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View Code? Open in Web Editor NEWA serious game that aims to teach players about wind farms and wind energy production.
Home Page: http://www.envisage-h2020.eu/
A serious game that aims to teach players about wind farms and wind energy production.
Home Page: http://www.envisage-h2020.eu/
if the a strategy from the gio API is received, this should be tracked.
Eg.
event: received.strategy
event_id: strategy_id
This should also be added to the tracking definition spreadsheet.
Panagioti when I select the big turbines (A) they have the same size as the small turbines (C). They should be bigger and more sparsely located in the area spawner
We have to check if the passing of the APP and API key which is requested from the authoring tool works correctly.
Test
The default strategy should always be all three scenarios shown, like without content adaptation.
Therefore, we have to edit the vanish function, if strategy == null
, do not execute the hiding of the scenarios.
Is there any rewarding in the end after everything is accomplished ?
Perhaps a milestone when some easy molecules are accomplished ? A trophy like the "Golden Microscope", "Silver Pipete" ?
Can you place some shortcut keys for cheating ? I do not want to play the whole game to see the reward scenes.
creating a concept to handle issues regarding the strategy
cases are
Error handling should be the following:
if scenario not exist skip it
if no valid scenario exist load default strategy
if scenario is null load default strategy
if JSON cannot be parsed load default strategy
For creating graphs you can buy and use one of the following assets:
To make Http requests in the project you need to take under consideration two parameters.
In the TurbineController script, all the actions upon the turbine are being called through functions. So just enter the request in the correct function. E.g, if you want to make a request when the player disables a turbine you can add the code to perform the request inside the DisableTurbine() method of this class. The same for all other actions that the user performs.
In the TurbineInputManager script, you can find all the actions that the user does when interacting with a turbine by using the mouse. So again you can add the request, inside the respective function. E.g if you want to get when the user clicks on the turbine add the request in the OnMouseDown() function.
In the PlayerPersonalInfo script just add the code you want in the TODO comments.
In TurbineSpawnManager script you can add a request when user press the button to add a turbine, which is handled by the spawnTurbine() method.
Not much to say. As the title implies I have found an error in the parsing I believe.
Here's the error :
NullReferenceException: Object reference not set to an instance of an object
VanishLandscape.Start () (at Assets/Scripts/Content Adaptation/VanishLandscape.cs:11)
In the next version, in login scene, make the "tab" button to work in order to fill faster the form.
Thanks,
D.
Pano,
is it possible to make them as prefabs ? The only fields that should change are
Title
Description
Icon (Icon image should be as saved as rectangular image but it can be shown as circular)
Thanks,
D.
The game should have the standard format
MainMenu with a properly designed background image that allows the buttons to be apparent.
Credits button
Login button
Play button
Options button
Current mechanic: Turbines currently start to get damaged at a random - fixed time and if repaired, the method to destroy them is invoked (using invokeRepeating() ) at a standard rate. Generally, the invoked method uses a random number generator that if is greater to a specific value, the turbine is damaged and if not, the method is again called with the given standard rate.
Problem created: That creates the problem that, even if you repair a turbine, there is a good chance of it being damaged again after the method is called again.
(E.g) : Let's say that a turbine gets damaged and you repair it at 3.25 (the time). Let's say that the method to damage a turbine is called every fixed 60 seconds, that means that there is a chance(because random numbers are used) of the turbine to get damaged every 60 seconds.
Solution: Because we are currently using invokeRepeating(method name, start, rate), it is not possible to change the rate in which the method will be called. That's why we can use coroutines and every time a turbine gets repaired we can increase the rate that the function that will calculate if the turbine is damaged, will be called.
Problem: The use of the repair feature does not always play a role in the game. In other words, there are times where turbines get damaged and no problem in the power usage is being created. An example will be that a player can be in an over power scenario, and when a turbine can be damaged the usage will drop to correct power, which means that there is no reason to repair the turbine.
Solution: We can add an extra condition to the method that calculates if the turbine will get damaged, in which a calculation will be used, that will calculate if damaging the turbine will have an impact on the power usage. If yes, the turbine will be damaged, and the player will be forced to repair it.
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