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{ | ||
"jacdac.GamepadEvent.ButtonsChanged": "Argument: buttons Buttons (uint32_t). Wird immer dann ausgelöst, wenn sich der Zustand der Tasten ändert.\n* ```\nconst [buttons] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadEventPack.ButtonsChanged": "Packformat für 'buttons_changed' Daten.", | ||
"jacdac.GamepadReg.ButtonsAvailable": "Konstante Tasten (uint32_t). Gibt eine Bitmaske der Tasten an, die auf dem Gamepad montiert sind.\nWenn die `Left`/`Up`/`Right`/`Down` Tasten hier als verfügbar markiert sind, ist das Gamepad digital.\nSelbst wenn sie als nicht verfügbar markiert sind, werden sie dennoch basierend auf dem analogen Gamepad simuliert.\n* ```\nconst [buttonsAvailable] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadReg.Direction": "Wenn das Gamepad analog ist, sollten die Richtungstasten basierend auf der Gamepad-Position \"simuliert\" werden\n(`Left` ist `{ x = -1, y = 0 }`, `Up` ist `{ x = 0, y = -1}`).\nWenn das Gamepad digital ist, dann wird jede Richtung entweder als `-1`, `0` oder `1` gelesen (in fester Darstellung).\nDie primäre Taste auf dem Gamepad ist `A`.\n* ```\nconst [buttons, x, y] = jdunpack<[jacdac.GamepadButtons, number, number]>(buf, \"u32 i1.15 i1.15\")\n```", | ||
"jacdac.GamepadReg.Variant": "Konstanter Variant (uint8_t). Der Typ des physischen Gamepads.\n* ```\nconst [variant] = jdunpack<[jacdac.GamepadVariant]>(buf, \"u8\")\n```", | ||
"jacdac.GamepadRegPack.ButtonsAvailable": "Packformat für 'buttons_available' Daten.", | ||
"jacdac.GamepadRegPack.Direction": "Packformat für 'direction' Daten.", | ||
"jacdac.GamepadRegPack.Variant": "Packformat für 'variant' Daten.", | ||
"modules": "Jacdac-Module", | ||
"modules.GamepadClient": "Ein zweiachssiger Richtungs-Joystick", | ||
"modules.GamepadClient.buttons": "Wenn der Joystick analog ist, sollten die Richtungstasten basierend auf der Joystick-Position \"simuliert\" werden\n(`Left` ist `{ x = -1, y = 0 }`, `Up` ist `{ x = 0, y = -1}`).\nWenn der Joystick digital ist, dann wird jede Richtung entweder als `-1`, `0` oder `1` gelesen (in fester Darstellung).\nDie primäre Taste auf dem Joystick ist `A`.", | ||
"modules.GamepadClient.buttonsAvailable": "Gibt eine Bitmaske der Tasten an, die auf dem Joystick montiert sind.\nWenn die `Left`/`Up`/`Right`/`Down` Tasten hier als verfügbar markiert sind, ist der Joystick digital.\nSelbst wenn sie als nicht verfügbar markiert sind, werden sie dennoch basierend auf dem analogen Joystick simuliert.", | ||
"modules.GamepadClient.isButtonDown": "Gibt an, ob die Taste (oder Kombination) gedrückt ist.", | ||
"modules.GamepadClient.isButtonDown|param|button": "@returns true, wenn ausgewählte Tasten gedrückt sind", | ||
"modules.GamepadClient.onButtonsChanged": "Wird immer dann ausgelöst, wenn sich der Zustand der Tasten ändert.", | ||
"modules.GamepadClient.onEvent": "Code registrieren, der ausgeführt wird, wenn ein Ereignis ausgelöst wird", | ||
"modules.GamepadClient.variant": "Der Typ des physischen Joysticks.", | ||
"modules.GamepadClient.x": "Wenn der Joystick analog ist, sollten die Richtungstasten basierend auf der Joystick-Position \"simuliert\" werden\n(`Left` ist `{ x = -1, y = 0 }`, `Up` ist `{ x = 0, y = -1}`).\nWenn der Joystick digital ist, dann wird jede Richtung entweder als `-1`, `0` oder `1` gelesen (in fester Darstellung).\nDie primäre Taste auf dem Joystick ist `A`.", | ||
