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Second batch of skillmap line break adds #4482

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22 changes: 11 additions & 11 deletions docs/skillmap/rockstar/rockstar1.md
Original file line number Diff line number Diff line change
Expand Up @@ -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<br/>
``||variables:set [mySprite] to sprite [ ] of kind [Player]||``<br/>
to **the end** of the ``||loops:on start||`` container.

_💡 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!_
Expand All @@ -58,8 +58,8 @@ let mySprite = sprites.create(assets.image`rockstar`, SpriteKind.Player)

---

- :game: Drag
``||controller:move [mySprite] with buttons ⊕||``
- :game: Drag<br/>
``||controller:move [mySprite] with buttons ⊕||``<br/>
to **the end** of the ``||loops:on start||`` container.

_💡 Remember, the icon to the left of the instructions shows the same icon as the toolbox category for the block you need._
Expand All @@ -76,7 +76,7 @@ controller.moveSprite(mySprite)

## 5. Try It

**Click the Game Window Tab (Above)**
**Click the Game Window Tab (Above)**<br/>
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!")

---
Expand All @@ -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<br/>
``||scene: place [mySprite] on top of random [ ]||``<br/>
to **the end** of the<br/>
``||loops:on start||``
container.

Expand All @@ -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<br/>
``||scene:camera follow sprite [mySprite]||``<br/>
to **the end** of the<br/>
``||loops:on start||`` container.

```blocks
Expand Down
58 changes: 29 additions & 29 deletions docs/skillmap/rockstar/rockstar2.md
Original file line number Diff line number Diff line change
Expand Up @@ -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**<br/>
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<br/>
``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``<br/>
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<br/>
``||info:change score by [1]||``<br/>
block into the new container.


Expand All @@ -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<br/>
``||scene:set [ ] at tilemap col [0] row [0]||``<br/>
into **the top** of the<br/>
``||scene:on [sprite] of kind [Player] overlaps [instrument1] at [location]||``<br/>
container.

- :mouse pointer: Replace
``||scene:tilemap col [0] row [0]||``
with the
``||variables:location||``
- :mouse pointer: Replace<br/>
``||scene:tilemap col [0] row [0]||``<br/>
with the<br/>
``||variables:location||``<br/>
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")
Expand Down Expand Up @@ -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**<br/>
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<br/>
``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``<br/>
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<br/>
``||scene:set [ ] at tilemap col [0] row [0]||``<br/>
into **the top** of the<br/>
``||scene:on [sprite] of kind [Player] overlaps [instrument] at [location]||``<br/>
container and replace<br/>
``||scene:tilemap col [0] row [0]||``<br/>
with ``||variables:location||``.

- :id card: Snap
``||info:change score by [1]||``
- :id card: Snap<br/>
``||info:change score by [1]||``<br/>
into the new container.

```blocks
Expand All @@ -132,19 +132,19 @@ You should get one point for every instrument you collect! Can you make it to t

## 8. Out the Door

**🚪 Make it out the door**
**🚪 Make it out the door**<br/>
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<br/>
``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``<br/>
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 <LOSE>||``
- :circle: Snap a<br/>
``||game:game over <LOSE>||``<br/>
block into the new container.

- :mouse pointer: Toggle **`<LOSE>`** to **`<WIN>`**.
Expand Down
52 changes: 26 additions & 26 deletions docs/skillmap/rockstar/rockstar3.md
Original file line number Diff line number Diff line change
Expand Up @@ -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<br/>
``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``<br/>
container into an empty area of the workspace.

- :mouse pointer: Change the checkerboard to the tile called **fan1**.
Expand All @@ -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<br/>
``||info:change score by [1]||``<br/>
block into the new container.

- :mouse pointer: Change **1** to **-1**.
Expand Down Expand Up @@ -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<br/>
``||scene:set [ ] at tilemap col [0] row [0]||``<br/>
into **the top** of the<br/>
``||scene:on [sprite] of kind [Player] overlaps [fan1] at [location]||``<br/>
container.

