-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Instrument the game screen for PhET-iO #156
Comments
@jbphet I'm happy to be a part of this as well if needed, just let me know. I'm always excited for some uncharted terrain!!! |
I added a wrapper that exercises some PhET-iO api features. We could still investigate adding buttons and controls that let you choose how many problems and which level type (level type is currently hard-coded). |
I tagged @zepumph because it will probably be good to collaborate on parts of this. We probably also need to hide the "Start Over" button (if this becomes a real example of how to deal with games). |
One thing that may be different for games is that many tandems are random or delayed (not available on startup)--this won't cause problems for the data stream but it could make customization and generating documentation tricky. |
Agreed. I feel like this has a potential to be a problem for other places in sims as well, like if there is a default array of dynamic particles that aren't created until you click a button or something. I think the best way to proceed here is to dive in and see the shortcomings first hand. That will give us a better idea on how to fix them. I think that a poorly documented, but fully instrumented BAA Game may be the first goal. I'm free through Thursday and time around meetings. |
What we have been doing for PhET-iO is "instrumenting what is easy and seeing what that makes possible." @pixelzoom recommended the opposite approach of "deciding what behavior we would like to enable, then implementing that." (I am paraphrasing). @kathy-phet I am presuming that for games we will want to be able to:
Can we have a design meeting to see what else we want to tackle with a PhET-iO Build an Atom Game? Do we want to make it possible to create game level selection screens with a subset of levels available? Or be able to set a specific challenge (rather than a specific type of challenge)? |
At yesterday's status meeting, @kathy-phet said @arouinfar can schedule a design meeting for this on Thursday August 24. |
@arouinfar do you think it will be possible to schedule this meeting for 1pm-2pm Thursday August 24? More details in slack. |
Sure thing @samreid. I've set a reminder to schedule Build and Atom PhET-iO discussion for 1-2 at the 8/24 design meeting. |
I'm a bit confused between |
Here are the requested features from today's meeting: we should try to order these from easy to difficult and try to quantify (1) = less than an hour and straightforward (10) = I'm not even sure that's possible. We can also quantify the value. So we'll update/edit this issue. Then starting next week (when @zepumph is back), @jbphet will dedicate 1/2 day per week to collaborate on this. Timer button should be hidable |
On second thought, let's leave the preceding comment as "raw notes" then use this next comment to organize everything in a table: |
|
Today we resolved some issues related to the reward node that is shown when a level is completed. Next time we should work on making the stars update correctly in the level selection button (see #179) and then work on the problem where a new level can't be started once a level is completed. |
It's been great to have @jbphet involved in this process, I'll unassign until we are collaborating on this again. |
Work seems to have ground to a halt on this effort, and there are some problems occurring due to the partially implemented code (see #185). I'm going to reassign this to @samreid since he is the PhET-iO tech lead, and he can work with the powers that be to determine if and when work on this should resume. |
@ariel-phet can you comment on proposed timeline for PhET-iO API design and implementation for this sim? |
@samreid I honestly cannot comment, and I do not know timeline. marking the issue as deferred for the moment until @kathy-phet decides it is a priority. My suggestion would be to revisit once @jbphet has published EFAC. Assigning you to be aware of that suggestion, feel free to clear assignees or get @jbphet to make a calendar reminder or such. |
@jbphet how do you feel about a calendar reminder for checking on this after EFAC? We would start with a PhET-iO design process, deciding on the PhET-iO specific features as a new first step. |
I've added a calendar reminder for next Jan, since that's when EFAC is supposed to be out. Unassigning for now. |
The game screen does not (still) support state, and is not set up to be maintained for phet-io yet. As @samreid and I work on updating phet-io tests, we decided to remove that screen from the PhET-iO sim above. |
From #156 (comment)
This was the request from a user over in https://github.com/phetsims/build-an-atom/issues/222 |
Presumably we decided that this was covered by PhET-iO because you can hide each button that was desired (with the visibleProperty). But this isn't supported via QP right now, all 4 are always created: build-an-atom/js/game/view/StartGameLevelNode.js Lines 51 to 80 in fd8338e
|
See also #107 and phetsims/chipper#567 (comment)
@kathy-phet said:
The game screen is mostly instrumented using the traditional approach, but part of this process will be checking to make sure that things work as desired and to see if there are new features required for this support. Having @jbphet involved in this step would be great since he has the most knowledge of the game implementation.
Tagging @ariel-phet and @kathy-phet for priority and @jbphet to put it on his radar.
The text was updated successfully, but these errors were encountered: