Rock Paper Scissors

{Introduction }

Animation of the Rock Paper Scissors game

Turn your Calliope mini into a Rock Paper Scissors game that you can play with your friends!

{Step 1}

First we need to make a variable to keep track of whether we have a Rock, Paper or Scissors in our hand. A variable is a container for storing values. Click on the ||variables:Variables|| category in the Toolbox. Click on the Make a Variable button. Give your new variable the name “hand” and click Ok.

{Step 2}

Click on the ||variables:Variables|| category in the Toolbox again. You’ll notice that there are some new blocks that have appeared. Drag a ||variables:set hand|| block into the ||input:on shake|| block. We’ll start our Rock Paper Scissors game when we shake 👋 our Calliope mini.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = 0
})

{Step 3}

Click on the ||math:Math|| category in the Toolbox. Drag a ||math:pick random|| block and drop it into the ||variables:set hand|| block replacing the number 0. Now when we shake our Calliope mini, the variable hand will contain a random number between 1 and 3.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
})

{Step 4}

Click on the ||logic:Logic|| category in the Toolbox. Drag the ||logic:if true then else|| block out to the workspace and drop it into the ||input:on shake|| block under the ||variables:set hand|| block.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (true) {

    } else {

    }
})

{Step 5}

From the ||logic:Logic|| category, drag a ||logic:0 = 0|| comparison block and drop it into the ||logic:if true then else|| block replacing true.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (0 == 0) {

    } else {

    }
})

{Step 6}

Click on the ||variables:Variables|| category in the Toolbox. Drag a ||variables:hand|| block out and drop it into the ||logic:0 = 0|| comparison block replacing the first 0. Click on the second 0 in the comparison block and change to 1.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (hand == 1) {

    } else {

    }
})

{Step 7}

Click on the ||basic:Basic|| category in the Toolbox. Drag a ||basic:show icon|| block out and drop it under ||logic:if hand = 1 then||. In the ||basic:show icon|| block, click on the Heart icon and instead select the small square icon to represent a 💎 Rock.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (hand == 1) {
        basic.showIcon(IconNames.SmallSquare)
    } else {

    }
})

{Step 8}

At the bottom of the ||logic:if then else|| block, click on the plus ‘+’ sign. This will expand the code to include an ||logic:else if|| clause.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (hand == 1) {
        basic.showIcon(IconNames.SmallSquare)
    } else if (false) {

    } else {

    }
})

{Step 9}

From the ||logic:Logic|| category, drag a ||logic:0 = 0|| comparison block and drop it into the open space next to the ||logic:else if|| clause.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (hand == 1) {
        basic.showIcon(IconNames.SmallSquare)
    } else if (0 == 0) {

    } else {

    }
})

{Step 10}

From the ||variables:Variables|| category, drag a ||variables:hand|| block and drop it into the ||logic:0 = 0|| comparison block replacing the first 0. Click on the second 0 in the comparison block and change to 2.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (hand == 1) {
        basic.showIcon(IconNames.SmallSquare)
    } else if (hand == 2) {

    } else {

    }
})

{Step 11}

From the ||basic:Basic|| category, drag a ||basic:show icon|| block out and drop it under ||logic:else if hand = 2 then||. In the ||basic:show icon|| block, click on the Heart icon and instead select the large square icon to represent 📃 Paper.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (hand == 1) {
        basic.showIcon(IconNames.SmallSquare)
    } else if (hand == 2) {
        basic.showIcon(IconNames.Square)
    } else {

    }
})

{Step 12}

Now let’s deal with the last condition - if our hand variable isn’t holding a 1 (Rock) or a 2 (Paper), then it must be 3 (✀ Scissors)! From the ||basic:Basic|| category, drag another ||basic:show icon|| block out and drop it into the last opening under the ||logic:else||. In the ||basic:show icon|| block, click on the Heart icon and select the Scissors icon.

let hand = 0;
input.onGesture(Gesture.Shake, function() {
    hand = randint(1, 3)
    if (hand == 1) {
        basic.showIcon(IconNames.SmallSquare)
    } else if (hand == 2) {
        basic.showIcon(IconNames.Square)
    } else {
        basic.showIcon(IconNames.Scissors)
    }
})

{Step 13}

Let’s test your code! Press the white SHAKE button on the Calliope mini on-screen simulator, or move your cursor quickly back and forth over the simulator. Do you see the icons for rock, paper and scissors randomly appear? ⭐ Great job! ⭐

{Step 14}

If you have a Calliope mini device, connect it to your computer and click the |Download| button. Follow the instructions to transfer your code onto the Calliope mini. Once your code has been downloaded, attach your Calliope mini to a battery pack and challenge another Calliope mini or a human to a game of Rock, Paper, Scissors!

{Step 15}

Go further - Try adding 🎵 Music 🎵 blocks to your Rock Paper Scissors game for different sound effects. Note that some Music blocks may require a Calliope mini 3 device to play.


let hand = 0
input.onGesture(Gesture.Shake, function () {
    hand = randint(1, 3)
    if (hand == 1) {
        basic.showIcon(IconNames.SmallSquare)
        music.playTone(131, music.beat(BeatFraction.Whole))
    } else if (hand == 2) {
        basic.showIcon(IconNames.Square)
        music.playTone(392, music.beat(BeatFraction.Double))
    } else {
        basic.showIcon(IconNames.Scissors)
        music.playTone(784, music.beat(BeatFraction.Whole))
    }
})
randint(1, 3)
input.onGesture(Gesture.Shake, function() {})
v3