From 564733f56873635f82cb455bc2ff5605429cc8d2 Mon Sep 17 00:00:00 2001 From: ganicke Date: Sun, 2 Jan 2022 18:20:39 -0800 Subject: [PATCH] First batch of skillmap line break adds --- docs/skillmap/rockstar/rockstar1.md | 22 ++++---- docs/skillmap/rockstar/rockstar2.md | 58 ++++++++++---------- docs/skillmap/rockstar/rockstar3.md | 52 +++++++++--------- docs/skillmap/shark/shark1-simple.md | 32 +++++------ docs/skillmap/shark/shark1a.md | 2 +- docs/skillmap/shark/shark1b.md | 2 +- docs/skillmap/shark/shark2-simple.md | 46 ++++++++-------- docs/skillmap/shark/shark3-simple.md | 52 +++++++++--------- docs/skillmap/shark/shark3.md | 4 +- docs/skillmap/shark/shark4-simple.md | 32 +++++------ docs/skillmap/shark/shark4a-simple.md | 24 ++++----- docs/skillmap/shark/shark4a.md | 10 ++-- docs/skillmap/shark/shark4b.md | 4 +- docs/skillmap/space/activity5.md | 4 +- docs/skillmap/space/space1.md | 38 +++++++------- docs/skillmap/space/space2.md | 22 ++++---- docs/skillmap/space/space3.md | 68 ++++++++++++------------ docs/skillmap/space/space4.md | 76 +++++++++++++-------------- docs/skillmap/space/space4a.md | 28 +++++----- docs/skillmap/space/space5.md | 46 ++++++++-------- docs/skillmap/space/space6.md | 24 ++++----- docs/skillmap/story/story1.md | 24 ++++----- docs/skillmap/story/story2.md | 50 +++++++++--------- docs/skillmap/story/story3.md | 38 +++++++------- docs/skillmap/story/story4.md | 4 +- docs/skillmap/turkey/turkey1.md | 46 ++++++++-------- docs/skillmap/turkey/turkey2.md | 70 ++++++++++++------------ docs/skillmap/turkey/turkey3.md | 26 ++++----- docs/skillmap/zoo/zoo1.md | 18 +++---- docs/skillmap/zoo/zoo2.md | 24 ++++----- docs/skillmap/zoo/zoo2a.md | 28 +++++----- docs/skillmap/zoo/zoo3.md | 4 +- docs/skillmap/zoo/zoo4.md | 34 ++++++------ docs/skillmap/zoo/zoo5.md | 26 ++++----- 34 files changed, 520 insertions(+), 518 deletions(-) diff --git a/docs/skillmap/rockstar/rockstar1.md b/docs/skillmap/rockstar/rockstar1.md index a0a7f746ca4..ba419e32565 100644 --- a/docs/skillmap/rockstar/rockstar1.md +++ b/docs/skillmap/rockstar/rockstar1.md @@ -33,8 +33,8 @@ Our game character is called a [__*sprite*__](#sprote "2-D image that move on th --- -- :paper plane: From the ``||sprites:Sprites||`` category, drag -``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` +- :paper plane: From the ``||sprites:Sprites||`` category, drag
+``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
to **the end** of the ``||loops:on start||`` container. _πŸ’‘ Having trouble finding the block you need? Look to the left of the instructions for the icon of the toolbox category where your block lives!_ @@ -58,8 +58,8 @@ let mySprite = sprites.create(assets.image`rockstar`, SpriteKind.Player) --- -- :game: Drag -``||controller:move [mySprite] with buttons βŠ•||`` +- :game: Drag
+``||controller:move [mySprite] with buttons βŠ•||``
to **the end** of the ``||loops:on start||`` container. _πŸ’‘ Remember, the icon to the left of the instructions shows the same icon as the toolbox category for the block you need._ @@ -76,7 +76,7 @@ controller.moveSprite(mySprite) ## 5. Try It -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") --- @@ -93,9 +93,9 @@ The rockstar sprite should appear at the stage door. --- -- :tree: To start Jerry at the stage door, drag -``||scene: place [mySprite] on top of random [ ]||`` -to **the end** of the +- :tree: To start Jerry at the stage door, drag
+``||scene: place [mySprite] on top of random [ ]||``
+to **the end** of the
``||loops:on start||`` container. @@ -119,9 +119,9 @@ tiles.placeOnRandomTile(mySprite, assets.tile`stage`) ## 7. Follow with Camera -- :tree: Next, to keep Jerry in sight, drag -``||scene:camera follow sprite [mySprite]||`` -to **the end** of the +- :tree: Next, to keep Jerry in sight, drag
+``||scene:camera follow sprite [mySprite]||``
+to **the end** of the
``||loops:on start||`` container. ```blocks diff --git a/docs/skillmap/rockstar/rockstar2.md b/docs/skillmap/rockstar/rockstar2.md index 983c22d89b6..fa9ee6fd742 100644 --- a/docs/skillmap/rockstar/rockstar2.md +++ b/docs/skillmap/rockstar/rockstar2.md @@ -12,20 +12,20 @@ Jerry needs to gather all of the instruments before getting on the tour bus! ## 2. Add Points -**🎸 Award points when Jerry grabs an instrument** +**🎸 Award points when Jerry grabs an instrument**
When your sprite overlaps an instrument, we'll change the score. --- -- :tree: To detect an overlap, drag an -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: To detect an overlap, drag an
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
container into an empty area of the workspace. - :mouse pointer: Change the checkerboard to the red guitar called **instrument1**. -- :id card: Snap a -``||info:change score by [1]||`` +- :id card: Snap a
+``||info:change score by [1]||``
block into the new container. @@ -50,16 +50,16 @@ Uh oh! You get WAY too many points when you touch the guitar! We can fix that i --- -- :tree: Drag -``||scene:set [ ] at tilemap col [0] row [0]||`` -into **the top** of the -``||scene:on [sprite] of kind [Player] overlaps [instrument1] at [location]||`` +- :tree: Drag
+``||scene:set [ ] at tilemap col [0] row [0]||``
+into **the top** of the
+``||scene:on [sprite] of kind [Player] overlaps [instrument1] at [location]||``
container. -- :mouse pointer: Replace -``||scene:tilemap col [0] row [0]||`` -with the -``||variables:location||`` +- :mouse pointer: Replace
+``||scene:tilemap col [0] row [0]||``
+with the
+``||variables:location||``
value from the top of the **Player overlaps instrument** container. ![Share your location](/static/skillmap/assets/overlap-tile-location.gif "Grab the variable from the overlap container") @@ -87,25 +87,25 @@ You should get one point for every guitar you collect. What about the drums and ## 6. More Instruments -**🎹 Do it all again** +**🎹 Do it all again**
Follow the same steps two more times to add points for the **drums** and **keyboard** tiles. --- -- :tree: Drag -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: Drag
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
into an empty area of the workspace and set the instrument. -- :tree: Drag -``||scene:set [ ] at tilemap col [0] row [0]||`` -into **the top** of the -``||scene:on [sprite] of kind [Player] overlaps [instrument] at [location]||`` -container and replace -``||scene:tilemap col [0] row [0]||`` +- :tree: Drag
+``||scene:set [ ] at tilemap col [0] row [0]||``
+into **the top** of the
+``||scene:on [sprite] of kind [Player] overlaps [instrument] at [location]||``
+container and replace
+``||scene:tilemap col [0] row [0]||``
with ``||variables:location||``. -- :id card: Snap -``||info:change score by [1]||`` +- :id card: Snap
+``||info:change score by [1]||``
into the new container. ```blocks @@ -132,19 +132,19 @@ You should get one point for every instrument you collect! Can you make it to t ## 8. Out the Door -**πŸšͺ Make it out the door** +**πŸšͺ Make it out the door**
Let's finish the game with a WIN when Jerry overlaps the exit door! --- -- :tree: To detect an overlap, drag an -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: To detect an overlap, drag an
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
container into an empty area of the workspace. - :mouse pointer: Change the checkerboard to red door tile named **exit**. -- :circle: Snap a -``||game:game over ||`` +- :circle: Snap a
+``||game:game over ||``
block into the new container. - :mouse pointer: Toggle **``** to **``**. diff --git a/docs/skillmap/rockstar/rockstar3.md b/docs/skillmap/rockstar/rockstar3.md index 96686a70e22..d53560c6dbb 100644 --- a/docs/skillmap/rockstar/rockstar3.md +++ b/docs/skillmap/rockstar/rockstar3.md @@ -21,8 +21,8 @@ When your sprite overlaps a fan, we'll change the score. --- -- :tree: To detect an overlap, drag an -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: To detect an overlap, drag an
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
container into an empty area of the workspace. - :mouse pointer: Change the checkerboard to the tile called **fan1**. @@ -36,8 +36,8 @@ scene.onOverlapTile(SpriteKind.Player, assets.tile`fan1`, function (sprite, loca ## 3. Subtract Points -- :id card: Snap a -``||info:change score by [1]||`` +- :id card: Snap a
+``||info:change score by [1]||``
block into the new container. - :mouse pointer: Change **1** to **-1**. @@ -65,16 +65,16 @@ scene.onOverlapTile(SpriteKind.Player, assets.tile`fan1`, function (sprite, loca --- -- :tree: Drag -``||scene:set [ ] at tilemap col [0] row [0]||`` -into **the top** of the -``||scene:on [sprite] of kind [Player] overlaps [fan1] at [location]||`` +- :tree: Drag
+``||scene:set [ ] at tilemap col [0] row [0]||``
+into **the top** of the
+``||scene:on [sprite] of kind [Player] overlaps [fan1] at [location]||``
container. -- :mouse pointer: Replace -``||scene:tilemap col [0] row [0]||`` -with the -``||variables:location||`` +- :mouse pointer: Replace
+``||scene:tilemap col [0] row [0]||``
+with the
+``||variables:location||``
value from the top of the **Player overlaps fan** container. @@ -91,21 +91,21 @@ scene.onOverlapTile(SpriteKind.Player, assets.tile`fan1`, function (sprite, loca ## 6. More Fans -**🎀 Encore 🎀** +**🎀 Encore 🎀**
Follow the same steps two more times to include the other fans. --- -- :tree: Drag -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: Drag
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
into an empty area of the workspace and **set the fan tiles**. -- :tree: Drag -``||scene:set [ ] at tilemap col [0] row [0]||`` -into -``||scene:on [sprite] of kind [Player] overlaps [fan] at [location]||`` -and replace -``||scene:tilemap col [0] row [0]||`` +- :tree: Drag
+``||scene:set [ ] at tilemap col [0] row [0]||``
+into
+``||scene:on [sprite] of kind [Player] overlaps [fan] at [location]||``
+and replace
+``||scene:tilemap col [0] row [0]||``
with ``||variables:location||``. - :id card: Snap ``||info:change score by [1]||`` into the new container and change to **-1**. @@ -135,15 +135,15 @@ How many points can you keep on your way to the door? ## 8. Out of Time -**πŸ•’ Make it out in time** +**πŸ•’ Make it out in time**
Let's use a timer to add some hustle to the whole experience! --- -- :id card: Drag -``||info:start countdown [10] (s)||`` -into **the end** of the -``||loops:on start||`` +- :id card: Drag
+``||info:start countdown [10] (s)||``
+into **the end** of the
+``||loops:on start||``
container. - :mouse pointer: Change 10 to 30 to give yourself extra time. diff --git a/docs/skillmap/shark/shark1-simple.md b/docs/skillmap/shark/shark1-simple.md index 048fafdfc2b..e6dd87a81f7 100644 --- a/docs/skillmap/shark/shark1-simple.md +++ b/docs/skillmap/shark/shark1-simple.md @@ -11,14 +11,14 @@ First, we'll plop a shark into the vast ocean, then we'll make it move! ## 2. Background -**See the sea** +**See the sea**
🌊🌊🌊 --- -- :tree: From the -``||scene:Scene||`` category, drag -``||scene:set background color to [ ]||`` into the ``||loops:on start||`` +- :tree: From the
+``||scene:Scene||`` category, drag
+``||scene:set background color to [ ]||`` into the ``||loops:on start||``
container already in the workspace. _πŸ’‘ Having trouble finding the block you need? Look to the left of the instructions for the icon of the toolbox category where your block lives!_ @@ -34,14 +34,14 @@ scene.setBackgroundColor(8) ## 3. Add a Sprite -**Watch for sharks** +**Watch for sharks**
🦈 🦈 🦈 --- -- :paper plane: Drag -``||variables:set mySprite to sprite [ ] of kind [Player]||`` -into **the bottom** of the +- :paper plane: Drag
+``||variables:set mySprite to sprite [ ] of kind [Player]||``
+into **the bottom** of the
``||loops:on start|`` container. _πŸ’‘ Remember, the icon to the left of the instructions shows the same icon as the toolbox category for the block you need._ @@ -57,7 +57,7 @@ let mySprite = sprites.create(assets.image`shark`, SpriteKind.Player) ## 4. Take a Look! -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") --- @@ -70,9 +70,9 @@ When you're ready to continue, click into the instructions tab again! ## 5. Make it Move -- :game: Drag ``||controller:move [mySprite] with buttons||`` -to **the bottom** of the -``||loops:on start|`` container. +- :game: Drag ``||controller:move [mySprite] with buttons||``
+to **the bottom** of the
+``||loops:on start|`` container.
