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📜 #5802 Removes the old story level 12 adventure (#6021)
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Fixes #5802 

Level 12 didn't make sense anymore, so i removed it in all languages. 

Co-Authored-By: Boryana Goncharenko <[email protected]>
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MarleenGilsing and boryanagoncharenko authored Dec 9, 2024
1 parent 10be42c commit ef8111c
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7 changes: 0 additions & 7 deletions content/adventures/ca.yaml
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Expand Up @@ -176,13 +176,6 @@ adventures:
{print} 'Què veus?'
```
story_text: "En aquest nivell pots utilitzar la comanda {for} a la teva història. D'aquesta manera podries programar fàcilment el llibre infantil \"Brown bear, Brown bear, what do you see\" (Os bru, os bru, què veus?) .\n\n### Exercici\n\nConsulta <a href=\"https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf\">la història</a> si no la coneixes, i assegura't que es mostri com al llibre.\n"
12:
example_code: |
```
nom = "La Reina d'Englaterra"
{print} nom ' menjava un tall de pastís, quan de sopte…'
```
story_text: "En aquest nivell necessitaràs cometes per desar múltiples paraules en una variable.\n\n### Exercici\n\nTroba una història d'un nivell anterior, qualsevol nivell està bé. Ara assegura't que les cometes s'afegeixen als llocs correctes."
13:
example_code: |
```
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6 changes: 0 additions & 6 deletions content/adventures/cs.yaml
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Expand Up @@ -114,12 +114,6 @@ adventures:
{print} 'Hnědý medvěde, hnědý medvěde'
{print} 'Co vidíš?'
```
12:
example_code: |
```
jmeno = 'Královna Velké Británie'
{print} jmeno ' jedla kousek dortu, když najednou…'
```
13:
example_code: |
```
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12 changes: 0 additions & 12 deletions content/adventures/de.yaml
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Expand Up @@ -203,18 +203,6 @@ adventures:
Schau dir <a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf">die Geschichte</a> an, falls du sie nicht kennst und stelle sicher, dass es wie im Buch ausgegeben wird.
example_code: "```\ntiere = _ , _ , _ \n{print} 'Brauner Bär'\n{print} 'Was siehst du?'\n```\n"
12:
story_text: |-
In diesem Level werden Anführungszeichen benötigt, um mehrere Wörter in einer Variablen zu speichern.
### Übung
Finde eine Geschichte aus einem beliebigen vorherigen Level. Stelle sicher, dass Anführungszeichen an den richtigen Stellen hinzugefügt werden.
example_code: |
```
Name = 'Die Königin von England'
{print} Name ' aß ein Stück Kuchen, als plötzlich...'
```
13:
story_text: |
Durch die Verwendung der Befehle `{and}` und `{or}` kannst du deine Geschichten vielseitiger gestalten. Du kannst zwei Fragen stellen und auf die Kombination der Antworten antworten.
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12 changes: 0 additions & 12 deletions content/adventures/en.yaml
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Expand Up @@ -192,18 +192,6 @@ adventures:
Look at <a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf"> the story</a> if you do not know it, and make sure it is printed as in the book.
example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n"
12:
story_text: |-
In this level quotation marks will be needed to save multiple words in a variable.
### Exercise
Find a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places.
example_code: |
```
name = 'The Queen of England'
{print} name ' was eating a piece of cake, when suddenly…'
```
13:
story_text: |
By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.
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7 changes: 0 additions & 7 deletions content/adventures/eo.yaml
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Expand Up @@ -154,13 +154,6 @@ adventures:
{print} 'Kion vi vidas?'
{print} 'Mi vidas ĉiujn bestojn, kiuj rigardas min!'
```
12:
story_text: En ĉi tiu nivelo, oni povas uzi la citilojn por konservi plurajn vortojn en variablo.
example_code: |
```
nomo = 'La Reĝino de Anglio'
{print} nomo ' estis manĝanta pecon da kuko, kiam subite…'
```
13:
story_text: |
Uzante la komandojn `{and}` kaj `{or}`, oni povas mallongigi siajn rakontojn. Ekzemple, rigardu la jenan rakonton pri drakoj.
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12 changes: 0 additions & 12 deletions content/adventures/es.yaml
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Expand Up @@ -194,18 +194,6 @@ adventures:
Mira en <a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf"> la historia </a> si no la conoces, asegúrate que este igual que el libro.
example_code: "```\nanimales = _ , _ , _ \n{print} 'Oso pardo, Oso pardo'\n {print} '¿Qué ves?'\n```\n"
12:
story_text: |-
En este nivel puedes usar las comillas para almacenar múltiples palabras en una variable.
