We now know how to program our monster with a beating heart, have explored some of what it can do, and even gave it a face. Now lets explore all this in the context of our monster.
Step 1 - Brainstorm what the different features can mean for our monster
Step 2 - Program the monster to react in different ways to its environment.
Too Easy? - No problem, explore more complicated logic in Level 3 or learn about how to clean up your code with
The micro:bit and bit:booster already have many built in inputs and outputs, lets explore what they mean in the context of our monster
That table can be overwhelming. Let’s start with some basic code using the accelerometer and then build from there. How does our monster feel when it is dropped? Probably not very well. How would we code that?
The embedded code below starts with the monster with a happy face but when dropped, it becomes a sad face (Here’s a direct link to the code). Can we use any of the other outputs to communicate as well? Perhaps the color of the lights? Maybe it makes a sound when it is dropped. What other things can it react to?