function drawMenu() { clearScreen() rect(10, 10, 150, 110) drawText(40, 25,"Option 1") drawText(40,40,"Option 2") drawText(40,55,"Option 3") drawText(40,70,"Option 4") drawText(40,85,"Option 5") } option = 1 function clearCursor() { drawText(20, option*15+10, ' ') } function drawCursor() { drawText(20, option*15+10, '>>') } while(true) { drawMenu() drawCursor() key=waitForPress() clearCursor() if key==1 option-=1 if key==3 option+=1 if option<1 option = 1 if option>5 option = 5 drawCursor() if key==2 break } if option==1 { alert('1 blah blah blah') } else if option==2 { alert('2 blah blah blah') } else if option==3 { alert('3 blah blah blah') }Delete the if statements at the end of the program and also the line that says: "if key==2 break"
function drawMenu() { clearScreen() rect(10, 10, 150, 110) drawText(40, 25,"Option 1") drawText(40,40,"Option 2") drawText(40,55,"Option 3") drawText(40,70,"Option 4") drawText(40,85,"Option 5") } option = 1 function clearCursor() { drawText(20, option*15+10, ' ') } function drawCursor() { drawText(20, option*15+10, '>>') } while(true) { drawMenu() drawCursor() key=waitForPress() clearCursor() if key==1 option-=1 if key==3 option+=1 if option<1 option = 1 if option>5 option = 5 drawCursor() }Add the following touch sensor event handler function before the "while(true)" loop.
// This is the handler function for the touchSensor events. This handler will receive both the pressed and the released events. function toHandleTheTouchSensor(e) { // A touchSensor event will occur when the touchSensor is pressed as well as when it is released. if e.value == 1 // If the touchSensor was pressed the event value will equal 1. setLED(2), // Set LED to red sendEventTo('Robot5', option, 1, 2),// RobotName, Value of the option, Port, Protocol drawText(20, option*15+10, 'OO') // Change the cursor if e.value == 0 // If the touchSensor was released the event value will equal 0 setLED(1), // Set the LED to green sendEventTo('Robot5', 0, 1, 2), // Send to RobotName, the Value of zero (stop), at Port, using Protocol drawCursor() // Redraw the cursor } // Add an event listener to listen for touchSensor events and then handle them by passing the event to the callback function. // An event listener requires two parameters: 1) name of the event as a string and 2) identifier of the callback function (i.e., the event handler). addEventListener( 'touchSensor', toHandleTheTouchSensor )
function drawMenu() { clearScreen() rect(10, 10, 150, 110) drawText(40, 25,"Option 1") drawText(40,40,"Option 2") drawText(40,55,"Option 3") drawText(40,70,"Option 4") drawText(40,85,"Option 5") } option = 1 function clearCursor() { drawText(20, option*15+10, ' ') } function drawCursor() { drawText(20, option*15+10, '>>') } // This is the handler function for the touchSensor events. This handler will receive both the pressed and the released events. function toHandleTheTouchSensor(e) { // A touchSensor event will occur when the touchSensor is pressed as well as when it is released. if e.value == 1 // If the touchSensor was pressed the event value will equal 1. setLED(2), // Set LED to red sendEventTo('Robot5', option, 1, 2),// RobotName, Value of the option, Port, Protocol drawText(20, option*15+10, 'OO') // Change the cursor if e.value == 0 // If the touchSensor was released the event value will equal 0 setLED(1), // Set the LED to green sendEventTo('Robot5', 0, 1, 2), // Send to RobotName, the Value of zero (stop), at Port, using Protocol drawCursor() // Redraw the cursor } // Add an event listener to listen for touchSensor events and then handle them by passing the event to the callback function. // An event listener requires two parameters: 1) name of the event as a string and 2) identifier of the callback function (i.e., the event handler). addEventListener( 'touchSensor', toHandleTheTouchSensor ) // The forever loop will ensure the program runs forever forever { drawMenu() // Draw the menu drawCursor() // Draw the cursor at the current option key=waitForPress() // Wait for keyPresses. touchSensor events are also handled here. clearCursor() // Erase the cursor from the current option if key==1 option-=1 // If the Up key was pressed, adjust by decreasing the option index if key==3 option+=1 // If the Down key was pressed, adjust by increasing the option index if option<1 option = 1 // Check if you are out of bounds if option>5 option = 5 drawCursor() // Redraw the cursor at the new option }
function drawMenu() { clearScreen() rect(10, 10, 150, 110) drawText(40, 25,'Forward' ) drawText(40, 40,'Backward' ) drawText(40, 55,'Turn Left') drawText(40, 70,'Turn Right') drawText(40, 85,'Option 5' ) drawText(40,100,'Option 6' ) }