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game_v4.py
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"""
Space Invaders-style game for auditory category learning task
Designed by Josh Oberman at Howard Nusbaum Lab, University of Chicago, February-March 2014
"""
from os import listdir, mkdir, path
import pygame
import random
from psychopy import core
import pyo
from itertools import izip_longest
import egi.threaded as egi
#--- Global constants ---
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = ( 0, 255, 0)
RED = ( 255, 0, 0)
BLUE = ( 0, 100, 255)
YELLOW = ( 255, 255, 0)
BROWN = (103, 50, 0)
GREY = (160,160, 160)
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 750
"""ns = egi.NetStation()
address = '10.10.10.2'
port = 55513"""
"""get the subject number, check if data already exists and prompt experimenter"""
SUBJECT = raw_input("Subject Number: ")
def checkData(SUBJECT):
if path.exists("Subject %s"%SUBJECT):
answer = raw_input("Data already exists for Subject %s, would you like to erase the data and continue? Y/N: "%SUBJECT)
if answer == "N":
SUBJECT = raw_input ("Subject Number:")
return checkData(SUBJECT)
elif answer == "Y":
pass
else:
return checkData(SUBJECT)
checkData(SUBJECT)
"""CONDITION = raw_input("Condition 1 (variable) or 2 (static)? ")
def checkCond(CONDITION):
CONDITION = int(CONDITION)
if CONDITION != 1 and CONDITION != 2:
CONDITION = raw_input("Not a valid entry. Condition 1 (variable) or 2 (static)? ")
return checkCond(CONDITION)
return CONDITION
CONDITION = checkCond(CONDITION)
print CONDITION"""
CONDITION = random.randrange(1,3)
print CONDITION
# --- Classes ---
class Enemy(pygame.sprite.Sprite):
""" This class represents the enemies """
centsRangeDesc = range(25,0,-5) #for pos values
centsRangeAsc = range(5,30,5) #for neg values
cSharp_notes = ["C#+%d.wav"%num for num in centsRangeDesc] + ["C#.wav"] + ["C#-%d.wav"%num for num in centsRangeAsc]
cSharp_notes = ["Notes/C#/{0}".format(i) for i in cSharp_notes if not i.startswith('.')]#format so they can be read in to pyo sound tables, don't read hidden proprietary files
#del cSharp_notes[6]
print cSharp_notes
d_notes = ["D+%d.wav"%num for num in centsRangeDesc] + ["D.wav"] + ["D-%d.wav"%num for num in centsRangeAsc]
d_notes = ["Notes/D/{0}".format(i) for i in d_notes if not i.startswith('.')]
dSharp_notes = ["D#+%d.wav"%num for num in centsRangeDesc] + ["D#.wav"] + ["D#-%d.wav"%num for num in centsRangeAsc]
dSharp_notes = ["Notes/D#/{0}".format(i) for i in dSharp_notes if not i.startswith('.')]
e_notes = ["E+%d.wav"%num for num in centsRangeDesc] + ["E.wav"] + ["E-%d.wav"%num for num in centsRangeAsc]
e_notes = ["Notes/E/{0}".format(i) for i in e_notes if not i.startswith('.')]
"""cSharp_10cents = listdir("Notes/C#-10cent")
cSharp_10cents = ["Notes/C#-10cent/{0}".format(i) for i in cSharp_10cents if not i.startswith('.')]#format so they can be read in to pyo sound tables, don't read hidden proprietary files
d_10cents = listdir("Notes/D-10cent")
d_10cents = ["Notes/D-10cent/{0}".format(i) for i in d_10cents if not i.startswith('.')]
dSharp_10cents = listdir("Notes/D#-10cent")
dSharp_10cents = ["Notes/D#-10cent/{0}".format(i) for i in dSharp_10cents if not i.startswith('.')]
e_10cents = listdir("Notes/E-10cent")
e_10cents = ["Notes/E-10cent/{0}".format(i) for i in e_10cents if not i.startswith('.')]"""
enemies = listdir("Images/Enemies")
enemies = ["Images/Enemies/{0}".format(i) for i in enemies if not i.startswith('.')]
