Setup with USB (Chromebooks/Mac/Windows)
Setup with Bluetooth (Mac/Windows)
This module will cover how to connect to the Hummingbird Bit via Bluetooth and start programming in Snap!.
For Windows, you will need a Bluetooth dongle to use Hummingbird Bit with Snap! via Bluetooth.
Using a Chromebook? Setup your Hummingbird Bit here.
Using Windows and don’t have a Bluetooth dongle? Setup your Hummingbird Bit here.
Please note that there is no sound in these videos.
Install the BlueBird Connector.
Download this file and drag it onto the micro:bit. Your device should start to flash three letters on its display.
Open the BlueBird Connector and check that the bluetooth symbol has a green check beside it.
You may see one robot or many, depending on how many are nearby.
Click on the name of the robot that matches the initials on your device.
You will hear a sound as your device connects, and the initials will stop flashing on the device. The name of your robot should appear under Connected.
Troubleshooting Note: The BlueBird Connector must remain open in the background the entire time that you are working with the Hummingbird. If your Hummingbird disconnects, the app will notify you, and the Hummingbird will begin flashing its initials again. If this happens, return to the BlueBird Connector and reconnect it.
In addition to the programming tutorials on this page, we have a lot of other resources to help you work with with your Hummingbird Kit.
- Our coding cards provide printable programming help for your students.
- Our blocks document is a handy reference guide that lists all the Hummingbird blocks in Snap!.
- Our Build pages offer tutorials and inspiration for building your own robots and mechanisms.
- Our free Professional Development course ties everything together in an online course you can watch at your own pace.
Setup with Bluetooth (Chromebooks)
This module will cover how to connect, charge, and start programming your Hummingbird Bit via Bluetooth, using a Chromebook and Snap! as the programming language.
Note: Programs written in Snap! using the BlueBird Connector for Mac/Windows cannot be run on a Chromebook, and vice versa.
Download this file and drag it onto the micro:bit. Your device should start to flash three letters on its display.
Click Find Robots. You will see a list of devices that start with BB (Hummingbird Bit), FN (Finch), or MB (micro:bit). You may see one robot or many, depending on how many are nearby. If you don’t know which robot is yours, write down the first device name on the list, i.e. BB5AE67. Then click that device. Once you know which Hummngbird is connected, use masking tape to label it with the device name you wrote down. This will help you connect to the correct device in the future.
You will hear a sound as the Hummingbird connects, and the initials will stop flashing on the micro:bit. Once you have connected to a Hummingbird, the name of your robot will appear on the screen, and Snap! will load automatically.
In addition to the programming tutorials on this page, we have a lot of other resources to help you work with with your Hummingbird Kit.
- Our coding cards provide printable programming help for your students.
- Our blocks document is a handy reference guide that lists all the Hummingbird blocks in Snap!.
- Our Build pages offer tutorials and inspiration for building your own robots and mechanisms.
- Our free Professional Development course ties everything together in an online course you can watch at your own pace.
Setup with USB (Chromebooks/Mac/Windows)
This module will cover how to connect to the Hummingbird Bit with a USB cord and start programming in Snap!
This option should only be used for Chromebooks without Bluetooth or for Windows machines without the Bluetooth dongle. Otherwise, follow the Bluetooth setup instructions for Chromebooks or Windows/Mac instead.
Install the BlueBird Connector.
Download this file and drag it onto the micro:bit. Your device should start to flash three letters on its display.
In addition to the programming tutorials on this page, we have a lot of other resources to help you work with with your Hummingbird Kit.
- Our coding cards provide printable programming help for your students.
- Our blocks document is a handy reference guide that lists all the Hummingbird blocks in Snap!.
- Our Build pages offer tutorials and inspiration for building your own robots and mechanisms.
- Our free Professional Development course ties everything together in an online course you can watch at your own pace.
Saving Files
Introduction
It is important to save your work frequently in Snap!. Snap! does not save automatically. This module will cover two different ways of saving your work. First, you can export your work and save it to your computer or a USB drive. If you have internet access, you can also save your work online using a Snap! cloud account.
Note: Programs written in Snap! using the BlueBird Connector for Mac/Windows cannot be run on a Chromebook, and vice versa. If you need to convert a saved program from one platform to another, you can use this online converter.
Exporting a Snap! Program
You can save your work by exporting your Snap! File and saving it to your computer, cloud storage, or a USB drive.
Go to File and then Export project.

