
 
10
10
  ```blocks
11
11
  let angle = 90
12
- input.onButtonPressed(Button.A, () => {
12
+ input.onButtonPressed(Button.A, function () {
13
13
  angle = Math.max(0, angle - 5)
14
14
  pins.servoWritePin(AnalogPin.P0, angle)
15
15
  led.stopAnimation()
16
16
  })
17
- input.onButtonPressed(Button.B, () => {
17
+ input.onButtonPressed(Button.B, function () {
18
18
  angle = Math.min(180, angle + 5)
19
19
  pins.servoWritePin(AnalogPin.P0, angle)
20
20
  led.stopAnimation()
21
21
  })
22
- basic.forever(() => {
22
+ basic.forever(function () {
23
23
  basic.showNumber(angle)
24
24
  })
25
25
  pins.servoWritePin(AnalogPin.P0, angle)