Controls#
Introduction#
The Control blocks in VEXcode AIM manage the flow of a project by handling loops, conditions, delays, and stopping execution. Below is a list of available blocks:
wait – Pauses execution for a specific duration.
wait until – Pauses execution until a specified condition is met.
repeat – Repeats enclosed blocks a specific number of times.
forever – Repeats enclosed blocks indefinitely.
repeat until – Repeats enclosed blocks until a condition is met.
while – Repeats enclosed blocks while a condition remains true.
if – Runs enclosed blocks if a condition is true.
if / else – Runs one set of blocks if a condition is true, otherwise runs another.
if / else if / else – Runs different sets of blocks depending on multiple conditions.
break – Exits a repeat, forever, repeat until, or while loop immediately.
stop project – Ends the execution of the project.
wait#
The wait block pauses for a specific amount of time before moving to the next block.
wait (1) seconds
Parameters |
Description |
---|---|
time |
The amount of time to wait, as a positive integer or decimal in seconds. |
Example
when started :: hat events
[Move forward for one second, then stop.]
move [forward v]
wait (1) seconds
stop all movement
wait Until#
The wait until block pauses execution until a specified condition is met before proceeding to the next block.
wait until <>
Parameters |
Description |
---|---|
condition |
The condition that must be met before moving on to the next block. |
Example
when started :: hat events
[Move forward until screen pressed, then stop.]
move [forward v]
wait until <screen pressed?>
stop all movement
repeat#
The repeat block runs the blocks inside it a set number of times.
repeat [10]
end
Parameters |
Description |
---|---|
times |
A whole number that sets how many times the repeat block runs. |
Example
when started :: hat events
[Move in a square path.]
repeat [4]
move [forward v] for [50] [mm v] ▶
turn [right v] for [90] degrees ▶
end
forever#
The forever block keeps running the blocks inside it again and again without stopping.
forever
end
Parameters |
Description |
---|---|
This block has no parameters. |
Example
when started :: hat events
[Move in a square path forever.]
forever
move [forward v] for [50] [mm v] ▶
turn [right v] for [90] degrees ▶
end
repeat until#
The repeat until block executes the enclosed blocks repeatedly while the condition evaluates as False.
repeat until <>
end
Parameters |
Description |
---|---|
condition |
An expression or variable that is evaluated before each iteration. If it evaluates as:
|
Example
when started :: hat events
[Repeat until the screen is pressed before turning off the LEDs.]
repeat until <screen pressed?>
set [lightall v] LED color to [red v]
end
set [lightall v] LED color to [off v]
while#
The while block executes the enclosed blocks repeatedly while the condition evaluates as True.
while <>
end
Parameters |
Description |
---|---|
condition |
An expression or variable that is evaluated before each iteration. If it evaluates as:
|
Example
when started :: hat events
[Keep the LEDs green while the robot is moving.]
move [forward v] for [200] [mm v] ◀ and don't wait
while <move active?>
set [lightall v] LED color to [green v]
end
set [lightall v] LED color to [off v]
if#
The if block executes the enclosed block of code if the condition evaluates as True.
if <> then
end
Parameters |
Description |
---|---|
condition |
An expression or variable that is evaluated when the statement runs. If it evaluates as:
|
Example
when started :: hat events
[Kick when the screen is pressed.]
forever
if <screen pressed?> then
kick object [medium v]
end
end
if / else#
The if / else block determines which enclosed block of code runs based on whether the condition evaluates as True or False.
if <> then
else
end
Parameters |
Description |
---|---|
condition |
An expression or variable that is evaluated when the statement runs. If it evaluates as:
|
Example
when started :: hat events
[Show one emoji when the screen is touched and a different one when it's not.]
forever
if <screen pressed?> then
show [emoji_excited v] looking [forward v]
else
show [emoji_bored v] looking [forward v]
end
end
if / else if / else#
The if / else if / else block structure selects which enclosed block of code runs based on conditions:
if runs its block of code if the condition evaluates as True.
else if checks additional conditions only if all previous conditions evaluated as False. Multiple else if statements can be used.
else runs its block of code only if none of the previous conditions evaluated as True.
if <> then
else if <> then
else
end
Parameters |
Description |
---|---|
condition |
An expression or variable that is evaluated when the statement runs. The first condition that evaluates as:
|
Example
when Controller axis [1 v] is changed :: hat events
[Move the robot forward or reverse based on the position of the joystick.]
if <(controller axis [1 v] position) [math_greater_than v] [0]> then
move [forward v]
else if <(controller axis [1 v] position) [math_less_than v] [0]> then
move [reverse v]
else
stop all movement
end
break#
The break block exits a loop immediately.
break
Parameters |
Description |
---|---|
This block has no parameters. |
Example
when started :: hat events
[Flash LEDs until the screen is pressed.]
forever
set [lightall v] LED color to [red v]
wait [0.5] seconds
set [lightall v] LED color to [green v]
wait [0.5] seconds
if <screen pressed?> then
break
end
end
stop project#
The stop project block ends a running project.
stop project
Parameters |
Description |
---|---|
This block has no parameters. |
Example
when started :: hat events
[Stop the project once the screen is pressed.]
forever
set [lightall v] LED color to [red v]
wait [0.5] seconds
set [lightall v] LED color to [green v]
wait [0.5] seconds
if <screen pressed?> then
stop project
end
end