Depending on your browser settings, the program will either be downloaded directly to your Downloads folder, or you will be asked where you want to save it. If the program is downloaded automatically, it is named HummingbirdSingleDeviceStarterProject.xml. You can find this file in your downloads folder and rename it or move it as needed. You should leave the .xml extension in the file name.
Important Note: You must export a new version of your file every time you want to save it!
Saving to a Snap! Cloud Account
If you have internet access, you can save your work in Snap! by using a cloud account. Ciick the Cloud button and then Log in to sign in to your account. You may need to set up an account if you do not already have one.

Once you are logged in, choose Save As on the File menu.

Give your program a descriptive name and make sure to select the Cloud option. Then click Save.

Important Note: Make sure to save your work frequently by going to File and then Save!

Single Color LED
This module will show you how to use a single color LED with the Hummingbird Bit. A single color LED is a small light with two wires. The colored wire shows the color of the LED. The Hummingbird kit comes with red, green, and yellow LEDs.
Please note that there is no sound in these videos.
Tri-Color LED
This module will show you how to use a tri-color LED with the Hummingbird Bit. A tri-color LED is a small light with four wires. The tri-color LED actually has three tiny lights inside it. One is red, one is green, and one is blue. You can combine different amounts of red, green, and blue light to make different colors.
Please note that there is no sound in these videos.
Position Servo
In this module, you will learn to use the position servo. The position servo is a motor that moves to a particular angle. The Hummingbird position servo can move to any angle from 0° to 180°.
Hummingbird Base Kit users have an FS90 Micro Servo that works the same as the servo in these modules.
Please note that there is no sound in these videos.
When the space bar is pressed, the Hummingbird Position Servo is set to 90°. Since the servo was not programmed to move to any other position, it does not move again.
Reflect: Why do you think the position servo moves once, then stops at 90°? Would the servo move if it was already at 90° before you start the program?
Rotation Servo
In this module, you will learn to use the rotation servo. The rotation servo is a motor that can rotate at different speeds.
The rotation servo is not included in the Hummingbird Bit Base Kit.
Please note that there is no sound in these videos.
Buzzer
This module will show you how to program the buzzer output on the Hummingbird Bit. The buzzer can be used to create different musical tones that come directly from the Hummingbird controller board. The range of the buzzer is 32 to 135. This range uses the same MIDI note numbers as Scratch.
Please note that there is no sound in these videos.
From the Control folder drag out a when space key pressed block. From the Sound folder, drag out a Hummingbird Play Note __ for __ beats block and attach to a when space key pressed block. Change the timing to last for 1 beat. Drag out a second Hummingbird Play Note block and change the note and the beat value. Drag out a third Hummingbird Play Note block and change the note and the beat value.
The range of the buzzer is 32 to 135. These numbers are MIDI note numbers.
To make the notes play faster or slower, use the set tempo to bpm block, located in the Sound folder. Insert the set tempo to bpm block into the top of your script.
The “tempo” is the speed of a song. It is measured in beats per minute (bpm). Snap! defaults to 60 bpm. Change the tempo by clicking the white oval and typing in a new tempo.
Using a bit of math, we can figure out that a song with 120 bpm has beats that last half a second (120 bpm / 60 seconds in a minute = 2 beats in each second). Click the white oval to change the bpm and see how that affects the speed of the notes.
Reflect: What would you set the bpm to make a song where each beat = 1 second?
Light Sensor
This module will show you how to use a light sensor as an input with the Hummingbird Bit. A light sensor is a component that collects data based on how much light surrounds the sensor. The range of the light sensor is 0 to 100.
This module assumes that you have already completed the single color LED module.
Please note that there is no sound in these videos.
Dial Sensor
This module will show you how to use a dial sensor as an input with the Hummingbird Bit. A dial sensor is a component that collects data based on how much you rotate the knob. The range of the dial sensor is 0 to 100.
This module assumes that you have already completed the single color LED module.
Please note that there is no sound in these videos.
Distance Sensor
This module will show you how to use a distance sensor as an input with the Hummingbird Bit. A distance sensor is a component that collects data based on how close or far you are to the sensor. The range of the distance sensor is 1 to 260 cm.
The distance sensor is not included in the Hummingbird Bit Base Kit.
This module assumes that you have already completed the single color LED module.
Please note that there is no sound in these videos.
This program compares the value of the distance sensor to 15. If the sensor value is less than 15, the program runs the block inside the if section of the if else, and the LED turns on. When the sensor value is greater than 15, the program runs the block inside the else section, turning the LED off.
Sound Sensor
This module will show you how to use a sound sensor as an input with the Hummingbird Bit. A sound sensor is a component that collects data based on how much sound surrounds the sensor. The range of the sound sensor is 0 to 100.
The sound sensor is not included in the Hummingbird Bit Base Kit.
This module assumes that you have already completed the single color LED module.
