The Three-Friend Puppet Show Metaphor
Before editing any code, let's understand the design architecture of the game. Think of it as a team of three friends working together to put on a puppet show:
- Angular hosts the dashboard container.
- Phaser renders 2D canvas graphics and captures user keystrokes.
- TypeScript Domain (Shared Logic) is the rule referee, verifying correct responses and adjusting difficulty without mixing graphics.
Case Study: Dynamic Difficulty Adjustment (DDA)
The game adjusts its pacing dynamically. The referee monitors gameplay in real-time, adapting speed and complexity to prevent fatigue and keep players engaged.
How the Speedometer Analogy Works:
The referee calculates accuracy over a rolling window of recent answers, detects student fatigue based on reaction time thresholds, and adjusts gravity speed up or down to match current learning performance.
Antigravity IDE Workflow
Using the integrated Antigravity IDE, students and parents collaborate directly with an AI coding agent to modify gameplay elements, run the integrated server, and playtest changes.
Cooperative Assignments
Apply your knowledge with guided hands-on exercises designed to solidify collaboration between parents and kids using the workspace.