x_speed = 1
y_speed = 1
#prob = 0.6
offscreen_min = 6 #min of generation of enemy/sound stimulus onset offscreen in seconds
offscreen_max = 6 #max of generation of enemy/sound stimulus onset offscreen in seconds
enemyA_sight_time = []
enemyB_sight_time = []
enemyC_sight_time = []
enemyD_sight_time = []
enemyA_generate_time = []
enemyB_generate_time = []
enemyC_generate_time = []
enemyD_generate_time = []
lag = 0.1
def get_range(pos):
return range(pos, pos+32, 1)
a_pos = 10
a_range = get_range(a_pos)
b_pos = SCREEN_WIDTH//3
b_range = get_range(b_pos)
c_pos = 2*(SCREEN_WIDTH//3)
c_range = get_range(c_pos)
d_pos = SCREEN_WIDTH - 42
d_range = get_range(d_pos)
"""probability weights, these are based on how listdir() will naturally order the files. Verify that they are indeed being read in in this order
on whatever machine you're using before you run this game: [+10, +15, +20, +25, +5, -10, -15, -20, -25, -5, 0] """
probs = [6.25, 6.25, 6.25, 6.25, 6.25, 6.25, 6.25, 6.25, 50]
def __init__(self, enemy_type):
""" Constructor, create the image of the enemy/sound for enemy. Selected from three enemy types """
pygame.sprite.Sprite.__init__(self)
self.enemy_type = enemy_type
#self.env = pyo.Fader(fadein=.01,fadeout=.2, dur=0) #amplitude envelope to get rid of pops
self.pop = pyo.SfPlayer("Sounds/kill.wav", mul=0.4)#for when enemy dies
#this function will return an index
def random_walk(currInd):
coinFlip = random.randrange(3) #three outcome 'coin flip' to determine whether to move up, down, or stay the same
if coinFlip == 0:
if currInd != 0 and currInd != 10:
currInd -= 1
elif currInd == 0:
currInd += 1
elif currInd == 10:
currInd -= 1
elif coinFlip == 1:
if currInd != 0 and currInd != 10:
currInd += 1
elif currInd == 0:
currInd += 1
elif currInd == 10:
currInd -= 1
elif coinFlip == 2:
pass
return currInd
self.cSharp_notes = [pyo.SndTable(note) for note in self.cSharp_notes]
self.d_notes = [pyo.SndTable(note) for note in self.d_notes]
self.dSharp_notes = [pyo.SndTable(note) for note in self.dSharp_notes]
self.e_notes = [pyo.SndTable(note) for note in self.e_notes]
#This is experimental condition
if CONDITION == 1:
if self.enemy_type == 'A':
self.ind = random.randrange(0,11,1)
snd = self.e_notes[self.ind]
freq = snd.getRate()
self.sound = pyo.TableRead(snd, freq=freq, loop=True, mul=1)
def switch():
self.ind = random_walk(self.ind)
snd = self.e_notes[self.ind]
freq = snd.getRate()
self.sound.setTable(snd)
self.sound.setFreq(freq)
self.trig = pyo.TrigFunc(self.sound['trig'],switch)
self.image = pygame.image.load(self.enemies[0])
elif self.enemy_type == 'B':
self.ind = random.randrange(0,11,1)
snd = self.cSharp_notes[self.ind]
freq = snd.getRate()
self.sound = pyo.TableRead(snd, freq=freq, loop=True, mul=1)
def switch():
self.ind = random_walk(self.ind)
snd = self.cSharp_notes[self.ind]
freq = snd.getRate()
self.sound.setTable(snd)
self.sound.setFreq(freq)
self.trig = pyo.TrigFunc(self.sound['trig'],switch)
self.image = pygame.image.load(self.enemies[1])
elif self.enemy_type == 'C':
self.ind = random.randrange(0,11,1)
snd = self.d_notes[self.ind]
freq = snd.getRate()
self.sound = pyo.TableRead(snd, freq=freq, loop=True, mul=1)
def switch():
self.ind = random_walk(self.ind)
snd = self.d_notes[self.ind]
freq = snd.getRate()
self.sound.setTable(snd)
self.sound.setFreq(freq)
self.trig = pyo.TrigFunc(self.sound['trig'],switch)
self.image = pygame.image.load(self.enemies[2])
elif self.enemy_type == 'D':
self.ind = random.randrange(0,11,1)
snd = self.dSharp_notes[self.ind]
freq = snd.getRate()
self.sound = pyo.TableRead(snd, freq=freq, loop=True, mul=1)
def switch():
self.ind = random_walk(self.ind)
snd = self.dSharp_notes[self.ind]
freq = snd.getRate()