"modules.GamepadClient.y": "Wenn der Joystick analog ist, sollten die Richtungstasten basierend auf der Joystick-Position \"simuliert\" werden\n(`Left` ist `{ x = -1, y = 0 }`, `Up` ist `{ x = 0, y = -1}`).\nWenn der Joystick digital ist, dann wird jede Richtung entweder als `-1`, `0` oder `1` gelesen (in fester Darstellung).\nDie primäre Taste auf dem Joystick ist `A`." | ||
} |
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{ | ||
"jacdac.GamepadButtons.A|block": "a", | ||
"jacdac.GamepadButtons.B|block": "b", | ||
"jacdac.GamepadButtons.Down|block": "unten", | ||
"jacdac.GamepadButtons.Exit|block": "beenden", | ||
"jacdac.GamepadButtons.Left|block": "links", | ||
"jacdac.GamepadButtons.Menu|block": "menü", | ||
"jacdac.GamepadButtons.Reset|block": "zurücksetzen", | ||
"jacdac.GamepadButtons.Right|block": "rechts", | ||
"jacdac.GamepadButtons.Select|block": "auswählen", | ||
"jacdac.GamepadButtons.Up|block": "oben", | ||
"jacdac.GamepadButtons.X|block": "x", | ||
"jacdac.GamepadButtons.Y|block": "y", | ||
"jacdac.GamepadEvent.ButtonsChanged": "Argument: Buttons (uint32_t). Wird immer ausgegeben, wenn sich der Zustand der Tasten ändert.\n* ```\nconst [buttons] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadEvent.ButtonsChanged|block": "Tasten geändert", | ||
"jacdac.GamepadReg.ButtonsAvailable": "Konstante Tasten (uint32_t). Zeigt eine Bitmaske der Tasten an, die auf dem Gamepad angebracht sind.\nWenn die `Links`/`Oben`/`Rechts`/`Unten`-Tasten hier als verfügbar markiert sind, ist das Gamepad digital.\nSelbst wenn sie als nicht verfügbar markiert sind, werden sie dennoch basierend auf dem analogen Gamepad simuliert.\n* ```\nconst [buttonsAvailable] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadReg.Direction": "Wenn das Gamepad analog ist, sollten die Richtungstasten basierend auf der Gamepad-Position \"simuliert\" werden\n(`Links` ist `{ x = -1, y = 0 }`, `Oben` ist `{ x = 0, y = -1 }`).\nWenn das Gamepad digital ist, wird jede Richtung als entweder `-1`, `0` oder `1` gelesen (in fester Darstellung).\nDie Primärtaste des Gamepads ist `A`.\n* ```\nconst [buttons, x, y] = jdunpack<[jacdac.GamepadButtons, number, number]>(buf, \"u32 i1.15 i1.15\")\n```", | ||
"jacdac.GamepadReg.Variant": "Konstante Variante (uint8_t). Der Typ des physischen Gamepads.\n* ```\nconst [variant] = jdunpack<[jacdac.GamepadVariant]>(buf, \"u8\")\n```", | ||
"jacdac.GamepadVariant.ArcadeBall|block": "Arcade-Kugel", | ||
"jacdac.GamepadVariant.ArcadeStick|block": "Arcade-Stick", | ||
"jacdac.GamepadVariant.Gamepad|block": "Gamepad", | ||
"jacdac.GamepadVariant.Thumb|block": "Daumen", | ||
"modules.GamepadClient.isButtonDown|block": "%joystick ist Taste $button unten", | ||
"modules.GamepadClient.onEvent|block": "wenn %gamepad %event", | ||
"modules.GamepadClient.x|block": "%joystick x", | ||
"modules.GamepadClient.y|block": "%joystick y", | ||
"modules.gamepad1|block": "Gamepad1", | ||
"modules|block": "Module", | ||
"{id:category}Jacdac": "Jacdac", | ||
"{id:category}Modules": "Module", | ||
"{id:group}Button": "Knopf" | ||
} |
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{ | ||