Please note that there is no sound in these videos.
Buttons
This module will show you how to program the A and B buttons on the micro:bit to control the single color LED output of the Hummingbird Bit. The micro:bit’s A and B buttons can be used as inputs. Pressing them can be an “event” to trigger other actions.
This module assumes that you have already completed the single color LED module.
Please note that there is no sound in these videos.
From the Control folder, drag out a when space key pressed, and attach a forever loop. Drag an if statement into the forever loop. From the Sensing folder, nest a micro:bit Button A block in the hexagon space of the if statement. From the Looks folder, drag a Hummingbird LED block into the if statement and set it to 100%.
Accelerometer
This module will show you how to use the accelerometer as an input to control the tri-color LED from the Hummingbird. The range of the x, y, and z variables on the accelerometer is -10 to +10 m/s^2.
This module assumes that you have already completed the tri-color LED module.
Please note that there is no sound in these videos.
From the Control folder, drag out a when space key pressed, forever loop, and if statement block, and connect them with the if statement inside the forever loop.
From the Sensing folder, nest a micro:bit Screen Up block into the hexagon space in the if statement. Use the drop down menu to select “Shake.”
Drag out 2 Hummingbird Tri-LED blocks from the Looks folder and 1 wait block from the Control folder. Write a program to turn the tri-color LED red, wait 1 second, and turn off when the micro:bit is shaken.
You can also tilt your Hummingbird Bit in different directions to change colors of the tri-color LED.
First, delete the wait and second Hummingbird Tri-LED blocks. Select the drop down menu in the micro:bit Shake block, and change it to read “micro:bit Logo Up.” Duplicate the if statement. Then, click the second drop down menu to select “micro:bit Logo Down.” Change the second Hummingbird Tri-LED to 100% green.
While we’ve been using the accelerometer as an event up to this point, you can also use the accelerometer’s value to slowly alter a component by nesting it, which you can also do with sensors.
First, save 1 Hummingbird Tri-LED block, but delete everything else inside the forever loop. Drag a division block from the Operators folder. Nest this block into the white oval next to “R” in the Hummingbird Tri-LED block.
Nest a micro:bit Accelerometer X block from the Sensing folder into the first space in the division block. This accelerometer can measure front to back movement (called x), side to side movement (called y), and up and down movement (called z). Use your keyboard to type the number 10 into the second space of the division block.
Write a program that:
– Makes the x variable of the accelerometer control the brightness of the red of the tri-color LED.
– Makes the y variable of the accelerometer control the brightness of the blue of the tri-color LED.
– Makes the z variable of the accelerometer control the brightness of the green of the tri-color LED.
First, we must calibrate the compass. To do this, click the purple compass icon next to your Hummingbird’s name in the Bluebird Connector App. When prompted, tilt your Hummingbird every direction in the air. If successfully calibrated, a check mark will appear on both the LED screen and next to your Hummingbird’s name. If unsuccessful, try again.
Check your Hummingbird’s calibration by dragging out a micro:bit Compass block from the Sensing folder. Click the block to read the sensor value. Redirect your Hummingbird and click the block again. Repeat this process to see the different headings, from 0-360º.
Reflect: What number represents South?
The compass value can also be used to make decisions. We will now set your position servo to either 0 or 180 degrees based on the compass value.
First, drag the micro:bit Compass and Hummingbird Position Servo blocks apart and outside of the forever loop. Drag an if else block from the Control folder into the forever loop. Nest a less than block from the Operators folder into the hexagon space of the if else block. Nest the micro:bit Compass block into the first space in the less than block. Set the threshold to 180 degrees.
Drag the Hummingbird Position Servo block into the first open space of the if else block and set it to “0.” Drag another Hummingbird Position Servo block into the second open space of the if else block and set it to “180.”
This program compares the value of the compass to 180. If the compass value is less than 180 (indicating west), the position servo is set to 0 degrees. When the compass value is greater than 180 (indicating east), the position servo is set to 180 degrees.
Reflect: How could you use a similar code to turn a tri-color LED red and blue based on the value of the compass?
Multiple Devices
This module will show you how to connect multiple devices through the Bluebird Connector App. It will also show you how to wirelessly control the outputs of one Hummingbird with the inputs of another. For this module, you will need 2 Hummingbird Bit boards*, 1 tri-color LED, and 1 dial sensor. This module assumes that you have already completed the tri-color LED, buttons, and sensor modules.
If you have saved a program for a single Hummingbird and you would like to extend it to use multiple Hummingbirds, you can use this online converter.
*In steps 2-7, you will be using a micro:bit by itself without a Hummingbird controller board. To power this micro:bit, you can either use a AAA battery pack or the USB cord included in your kit.
Please note that there is no sound in these videos.
Plug in the tri-color LED into port 1. You will also need a separate micro:bit unplugged from a Hummingbird, which you can power by a USB cable or AAA battery pack (not included). We will be using a battery pack.
We will begin by connecting 2 devices. We will first be connecting a Hummingbird Bit and also a micro:bit by itself.
