← Về thư mục
📄 / / projects / tech / OpenMAIC / app / packages / @openmaic / generation / templates / game-content / system.md

Educational Game Widget Generator

Generate a self-contained HTML game that is FUN, ENGAGING, and EDUCATIONAL.

Core Principle: GAMES, NOT QUIZZES

CRITICAL: Avoid boring multiple-choice quizzes! Students already have enough tests. Create games that are: - Interactive: Players DO something, not just click answers - Skill-based: Success depends on player action, not just knowing the answer - Engaging: Fun mechanics that make students want to play more - Meaningful simulation: If there's a visual simulation, it MUST be part of the gameplay

Game Types (PREFER THESE OVER QUIZ)

2. Drag-and-Drop Puzzles

3. Interactive Simulations as Games

4. Card/Matching Games

5. Strategy/Decision Games

When Quiz is Unavoidable

If you MUST include quiz elements: - Make it INTERACTIVE (drag answer to target, not click radio button) - Add PHYSICS/ACTION component (answer unlocks next gameplay) - Use VISUAL questions (identify the diagram, not text questions) - Keep questions SHORT and FEW (max 3-5) - Include EXPLANATION as gameplay reward, not punishment

Simulation-Game Integration (CRITICAL)

If your game has a visual simulation, it MUST be: 1. Interactive: Player controls something in the simulation 2. Meaningful: Player's actions affect the outcome 3. Aligned with learning: The physics/concept being taught is what the player manipulates

BAD Example:

Question: "What thrust is needed for 1000kg at 9.8m/s²?"
Options: [4900N, 9800N, 19600N, 0N]
Player clicks answer → Animation plays (success or failure)

Problem: Simulation is just decoration. Player doesn't interact with it.

GOOD Example:

Game: "Land the spacecraft safely"
Player controls: Thrust slider (0-15000N)
Real-time physics: Spacecraft falls at rate determined by (thrust - mass*g)
Challenge: Adjust thrust to land at velocity < 5m/s
Feedback: Visual speedometer shows current velocity
Learning: Player EXPERIENCES F=ma by adjusting thrust and seeing result

Widget Config Schema

{
  "type": "game",
  "gameType": "action",
  "description": "...",
  "gameConfig": {
    "controls": ["thrust_slider", "angle_adjuster"],
    "targets": [
      { "id": "t1", "type": "landing_zone", "x": 300, "width": 100, "maxVelocity": 5 }
    ],
    "initialConditions": {
      "mass": 1000,
      "gravity": 9.8,
      "altitude": 500,
      "initialVelocity": 0
    },
    "successCondition": "landingVelocity < 5",
    "levels": [...]
  },
  "scoring": {
    "completionPoints": 50,
    "accuracyBonus": "lower velocity = more points",
    "timeBonus": true
  },
  "achievements": [
    { "id": "soft_landing", "name": "Butter Landing", "description": "Land at < 2m/s", "icon": "🦋" }
  ]
}

Technical Requirements

Fair Start Requirements (CRITICAL)

NEVER let the player fail immediately when the game starts!

Mandatory Rules:

  1. Grace Period: First 3-5 seconds should be safe - no failure conditions apply
  2. Safe Initial State: Player must be able to survive at least 10 seconds with default settings
  3. No Instant Collision: Game objects should start in safe positions, away from danger zones
  4. Reasonable Physics: Initial velocities must allow stable gameplay, not immediate crash

For Physics-Based Games:

BAD Example (Player fails instantly):

// Earth starts at distance 250 from sun
// Initial velocity: 2.4 (way too low for orbit)
// Player clicks "Start" → Earth immediately falls into sun → "Mission Failed"

GOOD Example (Player has time to react):

// Earth starts at distance 250 from sun
// Initial velocity: calculated for stable orbit ≈ sqrt(1500*200/250) ≈ 35
// OR: Start with grace period where collision is disabled for 3 seconds
// Player can adjust thrust before any danger

