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Learning Resources botley 2.0 Spielvorschläge Seite 3

Der programmierbare roboter

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Now, add a loop in the middle of a program.
Try this:
1. Press and hold CLEAR to delete the old program.
2. Enter the following sequence: FORWARD, LOOP, RIGHT,
LEFT, LOOP, LOOP, BACK.
3. Press TRANSMIT and Botley will execute the program.
You can use LOOP as many times as you'd like, as long as you
don't exceed the maximum number of steps (150).
Object Detection & If/Then Programming
If/Then programming is a way to teach robots how to behave
in certain conditions. Robots can be programmed to use
sensors to interact with the world around them. Botley has
an object detection (OD) sensor that can help Botley "see"
objects in his path. Using Botley's sensor is a great way to
learn about If/Then programming.
Try this (in CODE mode):
1. Place an object about 10 inches directly in front of
Botley.
2. Press and hold CLEAR to delete the old program.
3. Enter the following sequence: FORWARD, FORWARD,
FORWARD (F,F,F).
4. Press the OBJECT DETECTION (OD)
button. You'll hear a sound and the
red light on the Remote Programmer
will stay lit to indicate that the OD
sensor is on.
5. Next, enter in what you would like
BOTLEY to do if he "sees" an object
in his path—try RIGHT, FORWARD, LEFT (R,F,L).
6. Press TRANSMIT.
Botley will execute the sequence. IF Botley "sees" an object in
his path, THEN he will perform the alternate sequence. Botley
will then fi nish the original sequence.
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Note: Botley's OD sensor is between his eyes. He only detects
objects that are directly in front of him and at least 2" tall by
1  1 ⁄2" wide. If Botley isn't "seeing" an object in front of him,
check the following:
• Is the POWER button on the bottom of Botley in the
CODE position?
• Is the OBJECT DETECTION sensor on (the red light on
the programmer should be lit)?
• Is the object too small?
• Is the object directly in front of Botley?
• Is the lighting too bright? Botley works best in ordinary
room lighting. Botley's performance may be inconsistent
in very bright sunlight.
Note: Botley will not move forward when he "sees" an object.
He'll just honk until you move the object out of his way.
Botley's Light Sensor
Botley has a built-in light sensor! In the dark, Botley's eyes will
light up! Press the LIGHT button to customize Botley's light
color. Each press of the LIGHT button selects a new color!
Code by Color! (in CODE mode)
Code Botley to create a colorful light and music display! Press
and hold the LIGHT button on the remote programmer until
Botley plays a short melody. Now you can program your very
own unique light show.
• Use the color arrow buttons to program your color
sequence. Press TRANSMIT to start the light show.
• Botley's eyes will light up according to the programmed
color sequence while Botley dances to the beat.
• Add on to the light show by pressing more color arrow
buttons. Program up to 150 steps!
• Press and hold CLEAR to clear out your light show. Press
and hold the LIGHT button to start a new show.
Note: If you press the same button twice in a row, the color
will stay on twice as long.
Botley Says! (in CODE mode)
Botley just LOVES playing games! Try playing a game of Botley
says! Only the F,B,R, and L arrow keys are used in this game.
• Press and hold CLEAR on the remote programmer. Enter
code F,R,B,L, and press TRANSMIT to start the game.
• Botley will play a note and fl ash a color (e.g., green).
Repeat the note by pressing the corresponding button
(FORWARD) on the remote programmer, followed by
TRANSMIT. Use Botley's eyes as a guide. For example, if
they light up RED, press the red arrow button.
• Botley will then play the same note, plus one more.
Repeat the pattern back to Botley and press TRANSMIT.
• If you make a mistake, Botley will start a new game.
• If you can repeat 15 notes in a row, in the correct order,
you win! Press and hold CLEAR to exit.
Black Line Following
Botley has a special sensor underneath him that allows him
to follow a black line. You can also draw your own path for
Botley to follow. Use a white piece of paper and a thick black
marker. Hand-drawn lines must be between 4mm and 10mm
wide and solid black against white. Note that any dark pattern
or color change will aff ect his movements, so be sure there
are no other color or surface changes near the black line.
Draw something like this:
Start Botley
Botley will turn around and go back when he reaches the end
of the line.
Try this:
1. Slide the POWER switch on the bottom of Botley to LINE.
2. Place Botley on the black
line. The sensor on the
bottom of Botley needs to be
directly over the black line.
3. Press the center button on top of Botley to start line
following. If he just keeps spinning around, nudge him
closer to the line—he'll say "Ah-ha" when he fi nds the
line.
4. Press the center button again to stop Botley—or just pick
him up!
Detachable Robot Arms
Botley comes equipped with detachable robot arms, designed
to help him perform tasks. Snap the headgear onto Botley's
face, and insert the two robot arms.
Botley can now move objects. Set up mazes and try to build
a code to direct Botley to move an object from one place to
another.
Note: The object detection (OD) feature will not function well
when the detachable robot arms are attached. Please remove
the detachable robot arms when using this feature.
The headgear also includes a sliding cover for Botley's light
sensor. Slide the switch back to cover Botley's sensor. Now
Botley's eyes will stay lit!
Coding Cards
Use the coding cards to keep track of each step in your
code. Each card features a direction or "step" to program
into Botley. These cards are color-coordinated to match the
buttons on the Remote Programmer.
We recommend lining up the coding cards horizontally in
here
sequence to mirror each step in your program.
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