This step will follow how to connect two devices in the BlueBird Connector. The following step will cover how to connect two devices using the BirdBrain Snap! web app.
If you are using the BlueBird Connector, select the Find Robots button. Select the two devices you’re using by clicking the + icon. Connect the micro:bit first. Then connect the Hummingbird. The process of connecting them can take a couple seconds. Open Snap!
If you are using the BirdBrain Snap! web app, first connect the micro:bit. The name of the micro:bit will start with the letters MB. You will not hear a sound as the micro:bit connects, but it will stop flashing letters on the display.
Then click the expand button. Click Find Robots and select the Hummingbird. The name of the Hummingbird will start with the letters BB.
Both devices should show up as connected. The micro:bit will be labeled with an ‘A’ and the Hummingbird with a ‘B.’ A Snap! project that can use multiple devices will automatically be loaded.
We will now program the sending and receiving components of the robots. We will write a program that changes the color of a tri-color LED using the micro:bit’s A and B buttons.
From the Control folder, drag out a when space key pressed block, a forever loop, and if statement block, and connect them with the if statement inside the forever loop. From the Sensing folder, nest a micro:bit A Button A block into the hexagon space of the if statement.
From the Looks folder, drag out a Hummingbird Tri-LED block into the open space of the if statement. Select “B” from the first Hummingbird Tri-LED the drop down menu. Set R to 100%.
Now we want to program our robots so that pressing the A and B buttons on the micro:bit will turn the Hummingbird tri-color LED red and blue.
First, duplicate the if statement containing micro:bit A Button A and place it below the first if statement within the forever loop. Change it to micro:bit A Button B, and change the second Hummingbird Tri-LED to 100% blue.
When the A button is pressed on the micro:bit, the Hummingbird tri-color LED turns red. When the B button is pressed on the micro:bit, the Hummingbird tri-color LED turns blue.
Reflect: Could you do something similar with a position servo, setting it to either 0 or 180 degrees based on which button is pressed?
Disconnect the micro:bit from the Bluebird Connector App by clicking the red minus sign next to your micro:bit. The micro:bit will resume flashing 3 letters. Plug this micro:bit into a Hummingbird controller board. Then plug a dial sensor into Sensor port 1. Reconnect the second Hummingbird to the Bluebird Connector App.
We will call the first the Hummingbird you were using HB1. The Hummingbird you just connected will be HB2.
Now we’re going to program a dial sensor on HB2 to control the tri-color LED on HB1.
First, delete everything but the when space key pressed and forever blocks. From the Control folder, drag an if else statement into the forever loop. From the Operators folder, nest a less than block into the hexagon shape of the if else statement. From the Sensing folder, nest a Hummingbird Light sensor block into the first open space in the less than block. Use the second drop down menu to select “Dial.” Set the threshold to 50.
From the Looks folder, drag a Hummingbird Tri-LED block into the first open space and set it to 100% red. Drag another Hummingbird Tri-LED block into the “else” space and set it to 100% blue. Set both Hummingbird Tri-LED blocks set to “Hummingbird B.”
Now we will use the dial on HB1 to control the brightness of the tri-color LED on HB2 in real time.
Save the Hummingbird A Dial block and the Hummingbird B Tri-LED block. Delete everything else inside the forever loop. Drag the Hummingbird B Tri-LED block into the forever loop. Nest the Hummingbird A Dial block into the “R” space on the Hummingbird B Tri-LED block.
Variables
What is a variable? In programming, a variable is a value that can change, depending on conditions or on information passed to the program. Using variables with the Hummingbird Robotics Kit will help you create robots with more advanced functions.
Before you begin this module, make sure that you have completed the single color LED module, the position servo module, the buttons module, and at least one of the sensor modules.
Nesting a variable into an output block is one way to use a variable. You can also use a variable to control robot expressions. If the variable equals 1, your robot can perform one set of actions. If you variable equals 2, your robot can perform a different set of actions.
Try building a robot using the variable to control different expressions. You can build any type of robot you want, but we recommend building the Tiny Drummer.
Programming a position servo to move slowly is very similar to programming an LED to fade in and out. Nest the counting variable block inside of a position servo block instead of an LED block.
To manually control the speed of that position servo with the A and B buttons we will need a new variable. Create a second variable and call it “time.”
If the wait time between servo positions is too big or too small, the servo can become difficult to work with. Set some parameters for your time variable. There are many ways to set variable parameters.
Try to build a robot that uses 2 slow moving servos. You can build anything you want, but we recommend the Little Bot.
Rover: Driving and Avoiding Obstacles
In this module, you will program a mobile robot to move and avoid obstacles. You will need a rover for this module, so go ahead and build one with this tutorial. We kept our rover pretty simple, but feel free to make yours a parade float, a bananamobile, or whatever you can dream up!
Notes: The rover modules assume that you have already completed the modules in the Inputs and Outputs sections.
Moving Forward and Back
The two rotation servos on the rover point in opposite directions.
This means that to move the rover forward, the two servos must move in opposite directions.

