Reaction Timer
A one-lamp reaction timer as a handheld made of kit parts. Press Start, wait for the lamp, then hit the key as fast as you can; five tries make a round, scored on a printed scale.
What it is for
A game you could hold, drawn from the kit's own parts: a moulded case with an LCD, one big lamp with a printed scale beside it, one long key, a Start key, a sound switch and a speaker grille.
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Datasheet
- Mechanism
- Shared handheld case, Pointerdown keys, Event timestamp timing, Segment lcd digits, Concentric corners, Scale as an object
- Stack
- Vanilla ES modules, CSS
- Needs
- Nothing, no dependencies
- States
- 12 documented
- Version
- 0.1.0
- Licence
- With a Pass
States
- How to playPress Start (or S). Wait for the lamp, which lights after a random 1.5 to 4 seconds, then hit the big key. Five tries make a round and the average is scored on the printed scale. A press before the lamp is a false start and the try is run again.
- KeysSpace or Enter is the big key and holds it down while held; with no round running it starts one. S starts. Space on the sound switch flips the switch and presses nothing. Sound begins with the first press.
- Made ofThe kit's Panel (the case), LCD (time and best average in seven segments, five pips for the tries), Lamp (the big lamp, four scale lamps and a state lamp), Key (the long key and the primary Start key), Tray, Switch (sound) and Grille.
- IdleThe time and the best read three dashes, the lamp is dark, the screen says Press start.
- WaitingThe LCD says Wait and the status lamp is amber. The big lamp stays dark for a random 1.5 to 4 seconds. A press now is a false start.
- Lamp litThe big lamp lights and the LCD says Now. Its time starts in the frame that draws the lamp, and a press is timed from the event's own timestamp. Left for over a second, the try is void.
- ResultThe time shows in milliseconds with a word for it (Sharp, Quick, Good, Slow) and the pip for that try goes on.
- False startA press before the lamp, or under 100 ms after it, sounds a low buzz and the status lamp turns red. The try does not count and is run again.
- Round averageAfter the fifth try the average shows and lights Under 200, 250, 300, or 300 and over on the scale. A lower average than the best is kept on this device as a new best.
- SoundA tone for a good press, a low buzz for a false start, two rising tones for the end of a round. The switch turns it off; the choice is remembered.
- Reduced motionA held key shades but does not move; the lamp still lights.
- Twelve finishes, two volumesThe case reads the finish and volume tokens only: aluminium, graphite and the other ten finishes, Tactile or Quiet.
Notes
Press Start and wait a random second or three; when the lamp lights, hit the key. Five tries make a round, the average lights its band on the scale, and a press before the lamp (or under 100 ms, which is a guess) is a false start. The best average is kept on the visitor's device. It shares its case with the library's other handheld games.
Original. The case is the library's shared handheld (originals/components/shared/handheld), drawn from the kit's parts at one size and scaled as an object. It needs the Tactile UI Kit's stylesheets on the page; the Code tab's example links them from ./kit/.
Anatomy
Shared handheld case, Pointerdown keys, Event timestamp timing, Segment lcd digits, Concentric corners, Scale as an object
Usage notes
A game you could hold, drawn from the kit's own parts: a moulded case with an LCD, one big lamp with a printed scale beside it, one long key, a Start key, a sound switch and a speaker grille. Press Start and wait a random second or three; when the lamp lights, hit the key. The best average is kept on the visitor's device. It shares its case with the library's other handheld games.
Options
| Option | Type | Description |
|---|---|---|
| sound | boolean | The switch on the case. On, a press, a false start and the end of a round each have a tone once you have pressed a key (a browser allows sound only after a press). The visitor’s own setting is kept on their device. |
| label | text | What a screen reader calls the case. |
Methods
- hooks
- update
- destroy
How it works
Original. The case is the library's shared handheld (originals/components/shared/handheld), drawn from the kit's parts at one size and scaled as an object. It needs the Tactile UI Kit's stylesheets on the page; the Code tab's example links them from ./kit/.