Use this block to set your robot to go forwards or backwards in a straight line or to turn by following a curve. Define how far your robot will go by using the Duration property.
Tip: How do I get my Robot to Travel a Certain Distance?
You’ll do this by looking at the feedback boxes (7).
First press the feedback box’s reset button. With either the USB cable still connected or an active Bluetooth connection, place your robot at a starting point and roll it forward with your hand. You’ll notice that the feedback box will count how many rotations or degrees your motors turn. (The Duration property must be set to Rotation or Degrees for this to work.) At your desired finishing point, stop rolling your robot and note the displayed number of rotations or degrees. If you type this value into the Duration property’s input box, and download and then run your program, your robot will drive the distance you measured.
Here you’ll have to begin a process of trial and error, choosing a set number of rotations or degrees and checking to see how close you come to your target destination. Make sure to press the reset button before beginning.
When programming a tool like a grabber, it is a good idea to set a time in the Duration property. This will save you from having to measure the exact number of degrees to operate your tool and allow you to complete your program.
Note: Setting the motors’ duration to anything other than "Unlimited" will cause the program to wait until the robot completes the set duration; only then will the program continue.
When you set a Move or Motor blocks' direction, you are specifying the direction the motor will spin. This may be different than the direction your robot actually moves. Depending on how you build your robotic invention, setting the motors to go forwards may cause your creation to move backwards. The image below shows a motor spinning in the default, forwards direction.
You can control the Move block dynamically by connecting data wires (from other blocks’ data hubs) to the Move block’s data hub.
Open a block’s data hub by clicking the tab at the lower left edge of the block after it has been placed on the work area.
Data wires carrying input information to a block are connected to the plugs on the left side of its data hub. Data wires carrying output information are connected to the plugs on the right side.
[A] Input plug
[B] Output plug
[C] Number data wire (yellow)
[D] Logic data wire (green)
[E] Text data wire (orange)
[F] Broken data wire (gray)
If an input plug has a corresponding output plug (see A above), the input data will pass through from the input plug to the output plug without being changed. In this case, you can only use the output plug if the input plug is connected to an input data wire; connecting an output data wire to such an output plug without a connected input data wire will cause the output data wire to be "broken" (and colored gray).
Each data wire carries a specific type of data between blocks. For example, if a data wire is dragged from a logic plug on a block’s data hub, it can only be connected to a logic plug on another block’s data hub. The chart below shows what kind of data each plug can accept or send out.
Data wires are identified with specific colors: wires carrying number data are colored yellow, wires carrying logic data are colored green, and wires carrying text data are colored orange.
If you try to connect a data wire to a plug of the wrong data type, the data wire will be broken (and colored gray). You will not be able to download your program if a data wire is broken.
If you click a broken wire you can read why it is broken in the small help window in the lower right corner of the work area.
If an input data wire transmits a value outside the possible range of the plug it is connected to, the block will either ignore the value or change it to a value within its range. For plugs that allow just a few input values (example: just 0, 1, or 2), the plug will ignore the input if a value arrives outside its range.
For plugs that accept larger input ranges (example: 0 – 100), the plug will force any input outside its range to fit. For example, if a Move block’s Power plug receives an input value of 150, the block will change the input value to 100 (i.e., a number within the Power plug’s range).
Plug | Data Type | Possible Range | What the Values Mean | This Plug is Ignored When... | |
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Left Motor | Number | 1 - 3 | 1 = A, 2 = B, 3 = C | |
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Right Motor | Number | 1 - 3 | 1 = A, 2 = B, 3 = C | |
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Other Motor | Number | 1 - 3 | 1 = A, 2 = B, 3 = C | |
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Direction | Logic | True/False | True = Forwards, False = Backwards | |
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Steering | Number | -100 - 100 | < 0 = Steer towards left motor, > 0 = Steer towards right motor |
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Power | Number | 0 - 100 | ||
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Duration | Number | 0 - 2147483647 | Depends on Duration Type: Degrees/Rotations = Degrees, Seconds = Seconds |
Duration Type = Unlimited |
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Next Action | Logic | True/False | True = Brake, False = Coast | Duration Type = Unlimited. Steering not equal to zero (this may only be temporary. pending firmware fix for this not to be ignored) |