- :mouse pointer: Replace
``||scene:tilemap col [0] row [0]||``
with the
``||variables:location||``
- :mouse pointer: Replace<br/>
``||scene:tilemap col [0] row [0]||``<br/>
with the<br/>
``||variables:location||``<br/>
value from the top of the **Player overlaps fan** container.


Expand All @@ -91,21 +91,21 @@ scene.onOverlapTile(SpriteKind.Player, assets.tile`fan1`, function (sprite, loca

## 6. More Fans

**🎤 Encore 🎤**
**🎤 Encore 🎤**<br/>
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<br/>
``||scene:on [sprite] of kind [Player] overlaps [ ] at [location]||``<br/>
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<br/>
``||scene:set [ ] at tilemap col [0] row [0]||``<br/>
into<br/>
``||scene:on [sprite] of kind [Player] overlaps [fan] at [location]||``<br/>
and replace<br/>
``||scene:tilemap col [0] row [0]||``<br/>
with ``||variables:location||``.

- :id card: Snap ``||info:change score by [1]||`` into the new container and change to **-1**.
Expand Down Expand Up @@ -135,15 +135,15 @@ How many points can you keep on your way to the door?

## 8. Out of Time

**🕒 Make it out in time**
**🕒 Make it out in time**<br/>
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<br/>
``||info:start countdown [10] (s)||``<br/>
into **the end** of the<br/>
``||loops:on start||``<br/>
container.

- :mouse pointer: Change 10 to 30 to give yourself extra time.
Expand Down
32 changes: 16 additions & 16 deletions docs/skillmap/shark/shark1-simple.md
Original file line number Diff line number Diff line change
Expand Up @@ -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**<br/>
🌊🌊🌊

---

- :tree: From the
``||scene:Scene||`` category, drag
``||scene:set background color to [ ]||`` into the ``||loops:on start||``
- :tree: From the<br/>
``||scene:Scene||`` category, drag<br/>
``||scene:set background color to [ ]||`` into the ``||loops:on start||``<br/>
container already in the workspace.

_💡 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!_
Expand All @@ -34,14 +34,14 @@ scene.setBackgroundColor(8)

## 3. Add a Sprite

**Watch for sharks**
**Watch for sharks**<br/>
🦈 🦈 🦈

---

- :paper plane: Drag
``||variables:set mySprite to sprite [ ] of kind [Player]||``
into **the bottom** of the
- :paper plane: Drag<br/>
``||variables:set mySprite to sprite [ ] of kind [Player]||``<br/>
into **the bottom** of the<br/>
``||loops:on start|`` container.

_💡 Remember, the icon to the left of the instructions shows the same icon as the toolbox category for the block you need._
Expand All @@ -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)**<br/>
![Click the Game Window tab to see your scene. ](/static/skillmap/assets/game-win-tab.png "Don't forget to look at your game!")

---
Expand All @@ -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||``<br/>
to **the bottom** of the<br/>
``||loops:on start|`` container.<br/>
This will allow you to move your sprite around the screen.


Expand Down Expand Up @@ -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 <ON>||``
into **the bottom** of the
- :paper plane: Drag<br/>
``||sprites:set [mySprite] stay in screen <ON>||``<br/>
into **the bottom** of the<br/>
``||loops:on start||`` container.


Expand All @@ -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.<br/>
It should always stay in sight.


Expand Down
2 changes: 1 addition & 1 deletion docs/skillmap/shark/shark1a.md
Original file line number Diff line number Diff line change
Expand Up @@ -126,7 +126,7 @@ You should have a shark that moves around with the arrow keys and enemies that s

## Step 10

**🔀 Shake up the enemy 🔀**
**🔀 Shake up the enemy 🔀**<br/>
Let's start the submarine at a random height to keep things interesting.

---
Expand Down
2 changes: 1 addition & 1 deletion docs/skillmap/shark/shark1b.md
Original file line number Diff line number Diff line change
Expand Up @@ -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 ☠️**<br/>
To subtract hitpoints when the enemy reaches the shark, we'll need a container to run code whenever the two overlap.

---
Expand Down
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