self.sound.setTable(snd)
self.sound.setFreq(freq)
self.trig = pyo.TrigFunc(self.sound['trig'],switch)
self.image = pygame.image.load(self.enemies[3])
#control condition
elif CONDITION==2:
if self.enemy_type == 'A':
note = self.e_notes[5]
snddur = note.getDur()
self.sound = pyo.Looper(note, dur = snddur + self.lag, mul=1)
self.image = pygame.image.load(self.enemies[0])
elif self.enemy_type == 'B':
note = self.cSharp_notes[5]
snddur = note.getDur()
self.sound = pyo.Looper(note, dur = snddur + self.lag, mul=1)
self.image = pygame.image.load(self.enemies[1])
elif self.enemy_type == 'C':
note = self.d_notes[5]
snddur = note.getDur()
self.sound = pyo.Looper(note, dur = snddur + self.lag, mul=1)
self.image = pygame.image.load(self.enemies[2])
elif self.enemy_type == 'D':
note = self.dSharp_notes[5]
snddur = note.getDur()
self.sound = pyo.Looper(note, dur = snddur + self.lag, mul=1)
self.image = pygame.image.load(self.enemies[3])
self.image = pygame.transform.scale(self.image, (32,32))
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
def generate(self):
""" generate the enemy off screen """
#distance for offset = desired time * velocity
#ns.sync()
self.offset_time = 60 * self.offscreen_max #multiply by 60 for fps-->s
self.offset_distance = -(self.offset_time * self.y_speed)
self.rect.y = self.offset_distance
if self.enemy_type == 'A':
self.sound.out()
#ns.send_event('SndA', timestamp = egi.ms_localtime())
self.rect.x = self.a_pos
time = core.getTime()
self.enemyA_generate_time.append(time)
elif self.enemy_type == 'B':
self.sound.out()
#ns.send_event('SndB', timestamp = egi.ms_localtime())
self.rect.x = self.b_pos
time = core.getTime()
self.enemyB_generate_time.append(time)
elif self.enemy_type == 'C':
self.sound.out()
#ns.send_event('SndC', timestamp = egi.ms_localtime())
self.rect.x = self.c_pos
time = core.getTime()
self.enemyC_generate_time.append(time)
elif self.enemy_type == 'D':
self.sound.out()
#ns.send_event('SndC', timestamp = egi.ms_localtime())
self.rect.x = self.d_pos
time = core.getTime()
self.enemyD_generate_time.append(time)
def wrong_hit(self):
"""play a sound, decrease score when wrong bullet hits enemy"""
self.miss = pyo.SfPlayer("Sounds/beep.wav", loop=False).mix(2)
self.miss.out()
def update(self):
""" Automatically called when we need to move the enemy. """
self.rect.y += self.y_speed
""" Record time right when enemy fully enters screen """
if -1<= self.rect.y <= 0:
t_sight = core.getTime()
#ns.send_event('Site', timestamp = egi.ms_localtime())
if self.enemy_type=='A':
#ns.send_event('Site', timestamp = egi.ms_localtime())
t_sight = core.getTime()
self.enemyA_sight_time.append(t_sight)
if self.enemy_type =='B':
#ns.send_event('Site', timestamp = egi.ms_localtime())
t_sight = core.getTime()
self.enemyB_sight_time.append(t_sight)
if self.enemy_type=='C':
#ns.send_event('Site', timestamp = egi.ms_localtime())
t_sight = core.getTime()
self.enemyC_sight_time.append(t_sight)
if self.enemy_type=='D':
#ns.send_event('Site', timestamp = egi.ms_localtime())
t_sight = core.getTime()
self.enemyD_sight_time.append(t_sight)
class Player(pygame.sprite.Sprite):
""" This class represents the player. """
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([35, 5])
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.rect.x = SCREEN_WIDTH/2 #put in middle of screen
self.rect.y = SCREEN_HEIGHT - self.rect.height - 2
#measurement of firing locus of bullet from player, can be used to determine when player position is in succesful firing range
def update(self):
""" Update the player location. """
return self.rect.x
class Bullet(pygame.sprite.Sprite):
""" Bullets, three kinds of colors defined in game logic """
bullet_speed = 10
