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After the simulator reads the description of Karel's initial situation from your file, it will display a picture of Karel and his initial situation on your screen. For the initial situation in STAIR.WOL, the following picture of Karel's world will appear on your screen:
Enter Execution Mode([A]utomatic, [M]onitor, or [E]xplain)[M]: Defined Instruction Corner Facing Beep-Bag Beep-Corner Executed BEGINNING-OF-EXECUTION (1,2) East Empty None 0 St.! 9! . . . . . . . . . . . . . . . . . ! 8! . . . . . . . . . . . . . . . . . ! 7! . . . . . . . . . . . . . . . . . ! 6! . . . . . . . . . . . . . . . . . ! 5! . . . . . . . . . . . . . . . . . ! 4! . . . . 1 . . . . . . . . . . . . ! +---+ 3! . . . 1 ! . ! . . . . . . . . . . . . ! +---+ ! 2! . . 1 ! . . ! . . . . . . . . . . . . ! +---+ ! 1! . > ! . . . ! . . . . . . . . . . . . +-------+-----------+------------------------------------------------ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Ave.
The left side of the screen shows the street numbers in Karel's world, and the bottom line shows the avenue numbers. The West and South boundaries are drawn with the "|" and "-" characters respectively. Karel is represented by a V-shaped figure (either "^" "V", ">", or "<"), with the vertex of the V-shape showing in which direction he is facing (north, south, east, or west).
Only one character can be printed on each corner, so the following rules are used to determine which character should be printed there: If Karel is on a corner, his shape is printed. Otherwise, empty corners are represented by dots ("."); corners with one through nine beepers are represented by the numbers 1 through 9; corners with more than nine beepers are represented by hashes ("#"); and corners with an infinite number of beepers are represented by "I"s. Note that if Karel is on a corner that also contains any beepers, only Karel is visible (the number of beepers on Karel's corner is printed on his status line).
Horizontal wall sections are represented by horizontal lines and vertical wall sections are represented by vertical lines. A special symbol appears wherever a horizontal and vertical wall intersect (there are many possible combinations).
The simulator reserves the top four lines on the screen for special nformation. This section discusses the meanings of these four lines.
The top line of the screen is the place where all the simulator's messages appear. | |||||||||||||
The second line from the top of the screen is a header line, labeling Karel's status. | |||||||||||||
The third line actually displays Karel's status, which consists of the following
information:
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4. The fourth line from the top of the screen is used by the simulator when it is executing Karel's program at Slow Speed or in Explain Execution Mode. These special options are discussed later, mostly in Chapters 4 & 6. |
The entire screen actually represents only one window looking in on Karel's infinite world. Whenever Karel wanders off the edge of the screen, the screen will be erased and redrawn, automatically shifting the window to display Karel centered on the screen in his new position. The streets and avenues will be numbered accordingly.
Anti-Panic Note: Some combinations of computer/monitors accidentally erase the picture of Karel's world on your screen. To force the simulator to redraw the world, include the character * in your next command to the simulator (either as a prefix or suffix to the next command that you issue).
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