In this lab, you will write your first Handy Logo programs. Start by
creating a folder "LEGO" in the tigercat account of one of the members
of your group. Then, right-click on this link: lab2.txt, and save the file in
your LEGO folder. Once you have saved it, open it using Metapad.
Each of the exercises
below requires you to add code to this file. Test your programs by
downloading them onto the Handy Board (start HandyLogo, then click the
Button labeled "..." and locate your lab2.txt file in your tigercat
account).
Ping-Pong Sciborg Make sure your Sciborg has front and
back bumper sensors. Complete the procedure "ping-pong" to instruct
the robot to bounce back and forth between two walls or obstacles.
Escaping from a maze Modify your ping-pong strategy to
help your Sciborg find its way out of a field of obstacles. Implement
your strategy by completing the procedure "escape". Hint: there is a
built-in procedure "random n" (where n is any integer of your
choosing) that returns a random number between 0 and n-1. You might
find this useful.
Before moving on to the next item, your Sciborg must escape from the
obstacle maze we've set up!
Sensor music (practice with if, ifelse, and, or) For
the purposes of these next two exercises, do not use the sees-black?
procedure - just read and use the sensor values directly.
Complete the procedure "music1" to turn the following algorithm
description into a working Logo program that depends on the value of a
single analog sensor: If sensor 0 returns a value below 30, play an F
note. If its value is between 30 and 130, play a C. If its value is
above 130, play an A.
Complete the procedure "music2" to turn the following algorithm
description into a working Logo program that depends on the values of
two analog sensors: If sensor 0 and sensor 1 both return values over
100, then play a G. Otherwise, if one of them returns a value over
100, play an E. If neither reads over 100, play a C.
A quick music lesson:
[note 77 2] plays an F
[note 84 2] plays a C
[note 88 2] plays an E
[note 91 2] plays a G
[note 93 2] plays an A
Once you are done, add your names and your group number in a
comment at the top of your program, and hand in a printout of your
program as part of your homework 2 submission.