def __init__(self, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([5, 15])
self.image.fill(color)
self.rect = self.image.get_rect()
def update(self):
self.rect.y -= self.bullet_speed
class Level(object):
#this is used to define levels and the ammo and speed attributes as they increase
currentLevel = 1
level_success = None
ammo = None
def __init__(self):
self.live_list = []
self.kill_list = []
self.enemies_list = ['A','A','A','A','B','B','B','B','C','C','C','C','D','D','D','D']
random.shuffle(self.enemies_list)
if self.currentLevel==1 or self.currentLevel==2:
self.ammo = 60
elif self.currentLevel==3 or self.currentLevel==4:
self.ammo = 50
elif self.currentLevel==5:
self.ammo = 40
elif self.currentLevel==6:
self.ammo = 45
elif self.currentLevel==7 or self.currentLevel==8 or self.currentLevel==9:
self.ammo = 35
elif self.currentLevel==9 or self.currentLevel==10 or self.currentLevel==11 or self.currentLevel==12:
self.ammo = 30
def check_success(self):
if len(self.kill_list)<=10:
self.level_success = False #failed the level
else:
self.level_success = True
self.increase_level()
def increase_level(self):
self.currentLevel+=1
Enemy.y_speed += 0.75
Bullet.bullet_speed += 0.5
Game.stick_sensitivity += 0.05
def load_level(self):
self.__init__()
class Game(object):
""" This class represents an instance of the game. If we need to
reset the game we'd just need to create a new instance of this
class. """
# --- Class attributes.
# Sprite lists
enemyA_list = None
enemyB_list = None
enemyC_list = None
enemyD_list = None
A_bullet_list = None
B_bullet_list = None
C_bullet_list = None
D_bullet_list = None
all_sprites_list = None
player = None
dead_enemies = None
#Time measurements
Ashot_time = []
Bshot_time = []
Cshot_time = []
Dshot_time = []
enemyA_kill_time = []
enemyB_kill_time = []
enemyC_kill_time = []
enemyD_kill_time = []
enemyA_hitBase_time = []
enemyB_hitBase_time = []
enemyC_hitBase_time = []
enemyD_hitBase_time = []
# Other data
levels = []
scores = []
score = 0
maxTrials = 12 #maximum number of levels to play through
enemy_live = False #bool to tell us if there is a live enemy
elapsedTime = 0.0 #keep track of elapsed time via frame rate changes
enemySpawnTime= 180.0 # of frames between enemy death and next enemy spawn
stick_sensitivity = 4 #sensitivity of joystick for player motion, represents max number of
#pixels per frame the player moves when stick is moved all the way to left or right
trajectory = []
trial = 0
#bools for adding/removing target
is_b_target = False
is_c_target = False
# --- Class methods
# Set up the game
def __init__(self):
self.score = 0
self.game_over = False
self.game_start = True
self.first_trial = True
self.level_over = False
# Create sprite lists
self.enemyA_list = pygame.sprite.Group()
self.enemyB_list = pygame.sprite.Group()
self.enemyC_list = pygame.sprite.Group()
self.enemyD_list = pygame.sprite.Group()
self.all_sprites_list = pygame.sprite.Group()
self.A_bullet_list = pygame.sprite.Group()
self.B_bullet_list = pygame.sprite.Group()
self.C_bullet_list = pygame.sprite.Group()
self.D_bullet_list = pygame.sprite.Group()
self.dead_enemies = pygame.sprite.Group()
# Create the player
self.player = Player()
self.all_sprites_list.add(self.player)
self.x_speed = 0
self.level = Level()
#shot sound
self.shot_sound = pyo.SfPlayer("Sounds/laser_shot.aif", mul=0.2)
#wrong button sound
self.wrong_button = pyo.SfPlayer("Sounds/wrong_hit.wav", mul=0.4)
self.controller = True #Is controller plugged in-->defaults to yes
try:
pygame.joystick.Joystick(0)
except:
print "NO CONTROLLER PLUGGED IN"
self.controller = False
t = pyo.CosTable([(0,0),(50,1), (500,0.3), (8191,0)])
met = pyo.Metro(time=.2).play()
amp = pyo.TrigEnv(met, table=t, dur=0.18, mul=.275)