### Ejercicio
Encuentra una historia de un nivel anterior, cualquier nivel esta bien. Ahora asegúrate que las comillas estén en el lugar correcto.
example_code: |
```
nombre = 'La Reina de Inglaterra'
{print} nombre ' estaba comiendo un pedazo de pastel, cuando de pronto…'
```
13:
story_text: |
Usando los comandos `{and}` y `{or}` puedes hacer tus historias mas versátiles. Puedes hacer dos preguntas y responder a la combinación de respuestas.
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12 changes: 0 additions & 12 deletions content/adventures/fi.yaml
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Expand Up @@ -204,18 +204,6 @@ adventures:
Vilkaise <a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf"> tarinaa</a> jos et tunne sitä, ja varmista, että tulostat sen kuten se on kirjassa.
example_code: "```\neläimet = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n"
12:
story_text: |-
Tällä tasolla lainausmerkkejä tarvitaan tallentamaan useita sanoja muuttujaan.
### Harjoitus
Etsi tarina aiemmalta tasolta, mikä tahansa taso käy. Nyt, varmista, että lainausmerkit lisätään oikeisiin paikkoihin.
example_code: |
```
nimi = 'Englannin kuningatar'
{print} nimi ' söi palan kakkua, kun yhtäkkiä...'
```
13:
story_text: |
Käyttämällä `{and}` ja `{or}` komentoja voit tehdä tarinoistasi monipuolisempia. Voit kysyä kaksi kysymystä ja reagoida vastausyhdistelmään.
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12 changes: 0 additions & 12 deletions content/adventures/fr.yaml
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Expand Up @@ -201,18 +201,6 @@ adventures:
Regarde <a href="https://fr.slideshare.net/smt786/our-brun-dismoi">l'histoire</a> si tu ne la connais pas et assure-toi ensuite de la programmer comme dans le livre.
example_code: "```\nanimaux = _ , _ , _ \n{print} \"Ours brun, Ours brun\"\n{print} \"Que vois-tu ?\"\n```\n"
12:
story_text: |-
À ce niveau des guillemets sont nécessaires pour enregistrer plusieurs mots dans une variable.
### Exercice
Prends une histoire de l'un des niveaux précédents, n'importe laquelle. Fait en sorte que les guillemets soient bien placés.
example_code: |
```
nom = "La reine d'Angleterre"
{print} nom " était en train de manger une part de gâteau, quand soudain…"
```
13:
story_text: |
En utilisant les commandes `{and}` et `{or}`, vous pouvez rendre vos histoires plus complètes. Vous pouvez poser deux questions combiner vos réponses.
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12 changes: 0 additions & 12 deletions content/adventures/fr_CA.yaml
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Expand Up @@ -202,18 +202,6 @@ adventures:
Regarde <a href="https://fr.slideshare.net/smt786/our-brun-dismoi">l'histoire</a> si tu ne la connais pas et assure-toi ensuite de la programmer comme dans le livre.
example_code: "```\nanimaux = _ , _ , _ \n{print} \"Ours brun, Ours brun\"\n{print} \"Que vois-tu ?\"\n```\n"
12:
story_text: |-
À ce niveau des guillemets sont nécessaires pour enregistrer plusieurs mots dans une variable.
### Exercice
Prends une histoire de l'un des niveaux précédents, n'importe laquelle. Fait en sorte que les guillemets soient bien placés.
example_code: |
```
nom = "La reine d'Angleterre"
{print} nom " était en train de manger une part de gâteau, quand soudain…"
```
13:
story_text: |
En utilisant les commandes `{and}` et `{or}` , vous pouvez rendre vos histoires plus complètes. Vous pouvez poser deux question combiner vos réponses.
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7 changes: 0 additions & 7 deletions content/adventures/he.yaml
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Expand Up @@ -201,13 +201,6 @@ adventures:
חיות = _ , _ , _
{print} 'דוב חום, דוב חום'
{print} 'מה אתה רואה?'
12:
story_text: "בשלב הזה תזדקק לגרשיים כדי לשמור מספר מילים במשתנה.\n\n###תרגיל\nמצא סיפור משלב קודם, כל שלב מתאים. כעת ודא שהגרשיים נוספו במקומות הנכונים."
example_code: |
```
שם = 'מלכת אנגליה'
{print} שם 'אכלה פיסת עוגה, כשלפתע...'
