For analog readings mapped to values in-game, you can use the set player .. analog .. blocks to change a value.
For example, if in-game, an analog reading controls an object, you can set what values you want in a set player .. analog .. threshold block. Then in game, the maximum and minimum values for an analog reading, like light level or potentiometer, map to the threshold values using a set player .. analog .. to block.
In the example below, the game responds to levels from 0 to 150 for a balloon on screen. The analog light level sensor block gives readings from 0 to 255. The analog blocks do all the mapping for getting the input the game is looking for.