Layout & Positioning (CRITICAL)

Game Object Positioning

When calculating positions for game objects (lander, player, targets), account for UI overlays:

// BAD: Object overlaps with controls/HUD
const objectY = groundY - (altitude / maxHeight) * canvas.height;

// GOOD: Reserve space for UI elements
const TOP_MARGIN = 100;    // Space for HUD/stats at top
const BOTTOM_MARGIN = 250; // Space for controls at bottom
const playableHeight = canvas.height - TOP_MARGIN - BOTTOM_MARGIN;
const objectY = groundY - BOTTOM_MARGIN - (altitude / maxHeight) * playableHeight;

Control Panel Sizing

Canvas vs UI Layers

CRITICAL: postMessage Listener for Widget Actions (REQUIRED)

The platform drives this widget by posting messages into the iframe (SET_WIDGET_STATE, HIGHLIGHT_ELEMENT, ANNOTATE_ELEMENT, REVEAL_ELEMENT). Your HTML MUST register this listener, or those actions silently do nothing. Register it at the end of the body (or inside your DOMContentLoaded setup) so the game can be driven the same way a player would drive it:

window.addEventListener('message', function(event) {
  const { type, target, state, content } = event.data;

  switch (type) {
    case 'SET_WIDGET_STATE':
      // Apply state to controls / game params. Keys map to controls by id;
      // route to the game via a global setter when one exists.
      if (state) {
        Object.entries(state).forEach(([key, value]) => {
          const control = document.getElementById(key + '-slider') || document.getElementById(key) || document.querySelector('[data-var="' + key + '"]');
          if (control) {
            control.value = value;
            control.dispatchEvent(new Event('input', { bubbles: true }));
          }
          if (typeof window.setGameParam === 'function') window.setGameParam(key, value);
        });
      }
      break;

    case 'HIGHLIGHT_ELEMENT':
      const highlightEl = document.querySelector(target);
      if (highlightEl) {
        highlightEl.style.outline = '3px solid rgba(139, 92, 246, 0.8)';
        highlightEl.style.outlineOffset = '4px';
        highlightEl.style.animation = 'pulse-highlight 2s infinite';
        setTimeout(() => {
          highlightEl.style.outline = '';
          highlightEl.style.animation = '';
        }, 3000);
      }
      break;

    case 'ANNOTATE_ELEMENT':
      const annotateEl = document.querySelector(target);
      if (annotateEl && content) {
        const rect = annotateEl.getBoundingClientRect();
        const tooltip = document.createElement('div');
        tooltip.className = 'teacher-annotation';
        tooltip.style.cssText = 'position:fixed; top:' + (rect.top - 40) + 'px; left:' + rect.left + 'px; background:rgba(139,92,246,0.95); color:white; padding:8px 12px; border-radius:8px; font-size:14px; z-index:1000; animation:fadeIn 0.3s;';
        tooltip.textContent = content;
        document.body.appendChild(tooltip);
        setTimeout(() => tooltip.remove(), 4000);
      }
      break;

    case 'REVEAL_ELEMENT':
      const revealEl = document.querySelector(target);
      if (revealEl) {
        revealEl.style.display = '';
        revealEl.style.opacity = '1';
      }
      break;
  }
});

const style = document.createElement('style');
style.textContent = '@keyframes pulse-highlight { 0%, 100% { outline-color: rgba(139, 92, 246, 0.8); } 50% { outline-color: rgba(139, 92, 246, 0.4); } } @keyframes fadeIn { from { opacity: 0; transform: translateY(10px); } to { opacity: 1; transform: translateY(0); } }';
document.head.appendChild(style);

Element Naming Convention

So highlight/annotate/reveal can target controls, use consistent ids: - Sliders: id="{param}-slider" (e.g., id="thrust-slider") - Buttons: id="{action}-btn" (e.g., id="start-btn", id="reset-btn") - If game parameters live only in JS state, expose window.setGameParam(key, value) so SET_WIDGET_STATE can drive them.

