I feel terrible coming up with new things, hopefully this time really the last ones 😅
[x] Key input change: Level 1 instructions: "press SPACE to continue" instead of ENTER (less various keys, we have SPACE for like the intro and the start, and then the arrows for during the actual game)
[x] Evolution screen break: If people quickly continue without waiting for the sprite evolution to show, it kind of starts the next phase while still doing the evolution. If possible, trigger the sprite change on down-arrow if down arrow is hit before the "natural" time (or alternatively, force the break and don't allow for the down arrow to be pressed until the evolution animation finished? and only show the "Press down arrow to continue" after that. That's actually what happens in Pokemon, there is the "What's that??? Pikachu is evolving..." and only after the new sprite is there you can press to continue
[x] Data: rename bone related variable names to stimulusX, stimulusY etc. (for consistency with future levels)
[x] Threshold update logic: Firstly, I managed to nicely reproduce the threshold using my own computation of the cumulative median, so that's very nice it means it works as expected! Howevery currently, missed trials (very slow) lead to no change in the threshold (well because there's not always an RT). I would still update the threshold according to the "max RT" (i.e., we count the max RT as a "valid" RT for the threshold update). Otherwise when people are very slow for a period, the game doesn't get easier (the threshold stays the same), so it might be a bit overly punitive. Better to slow down the threshold on missed trials I think.
I feel terrible coming up with new things, hopefully this time really the last ones 😅
stimulusX
,stimulusY
etc. (for consistency with future levels)lmk watchu think