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MINI-MINDROVER
INSTRUCTION MANUAL
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Introduction
:
Mini-MindRover lets you program your own robotic car!
First,
wire up the car's components to give it intelligence. Then let
it go to race around the track. Can you make the top ten list?
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In
Mini-MindRover
you wire up the components on a vehicle to define its behavior.
Your goal is to create an autonomous robot vehicle to navigate
the track completing 3 laps. Its a race against the clock and
the high scores are saved for everyone to see!
Mini-MindRover
is a miniature version of "MindRover: The Europa Project".
In the full PC game of MindRover you are challenged to build and
compete robots in a 3D world with over 50 components and 20 scenarios
including races, battles, and sports. Find out more at the CogniToy
website.
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Overview
:
Mini-MindRover is a single screen game. All the information is
visible to you at all times. The layout is divided into two parts.
The left side is where you wire the robot and the right is where
you see it in action.
The Design Area (on the left) contains icons that
represent components on the vehicle. These components are the
tools you
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use
to program your robot.
The Overview shows you the vehicle in 3D.
The Navigation Buttons allow you to zoom in and
out of the Design Area.
The Message area shows you which component is currently
selected.
The Properties box shows you the properties of the
selected component and allows you to change them..
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Design
Overview :
Click on a component with the left mouse button to select
it. You will see a green box around it, its name in the Message
area and its properties in the Properties box.
Each component icon can be moved around in the Design Area
by clicking and dragging with the left mouse button.
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If
you want to move all the components, you can click and drag on
the Design Area with the right mouse button. This
will move all the components together. (Alternatively you
can press Control and drag the left mouse button
to do the same thing.)
To zoom in and out use the Navigation Buttons along the
bottom of the Design Area.
If you ever get lost, just click
on the FIT button along the bottom. This will center your
components in the Design Area.
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Track
Overview:
On the right side, you will see the Track area.
This is where your vehicle shows off its intelligence.
Click
on Go to start the Timer. Your Car
will begin the race using the logic that you wired in the Design
Area.
Click
on Reset at any time to bring the Car back
to the beginning and reset the timer.
The name of the current track is displayed at the top in the Track
Selection. You can change the track by clicking on the
arrows on either side of its name.
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Click
on the name of the track to view the top ten scores for
that particular track. The High Score will always
be displayed in the bottom left corner. The elapsed Time
and the Lap number are displayed in the top right
corner of the screen.
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Components
:
The vehicle comes equipped with five components for you
to work with. They are an Engine, Steering Wheel,
two Track Sensors and a Logical AND.
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Each
component has its own Properties and Events.
Setting the Properties of the component will determine
the behavior of your vehicle when you hit GO. For instance, setting
the Throttle property of the Engine will control its speed.
Some
components fire Events. You can wire two components together
such that the event from one component sets the property of another
one. For example, the OnTrack event of a Track Sensor can
set the Throttle property of the Engine. Or, the OffTrack
event can set the Steering Angle property.
To
set a starting property, click on the component and set the property
in the Properties Box.
To
change the property settings, drag the slider with your mouse,
or click just to the left or right of the slider.
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Engine:
Contols
the speed of your vehicle.
Properties:
Throttle [-100 to 100]
Events: None
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the Throttle to 0 to stop your vehicle. Set a positive value to
go forward and a negative value to go backwards. |
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Steering
Wheel :
Controls
the direction of your vehicle.
Properties:
Angle [-45 to 45]
Events: None
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the Angle property to the direction you want your vehicle
to steer. An Angle of 0 will make the vehicle go straight.
Use negative values to turn left and positive values to turn right.
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Track
Sensor : Used to detect the track
Properties:
Range [0.0 to 5.0], Angle [-90 to 90]
Events: OnTrack, OffTrack
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Track Sensor detects if the point at the given Range and
Angle from the vehicle is on the track or not. You can see
where the Track Sensors are looking by the lines coming from the
front of the vehicle. |
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a Track Sensor detects the track, it fires an OnTrack event,
and the line will turn green. When it does not detect the track
it will fire an OffTrack event, and the line will turn red.
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Logical
AND :
Used
to tell you when two events are true
Properties:
InputA [0 or 1], InputB [0 or 1]
Events: TurnOn, TurnOff
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A
Logical AND fires an event based on its inputs. If InputA and
InputB are both true, it fires a TurnOn event. If either
InputA or InputB are not true, it fires a TurnOff
event.
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Wires
:
Wires are the last element you need to program your vehicle to
make its own decisions.
You can create wires from components that have Events,
to components that have Properties. To do this,
simply drag from one component to another component. When you
see a gray line, let go of the mouse. Once the wire is drawn,
you can select it by clicking on the arrow head of the wire. You
should see a green box around it.
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When
a wire is selected, the Properties box displays:
When
<Source Component> fires <Event> set <Destination
Component> <Property> to <Value>.
First
choose an Event in the top selection box. The wire will
fire every time this Event happens to the Source Component.
Next choose a Property in the other selection box and set
the
Value to what you would like it to be.
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Every
time the Source Component
fires the selected Event, the Destination Component
will change its selected Property to the
Value you have chosen.
Example : Let's say we want to steer the vehicle to the left
every time the Ieft Track Sensor is on the track. To do this, draw
a wire from the left Track Sensor to the Steering Wheel.
Set the Event in the Properties box to OnTrack.
Since the Steering Wheel has only one property, Angle
is already selected. Set the angular slider value to the left. That's
all there is to it! |

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High
Scores :
The
top 10 high scores will be recorded for each track. To view the
high scores, click on the name of the track in the Track Selection.
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To
return to your wiring, click anywhere in the Design Area.
If your vehicle makes it to the top 10, a message box will ask for
your name, and you will be entered into the list. |
- Credits
:
Kent Quirk, Game Design
Ike
Adams, Programmer
Zach Morong, Art
Steve Maitland, Sound/Music
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Special
thanks to:
Nat
Goodspeed, Kendra
Kratkiewicz, Kim
Quirk, Lincoln Quirk, Morgan Quirk,
Sam Adelman, Ben Hodges,
Kyle Kronyak, Julian
Orbanes, Erica Rosen, James Sterrett,
Corinne Mahaffey, Todd Bergland. |
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