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pxt-stm32-nucleo

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/// <reference path="../libs/core/enums.d.ts" /> /// <reference path="../node_modules/pxt-core/typings/globals/bluebird/index.d.ts" /> /// <reference path="../node_modules/pxt-core/built/pxtsim.d.ts" /> declare namespace pxsim.robotdulab { /** * Moves the sprite forward * @param steps number of steps to move, eg: 1 */ function forwardAsync(steps: number): Promise<void>; /** * Moves the sprite forward * @param direction the direction to turn, eg: Direction.Left * @param angle degrees to turn, eg:90 */ function turnAsync(direction: Direction, angle: number): Promise<void>; } declare namespace pxsim.loops { /** * Repeats the code forever in the background. On each iteration, allows other code to run. * @param body the code to repeat */ function forever(body: RefAction): void; /** * Pause for the specified time in milliseconds * @param ms how long to pause for, eg: 100, 200, 500, 1000, 2000 */ function pauseAsync(ms: number): Promise<void>; } declare function logMsg(m: string): void; declare namespace pxsim.console { /** * Print out message */ function log(msg: string): void; } declare namespace pxsim { /** * A ghost on the screen. */ class Sprite { /** * The X-coordiante */ x: number; /** * The Y-coordiante */ y: number; angle: number; constructor(); private foobar(); /** * Move the thing forward */ forwardAsync(steps: number): Promise<void>; } } declare namespace pxsim { /** * Gets the current 'board', eg. program state. */ function board(): Board; /** * Represents the entire state of the executing program. * Do not store state anywhere else! */ class Board extends pxsim.BaseBoard { element: SVGSVGElement; spriteElement: SVGCircleElement; sprite: Sprite; constructor(); initAsync(msg: pxsim.SimulatorRunMessage): Promise<void>; updateView(): void; } }