freq = pyo.TrigRand(met, min=400.0, max=1000.0)
self.a = pyo.Sine(freq=[freq,freq], mul=amp)
self.n = pyo.Noise(mul=.035).mix(2)
def process_events(self):
""" Process all of the events. Return a "True" if we need
to close the window. """
#define middle of player
self.player.middle = self.player.rect.x + (self.player.rect.width//2)
def shoot(bullet_type, color):
self.bullet = Bullet(color)
self.bullet.color = str(color)
# Set the bullet so it shoots from middle of player
self.bullet.rect.x = self.player.middle
self.bullet.rect.y = self.player.rect.y
#play bullet sound
self.shot_sound.out()
#decrease ammo supply by 1
self.level.ammo-=1
# Add the bullet to the lists
self.all_sprites_list.add(self.bullet)
if color == GREEN:
shot = core.getTime()
self.Ashot_time.append(shot)
self.A_bullet_list.add(self.bullet)
elif color == RED:
shot = core.getTime()
self.Bshot_time.append(shot)
self.B_bullet_list.add(self.bullet)
elif color == YELLOW:
shot = core.getTime()
self.Cshot_time.append(shot)
self.C_bullet_list.add(self.bullet)
elif color == BROWN:
shot = core.getTime()
self.Dshot_time.append(shot)
self.D_bullet_list.add(self.bullet)
#event handling from joystick controller
for event in pygame.event.get():
if event.type == pygame.QUIT or event.type == pygame.KEYDOWN:
all_scores = open("Subject %s/scores.txt"%SUBJECT, "w")
for score in self.scores:
all_scores.write(str(score)+'\n')
all_scores.close()
return True
if self.controller:
joystick = pygame.joystick.Joystick(0)
joystick.init()
horiz_pos = joystick.get_axis(0)
if -0.1<horiz_pos<0.1:
horiz_pos = 0
self.x_speed = horiz_pos * self.stick_sensitivity
if event.type == pygame.JOYBUTTONDOWN:
if self.level.ammo>0:
if event.button==0:
shoot('A', GREEN)
elif event.button == 1:
shoot('B', RED)
elif event.button == 2:
shoot('C', YELLOW)
elif event.button == 3:
shoot('D', BROWN)
else:
self.wrong_button.out()
if event.button == 8 or event.button == 9:
if self.game_start:
self.game_start = False
if self.level_over:
self.level.load_level()
self.first_trial = True
self.level_over = False
return False #for exiting game
def run_logic(self):
"""
This method is run each time through the frame. It
updates positions and checks for collisions.
"""
"""setup variable that we switch on if there's a wrong hit"""
self.wrongHit = False
if self.wrongHit:
self.score-=5
self.wrongHit = False
"""define timestamping for when character enters enemy range"""
def record_player():
time = core.getTime()
self.trajectory.append("%d,%f,%s"%(self.player.middle,time,self.enemy.enemy_type))
def write_trajectory(trial, level):
"""write trial trajectory to text file in level directory, make directory if necessary"""
directory = "Subject %s/Level %d" % (SUBJECT, level)
if not path.exists(directory):
mkdir(directory)
trajectories = open(directory+"/"+str(trial)+".txt", 'w')
for item in self.trajectory:
trajectories.write(str(item)+'\n')
del self.trajectory[:]
trajectories.close()
if not self.level_over and not self.game_start and not self.game_over:
if not self.enemy_live and 20.0<self.elapsedTime<self.enemySpawnTime and not self.first_trial:
#time to play masking noise
self.n.out()
self.a.out()
if not self.enemy_live and self.elapsedTime==self.enemySpawnTime:
self.a.stop()
self.n.stop()
if self.first_trial:
self.first_trial = False
# spawn enemy
self.enemy_type = self.level.enemies_list.pop()
self.enemy = Enemy(self.enemy_type)
self.enemy.generate()
self.trial+=1
self.enemy_live = True
self.all_sprites_list.add(self.enemy)
if self.enemy_type=='A':
self.enemyA_list.add(self.enemy)
elif self.enemy_type =='B':
self.enemyB_list.add(self.enemy)
elif self.enemy_type=='C':
self.enemyC_list.add(self.enemy)
elif self.enemy_type=='D':