This will allow you to move your sprite around the screen. @@ -100,9 +100,9 @@ When things get crazy, your shark can dash off-screen. Let's change that. --- -- :paper plane: Drag -``||sprites:set [mySprite] stay in screen ||`` -into **the bottom** of the +- :paper plane: Drag
+``||sprites:set [mySprite] stay in screen ||``
+into **the bottom** of the
``||loops:on start||`` container. @@ -121,7 +121,7 @@ mySprite.setStayInScreen(true) --- -Take a look at your game window and move your shark around. +Take a look at your game window and move your shark around.
It should always stay in sight. diff --git a/docs/skillmap/shark/shark1a.md b/docs/skillmap/shark/shark1a.md index 99c5fe5ca11..d3d4b0dc958 100644 --- a/docs/skillmap/shark/shark1a.md +++ b/docs/skillmap/shark/shark1a.md @@ -126,7 +126,7 @@ You should have a shark that moves around with the arrow keys and enemies that s ## Step 10 -**πŸ”€ Shake up the enemy πŸ”€** +**πŸ”€ Shake up the enemy πŸ”€**
Let's start the submarine at a random height to keep things interesting. --- diff --git a/docs/skillmap/shark/shark1b.md b/docs/skillmap/shark/shark1b.md index 174f5799679..3c4f0df4669 100644 --- a/docs/skillmap/shark/shark1b.md +++ b/docs/skillmap/shark/shark1b.md @@ -22,7 +22,7 @@ Play with your project in the game window and try to remember which chunk of cod ## Step 3 -**☠️On a dangerous path ☠️** +**☠️On a dangerous path ☠️**
To subtract hitpoints when the enemy reaches the shark, we'll need a container to run code whenever the two overlap. --- diff --git a/docs/skillmap/shark/shark2-simple.md b/docs/skillmap/shark/shark2-simple.md index 2c67e11fb0b..874dece9c96 100644 --- a/docs/skillmap/shark/shark2-simple.md +++ b/docs/skillmap/shark/shark2-simple.md @@ -28,8 +28,8 @@ We need a container that will run our fishy code every 2.1 seconds. --- -- :circle: Drag -``||game:on game update every [500] ms||`` +- :circle: Drag
+``||game:on game update every [500] ms||``
into an empty area of the workspace. - :mouse pointer: Click inside the text box and ignore the dropdown of choices. Instead, type **2100** on the keyboard. @@ -45,14 +45,14 @@ game.onUpdateInterval(2100, function () { ## 4. Food -- :paper plane: Drag -``||variables: set [mySprite2] to sprite [ ] of kind [Player]||`` -into the empty -``||game:on game update every [2100] ms||`` +- :paper plane: Drag
+``||variables: set [mySprite2] to sprite [ ] of kind [Player]||``
+into the empty
+``||game:on game update every [2100] ms||``
container. -- :mouse pointer: To rename the sprite **myFood**, click **mySprite2** to open a dropdown menu and choose -``||variables:Rename variable...||``. +- :mouse pointer: To rename the sprite **myFood**, click **mySprite2** to open a dropdown menu and choose
+``||variables:Rename variable...||``.
Enter **myFood** and click **Ok**. - :mouse pointer: Change the kind from **Player** to **Food**. @@ -69,8 +69,8 @@ game.onUpdateInterval(2100, function () { ## 5. Pick a Fish -- :paint brush: Click the grey box inside -``||variables: set [myFood] to sprite [ ] of kind [Food]||`` +- :paint brush: Click the grey box inside
+``||variables: set [myFood] to sprite [ ] of kind [Food]||``
and toggle to **My Assets** to choose **food**, then click **Done**. ```blocks @@ -89,10 +89,10 @@ It's time to tell the food sprites where to spawn. --- -- :paper plane: Drag a -``||sprites:set [mySprite] position to x [0] y [0]||`` -block into **the end** of the -``||game:on game update every [2100] ms||`` +- :paper plane: Drag a
+``||sprites:set [mySprite] position to x [0] y [0]||``
+block into **the end** of the
+``||game:on game update every [2100] ms||``
container. - :mouse pointer: Change ``||variables:mySprite||`` to ``||variables:myFood||``. @@ -111,12 +111,12 @@ Let's start each fish at the right edge of the screen from a random height. --- -- :tree: To start the fish at the furthest right edge of your screen, drag -``||scene:screen width||`` +- :tree: To start the fish at the furthest right edge of your screen, drag
+``||scene:screen width||``
over to replace the **x** value of **0**. -- :calculator: Grab -``||math:pick random [0] to [10]||`` +- :calculator: Grab
+``||math:pick random [0] to [10]||``
and use it to replace the **y** value. - :mouse pointer: To keep the fish a little below the top edge of the screen, change min to **5**. To keep them from going all the way to the bottom, set max to **115**. @@ -139,10 +139,10 @@ Get the fish swimming for a bigger challenge. --- -- :paper plane: Grab -``||sprites:set [mySprite] [x] to [0]||`` -and snap it in at **the bottom** of your -``||game:on game update every [2100] ms||`` +- :paper plane: Grab
+``||sprites:set [mySprite] [x] to [0]||``
+and snap it in at **the bottom** of your
+``||game:on game update every [2100] ms||``
container. - :mouse pointer: Change ``||variables:mySprite||`` to ``||variables:myFood||``. @@ -167,7 +167,7 @@ let mySprite: Sprite = null ## Finale -**So satisfying!** +**So satisfying!**
Now your shark can find food anywhere it goes. --- diff --git a/docs/skillmap/shark/shark3-simple.md b/docs/skillmap/shark/shark3-simple.md index f722f6d67fb..4ae1f0d0776 100644 --- a/docs/skillmap/shark/shark3-simple.md +++ b/docs/skillmap/shark/shark3-simple.md @@ -25,11 +25,11 @@ We need a container that will run when the shark overlaps a fish. --- -- :paper plane: Drag -``||sprites:on [sprite] of kind [Player] overlaps [otherSprite] of kind [Player]||`` +- :paper plane: Drag
+``||sprites:on [sprite] of kind [Player] overlaps [otherSprite] of kind [Player]||``
into an empty area of the workspace. -- :mouse pointer: Change the last **kind** from +- :mouse pointer: Change the last **kind** from
``||sprites:Player||`` to ``||sprites:Food||``. @@ -41,18 +41,18 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSpr ## Down the Hatch -**🦈 YUMMMMMM 🦈** +**🦈 YUMMMMMM 🦈**
When the shark catches the fish, we need to make the fish disappear. --- -- :paper plane: Snap -``||sprites:destroy [mySprite]||`` +- :paper plane: Snap
+``||sprites:destroy [mySprite]||``
into the empty **on overlaps** container. -- :mouse pointer: Drag the -``||variables:otherSprite||`` -value from the title of the **on overlaps** container down to replace +- :mouse pointer: Drag the
+``||variables:otherSprite||``
+value from the title of the **on overlaps** container down to replace
``||variables:mySprite||``. ![Grabbing variable from block](/static/skillmap/space/give-var.gif "So that's how you do that!") @@ -65,9 +65,9 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSpr ## 5. Special Effects -- :mouse pointer: Click the plus (+) sign to the right of the -``||sprites:destroy [otherSprite]||`` -block and choose an effect to play while the fish vanishes! +- :mouse pointer: Click the plus (+) sign to the right of the
+``||sprites:destroy [otherSprite]||``
+block and choose an effect to play while the fish vanishes!