"jacdac.GamepadEvent.ButtonsChanged": "Argument: buttons Buttons (uint32_t). Emitted whenever the state of buttons changes.\n* ```\nconst [buttons] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadEventPack.ButtonsChanged": "Pack format for 'buttons_changed' data.", | ||
"jacdac.GamepadReg.ButtonsAvailable": "Constant Buttons (uint32_t). Indicates a bitmask of the buttons that are mounted on the gamepad.\nIf the `Left`/`Up`/`Right`/`Down` buttons are marked as available here, the gamepad is digital.\nEven when marked as not available, they will still be simulated based on the analog gamepad.\n* ```\nconst [buttonsAvailable] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadReg.Direction": "If the gamepad is analog, the directional buttons should be \"simulated\", based on gamepad position\n(`Left` is `{ x = -1, y = 0 }`, `Up` is `{ x = 0, y = -1}`).\nIf the gamepad is digital, then each direction will read as either `-1`, `0`, or `1` (in fixed representation).\nThe primary button on the gamepad is `A`.\n* ```\nconst [buttons, x, y] = jdunpack<[jacdac.GamepadButtons, number, number]>(buf, \"u32 i1.15 i1.15\")\n```", | ||
"jacdac.GamepadReg.Variant": "Constant Variant (uint8_t). The type of physical gamepad.\n* ```\nconst [variant] = jdunpack<[jacdac.GamepadVariant]>(buf, \"u8\")\n```", | ||
"jacdac.GamepadRegPack.ButtonsAvailable": "Pack format for 'buttons_available' data.", | ||
"jacdac.GamepadRegPack.Direction": "Pack format for 'direction' data.", | ||
"jacdac.GamepadRegPack.Variant": "Pack format for 'variant' data.", | ||
"modules": "Jacdac modules", | ||
"modules.GamepadClient": "A two axis directional joystick", | ||
"modules.GamepadClient.buttons": "If the joystick is analog, the directional buttons should be \"simulated\", based on joystick position\n(`Left` is `{ x = -1, y = 0 }`, `Up` is `{ x = 0, y = -1}`).\nIf the joystick is digital, then each direction will read as either `-1`, `0`, or `1` (in fixed representation).\nThe primary button on the joystick is `A`.", | ||
"modules.GamepadClient.buttonsAvailable": "Indicates a bitmask of the buttons that are mounted on the joystick.\nIf the `Left`/`Up`/`Right`/`Down` buttons are marked as available here, the joystick is digital.\nEven when marked as not available, they will still be simulated based on the analog joystick.", | ||
"modules.GamepadClient.isButtonDown": "Indicates if the button (or combination of) is down.", | ||
"modules.GamepadClient.isButtonDown|param|button": "@returns true if selected buttons are down", | ||
"modules.GamepadClient.onButtonsChanged": "Emitted whenever the state of buttons changes.", | ||
"modules.GamepadClient.onEvent": "Register code to run when an event is raised", | ||
"modules.GamepadClient.variant": "The type of physical joystick.", | ||
"modules.GamepadClient.x": "If the joystick is analog, the directional buttons should be \"simulated\", based on joystick position\n(`Left` is `{ x = -1, y = 0 }`, `Up` is `{ x = 0, y = -1}`).\nIf the joystick is digital, then each direction will read as either `-1`, `0`, or `1` (in fixed representation).\nThe primary button on the joystick is `A`.", | ||
"modules.GamepadClient.y": "If the joystick is analog, the directional buttons should be \"simulated\", based on joystick position\n(`Left` is `{ x = -1, y = 0 }`, `Up` is `{ x = 0, y = -1}`).\nIf the joystick is digital, then each direction will read as either `-1`, `0`, or `1` (in fixed representation).\nThe primary button on the joystick is `A`." | ||
