Comments (7)
@jspjutNV has indicated this will not be hard to enable (look at use of setMoveRate()
in line 123 of App.cpp though avoiding issues w/ targets in walls is another story. We should also vet whether or not m_userSettingsMode
is being used correctly here (allows you to move even when playMode = True
up until you close the tab menu for the first time.
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A recent commit updates the GUI for playMode=False
to allow player motion based on a checkbox. The speed of player motion is not yet controllable. This should also resolve the bug in issue #19.
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Let's make player motion controllable as @bboudaoud-nv suggests by having an experiment config parameter that controls the motion speed. We could also expose that value in the devMode GUI (playMode=False
).
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I've added a moveRate
parameter to the experiment config file as of a recent commit.
This now allows designers to set the player move rate in m/s. There are now multiple issues related to when moveRate != 0
. For example the player can now spawn, then move past targets, effectively "losing" them in the scene. In addition, since no collision detection with the scene is enabled, the player can easily move through walls/spawn targets behind them. We should consider what sort of minimal subset of features we will need to implement to get this movement mechanic working well/true to the typical FPS experience. Maybe we should create a new issue to track this development.
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Should we add a GUI field to playMode = false
to allow the user to dynamically control the move rate while in-game?
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A recent commit adds support for changing the player motion speed in developer mode (playMode = false
). I'm going to leave this issue open since its original "problem statement" includes things like target motion not being dynamic to the (newly) added player motion.
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Let's close this issue for now and create a new issue for target motion not being responsive to player motion, as this is another issue altogether
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Related Issues (20)
- Switch DB from text references to rowID foreign key references
- Performance hitch early in runtime HOT 3
- `allSessionsCompleteFeedback` doesn't work at startup if all sessions are complete HOT 1
- Issue with `'` character in experiment configuration
- Entry-style Question Problems
- Problem with experiment level parameter 'closeOnComplete.'
- Support for stopping motion/blanking display outside of trial/during feedback HOT 1
- Staircase Stimulus HOT 3
- Trial-level Configuration HOT 7
- Log scoring to database HOT 2
- Decals on preview targets HOT 1
- getenv("USERNAME") failures in some cases HOT 2
- Small Targets may not be hittable
- Test `weightByCount` behavior of imbalanced tasks and update documentation
- Setting `audioEnable` to false in startup config causes a crash
- Offscreen target indicator(s)
- Interaction of user menu and questions HOT 1
- Question response changes depending on answer method HOT 1
- Incorrect reference position when `clickToStart` is `false`
- `showReferenceTarget = false` appears to be broken
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