_πŸ’‘ We like **disintegrate** for this._ - :mouse pointer: Change the effect duration from **500** ms to something shorter, like **100** ms. @@ -83,8 +83,8 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSpr ## 6. Score! -- :id card: Add a point to the player's score by dragging -``||info:change score by [1]||`` +- :id card: Add a point to the player's score by dragging
+``||info:change score by [1]||``
to the bottom of the **on overlaps** container. @@ -100,14 +100,14 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSpr ## 7. Add a Timer -**βŒ› It's about time βŒ›** +**βŒ› It's about time βŒ›**
For an added challenge, let's go back to the ``||loops:on start||`` container that's already in our workspace to set a timer that ends the game when it runs out! --- -- :id card: Snap -``||info:start countdown [10] (s)||`` -into **the end** of the +- :id card: Snap
+``||info:start countdown [10] (s)||``
+into **the end** of the
``||loops:on start||`` container. - :mouse pointer: To give the player more time, change **10** seconds to **15** seconds. @@ -127,20 +127,20 @@ mySprite.setStayInScreen(true) ## Winning -**🐟 Winner, winner... -fish for dinner** +**🐟 Winner, winner...**
+**fish for dinner**
Right now, when the timer runs out, the player loses. Let's change that. --- -- :id card: Grab an -``||info:on countdown end||`` +- :id card: Grab an
+``||info:on countdown end||``
container and drag it into an empty area of the workspace. -- :circle: Drag -``||game:game over ||`` -into the empty -``||info:on countdown end||`` +- :circle: Drag
+``||game:game over ||``
+into the empty
+``||info:on countdown end||``
container. - :mouse pointer: Toggle **``** to **``** so the player can celebrate the points they've gathered along the way. diff --git a/docs/skillmap/shark/shark3.md b/docs/skillmap/shark/shark3.md index cb5fdd2f3fd..34558af7412 100644 --- a/docs/skillmap/shark/shark3.md +++ b/docs/skillmap/shark/shark3.md @@ -93,7 +93,7 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSpr ## Step 7 -**βŒ› It's about time βŒ›** +**βŒ› It's about time βŒ›**
For an added challenge, let's go back to the ``||loops:on start||`` container that's already in our workspace to set a timer that ends the game when it runs out! --- @@ -117,7 +117,7 @@ mySprite.setStayInScreen(true) ## Step 8 -**🐟 Winner, winner...fish for dinner** +**🐟 Winner, winner...fish for dinner**
Right now, when the timer runs out, the player loses. Let's change that. --- diff --git a/docs/skillmap/shark/shark4-simple.md b/docs/skillmap/shark/shark4-simple.md index 53bd3a8a54e..abe109c6e69 100644 --- a/docs/skillmap/shark/shark4-simple.md +++ b/docs/skillmap/shark/shark4-simple.md @@ -13,11 +13,11 @@ Let's build a world for your shark to swim around in! --- -- :tree: Drag -``||scene:set background image to [ ]||`` -into the -``||loops:on start||`` -container, just below +- :tree: Drag
+``||scene:set background image to [ ]||``
+into the
+``||loops:on start||``
+container, just below
``||scene:set background color to [ ]||``. - :paint brush: Click the empty grey box and toggle to **My Assets** to choose **ocean1**, then click **Done**. @@ -39,9 +39,9 @@ Next, let's use a **repeat** loop to add some decorative sprites to the sea floo --- -- :redo: Drag the -``||loops:repeat [4] times||`` -block to **the end** of the +- :redo: Drag the
+``||loops:repeat [4] times||``
+block to **the end** of the
``||loops:on start|`` container. - :mouse pointer: Change the repeat number from **4** times to **10** times so the code will run 10 times in a row. @@ -61,9 +61,9 @@ for (let index = 0; index < 10; index++) { ## 4. Add Background Decorations -- :paper plane: Drag -``||variables:set [mySprite2] to sprite [ ] of kind [Player]||`` -into the empty +- :paper plane: Drag
+``||variables:set [mySprite2] to sprite [ ] of kind [Player]||``
+into the empty
``||loops:repeat [10] times||`` container. - :mouse pointer: Click the ``||variables:mySprite2||`` dropdown and choose **Rename variable...** call this **myDecor**. @@ -122,9 +122,9 @@ To make the seaweed look more natural, let's change the **y value** (vertical po --- -- :paper plane: Drag the -``||sprites:set [mySprite] position to x [0] y [0]||`` -block into **the end** of the +- :paper plane: Drag the
+``||sprites:set [mySprite] position to x [0] y [0]||``
+block into **the end** of the
``||loops:repeat [10] times||`` loop. - :mouse pointer: Change ``||variables:mySprite||`` to ``||variables:myDecor||``. @@ -152,8 +152,8 @@ for (let index = 0; index < 10; index++) { ## 7. Random Flow -- :calculator: To scatter the seaweed along the floor, drag a -``||math:pick random [0] to [10]||`` +- :calculator: To scatter the seaweed along the floor, drag a
+``||math:pick random [0] to [10]||``
block to replace the **x** value. - :mouse pointer: Leave the lowest random number at **0** (the left edge of the screen)...but change the highest number to **160** (which represents the right edge). diff --git a/docs/skillmap/shark/shark4a-simple.md b/docs/skillmap/shark/shark4a-simple.md index b94642cb853..9a9803845f3 100644 --- a/docs/skillmap/shark/shark4a-simple.md +++ b/docs/skillmap/shark/shark4a-simple.md @@ -21,10 +21,10 @@ There are lots of ways to animate your shark, starting with the forward swim. ``||animation:Animation||`` category. -- :sync: Grab the -``||animation:animate [mySprite]||`` +- :sync: Grab the
+``||animation:animate [mySprite]||``
block and snap it into **the bottom** -of the +of the
``||loops:on start||`` container. ```blocks @@ -101,13 +101,13 @@ Your shark should keep swimming as you play! ## 5. About Face -**Sharks can't swim backwards!** +**Sharks can't swim backwards!**
If the shark needs to swim to the left, we should turn it around. --- -- :game: For this, drag -``||controller:on [A] button [pressed]||`` +- :game: For this, drag
+``||controller:on [A] button [pressed]||``
into an empty area of the workspace. - :mouse pointer: Change ``||controller:A||`` to ``||controller:left||``. @@ -123,10 +123,10 @@ controller.left.onEvent(ControllerButtonEvent.Pressed, function () { ## 6. Left Animation -- :sync: Drag -``||animation:animate [mySprite]||`` -into the empty -``||controller:on [left] button [pressed]||`` +- :sync: Drag
+``||animation:animate [mySprite]||``
+into the empty
+``||controller:on [left] button [pressed]||``
container. - :mouse pointer: Click the grey box and toggle to **My Assets** to choose the **swim left** animation, then click **Done**. @@ -158,7 +158,7 @@ Now your shark turns around when you press the left button, but it never flips b ## 8. Back to the Right -**πŸ‘‰ Flip it! πŸ‘‰** +**πŸ‘‰ Flip it! πŸ‘‰**
When the shark is done swimming left, it should automatically face back to the right. --- @@ -180,7 +180,7 @@ controller.left.onEvent(ControllerButtonEvent.Released, function () { ## Finale -**WOW!** +**WOW!**
Look at the game you've created! Make sure to give it a try in the game window before moving on. --- diff --git a/docs/skillmap/shark/shark4a.md b/docs/skillmap/shark/shark4a.md index 51f679bcf81..3837bcd4d77 100644 --- a/docs/skillmap/shark/shark4a.md +++ b/docs/skillmap/shark/shark4a.md @@ -11,7 +11,7 @@ Bring your game to life with custom animations for your characters. ## Step 2 - Main Sprite -**Let's start with the main character!** +**Let's start with the main character!**
There are lots of ways to animate your shark, starting with the forward swim. --- @@ -113,7 +113,7 @@ Your shark should keep swimming as you play! ## Step 5 - About Face -**πŸ‘ˆ Sharks can't swim backwards! πŸ‘ˆ** +**πŸ‘ˆ Sharks can't swim backwards! πŸ‘ˆ**
If the shark needs to swim to the left, we should turn it around. --- @@ -164,7 +164,7 @@ Now your shark turns around when you press the left button, but it never flips b ## Step 8 - To the Right -**πŸ‘‰ Flip it! πŸ‘‰** +**πŸ‘‰ Flip it! πŸ‘‰**
When the shark is done swimming left, it should automatically face back to the right. --- @@ -209,7 +209,7 @@ controller.left.onEvent(ControllerButtonEvent.Released, function () { ## Step 10 - Spit It Out -**πŸ’₯ Spitting Lasers πŸ’₯** +**πŸ’₯ Spitting Lasers πŸ’₯**
The shark always spits lasers toward the right edge, so let's give it an appropriate animation! --- @@ -270,7 +270,7 @@ game.onUpdateInterval(2100, function () { ## Finale -**WOW!** +**WOW!**
Look at the game you've created! Make sure to give it a try in the game window before moving on. --- diff --git a/docs/skillmap/shark/shark4b.md b/docs/skillmap/shark/shark4b.md index 5dead985e0c..bb36329251d 100644 --- a/docs/skillmap/shark/shark4b.md +++ b/docs/skillmap/shark/shark4b.md @@ -14,7 +14,7 @@ This activity will help you edit your sprites and backgrounds to create a brand ## Step 2 - Main Sprite -**Let's start with the main character!** +**Let's start with the main character!**
Who do you want in your new game? Will it be a bird grabbing worms? A sunshine snatching clouds? It's up to you! --- @@ -91,7 +91,7 @@ Who do you want in your new game? Will it be a bird grabbing worms? A sunshine ## Finale -**Fantastic!** +**Fantastic!**
You've created a game of your very own! --- diff --git a/docs/skillmap/space/activity5.md b/docs/skillmap/space/activity5.md index 367f0a89a0f..8e5d0a10ff5 100644 --- a/docs/skillmap/space/activity5.md +++ b/docs/skillmap/space/activity5.md @@ -160,6 +160,7 @@ game.onUpdateInterval(2000, function () { ``` ## Set planet position + Place a ``||sprites:set position to||`` block right below the ``||variables:set projectile to||`` ``||sprites:projectile||`` block. Change the variable to ``||variables:projectile||`` in the dropdown list. You should @@ -172,6 +173,7 @@ game.onUpdateInterval(2000, function () { projectile.x = 0 }) ``` + ## Add randomness Let's make things a little more exciting! @@ -191,7 +193,7 @@ game.onUpdateInterval(2000, function () { }) ``` -#Finale +## Finale That's it! Now you're ready to click **Done** to return to the main page where you can add this game to your gallery and share with family and friends! diff --git a/docs/skillmap/space/space1.md b/docs/skillmap/space/space1.md index e93393e1d6f..ef13dbd0fc1 100755 --- a/docs/skillmap/space/space1.md +++ b/docs/skillmap/space/space1.md @@ -14,10 +14,10 @@ In this tutorial, you'll prepare your ship for a journey into space! --- -- :tree: From the ``||scene:Scene||`` category, drag -``||scene:set background image to [ ]||`` -into the -``||loops:on start||`` +- :tree: From the ``||scene:Scene||`` category, drag
+``||scene:set background image to [ ]||``
+into the
+``||loops:on start||``
container already in the workspace. _πŸ’‘ Having trouble finding the block you need? Look to the left of the instructions for the icon of the toolbox category where your block lives!_ @@ -43,9 +43,9 @@ scene.setBackgroundImage(assets.image`Galaxy`) --- -- :arrows alternate: Grab -``||scroller:scroll background with vx [-50] vy [-50]||`` -and drop it in to **the end** of the +- :arrows alternate: Grab
+``||scroller:scroll background with vx [-50] vy [-50]||``
