/* * Settings.cs * 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. */ namespace StellarProspector { /// /// Holder for global 'const' values that are loaded from the config files at run time, specific to StellarProspector. /// public static class Settings { /// /// The amount of time that a stimulus can wait since the last stimulus disappeared before it must spawn /// public static double StimulusWaitMax; /// /// The amount of time that a stimulus must wait since the last stimulus disappeared before it can spawn /// public static double StimulusWaitMin = 0.0; /// /// The amount of time that a distractor can wait since the last distractor disappeared before it must spawn /// public static double DistractorWaitMax; /// /// The amount of time that a distractor must wait since the last distractor disappeared before it can spawn /// public static double DistractorWaitMin = 0.0; /// /// The amount of time that a distractor can live for since it spawned before it must disappear /// public static double DistractorLifeMax; /// /// The amount of time that a distractor must live for since it spawned before it can disappear /// public static double DistractorLifeMin = 0.0; /// /// The amount of time that a stimulus can live for since it spawned before it must disappear /// public static double StimulusLifeMax; /// /// The amount of stimuli that must appear before the early detection cue can change sectors /// public static int StimuliPerCueMin = 0; /// /// The amount of stimuli that can appear before the early detection cue must change sectors /// public static int StimuliPerCueMax; /// /// The amount of progess that is needed in order for stellar prospector to be beaten /// *Note* this is in arbitrary units /// public static int MaxProgress; /// /// The amount of progress that can be gained from correctly responding to a peripheral stimulus /// public static int PeripheralProgress; /// /// The amount of progress that is lost from an incorrect response /// public static int ProgressLostPerMiss; /// /// The amount of progress drained every two seconds while a central stimulus is present /// public static int CentralStimulusProgressDrain; /// /// Determines whether or not to use flickering /// public static bool 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. /// public static bool AutoCalculateFlickering = true; /// /// The rate at which the center sector flickers per second /// public static double CenterHertz = 6.67; /// /// How many frames (out of 60 frames per second) in a row does the center sector remain flickered on /// public static int CenterOnFrames = 4; /// /// How many frames (out of 60 frames per second) in a row does the center sector remain flickered off /// public static int CenterOffFrames = 5; /// /// The percentage of intensity of the center sector when it is flickered on. 1.0 denotes 100% intensity. /// public static double CenterIntensity = 1.25; /// /// The rate at which sector one flickers per second /// public static double Sector1Hertz = 8.57; /// /// How many frames (out of 60 frames per second) in a row does sector one remain flickered on /// public static int Sector1OnFrames = 3; /// /// How many frames (out of 60 frames per second) in a row does sector one remain flickered off /// public static int Sector1OffFrames = 4; /// /// The percentage of intensity of sector one when it is flickered on. 1.0 denotes 100% intensity. /// public static double Sector1Intensity = 1.33; /// /// The rate at which sector two flickers per second /// public static double Sector2Hertz = 10; /// /// How many frames (out of 60 frames per second) in a row does sector two remain flickered on /// public static int Sector2OnFrames = 3; /// /// How many frames (out of 60 frames per second) in a row does sector two remain flickered off /// public static int Sector2OffFrames = 3; /// /// The percentage of intensity of sector two when it is flickered on. 1.0 denotes 100% intensity. /// public static double Sector2Intensity = 1.0; /// /// The rate at which sector three flickers per second /// public static double Sector3Hertz = 12; /// /// How many frames (out of 60 frames per second) in a row does sector three remain flickered on /// public static int Sector3OnFrames = 2; /// /// How many frames (out of 60 frames per second) in a row does sector three remain flickered off /// public static int Sector3OffFrames = 3; /// /// The percentage of intensity of sector three when it is flickered on. 1.0 denotes 100% intensity. /// public static double Sector3Intensity = 1.5; /// /// The rate at which sector four flickers per second /// public static double Sector4Hertz = 15; /// /// How many frames (out of 60 frames per second) in a row does sector four remain flickered on /// public static int Sector4OnFrames = 2; /// /// How many frames (out of 60 frames per second) in a row does sector four remain flickered off /// public static int Sector4OffFrames = 2; /// /// The percentage of intensity of sector four when it is flickered on. 1.0 denotes 100% intensity. /// public static double Sector4Intensity = 1.0; } }