self.enemyD_list.add(self.enemy)
if self.enemy_live:
record_player()
#when enemy enters screen, decrease score
if self.enemy.rect.y>0:
self.score -= 1/float(60) # decrease score by 1 for every second that enemy is alive
#kill enemy if it goes off screen
if self.enemy.rect.y > SCREEN_HEIGHT + self.enemy.rect.height:
#remove enemy, lose 20 points if it reaches a base
time = core.getTime()
self.enemy.sound.stop()
self.all_sprites_list.remove(self.enemy)
if self.enemy.enemy_type == 'A':
self.enemyA_hitBase_time.append(time)
self.enemyA_list.remove(self.enemy)
if self.enemy.enemy_type == 'B':
self.enemyB_hitBase_time.append(time)
self.enemyB_list.remove(self.enemy)
if self.enemy.enemy_type == 'C':
self.enemyC_hitBase_time.append(time)
self.enemyC_list.remove(self.enemy)
if self.enemy.enemy_type == 'D':
self.enemyD_hitBase_time.append(time)
self.enemyD_list.remove(self.enemy)
self.dead_enemies.add(self.enemy)
self.level.live_list.append(self.enemy.enemy_type)
self.elapsedTime = 0
self.score -= 20
write_trajectory(self.trial, self.level.currentLevel)
self.enemy_live = False
def kill_enemy(bullet_color, enemy_type):
# do all the stuff
time = core.getTime()
if enemy_type=='A':
self.enemyA_kill_time.extend((self.level.currentLevel,time))
if enemy_type=='B':
self.enemyB_kill_time.extend((self.level.currentLevel,time))
if enemy_type=='C':
self.enemyC_kill_time.extend((self.level.currentLevel,time))
if enemy_type=='D':
self.enemyD_kill_time.extend((self.level.currentLevel,time))
self.enemy.sound.stop()
self.enemy.pop.out()
self.score += 10
self.elapsedTime = 0
self.level.kill_list.append('Kill')
self.dead_enemies.add(enemy)
self.enemy_live = False
write_trajectory(self.trial, self.level.currentLevel)
self.all_sprites_list.remove(bullet)
if bullet_color == 'green':
self.A_bullet_list.remove(bullet)
elif bullet_color == 'red':
self.B_bullet_list.remove(bullet)
elif bullet_color == 'yellow':
self.C_bullet_list.remove(bullet)
elif bullet_color == 'brown':
self.D_bullet_list.remove(bullet)
self.player.rect.x += self.x_speed #update speed based on joystick
#keep player in boundaries
if self.player.rect.x <= 0:
self.x_speed = 0
self.player.rect.x = 0
elif self.player.rect.x >= SCREEN_WIDTH - self.player.rect.width:
self.x_speed = 0
self.player.rect.x = SCREEN_WIDTH-self.player.rect.width
# Move all the sprites
self.all_sprites_list.update()
#increase time for enemy spawn
self.elapsedTime +=1
# Calculate mechanics for each bullet
for bullet in self.A_bullet_list:
self.enemy_hit_list = pygame.sprite.spritecollide(bullet, self.enemyA_list, True) #only kill enemy type A
for enemy in self.enemy_hit_list:
kill_enemy('green', 'A')
if bullet.rect.y < -10:
self.A_bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
"""give audio feedback if wrong sprite shot"""
if pygame.sprite.spritecollide(bullet, self.enemyB_list, False) or pygame.sprite.spritecollide(bullet, self.enemyC_list, False) or pygame.sprite.spritecollide(bullet,self.enemyD_list, False):
self.enemy.wrong_hit()
self.wrongHit = True
for bullet in self.B_bullet_list:
self.enemy_hit_list = pygame.sprite.spritecollide(bullet, self.enemyB_list, True) #only kill enemy type B
for enemy in self.enemy_hit_list:
kill_enemy('red', 'B')
if bullet.rect.y < -10:
self.B_bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
"""give audio feedback if wrong sprite shot"""
if pygame.sprite.spritecollide(bullet, self.enemyA_list, False) or pygame.sprite.spritecollide(bullet, self.enemyC_list, False)or pygame.sprite.spritecollide(bullet,self.enemyD_list, False):
self.enemy.wrong_hit()
self.wrongHit = True
for bullet in self.C_bullet_list:
self.enemy_hit_list = pygame.sprite.spritecollide(bullet, self.enemyC_list, True) #only kill enemy type C