+and drop it in to **the end** of the
``||loops:on start||`` container. _πŸ’‘ Remember, the icon to the left of the instructions shows the same icon as the toolbox category for the block you need._ @@ -66,13 +66,13 @@ scroller.scrollBackgroundWithSpeed(0, 10) --- -- :paper plane: Drag -``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` -to **the end** of the +- :paper plane: Drag
+``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
+to **the end** of the
``||loops:on start||`` container. -- :paint brush: Click on the grey box in the middle of - ``||variables:set [mySprite] to sprite [ ] of kind [Player]||``, +- :paint brush: Click on the grey box in the middle of
+ ``||variables:set [mySprite] to sprite [ ] of kind [Player]||``,
then toggle to **My Assets** and choose the **Rocket**. @@ -91,9 +91,9 @@ let mySprite = sprites.create(assets.image`Rocket`, SpriteKind.Player) --- -- :game: Find the -``||controller:move [mySprite] with buttons βŠ•||`` -block and drag it into the bottom of the +- :game: Find the
+``||controller:move [mySprite] with buttons βŠ•||``
+block and drag it into the bottom of the
``||loops:on start||`` container. @@ -110,7 +110,7 @@ controller.moveSprite(mySprite) ## 6. Try It -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") --- @@ -128,9 +128,9 @@ What happens when you hold one arrow down for a long time? --- - :paper plane: To keep your ship from exploring beyond the edges, find - the - ``||sprites:set [mySprite] stay in screen ||`` - block and snap it in at the end of the program. +the
+``||sprites:set [mySprite] stay in screen ||``
+block and snap it in at the end of the program. diff --git a/docs/skillmap/space/space2.md b/docs/skillmap/space/space2.md index b27650045cb..154fb953892 100644 --- a/docs/skillmap/space/space2.md +++ b/docs/skillmap/space/space2.md @@ -27,14 +27,14 @@ Let's launch projectiles when the **β’Ά** button is pressed! --- -- :game: Drag an -``||controller:on [A] button pressed ||`` +- :game: Drag an
+``||controller:on [A] button pressed ||``
container into the workspace. -- :paper plane: Snap -``||variables:set [projectile] to projectile [ ] from [mySprite] with vx [50] vy [50]||`` -inside the new -``||controller:on [A] button pressed ||`` +- :paper plane: Snap
+``||variables:set [projectile] to projectile [ ] from [mySprite] with vx [50] vy [50]||``
+inside the new
+``||controller:on [A] button pressed ||``
container. - :paint brush: Click the grey box inside of the new projectile block and toggle to **My Assets** to choose one of the **Dart** sprites. @@ -88,15 +88,15 @@ controller.A.onEvent(ControllerButtonEvent.Pressed, function () { ## 7. Custom Effects -**Now for some special effects** +**Now for some special effects**
πŸ’₯ πŸ’₯ πŸ’₯ --- -- :paper plane: Find -``||sprites:[mySprite] start [spray] effect βž•||`` -and snap it in at **the end** of the -``||controller:on [A] button pressed ||`` +- :paper plane: Find
+``||sprites:[mySprite] start [spray] effect βž•||``
+and snap it in at **the end** of the
+``||controller:on [A] button pressed ||``
container. - :mouse pointer: Change ``||variables:mySprite||`` to ``||variables:projectile||`` if you want the effects on your projectiles instead of on your ship. diff --git a/docs/skillmap/space/space3.md b/docs/skillmap/space/space3.md index 00bb123a65d..512c82dd3f8 100644 --- a/docs/skillmap/space/space3.md +++ b/docs/skillmap/space/space3.md @@ -11,15 +11,15 @@ Let's add some enemies for your ship to avoid. ## 2. Enemy Rain -**Feel like making enemies rain from the sky?** +**Feel like making enemies rain from the sky?**
πŸ‘ΎπŸ‘ΎπŸ‘Ύ Let's add some code that will drop an enemy toward the ship every couple of seconds. --- -- :circle: Add an -``||game:on game update every [500] ms||`` +- :circle: Add an
+``||game:on game update every [500] ms||``
container to the workspace. - :mouse pointer: Change the number value to **2000** [__*ms*__](#millis "milliseconds...aka 1/1000 of a second") @@ -34,8 +34,8 @@ game.onUpdateInterval(2000, function () { ## 3. Rename the Variable -- :paper plane: Find the -``||variables:set [projectile2] to projectile [ ] from side with vx [50] vy [50]||`` +- :paper plane: Find the
+``||variables:set [projectile2] to projectile [ ] from side with vx [50] vy [50]||``
block and drag it into the new **on game update** container. - :mouse pointer: Click on the ``||variables:[projectile2]||`` value inside the new block and select "Rename variable..." . @@ -85,10 +85,10 @@ Enemies aren't likely to hit the ship if they're off to the side. Let's add an e --- -- :paper plane: Snap a -``||sprites:set [mySprite] [x] to [0]||`` -block into the end of the -``||game:on game update every [2000] ms||`` +- :paper plane: Snap a
+``||sprites:set [mySprite] [x] to [0]||``
+block into the end of the
+``||game:on game update every [2000] ms||``
container. - :mouse pointer: To make sure we're acting on the right sprites, use the dropdown in the new block to change ``||variables:mySprite||`` to ``||variables:myEnemy||``. @@ -103,14 +103,14 @@ game.onUpdateInterval(2000, function () { ## 6. Horizontal - :calculator: Set a random [__*x*__](#setX "horizontal location") -for the enemies using a -``||Math:pick random [0] to [10]||`` block. -Connect it to replace the **0** in the -``||sprites:set [myEnemy] [x] to [0]||`` +for the enemies using a
+``||Math:pick random [0] to [10]||`` block.
+Connect it to replace the **0** in the
+``||sprites:set [myEnemy] [x] to [0]||``
block. -- :mouse pointer: Finally, update the minimum argument of the -``||Math:pick random [0] to [10]||`` +- :mouse pointer: Finally, update the minimum argument of the
+``||Math:pick random [0] to [10]||``
block to **5** and the maximum argument to **155**. --- @@ -134,8 +134,8 @@ We now have two different kinds of projectiles. Let's make sure the computer kno --- -- :paper plane: Snap a -``||sprites:set [mySprite] kind to [Player]||`` +- :paper plane: Snap a
+``||sprites:set [mySprite] kind to [Player]||``
block into the bottom of the **on game update** container. - :mouse pointer: Change ``||variables:mySprite||`` to ``||variables:myEnemy||``, then choose ``||sprites:Enemy||`` as the kind. @@ -160,8 +160,8 @@ collides with our ship. --- -- :paper plane: Drag an -``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||`` +- :paper plane: Drag an
+``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||``
container into the workspace. - :mouse pointer: Change the last value from ``||sprites:Player||`` to ``||sprites:Enemy||``. @@ -184,12 +184,12 @@ we want it to subtract a life...then disappear. --- -- :id card: Grab the -``||info:change life by [-1]||`` +- :id card: Grab the
+``||info:change life by [-1]||``
block and snap it into the **on player overlaps enemy** container. That removes a life from the player every time it's hit by an enemy! -- :paper plane: Find the -``||sprites:destroy [mySprite] βŠ•||`` +- :paper plane: Find the
+``||sprites:destroy [mySprite] βŠ•||``
block and snap it below the previous block. ```blocks @@ -203,15 +203,15 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Enemy, function (sprite, otherSp ## 10. Destroy - :mouse pointer: To tell the **destroy** block that you want it to affect the overlapping enemy, click on the ``||variables:otherSprite||`` value from the top of the **overlaps** container and drag it down to replace the -``||variables:mySprite||`` value inside +``||variables:mySprite||`` value inside
``||sprites:destroy [mySprite] βž•||``. ![Grabbing variable from block](/static/skillmap/space/give-var.gif "So that's how you do that!") --- -_πŸ’‘ Click the __βž•__ on the -``||sprites:destroy [otherSprite] βž•||`` +_πŸ’‘ Click the __βž•__ on the
+``||sprites:destroy [otherSprite] βž•||``
block to get a menu of effects to display upon your enemy's demise!_ ```blocks @@ -223,7 +223,7 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Enemy, function (sprite, otherSp ## 11. Fire! -**Time to save the world** +**Time to save the world**
🌍 🌍 🌍 Another **overlap** container will help the projectiles @@ -232,15 +232,15 @@ destroy our enemies on impact. --- -- :paper plane: Drag another -``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||`` +- :paper plane: Drag another
+``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||``
container into the workspace. - :mouse pointer: Change the first kind to ``||sprites:Enemy||`` and the second kind to ``||sprites:Projectile||``. -- :paper plane: Inside, add two -``||sprites:destroy [mySprite] βŠ•||`` +- :paper plane: Inside, add two
+``||sprites:destroy [mySprite] βŠ•||``
blocks, then change the arguments so that one destroys the enemy (``||variables:sprite||``) and the other destroys your projectile (``||variables:otherSprite||``). @@ -263,8 +263,8 @@ sprites.onOverlap(SpriteKind.Enemy, SpriteKind.Projectile, function (sprite, oth --- -- :id card: Drag -``||info:change score by [1]||`` +- :id card: Drag
+``||info:change score by [1]||``
into **the end** of the **on enemy overlaps projectile** container. ```blocks @@ -281,7 +281,7 @@ sprites.onOverlap(SpriteKind.Enemy, SpriteKind.Projectile, function (sprite, oth --- -Now you have a bunch of enemies to combat. +Now you have a bunch of enemies to combat.
Don't forget to play with your project in the game screen before you go. Once you're happy, click **Done** to return to the main skillmap where you can carry on to add some drama with an animated ship! diff --git a/docs/skillmap/space/space4.md b/docs/skillmap/space/space4.md index 47653e77f8e..d6c2eae68d9 100644 --- a/docs/skillmap/space/space4.md +++ b/docs/skillmap/space/space4.md @@ -14,17 +14,17 @@ ship from breaking down! ## 2. Add a Status Bar -The code in the workspace is taking up a lot of room! -😨 😨 😨 +The code in the workspace is taking up a lot of room!
+😨 😨 😨
Don't worry, the workspace will expand if you scroll up & over (or down & over) to keep building. --- - :battery full: Take a peek into the new ``||statusbars:Status Bars||`` category. -You'll find -``||variables:set [statusbar] to create status bar sprite width [20] height [4] kind [Health]||``. -Drag one to the end of the +You'll find
+``||variables:set [statusbar] to create status bar sprite width [20] height [4] kind [Health]||``.
+Drag one to the end of the
``||loops:on start||`` container. - :mouse pointer: In the **set statusbar** block, click on **Health** to get the dropdown menu, then select **Energy** to create a fuel gauge. @@ -42,13 +42,13 @@ If we want the status bar to show the details of **mySprite**, we'll need to lin --- -- :battery full: Drag -``||statusbars:attach [statusbar] to [mySprite] βž•||`` -into **the end** of the +- :battery full: Drag
+``||statusbars:attach [statusbar] to [mySprite] βž•||``
+into **the end** of the
``||loops:on start||`` container. - :mouse pointer: Click βž• on the new block to reveal options - to change the position of the status bar in relation to **mySprite**. +to change the position of the status bar in relation to **mySprite**.
