pxt-common-packages
Version:
Microsoft MakeCode (PXT) common packages
169 lines (133 loc) • 5.16 kB
Markdown
# ay (property)
Get or set the vertical acceleration for a sprite in pixels per second, per second.
## Get
Get the vertical acceleration of the sprite.
```block
let mySprite: Sprite = null
let horzAccel = mySprite.ay
```
```typescript-ignorelet
horzAccel = mySprite.ay
```
### Returns
* a [number](/types/number) that is the current vertical acceleration of the sprite.
## Set
```block
let mySprite: Sprite = null
mySprite.ay = 0
```
```typescript-ignore
mySprite.ay = 0
```
### Parameter
* **value**: the new vertical acceleration for the sprite in pixels per second, per second.
## Sprite vertical acceleration
The value for acceleration determines how quickly the speed of the sprite will change. Acceleration of a sprite makes it speed up in a direction toward the bottom or top. A positive value causes the sprite's speed in the `bottom` direction to increase. A negative value causes the sprite's speed in the `top` direction to increase.
Acceleration can be used as an opposing force too. If a sprite is travelling toward the bottom at a certain speed and a negative vertical acceleration is applied, the sprite will keep moving to the bottom but it will slow down. When the sprite's speed reaches `0`, the sprite will begin to move to the top.
### ~ hint
#### How speed changes
Speed, or velocity, is how much distance an object moves during some period of time. Distance in your game is measured in pixels so the speed of a sprite is in _pixels per second_. Speed is changed by _accelerating_ an object. In your game, a sprite is accelerated by some amount of change in speed per second. So, acceleration is measured in _pixels per second per second_.
If the speed of a sprite is currently at `0` and it's acceleration is set to `2`, the sprite will be moving at a speed of 2 pixels per second after one second of time. After two seconds the sprite is moving at 4 pixels per second and so on.
### ~
## Examples #example
### Go to each side #ex1
Accelerate a a sprite as it moves from the top side of the screen to the bottom side and back.
```blocks
namespace SpriteKind {
export const Example = SpriteKind.create()
}
let mySprite = sprites.create(img`
7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
7 7 2 2 2 2 2 2 2 2 2 2 2 2 7 7
7 5 7 2 2 2 2 2 2 2 2 2 2 7 4 7
7 5 5 7 2 2 2 2 2 2 2 2 7 4 4 7
7 5 5 5 7 2 2 2 2 2 2 7 4 4 4 7
7 5 5 5 5 7 2 2 2 2 7 4 4 4 4 7
7 5 5 5 5 5 7 2 2 7 4 4 4 4 4 7
7 5 5 5 5 5 5 7 7 4 4 4 4 4 4 7
7 5 5 5 5 5 5 7 7 4 4 4 4 4 4 7
7 5 5 5 5 5 7 8 8 7 4 4 4 4 4 7
7 5 5 5 5 7 8 8 8 8 7 4 4 4 4 7
7 5 5 5 7 8 8 8 8 8 8 7 4 4 4 7
7 5 5 7 8 8 8 8 8 8 8 8 7 4 4 7
7 5 7 8 8 8 8 8 8 8 8 8 8 7 4 7
7 7 8 8 8 8 8 8 8 8 8 8 8 8 7 7
7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
`, SpriteKind.Example)
mySprite.top = 0
mySprite.vy = 0
mySprite.ay = 10
game.onUpdateInterval(500, function () {
if (mySprite.y < 0 || mySprite.y > scene.screenHeight()) {
mySprite.vy = mySprite.vy * -1
mySprite.ay = mySprite.ay * -1
}
})
```
### How fast was it? #ex2
Accelerate a sprite at `100` starting with a speed of `0`. Check after about `1` second and see how fast the sprite was travelling.
```blocks
namespace SpriteKind {
export const Example = SpriteKind.create()
}
let interval = 0
let mySprite = sprites.create(img`
7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
7 7 2 2 2 2 2 2 2 2 2 2 2 2 7 7
7 5 7 2 2 2 2 2 2 2 2 2 2 7 4 7
7 5 5 7 2 2 2 2 2 2 2 2 7 4 4 7
7 5 5 5 7 2 2 2 2 2 2 7 4 4 4 7
7 5 5 5 5 7 2 2 2 2 7 4 4 4 4 7
7 5 5 5 5 5 7 2 2 7 4 4 4 4 4 7
7 5 5 5 5 5 5 7 7 4 4 4 4 4 4 7
7 5 5 5 5 5 5 7 7 4 4 4 4 4 4 7
7 5 5 5 5 5 7 8 8 7 4 4 4 4 4 7
7 5 5 5 5 7 8 8 8 8 7 4 4 4 4 7
7 5 5 5 7 8 8 8 8 8 8 7 4 4 4 7
7 5 5 7 8 8 8 8 8 8 8 8 7 4 4 7
7 5 7 8 8 8 8 8 8 8 8 8 8 7 4 7
7 7 8 8 8 8 8 8 8 8 8 8 8 8 7 7
7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7
`, SpriteKind.Example)
mySprite.top = 0
mySprite.vy = 0
mySprite.ay = 100
game.onUpdateInterval(1000, function () {
if (interval == 1) {
mySprite.say("My speed is " + mySprite.vy + " pixels/sec")
mySprite.ay = 0
mySprite.vy = 0
}
interval += 1
})
```
### Opposite force #ex3
Make a sprite move from the top of the screen to the bottom. Apply acceleration in the opposite direction to slow the sprite down and send back to the top.
```blocks
let mySprite = sprites.create(img`
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . 5 5 5 5 5 5 . . . . .
. . . 5 5 5 5 5 5 5 5 5 5 . . .
. . . 5 5 5 5 5 5 5 5 5 5 . . .
. . 5 5 5 5 5 5 5 5 5 5 5 5 . .
. . 5 5 5 5 5 5 5 5 5 5 5 5 . .
. . 5 5 5 5 5 5 5 5 5 5 5 5 . .
. . 5 5 5 5 5 5 5 5 5 5 5 5 . .
. . 5 5 5 5 5 5 5 5 5 5 5 5 . .
. . 5 5 5 5 5 5 5 5 5 5 5 5 . .
. . . 5 5 5 5 5 5 5 5 5 5 . . .
. . . 5 5 5 5 5 5 5 5 5 5 . . .
. . . . . 5 5 5 5 5 5 . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
`, SpriteKind.Player)
mySprite.setStayInScreen(true)
mySprite.top = 0
mySprite.vy = 80
mySprite.ay = -35
```
## See also #seealso
[ax](/reference/sprites/sprite/ax),
[vx](/reference/sprites/sprite/vx),
[vy](/reference/sprites/sprite/vy)