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Figure 14-3. The RANDOM block with the Maximum value set to 80 Now all that s left to do is to have SPOT display the value on the LCD screen. To do this, I need to introduce you to another NXT-G programming block: NUMBER TO TEXT.
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The NUMBER TO TEXT Block
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The NUMBER TO TEXT block is also found on the Complete Palette in the Data fly-out menu. I ll drag and drop it after the RANDOM block, so you can see its configuration panel (shown in Figure 14-4).
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Figure 14-4. The NUMBER TO TEXT block is for displaying numbers on the LCD screen. If you re wondering why the configuration panel is grayed out, it s because the NUMBER TO TEXT block requires the number it will display on the LCD screen to come into its single-input data plug. The number that is passed to this block is converted to text that can be displayed using the DISPLAY block. So, let me go ahead and drag a wire from the output Number data plug on the RANDOM block into the input Number data plug on the NUMBER TO TEXT block. You can see this in Figure 14-5.
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Figure 14-5. Drag a wire from the RANDOM block to the NUMBER TO TEXT block. As you can tell from Figure 14-5, the text you want to display will come from the output data plug on the NUMBER TO TEXT block. I ll drop in a DISPLAY block and drag another wire from the output Text data plug on the NUMBER TO TEXT block into the input Text data plug on the DISPLAY block (see Figure 14-6). Remember to set the DISPLAY block to display Text, not Image or Drawing, in its configuration panel.
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Figure 14-6. Drag a wire from the NUMBER TO TEXT block to the DISPLAY block. Instead of using a TIME WAIT block to keep the text on screen as I ve done with past examples, I m going to use an NXT BUTTON WAIT block this time. The RANDOM number generated will stay on the LCD screen until I press the Left button. To do this, I drop in an NXT BUTTON WAIT block and configure it as shown in Figure 14-7.
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Figure 14-7. The generated number will stay on the LCD screen until the left button is pressed. I ve used a WAIT block with the Control section set to Sensor. In the Sensor section, I selected NXT Buttons from the drop-down menu. For the Button section, select Left button from the drop-down menu, and finally, in the Action section, I selected Pressed. By configuring the WAIT block this way, the random number will stay on the LCD screen until I press the left button on the NXT Brick. Then the program ends. Not too difficult, huh One final thing I want to point out on the NUMBER TO TEXT block is the output Number data plug. This block will still allow you to keep and use the random number you generated in a Number format. You might need that random number later in the program. If so, you can drag a data wire out of the output Number data plug it will still be a number and not changed to text. So now you know how the RANDOM block is configured and used. If you want your robot to move randomly around the room, for example, you could configure a RANDOM block to generate a number between 1 and 4. Program your bot to go left if the number is 1, right if the number is 2, forward if the number is 3, and in reverse if the number is 4. By using a random number to control the bot s direction, you can give the bot some unpredictable behavior. Refer to 12 s discussion of the SWITCH block for using conditions such as a random number to control movement. Next, in 15, we ll look at the COMPARE block.
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