_πŸ’‘ Can you figure out how to get the bar to show up *below* your ship?_ @@ -67,13 +67,13 @@ Here's how to make the fuel go down as time passes. --- -- :circle: Drag an -``||game:on game update every [500] ms||`` +- :circle: Drag an
+``||game:on game update every [500] ms||``
container into an empty area of the workspace. Adjust the time argument to **300 ms**. -- :battery full: Drop -``||statusbars:change [statusbar] [value] by [0]||`` +- :battery full: Drop
+``||statusbars:change [statusbar] [value] by [0]||``
into the empty **game update** container. - :mouse pointer: Change the amount the status bar changes from **0** to **-1**. @@ -100,12 +100,12 @@ workspace and use them as a guide. --- -- :circle: Drag a _new_ -``||game:on game update every [500] ms||`` +- :circle: Drag a _new_
+``||game:on game update every [500] ms||``
container into the workspace and change the interval to **5 seconds (5000 ms)**. -- :paper plane: Snap a new -``||variables:set [projectile2] to projectile [ ] from side with vx [50] vy [50]||`` +- :paper plane: Snap a new
+``||variables:set [projectile2] to projectile [ ] from side with vx [50] vy [50]||``
block inside the newest **on game update** container. - :mouse pointer: Click ``||variables:[projectile2]||`` and rename the sprite ``||variables:[myFuel]||``. @@ -143,10 +143,10 @@ across the top of the screen. --- -- :paper plane: Connect a -``||sprites:set [mySprite] [x] to [0]||`` -block at **the bottom** of the -``||game:on game update every [5000] ms||`` +- :paper plane: Connect a
+``||sprites:set [mySprite] [x] to [0]||``
+block at **the bottom** of the
+``||game:on game update every [5000] ms||``
container. - :mouse pointer: To make sure we're acting on the right sprites, use the dropdown in the new block to change ``||variables:mySprite||`` to ``||variables:myFuel||``. @@ -163,14 +163,14 @@ game.onUpdateInterval(5000, function () { ## 8. Random Location - :calculator: To set a random [__*x*__](#setX "horizontal location") -for the fuel, grab a -``||Math:pick random [0] to [10]||`` -block and connect it to replace the **0** argument in the -``||sprites:set [mySprite] [x] to [0]||`` +for the fuel, grab a
+``||Math:pick random [0] to [10]||``
+block and connect it to replace the **0** argument in the
+``||sprites:set [mySprite] [x] to [0]||``
block. -- :mouse pointer: Update the minimum argument of the -``||Math:pick random [0] to [10]||`` +- :mouse pointer: Update the minimum argument of the
+``||Math:pick random [0] to [10]||``
block to **5** and the maximum argument to **155**. @@ -191,8 +191,8 @@ Now we need to create a new **kind** of sprite for our **Fuel**! --- -- :paper plane: Snap a -``||sprites:set [mySprite] kind to [Player]||`` +- :paper plane: Snap a
+``||sprites:set [mySprite] kind to [Player]||``
block into the bottom of the newest **on game update** container. - :mouse pointer: Change ``||variables:mySprite||`` to ``||variables:myFuel||``. @@ -219,8 +219,8 @@ When your ship overlaps fuel, you'll want the gas to disappear as the tank refil --- -- :paper plane: Drag an -``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||`` +- :paper plane: Drag an
+``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||``
container into the workspace. - :mouse pointer: Change the last argument from ``||sprites:Player||`` to ``||sprites:Gas||``. @@ -239,15 +239,15 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Gas, function (sprite, otherSpri ## 11. Refill -- :battery full: To refill the status bar after grabbing fuel, snag a -``||statusbars:set [statusbar] [value] to [0]||`` +- :battery full: To refill the status bar after grabbing fuel, snag a
+``||statusbars:set [statusbar] [value] to [0]||``
block and snap it in to your newest **overlaps** container. - :mouse pointer: Change the value from **0** to **100**. -- :paper plane: Finally, make sure the used fuel disappears by snapping a -``||sprites:destroy [mySprite] βž•||`` block -into the bottom of the same **overlaps** container and replacing +- :paper plane: Finally, make sure the used fuel disappears by snapping a
+``||sprites:destroy [mySprite] βž•||`` block
+into the bottom of the same **overlaps** container and replacing
``||variables:mySprite||`` with ``||variables:otherSprite||`` ![Grabbing variable from block](/static/skillmap/space/give-var.gif "So that's how you do that!") @@ -272,8 +272,8 @@ The threat is real. --- -- :battery full: To add consequences for an empty status bar, drag an -``||statusbars:on status bar kind [Health] zero [status]||`` +- :battery full: To add consequences for an empty status bar, drag an
+``||statusbars:on status bar kind [Health] zero [status]||``
container into the workspace. - :mouse pointer: Change the status bar kind to **Energy**. diff --git a/docs/skillmap/space/space4a.md b/docs/skillmap/space/space4a.md index 74c8e42c17a..0ecf7f5e1fc 100644 --- a/docs/skillmap/space/space4a.md +++ b/docs/skillmap/space/space4a.md @@ -22,10 +22,10 @@ Let's add some drama by shaking the camera when you run into an enemy ship. --- -- :tree: Grab -``||scene:camera shake by [4] pixels for [500] ms||`` -and snap it in to **the bottom** of the -``||sprites:on [sprite] of kind [Player] overlaps [otherSPrite] of kind [Enemy]||`` +- :tree: Grab
+``||scene:camera shake by [4] pixels for [500] ms||``
+and snap it in to **the bottom** of the
+``||sprites:on [sprite] of kind [Player] overlaps [otherSPrite] of kind [Enemy]||``
container. @@ -44,12 +44,12 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Enemy, function (sprite, otherSp --- -- :angle down: In the toolbox, click **Advanced** to reveal the +- :angle down: In the toolbox, click **Advanced** to reveal the
``||animation:Animation||`` category. -- :sync: Grab the ``||animation:animate [mySprite]||`` -block and snap it into **the end** of the +- :sync: Grab the ``||animation:animate [mySprite]||``
+block and snap it into **the end** of the
``||loops:on start||`` container. @@ -120,10 +120,10 @@ true --- -- :sync: Grab another -``||animation:animate [mySprite]||`` -block and snap it into **the end** of the -``||game:on game update every [2000] ms||`` +- :sync: Grab another
+``||animation:animate [mySprite]||``
+block and snap it into **the end** of the
+``||game:on game update every [2000] ms||``
container. @@ -161,9 +161,9 @@ false ## Step 8 -- :mouse pointer: To make sure we're animating the correct sprite, replace -``||variables:mySprite||`` with ``||variables:myEnemy||`` -using the dropdown in the +- :mouse pointer: To make sure we're animating the correct sprite, replace
+``||variables:mySprite||`` with ``||variables:myEnemy||``
+using the dropdown in the
``||animation:animate [mySprite]||`` block. - :paint brush: Click the empty grey square and toggle to **My Assets** diff --git a/docs/skillmap/space/space5.md b/docs/skillmap/space/space5.md index 04b7d3706f1..0b42a0a42df 100644 --- a/docs/skillmap/space/space5.md +++ b/docs/skillmap/space/space5.md @@ -47,9 +47,9 @@ during game-play, we're going to need a [__*variable*__](#varied "a label that h --- -- :align justify: Grab -``||variables:set [enemySpeed] to [0]||`` -and snap it into **the bottom** of the +- :align justify: Grab
+``||variables:set [enemySpeed] to [0]||``
+and snap it into **the bottom** of the
``||loops:on start||`` container. - :mouse pointer: Change the value from **0** to **50**. @@ -79,8 +79,8 @@ to control the enemy ship's **vy** (vertical velocity). --- -- :mouse pointer: Go back to the -``||game:on game update every [2000]ms||`` +- :mouse pointer: Go back to the
+``||game:on game update every [2000]ms||``
container that's already in your workspace, and find the block that sets-up the ``||variables:myEnemy||`` projectile. @@ -116,12 +116,12 @@ We need code that checks to see **if** the score is **10** every time the player --- -- :binoculars: Find the -``||sprites:on [sprite] of kind [Projectile] overlaps [otherSprite] of kind [Enemy]||`` +- :binoculars: Find the
+``||sprites:on [sprite] of kind [Projectile] overlaps [otherSprite] of kind [Enemy]||``
container already in your workspace. -- :random: Drag out a -``||logic:if then||`` +- :random: Drag out a
+``||logic:if then||``
container and snap it into **the bottom** of the **on Projectile overlaps Enemy** container. @@ -140,8 +140,8 @@ sprites.onOverlap(SpriteKind.Projectile, SpriteKind.Enemy, function (sprite, oth ## 8. Set the Points -- :random: Grab -``||logic:<[0] [=] [0]>||`` +- :random: Grab
+``||logic:<[0] [=] [0]>||``
and snap it in to the **if statement** to replace **``**. - :id card: Grab ``||info:score||`` and snap it in to replace the **0** to the left of the **=**. @@ -167,10 +167,10 @@ The first thing we should do when the score gets to **10** is give a level-up bo --- -- :id card: Grab -``||info:change score by [1]||`` -and snap it inside the empty -``||logic:if <[score] [=] [10]> then||`` +- :id card: Grab
+``||info:change score by [1]||``
+and snap it inside the empty
+``||logic:if <[score] [=] [10]> then||``
logic container. - :mouse pointer: Change the amount added to the score from **1** to **5**. @@ -196,10 +196,10 @@ Let the player know they've earned a bonus! --- -- :paper plane: Drag -``||sprites:[mySprite] say [":)"] βž•||`` -into **the bottom** of the -``||logic:if <[score] [=] [10]> then||`` +- :paper plane: Drag
+``||sprites:[mySprite] say [":)"] βž•||``
+into **the bottom** of the
+``||logic:if <[score] [=] [10]> then||``
container. - :mouse pointer: Change the message to say **"+5 Level-Up Bonus!"**. @@ -231,10 +231,10 @@ Time to speed up the enemy ships! --- -- :align justify: Grab -``||variables:set [enemySpeed] to [0]||`` -and snap it in to **the bottom** of the -``||logic:if <[score] [=] [10]> then||`` +- :align justify: Grab
+``||variables:set [enemySpeed] to [0]||``
+and snap it in to **the bottom** of the
+``||logic:if <[score] [=] [10]> then||``
container. - :mouse pointer: Change the value from **0** to **70**. diff --git a/docs/skillmap/space/space6.md b/docs/skillmap/space/space6.md index eb77e239e89..6e725a7ee0f 100644 --- a/docs/skillmap/space/space6.md +++ b/docs/skillmap/space/space6.md @@ -20,10 +20,10 @@ of darts. - :chevron down: Expand the ``||statusbars:Advanced||`` category in the toolbox and click ``||arrays:Arrays||``. -- :list ol: Drag -``||variables:set [list] to array of [0] [1]||`` -into **the top** of the -``||controller:on [A] button [pressed]||`` +- :list ol: Drag
+``||variables:set [list] to array of [0] [1]||``
+into **the top** of the
+``||controller:on [A] button [pressed]||``
container already in the workspace. @@ -42,8 +42,8 @@ Right now, we have a **list** of numbers. Let's make it a list of darts. --- -- :mouse pointer: Click the name **list** inside -``||variables:set [list] to array of [0] [1]||`` +- :mouse pointer: Click the name **list** inside
+``||variables:set [list] to array of [0] [1]||``
and choose "Rename variable..." from the dropdown menu. - :mouse pointer: Call your list **darts** and click **Ok**. @@ -69,8 +69,8 @@ the next step). ## 5. Dart Images -- :mouse pointer: Snap the first two grey image boxes into -``||variables:set [list] to array of [0] [1]||`` +- :mouse pointer: Snap the first two grey image boxes into
+``||variables:set [list] to array of [0] [1]||``
to replace the numbers **0** and **1**. - :mouse pointer: Add space for the new image box by clicking the βž• symbol at the right of @@ -127,11 +127,11 @@ controller.A.onEvent(ControllerButtonEvent.Pressed, function () { --- -- :align justify: From ``||arrays:Arrays||``, drag -``||arrays:get random value from [list]||`` +- :align justify: From ``||arrays:Arrays||``, drag
+``||arrays:get random value from [list]||``
in to replace the current -dart image in the -``||variables:set [projectile] to ...||`` +dart image in the
+``||variables:set [projectile] to ...||``
block (just beneath the list you have created.) - :mouse pointer: Click **list** and change it to **darts** using the dropdown menu. diff --git a/docs/skillmap/story/story1.md b/docs/skillmap/story/story1.md index d161adfe733..9a57dadf7dd 100644 --- a/docs/skillmap/story/story1.md +++ b/docs/skillmap/story/story1.md @@ -13,14 +13,14 @@ Follow these quick steps and you'll have one in no time! ## {Step 2} -**This card centers around an artistic background** +**This card centers around an artistic background**
🎨 🎨 🎨 --- - :tree: From the ``||scene:Scene||`` category in the toolbox, -grab a -``||scene:set background image to [ ]||`` +grab a
+``||scene:set background image to [ ]||``
block and drag it into the **on start** container in the workspace. - :paint brush: Choose a background from the image gallery by clicking inside the grey @@ -162,7 +162,7 @@ scene.setBackgroundImage(img` ## {Step 2.5} -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") --- @@ -173,7 +173,7 @@ Do you see the background you chose? ## {Step 3} -**Add a heartfelt greeting** +**Add a heartfelt greeting**
πŸ’› πŸ’› πŸ’› --- @@ -313,12 +313,12 @@ scene.setBackgroundImage(img` ## {Step 4} -**Time for a celebration** +**Time for a celebration**
πŸŽ‰πŸŽ‰πŸŽ‰ --- -- :tree: Add some pizzazz from the ``||scene:Scene||`` category by grabbing a -``||scene:start screen [confetti] effect||`` +- :tree: Add some pizzazz from the ``||scene:Scene||`` category by grabbing a
+``||scene:start screen [confetti] effect||``
block and snapping it into the **on start** container. **Look at the game screen to see what you've done so far!** @@ -454,13 +454,13 @@ effects.confetti.startScreenEffect() ## {Step 5} -**Let's add a personal note** +**Let's add a personal note**
🎡 🎡 🎡 --- -- :headphones: From the ``||music:Music||`` category, grab a -``||music:play melody [ ] at tempo [120] (bpm)||`` +- :headphones: From the ``||music:Music||`` category, grab a
+``||music:play melody [ ] at tempo [120] (bpm)||``
block and snap it into the bottom of the **on start** container. - :mouse pointer: In the new block, click on the music note to open the music editor. @@ -614,7 +614,7 @@ You now have a basic greeting card! ## {Finish} -**Congratulations, you've finished your greeting card! ** +**Congratulations, you've finished your greeting card!** Click **Done** to return to the main page where you can share your game with family and friends! diff --git a/docs/skillmap/story/story2.md b/docs/skillmap/story/story2.md index 4cc5da61589..dadf39f50ab 100644 --- a/docs/skillmap/story/story2.md +++ b/docs/skillmap/story/story2.md @@ -9,14 +9,14 @@ You've created a greeting, now let's send it over the top! ## {Step 2} -The code for a simple greeting card is already in the workspace. -**Build a new card by editing the images** +The code for a simple greeting card is already in the workspace.
