/* * DebugConfig.script * Authors: * Copyright (c) 2007-2008 Cornell University This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Stellar Prospector Settings // General Settings // Set the screen resolution this game will be played at. //Util.Settings.SetResolution(800,600); // Set whether the game window will be fullscreen. //Util.Settings.FullScreen = true; // Width is the width of the display, in centimeters. Height is as height of the display, in // centimeters. Distance is the distance between the display and the viewer's eyes, in // centimeters. For the dot coherence phase of Maritime Defender, the dots are based on the // size of the visual display as it appears to the player. //Util.Settings.SetScreenDimensions(8.5, 6.25, 24.0); // Set whether codes should be written out the Parallel Port. If not specified, this will // default to False. //Util.Settings.ParallelPortEnabled = true; // Set which Parallel Port codes should be written to, if enabled. Valid values are Port1, // Port2, and Port3. Defaults to Port1. //Util.Settings.ParallelPort = ParallelPort.Port1; // Stellar Prospector Specfic Settings // The maximum amount of time in milliseconds before a stimulus must appear after the offset of the previous stimulus. StellarProspector.Settings.StimulusWaitMax = 1500f; // The minimum amount of time in milliseconds before a stimulus can appear after the offset of the previous stimulus. StellarProspector.Settings.StimulusWaitMin = 1000f; // The maximum amount of time in milliseconds before a distractor must appear after the offset of the previous distractor. StellarProspector.Settings.DistractorWaitMax = 1500f; // The minimum amount of time in milliseconds before a distractor can appear after the offset of the previous distractor. StellarProspector.Settings.DistractorWaitMin = 1000f; // The maximum amount of time in milliseconds that a distractor can live for after it has been created. StellarProspector.Settings.DistractorLifeMax = 6000f; // The minimum amount of time in milliseconds that a distactor must live for after it has been created. StellarProspector.Settings.DistractorLifeMin = 2000f; // The maximum time in milliseconds that a stimulus can be displayed. StellarProspector.Settings.StimulusLifeMax = 6000f; // The minimum number of stimuli that must appear before the cued sector can change. StellarProspector.Settings.StimuliPerCueMin = 3; // The maximum number of stimuli that can appear before the cued sector must change. StellarProspector.Settings.StimuliPerCueMax = 7; // The amount of progress needed to completely finish the game. This is in arbitrary units. StellarProspector.Settings.MaxProgress = 400; // The maximum amount of progress the player can receive from correctly responding to peripheral stimuli. // In the same arbitrary units as max progress. StellarProspector.Settings.PeripheralProgress = 5; // The amount of progress lost anytime an incorrect response is given StellarProspector.Settings.ProgressLostPerMiss = 1; // Amount of progress drained every2 seconds during a central stimulus StellarProspector.Settings.CentralStimulusProgressDrain = 1; // Determines whether or not to use flickering StellarProspector.Settings.UseFlickering = false; // Whether the frames on/off and intensities of the flickering effect are automatically calculated by the frequency // or are just taken from the manually set values. StellarProspector.Settings.AutoCalculateFlickering = true; // The rate at which the center sector flickers per second StellarProspector.Settings.CenterHertz = 6.67; // How many frames (out of 60 frames per second) in a row does the center sector remain flickered on StellarProspector.Settings.CenterOnFrames = 4; // How many frames (out of 60 frames per second) in a row does the center sector remain flickered off StellarProspector.Settings.CenterOffFrames = 5; // The percentage of intensity of the center sector when it is flickered on. 1.0 denotes 100% intensity. StellarProspector.Settings.CenterIntensity = 1.25; // The rate at which sector one flickers per second StellarProspector.Settings.Sector1Hertz = 8.57; // How many frames (out of 60 frames per second) in a row does sector one remain flickered on StellarProspector.Settings.Sector1OnFrames = 3; // How many frames (out of 60 frames per second) in a row does sector one remain flickered off StellarProspector.Settings.Sector1OffFrames = 4; // The percentage of intensity of sector one when it is flickered on. 1.0 denotes 100% intensity. StellarProspector.Settings.Sector1Intensity = 1.33; // The rate at which sector two flickers per second StellarProspector.Settings.Sector2Hertz = 10; // How many frames (out of 60 frames per second) in a row does sector two remain flickered on StellarProspector.Settings.Sector2OnFrames = 3; // How many frames (out of 60 frames per second) in a row does sector two remain flickered off StellarProspector.Settings.Sector2OffFrames = 3; // The percentage of intensity of sector two when it is flickered on. 1.0 denotes 100% intensity. StellarProspector.Settings.Sector2Intensity = 1.0; // The rate at which sector three flickers per second StellarProspector.Settings.Sector3Hertz = 12; // How many frames (out of 60 frames per second) in a row does sector three remain flickered on StellarProspector.Settings.Sector3OnFrames = 2; // How many frames (out of 60 frames per second) in a row does sector three remain flickered off StellarProspector.Settings.Sector3OffFrames = 3; // The percentage of intensity of sector three when it is flickered on. 1.0 denotes 100% intensity. StellarProspector.Settings.Sector3Intensity = 1.5; // The rate at which sector four flickers per second StellarProspector.Settings.Sector4Hertz = 15; // How many frames (out of 60 frames per second) in a row does sector four remain flickered on StellarProspector.Settings.Sector4OnFrames = 2; // How many frames (out of 60 frames per second) in a row does sector four remain flickered off StellarProspector.Settings.Sector4OffFrames = 2; // The percentage of intensity of sector four when it is flickered on. 1.0 denotes 100% intensity. StellarProspector.Settings.Sector4Intensity = 1.0;