text
stringlengths
0
897
yield // wait till next display frame
end while
display(0).color = color.rgba(0,0,0,alpha1)
end function
// fade to black over `duration` seconds
fadeOut = function(duration=1)
fade 0, 255, duration
end function
// fade from black to clear over `duration` seconds
fadeIn = function(duration=1)
fade 255, 0, duration
display(0).mode = displayMode.off
end function
```
Notice how the `fadeOut` and `fadeIn` functions do very little work themselves, instead calling a `fade` function that does all the heavy lifting. This follows the DRY (Don't Repeat Yourself) principle from Chapter 11; without this helper function, `fadeIn` and `fadeOut` would be almost identical.
After running the above code to define the functions, try them out with:
```terminal
]fadeOut; key.get; fadeIn
```
Neat, huh? You can use these functions any time you need a dramatic fade to black in your own programs.
## Reading the Mouse
Let's turn now to a different topic: detecting where the mouse cursor is, and the state of the buttons. This is a very useful thing to do, since it lets us go beyond keyboard input and make programs that can be controlled with a mouse (or track pad or touch screen!).
{i:"`mouse` module;Mini Micro, `mouse` module"}
This is done in Mini Micro with a very simple built-in module called `mouse`. It has two read-only properties, one read/write property, and one function:
{i:"Mini Micro, `gfx` module;`gfx` module;graphics properties"}
{caption:"Properties and function in the `mouse` module. `x` and `y` are read-only; `visible` can be assigned true or false."}
| `mouse.x` | horizontal position of the mouse pointer (0-959) |
| `mouse.y` | vertical position of the mouse pointer (0-639) |
| `mouse.visible` | true if mouse cursor can be seen; false if hidden |
| `mouse.button(which=0)` | true when the given button is pressed |
To start exploring the `mouse` module, position the mouse somewhere over the Mini Micro screen, and simply enter `mouse` at the prompt. You'll see something like this:
```terminal
]mouse
{"x": 417, "y": 166, "button": FUNCTION(which=0), "visible": FUNCTIO
N()}
```
Note the `x` and `y` values shown — these vary with the mouse position. Try moving the mouse, and then entering `mouse` again. In fact, on some systems, you can even read the mouse position beyond the bounds of the screen; for example, if you move the mouse to the left of the Mini Micro window, you'll see a negative ...
Next, try setting `mouse.visible = false` at the prompt, and observe that the mouse pointer disappears. This is useful for some kinds of games, where you might want to use a sprite (coming up in Chapter 22) in place of the standard mouse cursor. Set `mouse.visible = true` to bring it back.
Finally, let's look at the `button` method. A gaming mouse can have up to seven buttons, numbered 0 through 6. A more typical mouse has two buttons, with the main button as number 0 and the secondary or right-click button as number 1. Often the scroll wheel can be pushed, which reads as button 3.
When you don't supply the `which` parameter to `mouse.button`, it reports the state of button 0. So try it: enter `mouse.button` at the prompt, without touching the mouse, and it should report 0, meaning that the button is not pressed. Then enter it again (remember the up-arrow trick!), but this time, hold down the ...
Now that you can get the mouse position and button state, you can do all sorts of neat things. Try this simple drawing program:
{caption:"A simple drawing program in Mini Micro."}
```miniscript
clear
gfx.color = color.white
prev = {}
while not key.pressed("escape")
// The mouse might move within this loop, so let's grab a copy
// of it right away as "m", and use only that.
m = {"x": mouse.x, "y": mouse.y}
// If the button is down, draw a line from
// our previous mouse position.
if mouse.button then gfx.line prev.x, prev.y, m.x, m.y
// ...and then remember that as the previous position next time.
prev = m
yield // wait for next frame
end while
key.clear
```
Run that code, and then try drawing with the mouse. Can you draw a house? Can you use the mouse to draw a mouse? (Fortunately this is not a *Learn to Draw* book, so random scribbles are also perfectly fine.)
## Importing prewritten code
{i:"`import`;Mini Micro, `import`"}
As the last topic for this chapter, we're going to learn about the `import` command. This very useful function loads a file of MiniScript code stored somewhere else on disk. For example:
{i:"`/sys/lib`,`chars`"}
```terminal
]import "chars"
]print chars.heart
```
{i:"`/sys/lib`;`/usr/lib`"}
The first line above tells Mini Micro to search for a MiniScript source file called `chars.ms` in the current directory, `/sys/lib`, or `/usr/lib`. In computers, "lib" stands for "library," and refers to a place to find reusable code that may be useful to a variety of programs. (You can also define other folders to c...
```terminal
]cd "/sys/lib"
]dir