+**Build a new card by editing the images**
⭐⭐⭐ --- -- :paint brush: Choose a new background from the gallery by clicking on the grey box in -``||scene:set background image to [ ]||`` +- :paint brush: Choose a new background from the gallery by clicking on the grey box in
+``||scene:set background image to [ ]||``
and toggling to the **"Gallery"** tab at the top of the window. @@ -161,7 +161,7 @@ music.playMelody("G B A G C5 B A B", 120) ## {Step 3} -**Cue the music** +**Cue the music**
🎹🎹🎹 --- @@ -316,12 +316,12 @@ cycles through when the **β’Ά** button is pressed. --- -- :game: From the ``||controller: Controller||`` category, drag an -``||controller:on [A] button [pressed]||`` +- :game: From the ``||controller: Controller||`` category, drag an
+``||controller:on [A] button [pressed]||``
container into the workspace. -- :circle: From the ``||game:Game||`` category, grab the -``||game: show long text [" "] [bottom]||`` +- :circle: From the ``||game:Game||`` category, grab the
+``||game: show long text [" "] [bottom]||``
block and snap it into the empty **on A button pressed** container. - :mouse pointer: Add a personal message into the new **show long text** block. @@ -351,15 +351,15 @@ Add a second message below the first to really show you care. --- -- :mouse pointer: Right click -``||game: show long text [" "] [bottom]||`` +- :mouse pointer: Right click
+``||game: show long text [" "] [bottom]||``
and choose **Duplicate**. -- :mouse pointer: Grab the copied block and snap it into the bottom of the -``||on [A] button [pressed]||`` +- :mouse pointer: Grab the copied block and snap it into the bottom of the
+``||on [A] button [pressed]||``
container. -- :mouse pointer: Add another personal message into the new +- :mouse pointer: Add another personal message into the new
``||game: show long text [" "] [bottom]||`` block. @@ -375,20 +375,20 @@ controller.A.onEvent(ControllerButtonEvent.Pressed, function () { ## {Step 7} -**🎨 Make it POP 🎨** +**🎨 Make it POP 🎨**
Customize the dialog to bring it all together. --- -- :mouse pointer: From ``||game:Game||``, grab a -``||game:set dialog frame to [ ]||`` +- :mouse pointer: From ``||game:Game||``, grab a
+``||game:set dialog frame to [ ]||``
block and -snap it into **the top** of the -``||on [A] button [pressed]||`` +snap it into **the top** of the
+``||on [A] button [pressed]||``
container in your workspace. -- :mouse pointer: Choose a dialog design by clicking on the grey box in the -``||game:set dialog frame to [ ]||`` +- :mouse pointer: Choose a dialog design by clicking on the grey box in the
+``||game:set dialog frame to [ ]||``
box and toggling to the **Gallery**. @@ -453,11 +453,11 @@ Change the color of your text so it works with your new background. --- -- :circle: From ``||game:Game||``, grab a -``||game:set dialog text color to [ ]||`` +- :circle: From ``||game:Game||``, grab a
+``||game:set dialog text color to [ ]||``
block and -snap it into the top of the -``||on [A] button [pressed]||`` +snap it into the top of the
+``||on [A] button [pressed]||``
block in your workspace. - :mouse pointer: Click the grey box and choose a color for your message that looks good and is diff --git a/docs/skillmap/story/story3.md b/docs/skillmap/story/story3.md index 5493ac254be..0c90d91cd4c 100644 --- a/docs/skillmap/story/story3.md +++ b/docs/skillmap/story/story3.md @@ -15,8 +15,8 @@ add style. ## {Step 2} -To prepare for the next steps, -[__*click here to choose a joke from our list*__](#doc:/skillmap/story/joke-examples "Find a good two line joke here."), +To prepare for the next steps,
+[__*click here to choose a joke from our list*__](#doc:/skillmap/story/joke-examples "Find a good two line joke here."),
or create your own! ```hint @@ -31,13 +31,13 @@ A: Because pepper makes them sneeze! Do you have a joke? -**Now design your scene** +**Now design your scene**
🎨 🎨 🎨 --- -- :tree: Snap -``||scene: set background image to [ ]||`` +- :tree: Snap
+``||scene: set background image to [ ]||``
into the ``||loops:on start||`` container already in the workspace. @@ -185,8 +185,8 @@ We can add these characters as [__*sprites*__](#sprotes "2-D images that moves o --- -- :paper plane: To add a character, look in the ``||sprites:Sprites||`` category for -``||variables: set [mySprite] to sprite [ ] of kind [Player]||`` +- :paper plane: To add a character, look in the ``||sprites:Sprites||`` category for
+``||variables: set [mySprite] to sprite [ ] of kind [Player]||``
and drag it into the bottom of the ``||loops:on start||`` container. - :mouse pointer: Create the perfect character for your joke by clicking the grey box so you can draw something in the image editor. @@ -328,13 +328,13 @@ the reader gets to choose the timing of the joke. --- -- :game: From the ``||controller: Controller||`` category, drag an -``||controller:on [A] button [pressed]||`` +- :game: From the ``||controller: Controller||`` category, drag an
+``||controller:on [A] button [pressed]||``
container into the workspace. -- :circle: From the ``||game:Game||`` category, grab the -``||game: show long text [" "] [bottom]||`` -block and snap it into the empty +- :circle: From the ``||game:Game||`` category, grab the
+``||game: show long text [" "] [bottom]||``
+block and snap it into the empty
``||controller:on [A] button [pressed]||`` container. ```blocks @@ -358,13 +358,13 @@ the last line, and it's the part that makes people laugh. ## {Step 6} -- :mouse pointer: Right-click and **duplicate** the -``||game: show long text [" "] [bottom]||`` +- :mouse pointer: Right-click and **duplicate** the
+``||game: show long text [" "] [bottom]||``
block as many times as you need to fit your entire joke. -- :mouse pointer: Enter your punchline into the last -``||game: show long text [" "] [bottom]||`` -block inside your +- :mouse pointer: Enter your punchline into the last
+``||game: show long text [" "] [bottom]||``
+block inside your
``||controller:on [A] button [pressed]||`` container, and split the rest of the joke into other text blocks above it. @@ -404,8 +404,8 @@ End on a high note with confetti or a screen full of smiles. --- -- :mouse pointer: Grab -``||scene: start screen [confetti] effect||`` +- :mouse pointer: Grab
+``||scene: start screen [confetti] effect||``
and snap it into **the end** of the ``||controller:on [A] button [pressed]||`` container. diff --git a/docs/skillmap/story/story4.md b/docs/skillmap/story/story4.md index 2cef2434e02..502cc9339db 100644 --- a/docs/skillmap/story/story4.md +++ b/docs/skillmap/story/story4.md @@ -525,8 +525,8 @@ Example 3: An alien in the grocery store - :mouse pointer: Click on the image box in the ``||scene:set background image to []||`` block and draw your scene. -- :mouse pointer: Click on the image box in the -``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` +- :mouse pointer: Click on the image box in the
+``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
block and design your main character. ```block diff --git a/docs/skillmap/turkey/turkey1.md b/docs/skillmap/turkey/turkey1.md index 9841ccc01d4..27c6cb522ce 100755 --- a/docs/skillmap/turkey/turkey1.md +++ b/docs/skillmap/turkey/turkey1.md @@ -40,8 +40,8 @@ Let's create a main turkey sprite and get it moving before we do anything else. --- - :paper plane: From the ``||sprites:Sprites||`` category, -drag -``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` +drag
+``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
to **the end** of the ``||loops:on start||`` container. _πŸ’‘ Having trouble finding the block you need? @@ -68,16 +68,16 @@ let mySprite = sprites.create(assets.image`player`, SpriteKind.Player) --- -- :game: Drag -``||controller:move [mySprite] with buttons βŠ•||`` +- :game: Drag
+``||controller:move [mySprite] with buttons βŠ•||``
to **the end** of the ``||loops:on start||`` container. _πŸ’‘ Remember, the icon to the left of the instructions shows the same icon as the toolbox category for the block you need._ - :mouse pointer: Press the βŠ• button to the right of the block and change -the -[__*vy*__](#whatVY "vertical velocity") (up/down speed) +the
+[__*vy*__](#whatVY "vertical velocity") (up/down speed)
argument to **0** so that the player won't hover up or down when you use the joypad. @@ -92,7 +92,7 @@ controller.moveSprite(mySprite, 100, 0) ## 5. Try It -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") @@ -110,9 +110,9 @@ to "pull down" on the sprite. --- -- :paper plane: Drag -``||sprites:set [mySprite] [x] to [0]||`` -to **the end** of the +- :paper plane: Drag
+``||sprites:set [mySprite] [x] to [0]||``
+to **the end** of the
``||loops:on start||`` container. - :mouse pointer: Click the dropdown to change **x** to **ay (acceleration y)**. @@ -135,9 +135,9 @@ mySprite.ay = 500 --- -- :tree: To keep the turkey in sight, drag -``||scene:camera follow sprite [mySprite]||`` -to **the end** of the +- :tree: To keep the turkey in sight, drag
+``||scene:camera follow sprite [mySprite]||``
+to **the end** of the
``||loops:on start||`` container. ```blocks @@ -154,7 +154,7 @@ scene.cameraFollowSprite(mySprite) ## 8. Look Again -πŸ•ΉοΈ πŸ•ΉοΈ πŸ•ΉοΈ +πŸ•ΉοΈ πŸ•ΉοΈ πŸ•ΉοΈ
