In this lesson, you'll use a variable 'in the background' to move a character. Rather than seeing the value of the variable printed, the variable is used in place of a number in .setCursor. Anywhere that there is a number in code, you can replace it with a variable. 

/* * In this lesson, you'll start making things move- an important component * for any video game. * * You'll use a new variable called 'position' and represent the placement * on the screen of a single character that you'll draw. */ #include "MakerScreenXVI.h" MakerScreenXVI lcd; // Declare your 'position' variable here, just like you did with the // counter before, and set its to value 0. int position = 0; //position of cursor on the Maker Screen void setup() { lcd.begin(); lcd.backlightOn(); } void loop() { lcd.clear(); // This method allows you to set where the cursor is on the screen. // All lcd.print() commands will start from the cursor's position lcd.setCursor(position,0); /* * .setCursor() takes two arguments. The first is the column number- * it can move through 16 cells horizontally (0-15). The second is * which row. The first column is 0 and the first row is 0. */ lcd.print("H"); // Print one letter to move around the screen. delay(1000); //pause 1 second between movements. /* * When the position variable's value changes, * .setCursor will use that new value to place the cursor. lcd.print() * then prints the character from the cursor's position.The delay means * that the cursor will move once a second, to the right because the * screen's horizontal cells are labeled from left to right with * 0 through 15. */ position = position + 1; //move the character by one to the right } /* * Now you have something that is beginning to look like a game: an item * on the screen moving around. You can imagine this becoming a character. * * The next challenge is that once the 'H' gets to the end of the screen, * it walks off the edge. Because the screen is 16X2, meaning it has cells * for characters arranged in 2 rows of 16 columns, when position gets to * 16, theH is no longer on the screen. The computer doesn't 'know' the * length of the screen and it will set the cursor anywhere you tell it. * * To repair this, you code to check when position is at 16. You'll do * this in the next lesson. * * Try different characters in your lcd.print(). Change the delay() to * make your character move faster. Think about how these code lines could * affect gameplay like choosing your character or changing levels (speed). */ //(c) 2017 Let's Start Coding. License: www.letsstartcoding.com/bsdlicense
 

It wouldn't be much use here, but you could make the 'row' number in the .setCursor() method a variable instead of a 0. To understand how that works, try it. 

Declare the variable by typing it's 'type' (int) and then it's name (row may be a good name). Then give it an initial value, just like you did with position. Now replace the 0 in .setCursor() with your variable and upload.

Everything should look the same, but you'll have a better understanding of how to create and insert a variable.