More details on Jonathan's creation...

UPDATE: Jonathan has posted some videos in his Brickshelf folder here.

Got some more details from Jonathan on his design:

The Robotic Hand works via a scissor arm. When the scizzor arm extends fully, the hand closes. It has a really tight grip because the motors always exert pressure on it, and it has rubber "fingers" to get good traction. The hand can also rotate side to side, controlled by the arrow keys.
The Sphere Gun uses much the same mechanism that Brian Davis used in his DAZLR - a motor moves an axle in and out of the launcher, discharging the zamor spheres. A magazine above it holds twelve spheres and feeds them into the launcher as long as the arm is straight or slanted down. The magazine opens easily for quick reloading.
The Sonic Eye is the US sensor. When it detects an object closer than 5 inches, it says, "Watch out!", to warn you that an obstacle is near.The Infralight is the light sensor. It turns on it's light when you select the light icon - in a dark room it lights up a pretty big area in front ofyou. I was going to make the light sensor decipher a code I designed (that's the picture of the color squares in my brickshelf folder), but I had to ditch that because of bugs and time restraint.
The Theater displays a short animation about a snail getting past amountain. First, the snail is shown walking slowly up to the mountain (forward movement combined with up and down movement to look realistic).When it reaches the mountain, it stops and says, "Oh no! A mountain!". After the right arrow key is pressed, he says, "How will I get past it?". When the right arrow key is pressed again, he says, "How about, a cave!", and then walks into a "cave" in the mountain.
The game instructions are for a game almost exactly like marbles, except that you use zamor spheres for the marbles and instead of pinging them at the spheres in the circle, you shoot them with the Sphere Gun. The actual words in the instructions say: To play the game draw a medium circle. Place a bunch of zamor spheres in the circle. Players take turns firing spheres at the spheres in the circle until all the spheres in the circle are out. The player with the most spheres wins!Since the display can't show all this at one time, it shows pages of them. You move through them with the right arrow key.

Comments

I like the zamor shooter marble game idea! It's a nice addition. You should go for a standard sized circle.

I don't think I got your email. Can you try again?

Christopher
Anonymous said…
Thanks! I wasn't reffering to a medium circle relative to a standard marble circle, I was referring to the size (meaning not a huge circle, not a really small circle, a medium size one :) )

Huh, must've sent it to the wrong address, I'll resend it.

-Jonathan
Unknown said…
Jonathan the NXT Borg...scary!

Great idea.
Anonymous said…
Hehe, beware... :-)

Did my e-mail get to you Christopher?

-Jonathan
Yes, I saw your eamil, but I couldn't reply because of time. I will reply soon. Thanks.
Anonymous said…
Ok that's great. I was just making sure it got through this time.

-Jonathan
Anonymous said…
how do you make menus?
Anonymous said…
Anonymous,

There isn't a special block for menus, if that's what you're meaning. I programmed it with the display blocks, loops, and variables. First I displayed all the icons using display commands, and put them in a My Block. Whenever the right arrow key was pressed, a certain amount was added to a variable, which controlled the position of the underline, thus moving it to the next icon. I also had a variable keeping track of which icon was being pressed, so that (1) when the end icon on the top or bottom column was selected, the line would go to the next column instead of off the screen, and (2)so that when the enter button was pressed, the right action would start.

Whenever the line moves, the Menu Graphics My Block activates, putting the icons on the screen again.

-Jonathan

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