**Look at the game window to make sure you can see the turkey land on a platform.** @@ -166,9 +166,9 @@ Let's start it on a special tile on the ground. --- -- :tree: Drag the -``||scene:place [mySprite] on top of random [ ]||`` -block into **the end** of the +- :tree: Drag the
+``||scene:place [mySprite] on top of random [ ]||``
+block into **the end** of the
``||loops:on start||`` container. - :mouse pointer: Click the checkered square and select the **start** tile, @@ -194,13 +194,13 @@ we need to make it jump using the **A** button! --- -- :game: Drag the -``||controller:on [A] button [pressed]||`` +- :game: Drag the
+``||controller:on [A] button [pressed]||``
container into an empty area of the workspace. -- :paper plane: Inside of the -``||controller:on [A] button [pressed]||`` -container, add +- :paper plane: Inside of the
+``||controller:on [A] button [pressed]||``
+container, add
``||sprites:set [mySprite] [x] to [0]||``. - :mouse pointer: Change ``||sprites:[x]||`` to ``||sprites:[vy (velocity y)]||`` @@ -218,7 +218,7 @@ controller.A.onEvent(ControllerButtonEvent.Pressed, function () { ## Finale -πŸ”₯ **That's it! Now give your game a try!** πŸ”₯ +πŸ”₯ **That's it! Now give your game a try!** πŸ”₯
Can you make it to the top? --- diff --git a/docs/skillmap/turkey/turkey2.md b/docs/skillmap/turkey/turkey2.md index 25d588f9113..c1c0de3fc8f 100755 --- a/docs/skillmap/turkey/turkey2.md +++ b/docs/skillmap/turkey/turkey2.md @@ -11,7 +11,7 @@ ## 2. Try It! -**First, check the game you have so far.** +**First, check the game you have so far.**
πŸ•ΉοΈ πŸ•ΉοΈ πŸ•ΉοΈ --- @@ -23,21 +23,21 @@ from platform to platform using the A button (or the space bar.) ## 3. Rescue the Others -**Turkey to the rescue!** +**Turkey to the rescue!**
πŸ¦ƒ πŸ¦ƒ πŸ¦ƒ When the player overlaps a _cage_ tile, let's trigger some code. --- -- :tree: Drag the -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: Drag the
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
container into an empty area of the workspace. - :paint brush: Click the checkerboard image and change it to the **cage** tile. -- :id card: To give the player a point for each turkey it saves, snap a -``||info:change score by [1]||`` +- :id card: To give the player a point for each turkey it saves, snap a
+``||info:change score by [1]||``
block into the new container. @@ -65,15 +65,15 @@ Uh oh! You get WAY too many points when you overlap a cage. --- -- :tree: Drag -``||scene:set [ ] at tilemap col [0] row [0]||`` -into **the end** of the -``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||`` +- :tree: Drag
+``||scene:set [ ] at tilemap col [0] row [0]||``
+into **the end** of the
+``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||``
container. -- :mouse pointer: Replace -``||scene:tilemap col [0] row [0]||`` -with the ``||variables:location||`` +- :mouse pointer: Replace
+``||scene:tilemap col [0] row [0]||``
+with the ``||variables:location||``
value from the top of the **Player overlaps cage** container. ![Share your location](/static/skillmap/turkey/turkey-location.gif "Grab the variable from the overlap container") @@ -107,21 +107,21 @@ You should have the start of a very nice game! --- -- :paper plane: Drag -``||sprites:set [mySprite2] to sprite [ ] of kind [Player]||`` -into **the end** of the -``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||`` +- :paper plane: Drag
+``||sprites:set [mySprite2] to sprite [ ] of kind [Player]||``
+into **the end** of the
+``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||``
container. -- :mouse pointer: Click -``||variables:mySprite2||`` +- :mouse pointer: Click
+``||variables:mySprite2||``
and rename the variable **turkey**. - :paint brush: Click the empty grey square and toggle to **MyAssets** to choose the little **turkey** sprite. -- :mouse pointer: Click -``||sprites:Player||`` +- :mouse pointer: Click
+``||sprites:Player||``
and change it to ``||sprites:Rescued||``. @@ -147,18 +147,18 @@ Let's set each new turkey to appear in the same place the cage disappeared from. --- - :tree: Drag -``||scene:place [mySprite] on top of tilemap col [0] row [0]||`` -into **the end** of the -``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||`` +``||scene:place [mySprite] on top of tilemap col [0] row [0]||``
+into **the end** of the
+``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||``
container. -- :mouse pointer: Click -``||variables:mySprite||`` +- :mouse pointer: Click
+``||variables:mySprite||``
and select ``||variables:turkey||``. -- :mouse pointer: Replace -``||scene:tilemap col [0] row [0]||`` -with the ``||variables:location||`` +- :mouse pointer: Replace
+``||scene:tilemap col [0] row [0]||``
+with the ``||variables:location||``
value from the top of the **Player overlaps cage** container. @@ -192,14 +192,14 @@ Keep following the instructions to find out how to get the little turkeys to fol ## 10. Be Free! -- :paper plane: Drag -``||sprites:set [myEnemy] follow [mySprite]||`` -into **the end** of the -``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||`` +- :paper plane: Drag
+``||sprites:set [myEnemy] follow [mySprite]||``
+into **the end** of the
+``||scene:on [sprite] of kind [Player] overlaps [cage] at [location]||``
container. -- :mouse pointer: Click -``||variables:myEnemy||`` +- :mouse pointer: Click
+``||variables:myEnemy||``
and change to ``||variables:turkey||``. diff --git a/docs/skillmap/turkey/turkey3.md b/docs/skillmap/turkey/turkey3.md index 68c7d198463..aa54cc13d8e 100755 --- a/docs/skillmap/turkey/turkey3.md +++ b/docs/skillmap/turkey/turkey3.md @@ -3,7 +3,7 @@ ## Welcome @showdialog -**Right now, the game never ends.** +**Right now, the game never ends.**
We need a way to trigger a win! ![Anigif showing the turkey winning](/static/skillmap/turkey/turkey3.gif "Win or Lose!") @@ -12,7 +12,7 @@ We need a way to trigger a win! ## 2. Try It! -**First, play the game in the game window.** +**First, play the game in the game window.**
πŸ•ΉοΈ πŸ•ΉοΈ πŸ•ΉοΈ --- @@ -27,15 +27,15 @@ You should be able to move your player left and right with the arrows, and jump --- -- :tree: Drag a new -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: Drag a new
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
container into the workspace. - :paint brush: This time, change the checkerboard to the solid purple tile. -- :circle: Snap a -``||game:game over ||`` -block into the new container and toggle +- :circle: Snap a
+``||game:game over ||``
+block into the new container and toggle
the **``** switch to **``**! @@ -60,8 +60,8 @@ You should win the game as soon as your turkey makes it to the purple tiles. --- -- :id card: To set a countdown timer, drag -``||info: start countdown [10] (s)||`` +- :id card: To set a countdown timer, drag
+``||info: start countdown [10] (s)||``
into **the end** of the ``||loops: on start||`` container. - :mouse pointer: Change **10** to **120** so that you have about 2 minutes to escape. @@ -90,13 +90,13 @@ info.startCountdown(120) --- -- :id card: Drag a -``||info: on countdown end||`` +- :id card: Drag a
+``||info: on countdown end||``
contaner into an empty area of the workspace. -- :circle: Snap a -``||game:game over ||`` +- :circle: Snap a
+``||game:game over ||``
block into the new container. diff --git a/docs/skillmap/zoo/zoo1.md b/docs/skillmap/zoo/zoo1.md index 1911f4a8cff..15a5ec0ba8d 100644 --- a/docs/skillmap/zoo/zoo1.md +++ b/docs/skillmap/zoo/zoo1.md @@ -14,13 +14,13 @@ click that green **OK** button to see the **Keeper's Hut**. ## 2. Make a Sprite -**🏠 Home sweet home 🏠** +**🏠 Home sweet home 🏠**
Let's get you set up in your new place! --- -- :paper plane: From the ``||sprites:Sprites||`` category, drag the -``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` +- :paper plane: From the ``||sprites:Sprites||`` category, drag the
+``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
block into the ``||loops:on start||`` container. - :paint brush: Click the grey box to open the **image editor** and draw yourself in your best zookeeper outfit! @@ -54,8 +54,8 @@ let mySprite = sprites.create(img` --- -- :game: From the ``||controller:Controller||`` category, drag -``||controller:move [mySprite] with buttons βŠ•||`` +- :game: From the ``||controller:Controller||`` category, drag
+``||controller:move [mySprite] with buttons βŠ•||``
into the bottom of the ``||loops:on start||`` container. --- @@ -88,7 +88,7 @@ controller.moveSprite(mySprite) ## 4. Try It -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") --- @@ -99,13 +99,13 @@ Try moving around the game screen! Your zookeeper will move with the joypad or ## 5. Look About -**Take a look around the room** +**Take a look around the room**
πŸ‘€ --- -- :tree: From the ``||scene:Scene||`` category, drag -``||scene:camera follow sprite [mySprite]||`` +- :tree: From the ``||scene:Scene||`` category, drag
+``||scene:camera follow sprite [mySprite]||``
into the bottom of the ``||loops:on start||`` container and use the arrow keys to check out the hut! diff --git a/docs/skillmap/zoo/zoo2.md b/docs/skillmap/zoo/zoo2.md index 2a60e2a3311..e9115a40e6e 100644 --- a/docs/skillmap/zoo/zoo2.md +++ b/docs/skillmap/zoo/zoo2.md @@ -3,16 +3,16 @@ ## 1. Make an Animal -**Your very first exhibit!** +**Your very first exhibit!**
Exciting, huh? -Hm... it does look a little empty. +Hm... it does look a little empty.