} |
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{ | ||
"jacdac.GamepadButtons.A|block": "a", | ||
"jacdac.GamepadButtons.B|block": "b", | ||
"jacdac.GamepadButtons.Down|block": "down", | ||
"jacdac.GamepadButtons.Exit|block": "exit", | ||
"jacdac.GamepadButtons.Left|block": "left", | ||
"jacdac.GamepadButtons.Menu|block": "menu", | ||
"jacdac.GamepadButtons.Reset|block": "reset", | ||
"jacdac.GamepadButtons.Right|block": "right", | ||
"jacdac.GamepadButtons.Select|block": "select", | ||
"jacdac.GamepadButtons.Up|block": "up", | ||
"jacdac.GamepadButtons.X|block": "x", | ||
"jacdac.GamepadButtons.Y|block": "y", | ||
"jacdac.GamepadEvent.ButtonsChanged": "Argument: buttons Buttons (uint32_t). Emitted whenever the state of buttons changes.\n* ```\nconst [buttons] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadEvent.ButtonsChanged|block": "buttons changed", | ||
"jacdac.GamepadReg.ButtonsAvailable": "Constant Buttons (uint32_t). Indicates a bitmask of the buttons that are mounted on the gamepad.\nIf the `Left`/`Up`/`Right`/`Down` buttons are marked as available here, the gamepad is digital.\nEven when marked as not available, they will still be simulated based on the analog gamepad.\n* ```\nconst [buttonsAvailable] = jdunpack<[jacdac.GamepadButtons]>(buf, \"u32\")\n```", | ||
"jacdac.GamepadReg.Direction": "If the gamepad is analog, the directional buttons should be \"simulated\", based on gamepad position\n(`Left` is `{ x = -1, y = 0 }`, `Up` is `{ x = 0, y = -1}`).\nIf the gamepad is digital, then each direction will read as either `-1`, `0`, or `1` (in fixed representation).\nThe primary button on the gamepad is `A`.\n* ```\nconst [buttons, x, y] = jdunpack<[jacdac.GamepadButtons, number, number]>(buf, \"u32 i1.15 i1.15\")\n```", | ||
"jacdac.GamepadReg.Variant": "Constant Variant (uint8_t). The type of physical gamepad.\n* ```\nconst [variant] = jdunpack<[jacdac.GamepadVariant]>(buf, \"u8\")\n```", | ||
"jacdac.GamepadVariant.ArcadeBall|block": "arcade ball", | ||
"jacdac.GamepadVariant.ArcadeStick|block": "arcade stick", | ||
"jacdac.GamepadVariant.Gamepad|block": "gamepad", | ||
"jacdac.GamepadVariant.Thumb|block": "thumb", | ||
"modules.GamepadClient.isButtonDown|block": "%joystick is button $button down", | ||
"modules.GamepadClient.onEvent|block": "on %gamepad %event", | ||
"modules.GamepadClient.x|block": "%joystick x", | ||
"modules.GamepadClient.y|block": "%joystick y", | ||
"modules.gamepad1|block": "gamepad1", | ||
"modules|block": "modules", | ||
"{id:category}Jacdac": "Jacdac", | ||
"{id:category}Modules": "Modules", | ||
"{id:group}Button": "Button" | ||
} |
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#!/bin/sh | ||
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set -e | ||
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npm install -g pxt | ||
npm install -g genaiscript | ||
npm install -g zx | ||
pxt target microbit | ||
node gen-locs.mjs |
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#!/bin/sh | ||
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set -e | ||
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npm install -g pxt | ||
npm install -D [email protected] | ||
npm install -D zx | ||
pxt target microbit |
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