```
and_or_command:
default_save_name: ו או
description: הצגת {and} ו {or}
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7 changes: 0 additions & 7 deletions content/adventures/hi.yaml
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Expand Up @@ -185,13 +185,6 @@ adventures:
{print} 'आप क्या देखते हैं?'
{print} 'मैं देख रहा हूं कि सभी जानवर मुझे देख रहे हैं!'
```
12:
story_text: इस स्तर में आप एक चर में कई शब्दों को सहेजने के लिए उद्धरण चिह्नों का उपयोग कर सकते हैं।
example_code: |
```
नाम = 'इंग्लैंड की रानी'
{print} नाम 'केक का टुकड़ा खा रहा था, जब अचानक...'
```
13:
story_text: |
`{and}` और `{or}` आदेश का उपयोग करके, आप अपनी कहानियों को छोटा कर सकते हैं। उदाहरण के लिए, ड्रैगन कहानी देखें।
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8 changes: 0 additions & 8 deletions content/adventures/id.yaml
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Expand Up @@ -170,14 +170,6 @@ adventures:
{print} 'Beruang coklat, Beruang coklat'
{print} 'Apa yang kamu lihat?'
```
12:
story_text: |
In this level you can use the quotation marks to save multiple words in a variable.
example_code: |
```
nama = 'Ratu Inggris'
{print} nama ' sedang memakan sepotong kue, tiba-tiba...'
```
13:
story_text: |
By using the `{and}` and `{or}` commands, you can shorten your stories. For example, check out the dragon story.
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7 changes: 0 additions & 7 deletions content/adventures/it.yaml
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Expand Up @@ -170,13 +170,6 @@ adventures:
{print} 'Orso bruno, orso bruno'
{print} 'Cosa vedi?'
```
12:
story_text: |-
In questo livello saranno necessarie le virgolette per salvare più parole in una variabile.
### Esercizio
Trova una storia da un livello precedente, qualsiasi livello è ok. Ora assicurati che le virgolette siano aggiunte nei posti giusti.
13:
story_text: |
Utilizzando i comandi `{and}` e `{or}` puoi rendere le tue storie più versatili. Puoi porre due domande e rispondere alla combinazione di risposte.
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12 changes: 0 additions & 12 deletions content/adventures/ko.yaml
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Expand Up @@ -86,18 +86,6 @@ adventures:
<a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf">스토리</a> 를 보고, 책에서처럼 인쇄되어 있는지 확인한다.
example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n {print} 'What do you see?'\n```\n"
12:
story_text: |-
이 레벨에서는 변수에 여러 단어를 저장하기 위해 따옴표가 필요할 것입니다.
### ### 연습문제
이전 레벨의 이야기를 찾으세요. 어느 레벨이든 괜찮습니다. 이제 따옴표가 올바른 위치에 추가되었는지 확인하세요.
example_code: |
```
name = 'The Queen of England'
{print} name ' was eating a piece of cake, when suddenly...'
```
13:
story_text: |
`{and}` 명령어와 `{or}` 명령어를 사용하면 자신의 이야기를 보다 다재다능하게 만들 수 있다. 두 가지 질문을 하고 대답의 조합에 응답할 수 있다.
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8 changes: 0 additions & 8 deletions content/adventures/nb_NO.yaml
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Expand Up @@ -141,14 +141,6 @@ adventures:
{print} 'Hva ser du?'
{print} 'Jeg ser alle dyrene som ser på meg!'
```
12:
story_text: |
På dette nivået kan du bruke hermetegn for å lagre flere ord i en variabel.
example_code: |
```
navn = 'Dronningen av England'
{print} navn ' spiste kake, da plutselig ...'
```
13:
story_text: |
Ved å bruke `{and}` og `{or}` kommandoene, kan du korte ned historier. For eksempel, sjekk ut historien om dragen.
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12 changes: 0 additions & 12 deletions content/adventures/nl.yaml
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Expand Up @@ -185,18 +185,6 @@ adventures:
{print} 'Bruintje beer, bruintje beer'
{print} 'Wat zie je?'
```
12:
story_text: |-
Aanhalingstekens zijn nu nodig om woorden op te slaan in een variabele, voor en achter ieder element in de lijst.
### Opdracht
Zoek een verhaal op uit een eerder level, je mag zelf kiezen welk level.
