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.
_π‘ 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 β||``
+- :game: Drag
+``||controller:move [mySprite] with buttons β||``
to **the end** of the ``||loops:on start||`` container.
_π‘ 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)**

---
@@ -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
-**πΈ Award points when Jerry grabs an instrument**
+**πΈ 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.

@@ -87,25 +87,25 @@ You should get one point for every guitar you collect. What about the drums and
## 6. More Instruments
-**πΉ Do it all again**
+**πΉ 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
-**πͺ Make it out the door**
+**πͺ 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
-**π€ Encore π€**
+**π€ Encore π€**
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
-**π Make it out in time**
+**π 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**
πππ
---
-- :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.
_π‘ 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**
π¦ π¦ π¦
---
-- :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.
_π‘ 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)**

---
@@ -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
-**π Shake up the enemy π**
+**π Shake up the enemy π**
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
-**β οΈOn a dangerous path β οΈ**
+**β οΈOn a dangerous path β οΈ**
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
-**π¦ YUMMMMMM π¦**
+**π¦ YUMMMMMM π¦**
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||``.

@@ -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!
_π‘ 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
-**β It's about time β**
+**β It's about time β**
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
-**π Winner, winner...
-fish for dinner**
+**π 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
-**β It's about time β**
+**β It's about time β**
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
-**π Winner, winner...fish for dinner**
+**π 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
-**π Flip it! π**
+**π Flip it! π**
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
-**π Sharks can't swim backwards! π**
+**π Sharks can't swim backwards! π**
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
-**π Flip it! π**
+**π Flip it! π**
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
-**π₯ Spitting Lasers π₯**
+**π₯ Spitting Lasers π₯**
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.
_π‘ 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.
_π‘ 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 β||``
-block and drag it into the bottom of the
+- :game: Find the
+``||controller:move [mySprite] with buttons β||``
+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)**

---
@@ -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 **βΆ** 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**
π₯ π₯ π₯
---
-- :paper plane: Find
-``||sprites:[mySprite] start [spray] effect β||``
-and snap it in at **the end** of the
-``||controller:on [A] button pressed ||``
+- :paper plane: Find
+``||sprites:[mySprite] start [spray] effect β||``
+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?**
πΎπΎπΎ
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] β||``
+- :paper plane: Find the
+``||sprites:destroy [mySprite] β||``
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] β||``.

---
-_π‘ Click the __β__ on the
-``||sprites:destroy [otherSprite] β||``
+_π‘ Click the __β__ on the
+``||sprites:destroy [otherSprite] β||``
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**
π π π
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] β||``
+- :paper plane: Inside, add two
+``||sprites:destroy [mySprite] β||``
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!
-π¨ π¨ π¨
+The code in the workspace is taking up a lot of room!
+π¨ π¨ π¨
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] β||``
-into **the end** of the
+- :battery full: Drag
+``||statusbars:attach [statusbar] to [mySprite] β||``
+into **the end** of the
``||loops:on start||`` container.
- :mouse pointer: Click β 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**.
_π‘ 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] β||`` 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] β||`` block
+into the bottom of the same **overlaps** container and replacing
``||variables:mySprite||`` with ``||variables:otherSprite||``

@@ -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 [":)"] β||``
-into **the bottom** of the
-``||logic:if <[score] [=] [10]> then||``
+- :paper plane: Drag
+``||sprites:[mySprite] say [":)"] β||``
+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 β 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**
π¨ π¨ π¨
---
- :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)**

---
@@ -173,7 +173,7 @@ Do you see the background you chose?
## {Step 3}
-**Add a heartfelt greeting**
+**Add a heartfelt greeting**
π π π
---
@@ -313,12 +313,12 @@ scene.setBackgroundImage(img`
## {Step 4}
-**Time for a celebration**
+**Time for a celebration**
πππ
---
-- :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**
π΅ π΅ π΅
---
-- :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**
βββ
---
-- :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**
πΉπΉπΉ
---
@@ -316,12 +316,12 @@ cycles through when the **βΆ** 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}
-**π¨ Make it POP π¨**
+**π¨ Make it POP π¨**
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**
π¨ π¨ π¨
---
-- :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.
_π‘ 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 β||``
+- :game: Drag
+``||controller:move [mySprite] with buttons β||``
to **the end** of the ``||loops:on start||`` container.
_π‘ 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 β 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)**

@@ -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
-πΉοΈ πΉοΈ πΉοΈ
+πΉοΈ πΉοΈ πΉοΈ
**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
-π₯ **That's it! Now give your game a try!** π₯
+π₯ **That's it! Now give your game a try!** π₯
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.**
πΉοΈ πΉοΈ πΉοΈ
---
@@ -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!**
π¦ π¦ π¦
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.

@@ -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!

@@ -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.**
πΉοΈ πΉοΈ πΉοΈ
---
@@ -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
-**π Home sweet home π **
+**π Home sweet home π **
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 β||``
+- :game: From the ``||controller:Controller||`` category, drag
+``||controller:move [mySprite] with buttons β||``
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)**

---
@@ -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**
π
---
-- :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!**
π π¦
---
-- :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)**

---
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
-**π Welcome to the aquarium! π**
+**π Welcome to the aquarium! π**
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)**

---
@@ -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!**
π¨ π¨
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 @@

-**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
```
-β Look at this block. What is it doing?
+β 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] β||``
+- :paper plane: Next, grab a
+``||sprites:destroy [mySprite] β||``
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] β||``
+- :mouse pointer: Press the plus icon on the
+``||sprites:destroy [otherSprite] β||``
block to add an effect that will play when the panda starts munching.
_π‘ 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**.