Documentation
Catch
Description
The Catch module allows you to create a simple "Catch" game, where you have to catch the "correct" falling objects and avoid the "wrong" ones. You can move the plate (it can be changed to something else in the Plate image property) by using the arrows (← or →) or mouse (click on the left or right side of the plate).
Properties
The list starts with the common properties, learn more about them by visiting the Modules description section. The other available properties are described below.
Property name | Description |
---|---|
Items | List of objects with properties: Image, Description, Is Correct, Levels (in the range 1 to 3, separated by comma). |
Item width | The width (in pixels) of every item. |
Item height | The height (in pixels) of every item. |
Points to finish | Correct points to finish the current level or game. If it's 0, then the game never ends. |
Count errors | Every error is minus 1 point. |
Plate image | Sets the image for the plate. |
Scoring
Property | Description |
---|---|
score | Number of correct objects that were caught. |
errorCount | Number of wrong objects that were caught. |
Supported commands
Command name | Params | Description |
---|---|---|
hide | --- | Hides the module if it is visible. |
show | --- | Shows the module if it is hidden. |
reset | --- | Resets the game. |
setLevel | number | Sets the level of the game (in the range of 1 to 3). |
getPoints | --- | Returns points from the current level. |
getErrors | --- | Return errors from the current level. |
getMaxScore | --- | 0 if the property Points to finish equals 0 (then it's a never-ending game). Otherwise, it's the value of the Points to finish property. |
Events
correct object event
Field name | Description |
---|---|
Source | module's ID |
Item | item number (from the Items property) |
Value | 1 |
Score | Always: 1 |
wrong object event
Field name | Description |
---|---|
Source | module's ID |
Item | item number (from the Items property) |
Value | 1 |
Score | Always: 0 |
game end event
Field name | Description |
---|---|
Source | module's ID |
Item | 'all' |
Value | 'EOG' |
Score | Always: 1 |
object created event
Field name | Description |
---|---|
Source | module's ID |
Item | item number (from the Items property) |
Value | 0 |
Score | Always: 0 |
Advanced Connector integration
Each command supported by the Catch module can be used in the Advanced Connector module's scripts. The example below shows how to change the level when the Single State Button is selected.
EVENTSTART
Name:ItemSelected
Item:LevelTwo
SCRIPTSTART
var catch = presenter.playerController.getModule('Catch1');
catch.setLevel(2);
SCRIPTEND
EVENTEND
Demo presentation
Demo presentation contains examples of how to use the Catch module.