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Detailed Event Description
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/** * Emit an event when the max attempts are exhausted * @param {RendererState} state - RendererState */ emitMaxAttemptsExhausted(state: RendererState) { // this.rendererState.isMaxAttemptExhausted = true; const desc = 'Max attempts are exhausted'; const event = new Event(EventType.MAX_ATTEMPT_EXCEEDED, {}, desc, 0); this.emit(event); } /** * Emit an event when the max time is exhausted * @param {RendererState} state - RendererState */ emitMaxTimeExhausted(state: RendererState) { // this.rendererState.isDurationExpired = true; const desc = 'Max attempts are exhausted'; const event = new Event(EventType.MAX_TIME_EXCEEDED, {}, desc, 0); this.emit(event); } /** * Emit an event when the warning time started * @param {RendererState} state - RendererState */ emitShowWarningTime(state: RendererState) { // this.rendererState.showWarningTime = true; const desc = 'Warning time started'; const event = new Event(EventType.SHOW_WARNING_TIME, {}, desc, 0); this.emit(event); } /** * Emit an event when user answers the question and showFeedBack is ON for a question set * @param {RendererState} state - RendererState */ emitShowFeedBack(state: RendererState) { // this.rendererState.showWarningTime = true; const desc = 'Show feedback popup'; const data = { isCorrect: true } const event = new Event(EventType.SHOW_FEEDBACK, data, desc, 0); this.emit(event); } /** * Emit an event when feedback popup closes, with the next question data * @param {RendererState} state - RendererState * @param {Question} question - Question */ emitNavigateToNextQuestion(state: RendererState, question: Question) { const event = new Event(EventType.NAVIGATE_TO_NEXT_QUESTION, question, '', 0); this.emit(event); } /** * Emit an event to the renderer to navigate to the next question * @param {RendererState} state - RendererState * @param {string} nextSection - The id of the next section. */ emitSectionCompleted(state: RendererState, nextSection: string) { // this.rendererState.isSectionCompleted = true; const data = { activeSection: state.activeSection, nextSection: nextSection } const event = new Event(EventType.SECTION_COMPLETED, data, '', 0); this.emit(event); // this.rendererState.activeSection = this.rendererState.sections[this.rendererState.sectionIndex]; } /** * Emit an event to the renderer when the player crashed * @param {RendererState} state - RendererState */ emitPlayerCrashed(state: RendererState) { const data = { crashType: '', error: '', } const event = new Event(EventType.PLAYER_CRASHED, data, '', 0); this.emit(event); } /** * It emits an event to the renderer on internet connection lost * @param {RendererState} state - RendererState */ emitInternetConnectionError(state: RendererState) { this.persist({}); const data = { isConnected: false, } const event = new Event(EventType.INTERNET_CONNECTION_ERROR, data, '', 0); this.emit(event); } /** * Emit an event when player is ready to exit * @param {RendererState} state - The state of the renderer. * @param {boolean} [isForcefulExit=false] - boolean to indicate forceful exit */ emitExit(state: RendererState, isForcefulExit: boolean = false) { this.rendererState = state; const data = { isForcefulExit, } const event = new Event(EventType.PLAYER_EXIT, data, '', 0); this.emit(event); } /** * Emit an event to the renderer * @param {RendererState} state - The current state of the renderer. * @param {string} error - The error message to be displayed. * @param {string} errorCode - The error code that will be used to identify the error. */ emitContentError(state: RendererState, error: string, errorCode: string) { const data = { error, errorCode } const event = new Event(EventType.CONTENT_ERROR, {}, '', 0); } |
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