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View Code? Open in Web Editor NEWArcade game editor based on Microsoft MakeCode
Home Page: https://arcade.makecode.com
License: MIT License
Arcade game editor based on Microsoft MakeCode
Home Page: https://arcade.makecode.com
License: MIT License
create 1x1 sprite by hand in JS and try to edit it in blocks - the color palette is super-tiny. Probably similar effect with other small sprites
let a: number[] = []
for (let index = 0; index < 100; index++) {
a.push(index)
}
a.sort((i, j) => i * j);
When fixed, put back the sprite z-index
We have room, let make those gamepad buttons bigger.
there are 2 edit button when code is opened form shared user content link. The one on the right corner of the editor on the tool bar with the block/JS views goes to the makecode.com home page.
Also abaility to specify "full screen".
Cloud-side could check that source is embeded + send to CVS. Needed to make script page more engaging.
let paddle = sprite.create(img`
`)
Since My Projects is fairly persistent should be able to remove the ones don't want to see. My list goes back 19 days.
enable.toFixed()
in JavaScript _ (optional for Blocks)
less important is .toPrecision()
- just a nice to have
Otherwise if a scrollbar exists it would keep scrolling the page up and down as you use the up and down arrow key.
Create a game that
Tracking further todos
try using sprite.setFlag(...)
, editing it in JS, and switching back to blocks - it complains about custom field editor (the switch I guess) not supporting literals.
Should always be present
We can code as below or reverse the automated side which may be easier for students not having to type words but having the fun of timeout pressure.
create an automated receiver that
msg_num, ver_num, text
msg_num, ver_num
player is the sender
Game ends and displays current msg on receiver side
would be cool to show sending animation and showing when fails
Comments do not stay associated with the code "blocks" when converted to JavaScript.
May also be impacting roundtrip form blocks to JS and back.
Probably some Apis changed..
We need a way to get inputs from the user. I guess various prompt for number, string, boolean?
This is an interaction with trying to raster directly to screen and sprite engine. Snake called "control.screenRefresh". We should provide a frame handler for rastering operations instead.
let sprite: Sprite = null
sprite.onOverlap(function (other) {
game.over()
})
They are nested shadow blocks so it is impossible to clone these blocks right now.
That displays the direction page and a/b, any keys.
"Debug mode" should display a full grid to help students with coordinates.
Grey is not enough. We should display a X-ed keyboard or something saying "click to play" as greying is too subtle.
I think we have 3 copies of the palette sprinkled around. Let's clean up eventually.
I guess it should be MakeCode arcade?
Need a game that would demo encryption implementation that student can update the encryption to be more complex
demonstrate basic "AI" behavior that a student can adjust, such as using events to update parameters that influence the AI behavior
dx
in scroll()
sprite.ts
for a list)If you view the simulator in desktop mode you get what I assume are weird pixel sub-sampling issues.
For example, if I draw this sprite:
This is what it looks like in the simulator:
For smaller renderings of the screen we may need to lock the simulator size into a multiple of 128x128 (the simulator on my screen is 320x320). I tried both 256x256 and 384x384 and both of those don't have this issue but also don't fit the simulator pane (too small and too large respectively). The fullscreen view of the simulator looks great.
There is a similar issue in the preview of sprites from the sprite editor but I feel like that's less important of a scenario.
Ability to upload or download a text file
REPO: open https://makecode.com/_8kzVqd9kyARq and edit, change to blocks
RESULT: player1.y
changes to player1.x
Try decompiling the snake game back to blocks
no instances of Image found (anonymous) @ pxtblocks.js:2867 (anonymous) @ pxtblocks.js:2830 buildBlockFromDef @ pxtblocks.js:2825 initBlock @ pxtblocks.js:2720 init @ pxtblocks.js:2647 Blockly.Block @ blockly_compressed.js:1584 Blockly.BlockSvg @ blockly_compressed.js:1649 Blockly.WorkspaceSvg.newBlock @ blockly_compressed.js:1482 Blockly.Xml.domToBlockHeadless_ @ blockly_compressed.js:1455 Blockly.Xml.domToBlock @ blockly_compressed.js:1453 Blockly.Flyout.show @ blockly_compressed.js:1915 Blockly.Toolbox.TreeControl.setSelectedItem @ blockly_compressed.js:1965 Blockly.Toolbox.TreeControl.setSelectedItem @ pxtblocks.js:4156 goog.ui.tree.BaseNode.select @ blockly_compressed.js:1073 Blockly.Toolbox.TreeNode.onClick_ @ pxtblocks.js:4142 goog.ui.tree.TreeControl.handleMouseEvent_ @ blockly_compressed.js:1131 goog.events.fireListener @ blockly_compressed.js:271 goog.events.handleBrowserEvent_ @ blockly_compressed.js:274 b @ blockly_compressed.js:263
It breaks the game package as those editors don't exist anywhere else.
code editor not available with console view screen turns blue
Support common string methods in JavaScript (nice to have for Blocks but not required)
.toUpperCase()
.toLowerCase()
.replace()
endsWith()
startswith()
.search()
.trim()
.parseFloat()
See the following exist already: .charAt()
, .concat()
, charCodeAt()
, substr()
, .length
, .compare()
, parseInt()
Everything is blue! We need to set whatever colors in pxtarget.json are required to get a nicer theme.
Might a tiny circle or something but completely transparent looks broken.
Remembering numbers in the palette is too hard.
[run] cd C:\gh\pxt-32\node_modules\pxt-common-packages\sim; node ../node_modules/typescript/bin/tsc
serial: connecting to COM3 by Intel (PCI\VEN_8086&DEV_9D3D&SUBSYS_224E17AA&REV_21\3&11583659&0&B3)
serial: connected to COM3 by Intel (PCI\VEN_8086&DEV_9D3D&SUBSYS_224E17AA&REV_21\3&11583659&0&B3)
log strings: 8 files; 0 strings -> sim-strings.json
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