Well, what's your favorite animal? Let's invite them over! --- -- :paper plane: From the ``||sprites:Sprites||`` category, drag -``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` +- :paper plane: From the ``||sprites:Sprites||`` category, drag
+``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
into ``||loops:on start||``. - :paint brush: Click the grey box in the new block and draw your animal using the **image editor**! @@ -43,12 +43,12 @@ let mySprite = sprites.create(img` ## 2. Move Around -**Take your animal for a walk!** +**Take your animal for a walk!**
πŸ† πŸ¦“ --- -- :paper plane: From ``||sprites:Sprites||``, grab -``||sprites:set [mySprite] velocity to vx [50] vy [50]||`` +- :paper plane: From ``||sprites:Sprites||``, grab
+``||sprites:set [mySprite] velocity to vx [50] vy [50]||``
and drag it into the **end** of the ``||loops:on start||`` container. Your animal friend should start moving! @@ -81,12 +81,12 @@ mySprite.setVelocity(50, 50) ## 3. Random Mosey -The same old path gets boring after a while. +The same old path gets boring after a while.
**Let's add some randomness!** --- -- :calculator: Go to the ``||math:Math||`` category and grab two +- :calculator: Go to the ``||math:Math||`` category and grab two
``||math:pick random [0] to [10]||`` value blocks. @@ -128,8 +128,8 @@ Let's fix that. --- -- :paper plane: Open the ``||sprites:Sprites||`` category, then grab -``||sprites:set [mySprite] bounce on wall ||`` +- :paper plane: Open the ``||sprites:Sprites||`` category, then grab
+``||sprites:set [mySprite] bounce on wall ||``
to snap in at the **end** of the program. @@ -162,7 +162,7 @@ mySprite.setBounceOnWall(true) ## 5. Try It -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") --- diff --git a/docs/skillmap/zoo/zoo2a.md b/docs/skillmap/zoo/zoo2a.md index 0de7052f1eb..608b193c116 100644 --- a/docs/skillmap/zoo/zoo2a.md +++ b/docs/skillmap/zoo/zoo2a.md @@ -2,7 +2,7 @@ ## 1. Welcome -**πŸ™ Welcome to the aquarium! πŸ™** +**πŸ™ Welcome to the aquarium! πŸ™**
We're so excited to have you designing this exhibit. --- @@ -43,8 +43,8 @@ let mySprite = sprites.create(img` --- -- :paper plane: In ``||sprites:Sprites||``, find -``||sprites:set [mySprite] [x] to [0]||`` +- :paper plane: In ``||sprites:Sprites||``, find
+``||sprites:set [mySprite] [x] to [0]||``
and drag it into the **end** of the ``||loops:on start||`` container. - :mouse pointer: Click **x** then choose ** vx (velocity x)** from the dropdown menu. @@ -83,8 +83,8 @@ mySprite.vx = 50 --- -- :paper plane: Open ``||sprites:Sprites||``, then snap -``||sprites:set [mySprite] bounce on wall ||`` +- :paper plane: Open ``||sprites:Sprites||``, then snap
+``||sprites:set [mySprite] bounce on wall ||``
to the end of the program and check out your exhibit on the game screen! ```blocks @@ -119,8 +119,8 @@ mySprite.setBounceOnWall(true) --- -- :paper plane: Grab a **new** -``||sprites:set [mySprite] [x] to [0]||`` +- :paper plane: Grab a **new**
+``||sprites:set [mySprite] [x] to [0]||``
block and drag it to the end of the ``||loops:on start||`` container. - :mouse pointer: Replace **x** with **y** using the dropdown menu. @@ -155,8 +155,8 @@ mySprite.y = 0 ## 5. Replace Values -- :calculator: From the ``||math:Math||`` category, grab a -``||math:pick random [0] to [10]||`` +- :calculator: From the ``||math:Math||`` category, grab a
+``||math:pick random [0] to [10]||``
value block and use it to replace the **0** next to ``||sprites:y||``. @@ -195,7 +195,7 @@ mySprite.y = randint(10, 110) ## 6. Try It -**Click the Game Window Tab (Above)** +**Click the Game Window Tab (Above)**
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!") --- @@ -210,9 +210,9 @@ Watch your friend swim! --- -- :redo: In ``||loops:Loops||``, find the -``||loops:repeat [4] times||`` -loop container and snap it into the **top** of the +- :redo: In ``||loops:Loops||``, find the
+``||loops:repeat [4] times||``
+loop container and snap it into the **top** of the
``||loops:on start||`` container. - :mouse pointer: Grab the first block of code beneath the new loop and use it to drag the whole chunk of code up into the empty **repeat** container. @@ -264,7 +264,7 @@ What's going on? Hold on, we're getting a report from the penguin department β€” penguins did *what*? ## Finale -**You better click "Done" and get over there!** +**You better click "Done" and get over there!**
🚨 🚨 diff --git a/docs/skillmap/zoo/zoo3.md b/docs/skillmap/zoo/zoo3.md index 60fad5194c7..e8612dd9da7 100644 --- a/docs/skillmap/zoo/zoo3.md +++ b/docs/skillmap/zoo/zoo3.md @@ -6,7 +6,7 @@ ![A dirt path with a penguin looking up at a wooden sign. Several penguins are hiding in the bushes.](static/skillmap/zoo/zoo-penguins.png) -**Thank goodness, you're here!** +**Thank goodness, you're here!**
Penguins are *everywhere*! They're running around outside of their enclosure. You have to help! @@ -30,7 +30,7 @@ let penguin: Sprite = null penguin.x = 10 ``` -☝ Look at this block. What is it doing? +☝ Look at this block. What is it doing?
Where does **x=10** put the penguins on the screen? diff --git a/docs/skillmap/zoo/zoo4.md b/docs/skillmap/zoo/zoo4.md index d84b33c5a6c..6186bf464c6 100644 --- a/docs/skillmap/zoo/zoo4.md +++ b/docs/skillmap/zoo/zoo4.md @@ -21,12 +21,12 @@ Can you remember what each block does? --- -- :game: From ``||controller:Controller||``, drag an -``||controller:on [A] button pressed ||`` +- :game: From ``||controller:Controller||``, drag an
+``||controller:on [A] button pressed ||``
container into the workspace. -- :paper plane: Snap a new -``||variables:set [mySprite] to sprite [ ] of kind [Player]||`` +- :paper plane: Snap a new
+``||variables:set [mySprite] to sprite [ ] of kind [Player]||``
block inside it. - :mouse pointer: Make sure to change the kind to ``||sprites:Food||``, then click on @@ -71,14 +71,14 @@ Look at your game screen to see what happens. --- -- :paper plane: From ``||sprites:Sprites||``, get a -``||sprites:set [mySprite] position to x [0] y [0]||`` -block and place it at the **end** of the +- :paper plane: From ``||sprites:Sprites||``, get a
+``||sprites:set [mySprite] position to x [0] y [0]||``
+block and place it at the **end** of the
``||controller:on [A] button pressed ||`` container. -- :calculator: From ``||math:Math||``, grab two -``||math:pick random [0] to [10]||`` +- :calculator: From ``||math:Math||``, grab two
+``||math:pick random [0] to [10]||``
value blocks and use them to replace the **x** and **y** values in the new **set position** block. - :mouse pointer: Try some different numbers to see how they affect the way the bamboo is **randomly** placed on the screen. @@ -121,8 +121,8 @@ controller.A.onEvent(ControllerButtonEvent.Pressed, function () { --- -- :paper plane: Open ``||sprites:Sprites||`` and drag a -``||sprites:set [myEnemy] follow [mySprite]||`` +- :paper plane: Open ``||sprites:Sprites||`` and drag a
+``||sprites:set [myEnemy] follow [mySprite]||``
block out into the **end** of the ``||controller:on A button pressed||`` container. @@ -164,8 +164,8 @@ panda **overlaps** the bamboo. --- -- :paper plane: From ``||sprites:Sprites||``, pull out an -``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||`` +- :paper plane: From ``||sprites:Sprites||``, pull out an
+``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||``
container and drop it in the workspace. - :mouse pointer: Click on the second ``||sprites:Player||`` dropdown menu @@ -179,8 +179,8 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSpr ## 8. Destroy the Sprite -- :paper plane: Next, grab a -``||sprites:destroy [mySprite] βŠ•||`` +- :paper plane: Next, grab a
+``||sprites:destroy [mySprite] βŠ•||``
block from ``||sprites:Sprites||`` and put it in the **on overlaps** container. @@ -200,8 +200,8 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Food, function (sprite, otherSpr ## 9. Special Effects -- :mouse pointer: Press the plus icon on the -``||sprites:destroy [otherSprite] βŠ•||`` +- :mouse pointer: Press the plus icon on the
+``||sprites:destroy [otherSprite] βŠ•||``
block to add an effect that will play when the panda starts munching. _πŸ’‘ Both **spray** and **disintegrate** work well here!_ diff --git a/docs/skillmap/zoo/zoo5.md b/docs/skillmap/zoo/zoo5.md index 17c7493e302..ac8ccaed9f3 100644 --- a/docs/skillmap/zoo/zoo5.md +++ b/docs/skillmap/zoo/zoo5.md @@ -31,8 +31,8 @@ We should fix that. --- -- :paper plane: From ``||sprites:Sprites||``, drag an -``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||`` +- :paper plane: From ``||sprites:Sprites||``, drag an
+``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Player]||``
container into the workspace. - :mouse pointer: Click the **second** ``||sprites:Player||`` dropdown and @@ -54,8 +54,8 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Quail, function (sprite, otherSp --- -- :paper plane: Also from ``||sprites:Sprites||``, grab -``||sprites:set [myEnemy] follow [mySprite] ||`` +- :paper plane: Also from ``||sprites:Sprites||``, grab
+``||sprites:set [myEnemy] follow [mySprite] ||``
and drag it into the empty **overlaps** container. - :mouse pointer: Grab the ``||variables:otherSprite||`` value block out of the title of the outer container and @@ -80,7 +80,7 @@ sprites.onOverlap(SpriteKind.Player, SpriteKind.Quail, function (sprite, otherSp --- -What's happening? +What's happening?
What's not happening? @@ -90,8 +90,8 @@ What's not happening? --- -- :tree: From ``||scene:Scene||``, drag an -``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||`` +- :tree: From ``||scene:Scene||``, drag an
+``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``
container into the workspace. - :mouse pointer: Change **Player** to **Quail**, and change the empty tile to the **coop** tile. @@ -108,8 +108,8 @@ scene.onOverlapTile(SpriteKind.Quail, assets.tile`myTile`, function (sprite, loc ## 7. Destroy -- :paper plane: From ``||sprites:Sprites||``, snap a -``||sprites:destroy [mySprite]||`` +- :paper plane: From ``||sprites:Sprites||``, snap a
+``||sprites:destroy [mySprite]||``
block into the empty overlaps container. - :mouse pointer: Grab the ``||variables:sprite||`` value block from the @@ -136,13 +136,13 @@ scene.onOverlapTile(SpriteKind.Quail, assets.tile`myTile`, function (sprite, loc --- -- :mouse pointer: Right-click on your -``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Quail]||`` +- :mouse pointer: Right-click on your
+``||sprites:on [sprite] of kind [Player] overlaps [othersprite] of kind [Quail]||``
container and select **Duplicate** from the dropdown menu. Then change the second argument from **Quail** to **Egg**. -- :mouse pointer: Right-click on your -``||scene:on [sprite] of kind [Quail] overlaps [coop] at [location]||`` +- :mouse pointer: Right-click on your
+``||scene:on [sprite] of kind [Quail] overlaps [coop] at [location]||``
container and select **Duplicate** from the dropdown menu. Then change the kind from **Quail** to **Egg**.