for enemy in self.enemy_hit_list:
kill_enemy('yellow', 'C')
if bullet.rect.y < -10:
self.C_bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
"""give audio feedback if wrong sprite shot"""
if pygame.sprite.spritecollide(bullet, self.enemyA_list, False) or pygame.sprite.spritecollide(bullet, self.enemyB_list, False) or pygame.sprite.spritecollide(bullet,self.enemyD_list, False):
self.enemy.wrong_hit()
self.wrongHit = True
for bullet in self.D_bullet_list:
self.enemy_hit_list = pygame.sprite.spritecollide(bullet, self.enemyD_list, True) #only kill enemy type D
for enemy in self.enemy_hit_list:
kill_enemy('brown', 'D')
if bullet.rect.y < -10:
self.D_bullet_list.remove(bullet)
self.all_sprites_list.remove(bullet)
"""give audio feedback if wrong sprite shot"""
if pygame.sprite.spritecollide(bullet, self.enemyA_list, False) or pygame.sprite.spritecollide(bullet, self.enemyB_list, False) or pygame.sprite.spritecollide(bullet,self.enemyC_list,False):
self.enemy.wrong_hit()
self.wrongHit = True
"""define end of level"""
if len(self.level.enemies_list)==0 and not self.enemy_live:
self.levels.append(self.level.currentLevel)
self.scores.append(self.score)
#check to see if we've completed the max number of trials
if len(self.levels) == self.maxTrials:
self.game_over = True
all_scores = open("Subject %s/scores.txt"%SUBJECT, "w")
for score in self.scores:
all_scores.write(str(score)+'\n')
all_scores.close()
else:
self.level_over = True
self.level.check_success()
def display_frame(self, screen):
""" Display everything to the screen for the game. """
def center_text(text):
center_x = (SCREEN_WIDTH // 2) - (text.get_width() // 2)
center_y = (SCREEN_HEIGHT // 2) - (text.get_height() // 2)
screen.blit(text, [center_x, center_y])
def next_line(text, spacing):
center_x = (SCREEN_WIDTH // 2) - (text.get_width() // 2)
center_y = (SCREEN_HEIGHT // 2) - (text.get_height() // 2) + spacing
screen.blit(text, [center_x,center_y])
def display_enemies():
A = pygame.image.load(Enemy.enemies[0])
A = pygame.transform.scale(A, [32,32])
A.set_colorkey(WHITE)
screen.blit(A, [275,440])
B = pygame.image.load(Enemy.enemies[1])
B = pygame.transform.scale(B, [32,32])
B.set_colorkey(WHITE)
screen.blit(B, [415,440])
C = pygame.image.load(Enemy.enemies[2])
C = pygame.transform.scale(C, [32,32])
C.set_colorkey(WHITE)
screen.blit(C, [550,440])
D = pygame.image.load(Enemy.enemies[3])
D = pygame.transform.scale(D, [32,32])
D.set_colorkey(WHITE)
screen.blit(D, [700,440])
if self.game_over:
font = pygame.font.Font(None, 25)
text = font.render("Game Over, you successfully completed "+ str(self.level.currentLevel) +
" levels", True, GREEN)
center_text(text)
text2 = font.render("You scored %d out of 1920 possible points"%self.score,
True, GREEN)
center_x = (SCREEN_WIDTH // 2) - (text2.get_width() // 2)
center_y = (SCREEN_HEIGHT // 2) + (text2.get_height() // 2) + 2
screen.blit(text2, [center_x, center_y])
if self.game_start:
font = pygame.font.Font(None, 25)
text = font.render("Hello, thank you for participating in this experiment! You will be using the following buttons for this game:",
True, WHITE)
text2 = font.render("Button 1: Button 2: Button 3: Button 4:", True, WHITE)
center_text(text)
next_line(text2, 40)
display_enemies()
if self.level_over:
trial = 0
if not self.level.level_success:
font = pygame.font.Font(None, 25)
text = font.render("Level Over, you killed "+ str(len(self.level.kill_list)) +
" out of 16 enemies, you must repeat this level.", True, RED)
center_text(text)
if self.level.level_success:
font = pygame.font.Font(None, 25)
text = font.render("Level Over, you killed " + str(len(self.level.kill_list)) +
" out of 16 enemies, you will move on to the next level."
