CSC510-2015-Axitron / maze

Main repo for maze game
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Retooled maze interactions #89

Closed duh102 closed 9 years ago

duh102 commented 9 years ago

Change the way users interact with the system so that they don't know whether they're getting a hand crafted maze or a randomly generated one, but record whether or not they liked a maze.

meneal commented 9 years ago

So this is partially done. There are two elements missing at this point:

Sorry I didn't make an issue instead of sending out an email. I'll make another issue for the analytics piece and assign it to myself to knock out when these last two things are done. The name part is really easy, I just didn't think of it until today, but I likely can't get back around to this by tomorrow since I have to try to figure out the python stuff.

duh102 commented 9 years ago

I'm working on this a bit, I've got it so that as the user chooses that they liked or disliked a maze, it will change the maze bias to be more of the thing they were on or not. Just gotta clean up a few things and I'll push it. As for names, we can actually just replace that name thing with something common to both, like the size of the maze.

duh102 commented 9 years ago

Looks like we have some scoping issues in mazeMenu, going to reformat it a bunch.

macluo commented 9 years ago

To achieve that with a minimal amount of effort I would let RemoteDB.getNextMaze() method handle that or modify logics in the method.

duh102 commented 9 years ago

Undid my reformat, there's a lot of tangled references that I didn't want to mess with. So now, the choices the user makes influences the coarse class of maze selected (random or handcraft), but the handcraft still only loads from small. I'm unsure what controls that and I don't want to break it, does anyone want to take a stab at that, or tell me where to pick at?

macluo commented 9 years ago

remoteDB verifies with currentLevel global variable (0 ~ 3, sorry about the naming) to see which category the current maze is in. The method in its current form loops all the mazes from small to large if you remove ++currentLevel in getNextMaze() then it will rotate within current category. I am tied up with another RoR project today but I will pick up anything left to do tomorrow.

duh102 commented 9 years ago

I think it might be done? It might need some tweaks to the way it selects a seed for the procedural maze generation (I didn't check the math extensively, I think the large and huge mazes cluster around 35ish width and height), but it doesn't show the name of the mazes (in the case of hand drawn) or the algorithm (in the case of procedurally generated), just the size of them, and it picks the mazes properly.

meneal commented 9 years ago

Seems to be working just fine to me at this point. I'll add in the analytics stuff. If you're happy with it we can just close it.

duh102 commented 9 years ago

The only thing I'm not happy about is the first maze is always the same. I'm not sure it's easily changable, if it is that'd be good to do, but it's not a huge deal.

meneal commented 9 years ago

I agree, not a big deal.

On Thu, Apr 2, 2015 at 6:22 PM, Will Morrow notifications@github.com wrote:

The only thing I'm not happy about is the first maze is always the same. I'm not sure it's easily changable, if it is that'd be good to do, but it's not a huge deal.

— Reply to this email directly or view it on GitHub https://github.com/CSC510-2015-Axitron/maze/issues/89#issuecomment-89062227 .

duh102 commented 9 years ago

Alright, well if someone wants to fix that, feel free to reopen this or make a new issue.