The Need for Scenes
Assessments typically need more than one scene or "page."
For example, an assessment might have a series of scenes for instructions. The assessment itself usually has multiple phases, such as a fixation phase, a stimulus phase, and a response phase that forms a single trial. Each phase would be its own scene. Furthermore, as assessment often repeats trials, and each trial would repeat these phases a configurable number of times. Finally, some assessments provide feedback after each trial, and some assessments provide feedback after the entire assessment. In sum, a typical assessment might lead the user through dozens of scenes.
So far, we've used only a single scene. It's time to change that.
To use multiple scenes, create them and add them to the game. When it's time to switch to a scene, use the game.presentScene()
method to switch to the new scene.
Below, the example creates two scenes, sceneOne
and sceneTwo
. Each has a button. When the button is pressed, the scene switches to the other scene. The code that makes this happen is within the button event handlers:
forwardButton.onTapDown(() => {
game.presentScene(sceneTwo);
});
and
backButton.onTapDown(() => {
game.presentScene(sceneOne);
});
- Instead of using the JavaScript variable name in
presentScene()
, you can also use the scene'sname
property, if you provided a name. The forward button handler usesgame.presentScene("Action scene")
instead ofgame.presentScene(sceneTwo);
- Using the scene's
name
property, however, can be error-prone because it is easy to misspell the name (and this will not be caught by the code editor syntax checking). In this example, the forward button handler usesgame.presentScene("action scene")
, which forgets to capitalize the word "action." If you try it, you will get an error when you click the button.