[gcompris-devel] Maze plugin enhancements (and cleanup)

Bruno Coudoin bruno.coudoin at free.fr
Mon Oct 14 09:28:06 UTC 2002


Le lun 14/10/2002 à 17:15, Christof Petig a écrit :
> Bruno Coudoin wrote:
> > Le lun 14/10/2002 à 15:13, Christof Petig a écrit :
> > 
> >>Bruno Coudoin wrote:
> >>
> >>>As for you question on how/when to set turbo mode on/off, I suggest to
> >>>stick to off for level 1 to 3 and after 4 we activate the turbo.
> >>>Small kids would be in trouble playing the first level trying to
> >>>understand the key mouvement and where tux goes. After 4, there is so
> >>>much space and move to do that it make more sense to have turbo.
> >>>
> >>>What do you think ?
> >>
> >>That's a good idea, but I initially thought about an additional button 
> >>to switch it on and off. Tonight I got the idea to simply put the button 
> >>  somewhere inside the game canvas but there's not too much space left 
> >>in level 3.
> >>
> >>Is it possible for a game to put additional buttons into the bottom toolbar?
> > 
> > 
> > It is possible to use the configure button. When you start your board
> > you can call bar_set(...) to ask for this button to appear.
> > Then when clicked, you have a specific entry to add in your board.
> > Sory not to be more detailed but I don't have the code here (look at
> > menu.c that uses it).
> > 
> > We try to avoid this because it makes thinks more complex, users are
> > either kids or teachers and they like simple thinks.
> > To me, doing turbo at level 3 is easier to implement and to use for the
> > end user.
> 
> To my son (6 years) a button which's icon changes between a bunny and a 
> snail would make perfect sense. So adding custom buttons to the main 
> toolbar would appeal to me. But if I guess correctly there's no existing 
> API for doing this.
> 
Makes sense (I'm still not sure for the teachers ;)).

As for the API, it is correct that it is not currently possible to add
specific buttons.
My preference is still to stick to generic buttons in the bar, nothing
specific. To achieve what you want, can't you just put them on the main
area and thrink a little bit the maze area for that ?
Another idea is to make tux clickable and this brings the different
options (this could be like clicking on the configure button bar). A
good presentation could be to make a cartoon like comment displayed
starting from tux...

> Another point is the 3D option: I would like to be able to switch 
> between 2D and 3D (once you're lost in the maze the 2D view helps). 
> Silently adding a hotkey is not the best way to go.
> [Icon: a 3d view versus a 3d view of the labyrinth]
> 
> What do you think about custom buttons (which differ from the 
> "customize" button)?

Well, we now have 40 activities in gcompris and coherency between them
is a must. I am afraid that adding specific buttons in the bar will
bring us problem latter. What if we need one more feature in the bar,
how will it interract with the specific buttons...

It would be great to get advice from others on the list ? Anybody
there....

Bruno.

>     Christof
> 
> PS: I played with the thought of buttons for moving the eye position 
> around, nice toy to explore the 3D effect. But I would place them on the 
> side.
> 
> 
> 
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