, True, GREEN)
center_text(text)
if not self.game_over:
"""draw sprites, print score"""
self.all_sprites_list.draw(screen)
font = pygame.font.Font(None, 15)
score = font.render('Score: %s'%"{:,.0f}".format(self.score), True, RED)
level = font.render('Level: %d'%self.level.currentLevel, True, GREEN)
ammo = font.render('Ammo: %d'%self.level.ammo, True, YELLOW)
x_pos = SCREEN_WIDTH//2-level.get_width()//2
screen.blit(level, [x_pos, level.get_height()])
screen.blit(score, [x_pos, level.get_height()+score.get_height()])
screen.blit(ammo, [x_pos, level.get_height()+score.get_height()+ammo.get_height()])
pygame.display.flip()
def main():
"""make directory for subject if it doesn't already exist"""
if not path.exists("Subject %s"%SUBJECT):
mkdir("Subject %s"%SUBJECT)
""" Main program function. """
# Initialize Pygame and set up the window
pygame.init()
#start pyo sound, use lowest latency output
s = pyo.Server(duplex=0)
s.setOutputDevice(14)
s.boot()
s.start()
#start NetStation
"""ms_localtime = egi.ms_localtime
ns.initialize(address, port)
ns.BeginSession()
ns.sync()
ns.StartRecording()"""
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
bgimage = pygame.image.load("Images/planet.bmp")
bgimage = pygame.transform.scale(bgimage, (SCREEN_WIDTH, SCREEN_HEIGHT))
"""set targets for reference points for aliens"""
def bgtarget(xcoord):
pygame.draw.ellipse(screen, GREY, [xcoord, SCREEN_HEIGHT-26, 32, 26])
#black dot in center for fun
pygame.draw.ellipse(screen, BLACK, [xcoord+11, SCREEN_HEIGHT-18, 10, 10])
pygame.mouse.set_visible(False)
elapsedTime = 0 #starts at 0, increases by one per frame change
# Create our objects and set the data
done = False
clock = pygame.time.Clock()
# Create an instance of the Game class
game = Game()
# Main game loop
while not done:
# Process events (keystrokes, mouse clicks, etc)
done = game.process_events()
#draw bg image
screen.blit(bgimage, [0,0])
#draw targets
bgtarget(Enemy.a_pos)
bgtarget(Enemy.b_pos)
bgtarget(Enemy.c_pos)
bgtarget(Enemy.d_pos)
# Update object positions, check for collisions
game.run_logic()
# Draw the current frame
game.display_frame(screen)
# Pause for the next frame
clock.tick(60)
"""write data"""
condition = open("Subject %s/condition.txt"%SUBJECT,"w")
condition.write(str(CONDITION))
condition.close()
sight_times = open("Subject %s/sight_times.txt"%SUBJECT, "w")
for A_sight in Enemy.enemyA_sight_time:
item = "A"+str(A_sight) + '\n'
sight_times.write(item)
for B_sight in Enemy.enemyB_sight_time:
item = 'B'+str(B_sight)+ '\n'
sight_times.write(item)
for C_sight in Enemy.enemyC_sight_time:
item = 'C'+str(C_sight)+'\n'
sight_times.write(item)
for D_sight in Enemy.enemyD_sight_time:
item = 'D'+str(D_sight)+ '\n'
sight_times.write(item)
sight_times.close()
#shut down pyo server
s.stop()
#Stop NetStation Recording
"""ns.StopRecording()
ns.EndSession()
ns.finalize()"""
# Close window and exit
pygame.quit()
# Call the main function, start up the game
if __name__ == "__main__":
main()