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LevelCompletedNode should be a modal Dialog. It's currently a subclass of Panel. Unless you write sim-specific code, the user can still interact with the sim while it's displayed. And clicking outside of it does not dismiss it. There's no close (X) button. And the programming API is totally different.
For example, in vegas demo, I can still interact with all of the controls behind this pseudo-dialog, and I have to press 'Continue' to make it disappear.
LevelCompletedNode is used in sims that have games with a finite number of challenges. That currently includes:
area-builder
area-model-common
arithmetic
balancing-chemical-equations
build-an-atom
fractions-common
graphing-lines
reactants-products-and-leftovers
The text was updated successfully, but these errors were encountered:
I took a running start at this, and it's going to be a big chunk of work, easily an entire day. And there are PhET-iO issues to deal with -- which we haven't encountered only because a "finite challenges" sim has not been instrumented yet. So I'm unassigning for now. This will probably need to be addressed when any of the sims notes above needs to be republished.
LevelCompletedNode should be a modal Dialog. It's currently a subclass of Panel. Unless you write sim-specific code, the user can still interact with the sim while it's displayed. And clicking outside of it does not dismiss it. There's no close (X) button. And the programming API is totally different.
For example, in vegas demo, I can still interact with all of the controls behind this pseudo-dialog, and I have to press 'Continue' to make it disappear.
LevelCompletedNode is used in sims that have games with a finite number of challenges. That currently includes:
The text was updated successfully, but these errors were encountered: