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Getting Started with Karel Programming

Apr 13, 2025

Learning Karel Programming: Writing the Second Karel Program

Introduction to Karel's World

  • Parts of Karel's World
    • Walls: Lines that Karel cannot move through, forming the borders and internal barriers of the grid.
    • Position Reference: Karel's position is identified by rows (streets) and columns (avenues).
    • Example: 5th Street (horizontal), 8th Avenue (vertical).

Understanding Karel's Orientation

  • Facing Directions:
    • Karel can face north, east, south, or west.
    • Visualize Karel's direction to understand movement commands.
  • Example Commands:
    • Turning Left:
      • Facing east, a turnLeft command makes Karel face north.
      • Facing north, a turnLeft makes Karel face west.

Writing the Second Karel Program

  • Program Steps:
    1. Put Down a Ball
    2. Move
    3. Turn Left
    4. Repeat the above steps with additional commands:
      • Put down a ball, move, turn left again.
  • Command Example: putBall, move, turnLeft, putBall, move, turnLeft

Key Points

  • Spaces in the program are ignored by Karel.
  • Execution: Run the program slowly to observe Karel's actions.

Conclusion

  • Successfully written a second Karel program.
  • Encouragement to write more Karel programs to practice skills.