To move the rover forward, set the speed of rotation servo 1 to 100% and the speed of rotation servo 2 to -100%.

CHALLENGE
Try out this code. Experiment with different wheel speeds to see how you can move the rover in different ways. How can you move backward?
Click Here to see example code.
Turning
When the speeds of the rotation servos are equal, the robot turns in place.
Notice that this code turns the rotation servos off at the end of the program. Otherwise, they will remain on when the script ends, and the rover will keep spinning.

CHALLENGE
Try out this code. How can you change how far the robot turns?
Click Here to see example code.
Avoiding Obstacles
You can use the distance sensor to help your robot avoid obstacles. This program will stop the rover when it sees an obstacle less than 20 cm away. Otherwise, the rover will move forward.

CHALLENGE
Modify your program to make the rover back up and turn left when it sees an obstacle. Now your rover can wander around the room!
Click Here to see example code.
Adding Extras
The rover also has two tri-color LEDs for headlights and a servo that controls the steering wheel. You can incorporate these components into your program as well.
CHALLENGE
Make the headlights turn red when the rover is moving away from an obstacle and green when the rover is moving forward. Make your driver steer by turning the steering wheel to the left as the robot turns left and back to the center when it is moving forward or back.
Click Here to see example code.
Generating Random Numbers
The pick random block is on the Operators menu in Snap!. This block randomly chooses a number between the two limits given. For example, this block generates a number between 1 and 100. Each time you click the block, it will give you a different number.

You can use the pick random block anywhere that you would use a number in your program. For example, this program sets the speed of each rover wheel to a random number every two seconds. This program will make your rover wander randomly about the room!
Notice that each wheel gets a different random number, so the Finch will mostly turn but sometimes move straight. The random number for rotation servo 2 is multiplied by -1 to make this number negative.

CHALLENGE
Use the pick random block to set the rover headlights to different random colors as the Finch moves randomly around the room.
Click Here to see example code.
Randomness with Variables
If you want to set both headlights to the same random color, you can add a variable to your program. Create a variable called red. If you need more information about how to make and use a variable, refer to the Variables module.
Set your variable equal to a random number between 0 and 100. Then set the amount of red for the tri-color LEDs to red.

