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Figure 14-28. NXT-G Display Options box If you re animating small images on the NXT display, you ll need to erase the old image before redrawing it in its new location. You can erase the entire screen and redraw everything, but that can be a problem if you have a lot of other graphics. The best thing to do is draw an all-white image of the same size over the original object to erase it. For example, if you re moving the little ball image shown being created in Figure 14-26, you d draw a 5-by-5 pixel white block to erase it and then redraw the ball at its new location. You create this white block image, oddly enough, by adding borders to a blank file. This works because the program normally saves only the minimal area containing black pixels. In nxtRICedit, select File New and then Save As. In the Add Borders part of the Save window, enter a 5-by-5 border, as shown in Figure 14-29. The program then saves a small white box.
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Figure 14-29. Making a 5-by-5 white box RIC file
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NXT Pong Video Game
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You can make a Pong like video game by combining the nxtRICedit tool to create the graphic elements and the Four Analog Ins project from 13 for paddle control. Figure 14-30 shows a screen shot of the game, and you can find the complete NXC program listing in Appendix C.
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Figure 14-30. NXT Pong screen shot
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Listing 14-1 is just the four lines of code that update the ball symbol on the screen. W.ric is the allwhite image that erases the ball at location bx and by. The values for bx and by are then updated by adding the velocity values bxv and bxy. Finally, the ball is redrawn with B.ric at its new location. Listing 14-1. NXC code for updating the ball image GraphicOut(bx, by, "W.ric"); bx=bx+bxv; by=by+byv; GraphicOut(bx, by, "B.ric"); Similar code is used to draw the two paddles. The position of the paddles is determined by the values from channels 2 and 3 on the analog-to-digital (A/D) converter. Because the vertical screen resolution is only 60 pixels, the converter value, which can be as large as 255, must be divided by 4 to scale it down. The ball s velocity is changed by the following situations: if it has hit a paddle, bounced off the top or bottom of the screen, or gone off the ends of the field. Figure 14-31 shows the finished Pong game. The Four Analog Ins project has been moved to a PCB, and 40-tooth gears serve as the player control knobs. The board is attached to a beam with two small screws. The paddles are 2-pixel-wide and 16-pixel-tall black rectangles (P.ric), and their counterpart 2by-16 white rectangles (N.ric) are needed to erase them. You must use the NXT Explorer in BricXCC to download the image files B, W, N, and P.ric to the NXT before running the program.
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Figure 14-31. Finished NXT Pong game
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Remotely Guided Vehicle
Inexpensive digital cameras or web cams make great attachments for making remotely guided vehicles. It s as if you re riding along as you pilot your vehicle while watching the live video on the computer screen. The cameras are easily mounted to the Quick Start Vehicle with a just few beams, as shown in Figure 14-32. You ll probably want to buy some USB extension cords to expand the area you can explore, but USB can t be extended much beyond 16 feet (5m) total. If you used Bluetooth for control and a wireless camera, your vehicle would be completely untethered.
Figure 14-32. Inexpensive digital camera fitted to the vehicle Both the second generation NXT-G environment and BricxCC have built-in remote control windows that give you joystick-like control of the vehicle. Dashboard Designer from RoboDNA and NXTRemote from Anders S borg are also suitable programs for remote control. Arrange the live video and the remote control windows to be side by side, as in Figure 14-33, and then try driving while only looking at the video screen as a true remotely guided vehicle. When you see something interesting, you can take a picture of it by pressing the Capture button.
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