Now, add a loop in the middle of a program.
Try this:
1. Press CLEAR to delete the old program.
2. Enter the following sequence: FORWARD, LOOP, RIGHT,
LEFT, LOOP, LOOP, REVERSE.
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 (80).
Object Detection & If/Then Programming
If/Then programming is a way to teach robots how to behave
in certain conditions. We use If/Then behavior and logic all
the time. For example, IF it looks like rain outside, THEN we
might carry an umbrella. Robots can be programmed to use
sensors to interact with the world around them. Botley has an
object detection (OD) sensor that can help him "see" objects
in his path. Using this sensor is a great way to learn about If/
Then programming.
Try this (in CODE mode):
1. Place a cone (or similar object) about 10 inches directly
in front of Botley.
2. Press CLEAR to delete the old program.
3. Enter the following sequence: FORWARD, FORWARD,
FORWARD.
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.
6. Press TRANSMIT.
Botley will execute the sequence. IF Botley "sees" an object
in his path, THEN he will perform the alternate sequence. He
will then fi nish the original sequence.
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:
4
• 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. His 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.
Black Line Following
Botley has a special sensor underneath him that allows him
to follow a black line. The included boards have a black line
printed on one side. Arrange these in a path for Botley to
follow. 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. Arrange the boards 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!
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.
Detachable Robot Arms
Botley comes equipped with detachable robot arms,
designed to help him perform tasks. Snap the gear onto
Botley's face, and insert the two robot arms.
Botley can now move objects like the balls and blocks
included in this set. 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.
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
sequence to mirror each step in your program, and to help
follow and remember the sequence.
here
Easter Eggs and Hidden Features
Enter these sequences on the Remote Programmer to make
Botley perform secret tricks!
Press CLEAR before trying each one.
1. Forward, Forward, Right, Right, Forward. Then press
Transmit. Botley wants to say "Hi!"
2. Forward, Forward, Forward, Forward, Forward,
Forward (that's Forward x 6). Then press Transmit.
Botley is having fun now!
3. Right, Right, Right, Right, Left, Left, Left, Left, and
Transmit. Uh-oh, Botley's a little dizzy.
For even more tips, tricks, and hidden features, please visit
http://learningresources.com/botley.
Troubleshooting
Remote Programmer/Transmitting codes
If you hear a negative sound after pressing the TRANSMIT
button, try the following:
• Check the lighting. Bright light can aff ect the way the
Remote Programmer works.
• Point the Remote Programmer directly at Botley.
• Bring the Remote Programmer closer to Botley.
• Botley can be programmed a maximum of 80 steps. Be
sure a programmed code is 80 steps or fewer.
• Botley will power down after 5 minutes if left idle. Press
the center button on top of Botley to wake him up. (He'll
try to get your attention four times before he powers
down.)
• Be sure fresh batteries are inserted properly in both
Botley and the Remote Programmer.
• Check that nothing is obstructing the lens on the
programmer or on top of Botley.
Botley's moves
If Botley isn't moving properly, check the following:
• Be sure Botley's wheels can move freely and nothing is
blocking their movement.
• Botley can move on a variety of surfaces, but works best
on smooth, fl at surfaces like wood or fl at tile.
• Do not use Botley in sand or water.
• Be sure fresh batteries are inserted properly in both
Botley and the Remote Programmer.
Object Detection
If Botley isn't detecting objects or working erratically using
this feature, check the following:
• Remove the detachable robot arms before using object
detection.
• If Botley isn't "seeing" an object, check its size and
shape. Objects should be at least 2" tall and 1½" wide.
• When OD is on, Botley will not move forward when he
"sees" an object—he'll just stay in place and honk until
you move the object out of his way. Try
reprogramming Botley to go around the object.
5