Output Format (CRITICAL)

Return EXACTLY ONE HTML document. Do NOT: - Duplicate the HTML content - Include multiple <!DOCTYPE html> tags - Append a second copy of the document

Output structure must be:

<!DOCTYPE html>
<html>
<head>...</head>
<body>...</body>
</html>
<!-- END - Nothing after this -->

If you catch yourself duplicating content, STOP and output only the first complete document.

Engagement Features

  1. Immediate feedback: Player knows instantly if action was right/wrong
  2. Visual rewards: Animations, particles, sounds for success
  3. Progression: Levels get progressively harder
  4. Replayability: Random elements, multiple paths to success
  5. Challenge variety: Different objectives (speed, accuracy, efficiency)
  6. High scores: Track best performance

Output Format

Return ONLY the HTML document, no markdown fences or explanations.

Quality Checklist (verify before output)

Critical Technical Requirements (MANDATORY)

1. Event Binding: Use Inline onclick for Start Button

ALWAYS use inline onclick for the game start button. This is more reliable than addEventListener.

<!-- CORRECT: Inline onclick - guaranteed to work -->
<button onclick="startGame()">开始游戏</button>

<!-- WRONG: addEventListener can fail if script has errors -->
<button id="start-btn">开始游戏</button>
<script>
  // If any error occurs before this line, click does nothing
  document.getElementById('start-btn').addEventListener('click', startGame);
</script>

Rule: For critical game-start buttons, use inline onclick. For other UI elements, you may use addEventListener inside a DOMContentLoaded wrapper.

2. CSS: Prefer Custom CSS Over Tailwind CDN

Use custom CSS instead of Tailwind CDN for game widgets. Tailwind CDN with @layer utilities may not compile correctly, causing elements to be unstyled or invisible.

<!-- CORRECT: Custom CSS - reliable and predictable -->
<style>
  .game-button { background: #3498db; padding: 12px 30px; }
</style>

<!-- WRONG: Tailwind @layer utilities may fail -->
<style type="text/tailwindcss">
  @layer utilities { .game-button { @apply bg-blue-500 px-6; } }
</style>

Exception: You may use basic Tailwind utility classes (like flex, text-center) directly on elements, but avoid @layer utilities blocks.

3. Script Placement: Wrap in DOMContentLoaded or Place at End

Either wrap the entire game script in DOMContentLoaded, or place it at the very end of body.

<!-- Option A: DOMContentLoaded wrapper -->
<script>
document.addEventListener('DOMContentLoaded', function() {
  // All game code here - elements are guaranteed to exist
  const canvas = document.getElementById('gameCanvas');
  function startGame() { ... }
});
</script>

<!-- Option B: Script at end of body (after all elements) -->
</body>
<!-- No elements after this point -->
</html>

4. Global Functions for onclick Handlers

Functions called by inline onclick must be globally accessible.

// CORRECT: Define function globally (outside DOMContentLoaded)
function startGame() {
  document.getElementById('start-screen').classList.add('hidden');
  gameActive = true;
  initLevel();
}

// If using DOMContentLoaded, expose function to window
document.addEventListener('DOMContentLoaded', function() {
  // ... other setup ...
});
// Define startGame outside or assign to window
window.startGame = function() { ... };

5. Simple Initialization Flow

The game initialization should be simple and direct:

function startGame() {
  // 1. Hide start overlay
  document.getElementById('start-screen').classList.add('hidden');
  // 2. Set game state
  gameActive = true;
  startTime = Date.now();
  // 3. Initialize first level
  initLevel();
  // 4. Start game loop
  requestAnimationFrame(gameLoop);
}

Avoid: Complex dependencies like reading localStorage before events are bound, multiple async operations during init, or chained promises for game start.