Zorg dan dat alles weer in orde is door op de juiste plekken aanhalingstekens toe te voegen.
example_code: |
```
naam = 'De Koningin van Engeland'
{print} naam ' was een stukje taart aan het eten, toen plotseling...'
```
13:
story_text: |
Met `{and}` en `{or}` kun je een verhaal nog veelzijdiger maken! Je kan een speler twee vragen stellen en reageren op beide antwoorden.
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12 changes: 0 additions & 12 deletions content/adventures/pl.yaml
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Expand Up @@ -197,18 +197,6 @@ adventures:
Spójrz na <a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf"> opowiadanie</a> jeśli go nie znasz i upewnij się, że jest wydrukowane tak jak w książce.
example_code: "```\nzwierzęta = _ , _ , _ \n{print} 'Brązowy niedźwiedź, Brązowy niedźwiedź'\n {print} 'Co widzisz?'\n```\n"
12:
story_text: |-
W tym poziomie cudzysłowy będą potrzebne, żeby przypisać wiele słów do jednej zmiennej.
### Ćwiczenie
Weź opowieść z poprzedniego poziomu, dowolny poziom jest ok. Teraz upewnij się, że cudzysłowy są powstawiane w odpowiednich miejscach.
example_code: |
```
imię = 'Królowa Anglii'
{print} imię ' jadła kawałek ciasta, gdy nagle...'
```
13:
story_text: |
Używając poleceń `{and}` oraz `{or}` możesz uczynić swoje opowieści bardziej wszechstronnymi. Możesz zadać dwa pytania i odpowiedzieć na kombinację odpowiedzi.
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7 changes: 0 additions & 7 deletions content/adventures/pt_BR.yaml
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Expand Up @@ -178,13 +178,6 @@ adventures:
story_text: |
Neste nível você pode usar o comando {for} em sua história. Desta forma, você poderia facilmente programar o livro infantil 'urso pardo, urso pardo, o que você vê'.
example_code: "```\nanimais = _ , _ , _ \n{print} 'Urso marrom, Urso marrom'\n{print} 'O que você vê?'\n```\n"
12:
story_text: Neste nível, você pode usar as aspas simples para salvar várias palavras em uma variável.
example_code: |
```
nome = 'A Rainha da Inglaterra'
{print} nome 'estava comendo um pedaço de bolo, quando de repente...'
```
13:
story_text: |
Usando os comandos `{and}` e `{or}`, você pode encurtar suas histórias. Por exemplo, confira a história do dragão.
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12 changes: 0 additions & 12 deletions content/adventures/pt_PT.yaml
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Expand Up @@ -187,18 +187,6 @@ adventures:
Vai ver <a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf"> a história</a>, se ainda não a conheces, e assegura-te que é escrita conforme está no livro.
example_code: "```\nanimais = _ , _, ­­­_ \n{print} 'Urso Castanho, Urso Castanho'\n{print} 'O que vês aqui?'\n```\n"
12:
story_text: |-
Neste nível, vamos precisar das aspas para salvar múltiplas palavras numa variável.
### Exercício
Encontra uma história de um nível anterior, qualque nível serve. Agora, garante que adicionas as aspas nos locais correctos.
example_code: |
```
nome = 'A Rainha de Inglaterra'
{print} nome ' estava a comer uma fatia de bolo, quando de repente...'
```
13:
story_text: |
Usando os comandos `{and}` e `{or}` , podes tornar as tuas histórias ainda mais versáteis. Podes colocar duas questões e responder à combinação de ambas as respostas.
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7 changes: 0 additions & 7 deletions content/adventures/ru.yaml
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Expand Up @@ -172,13 +172,6 @@ adventures:
Посмотрите на <a href="https://www.yonkerspublicschools.org/cms/lib/NY01814060/Centricity/Domain/1621/Brown%20Bear%20Book.pdf">рассказ</a> если вы его не видели раньше и убедитесь что ваш рассказ напечатан так же как и в книге.
example_code: "```\nживотные = _ , _ , _ \n{print} 'Бурый мишка, Бурый мишка'\n{print} 'Что ты видишь?'\n```\n"
12:
story_text: На этом уровне вы можете использовать кавычки для сохранения нескольких слов в переменной.
example_code: |
```
имя = 'Королева Англии'
{print} имя ' ела кусочек торта, когда вдруг...'
```
13:
story_text: |
Используя команды `{and}` и `{or}`, вы можете сократить свои истории. Например, посмотрите историю о драконе.
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