SHRIMPDON/

VEX DRAWING STUDIO

01 / DESIGN

Canvas

WHOLE NUMBERS

Click to place points. Close an outline to turn it into a shape.

NEW PATHClick to place your first point

The arrow marks the robot’s starting position.

0 lines drawn

How to color a shape

  1. Draw the outline. Use at least three sides. Choose Close shape to join the last point to the first.
  2. Pick Fill and a color. Click inside the shape. Use separate shapes that do not touch or cross other lines.
  3. Follow the blocks. The robot draws the border, lifts its pen, moves inside, and uses fill area with color.

The fill block has a color square. Click it in VEX and enter the red, green, blue, and opacity values shown with your block.

Why did the whole canvas fill?

There may be a gap in the outline, or the robot may be outside it. Check the closing moves, use the wide pen, and reset before running again. The pen can stay up while filling.

What do degrees and millimeters mean?

Degrees tell the robot how far to turn from its current direction. A right angle is 90 degrees; a half-turn is 180. Millimeters (mm) tell it how far to drive. One small grid square here is 100 mm. Turning does not draw a line; driving with the pen down does.

Why are there small extra moves?

Shrimpdon uses whole numbers for every turn and drive. This can shift a diagonal slightly. Close shape adds short joining moves, and a wide outline covers tiny remaining gaps. Follow these extra blocks too; they help keep the fill inside.

VEX’s pen and fill guide ↗
02 / PROGRAM

Blocks

0
VEX setup

Choose Art Canvas and reset the playground. Start at the center, facing up. Add these blocks in order. If your playground does not show the fill block, check Art Canvas+ if it is available in your account.

Click a block to see what it does.

No blocks yet

Draw a line to generate the angles and distances.

Use the whole numbers shown, in order. Keep “and don’t wait” off. Preview follows the whole-number blocks; check the finished fill in VEX.