Here's what I put in BAAGameView so that BAA would run:
var isNewBestTime = ( gameModel.elapsedTime >= gameModel.bestTimes[ gameModel.level ] ); //TODO this is not correct, needs to be computed before best time is set
var bestTime = ( gameModel.bestTimes[ gameModel.level ] === Number.POSITIVE_INFINITY ) ? null: gameModel.bestTimes[ gameModel.level ]; //TODO use null to indicate no best time
You'll probably want to use 'null' in your model for 'no best time'. And you'll need to compute isNewBestTime so that it doesn't have the pitfalls mentioned in the https://github.com/phetsims/vegas/issues/2
Changes were made in to LevelCompletedNode in https://github.com/phetsims/vegas/issues/2
Here's what I put in BAAGameView so that BAA would run:
You'll probably want to use 'null' in your model for 'no best time'. And you'll need to compute isNewBestTime so that it doesn't have the pitfalls mentioned in the https://github.com/phetsims/vegas/issues/2