CHALLENGE
Create two variables, green and blue. Set each of these variables to a random number, and then use these variables to set the amount of green and blue light for both tri-color LEDs. When you are done, your program should set both tri-color LEDs to the same random color every second.
Click Here to see example code.
Measuring Video Motion
The video block on the Sensing menu accesses the computer’s camera. Click on this block and give Snap! permission to use your camera. You will notice that the background of the stage changes to show your camera view.

The video block has two drop-down menus. In the second drop-down, you can select the sprite or the stage. This determines whether Snap! will measure the video at the location of the sprite or across the entire stage. Select Stage so that you can measure the motion anywhere in the camera view. The first drop-down is set to motion by default. This means that the block will measure a positive value that tells you how much objects in the video are moving. For example, this code will show the amount of motion measured; the wait block is included so that the numbers change slowly enough to be readable.

CHALLENGE
Write a program that moves the rover forward for one second when the amount of video motion on the stage is greater than 100.
Click Here to see example code.
Measuring the Direction of Motion
You can measure the direction an object is moving on the camera by selecting direction in the first drop-down on the video block. The direction value is between -180° and 180°, where 0° points towards the top of the screen. For example, this code will make the sprite on the screen point in the direction of the video motion. The point in direction block is on the Motion menu.

If you need to consider both the motion and its direction, you can use one decision statement nested inside another. For example, if the motion is greater than 100, then this code will test whether the direction is greater than 0. If it is, the tri-color LED turns green. If the motion is less than or equal to 100, the tri-color LED turns red.

CHALLENGE
Write a program to make the rover move forward when the direction is greater than 0° and backward otherwise. The rover should only move if the motion is greater than 100.
Click Here to see example code.
Using Video with Sprites
The video motion block can also measure movement and the direction of movement of a sprite in the video scene. For example, Sprite is selected in the video block in this code. When you run this code, the rover will only move when the video shows you moving over the sprite. Moving in other parts of the stage will not make the rover move. Notice that here the motion threshold is only 50. This is because all of the motion measurements will be smaller because you are only measuring motion over the sprite.

Add a new sprite in Snap! by pressing the new sprite button in the lower right of the screen. Then you will see that you have two sprites.

Each sprite has its own scripts, so when you create the second sprite, the Scripts area on the screen is blank. This is where you can write scripts for the second sprite. The scripts you already wrote for the first sprite are still there, but you have to select the first sprite in the lower right corner in order to see them.

Now you can write scripts that use the motion across both sprites. For example, this code will move the rover forward when you move across the first sprite and backward when you move across the second one.

CHALLENGE
Add two more sprites. Write scripts so that you can use the video motion across the four sprites to make the rover move forward, move backward, turn left, and turn right.
Click Here to see example code.
Calibrating the Compass
Before you use the compass, you need to calibrate it in the BlueBird Connector.
To do this, connect to your Hummingbird Bit and click on the purple compass button next to the name of your device. Follow along with the video to move your Bit around in different directions to calibrate it. You should see a green check when you have successfully calibrated. If you see a red X, try again.

The micro:bit Compass Block
Once you have successfully calibrated, you can use the micro:bit Compass block on the Sensing menu to read the value of the compass.

The compass value will be between 0° and 359°. 0° corresponds to the direction of magnetic north. The angle increases as the robot turns clockwise, so 90° is east, 180° is south, and 270° is west.
To use the compass, the micro:bit must be positioned so that the LED display is parallel to the ground. Otherwise, the compass will not provide useful measurements.

CHALLENGE
Write a program that continually displays the value of the compass on the computer screen. Watch this value change as you slowly turn the rover.
Click Here to see example code.
Displaying Direction
You can use the compass to make the rover tell you the direction it is heading in.
For example, if the value of the compass is between 45 and 135, use the say block to print “East” on the screen
You can use the and block on Operators menu to combine comparisons. The and block will be true only when both Boolean blocks inside it are true.

CHALLENGE
Add a second if else block to your script as shown. Modify the nested if else to show “South” when the value of the compass is between 135 and 225.
Click Here to see example code.

Driving with the Compass
You can also use the compass to make the rover move in a particular direction. For example, this code makes the robot turn clockwise when the compass is less than 180° and counterclockwise otherwise. Try placing the rover in different positions before running this script. Which direction does the rover drive in?

CHALLENGE
Modify your program so that the robot drives south as long as there is no obstacle in the way. When the robot encounters an obstacle, it should back up and turn.
Click Here to see example code.