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nodegame-openshift

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Prepares a nodeGame instance to run on the openshift cloud.

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/** * # Game settings: Ultimatum Game * Copyright(c) 2016 Stefano Balietti * MIT Licensed * * http://www.nodegame.org */ module.exports = { // Session Counter start from. SESSION_ID: 100, // Minimum number of players that must be always connected. MIN_PLAYERS: 2, // Number or rounds to repeat the bidding. * REPEAT: 2, // Number of coins to split. * COINS: 100, // Divider ECU / DOLLARS * EXCHANGE_RATE: 2000, EXCHANGE_RATE_INSTRUCTIONS: 0.01, // DEBUG. DEBUG: true, // AUTO-PLAY. AUTO: false, // AUTHORIZATION. AUTH: 'NO', // MTURK, LOCAL, NO. // TIMER. // If the name of a key of the TIMER object matches the name of one // of the steps or stages, its value is automatically used as the // value of the `timer` property of that step/stage. // // The timer property is read by `node.game.timer` and by VisualTimer // widgets, if created. It can be: // // - a number (in milliseconds), // - a function returning the number of milliseconds, // - an object containing properties _milliseconds_, and _timeup_ // the latter being the name of an event to emit or a function // to execute when the timer expires. If _timeup_ is not set, // property _timeup_ of the game step will be used. TIMER: { selectLanguage: 100000, instructions: 90000, quiz: 60000, mood: 60000, questionnaire: 90000, bidder: 30000, respondent: 30000 }, // Available treatments: // (there is also the "standard" treatment, using the options above) treatments: { standard: { fullName: "Standard", description: "More time to wait and no peer pressure.", WAIT_TIME: 20, instructionsPage: 'instructions.html' }, pp: { fullName: "Peer Pressure", description: "Introduces peer pressure to players to not disconnect.", WAIT_TIME: 10, instructionsPage: 'instructions_pp.html' } } // * = If you change this, you need to update // the instructions and quiz static files in public/ };