diff --git a/docs/_library/sat_pruning.md b/docs/_library/sat_pruning.md
new file mode 100644
index 0000000..f8e4a3f
--- /dev/null
+++ b/docs/_library/sat_pruning.md
@@ -0,0 +1,12 @@
+---
+layout: experiment
+name: "sat_pruning"
+maintainer: "@terraregina"
+github: "https://github.com/expfactory-experiments/sat_pruning"
+preview: "https://expfactory-experiments.github.io/sat_pruning"
+tags:
+- test
+- jspsych
+- experiment
+---
+Space Adventure Task - Uncertain Planet: a probabilistic sequential decision-making task to test the influence of planning costs on planning depth.
diff --git a/sat_pruning/LICENSE b/sat_pruning/LICENSE
new file mode 100644
index 0000000..4dd60fd
--- /dev/null
+++ b/sat_pruning/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2023 terraregina
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/sat_pruning/README.md b/sat_pruning/README.md
new file mode 100644
index 0000000..125d5dd
--- /dev/null
+++ b/sat_pruning/README.md
@@ -0,0 +1 @@
+# sat_pruning
\ No newline at end of file
diff --git a/sat_pruning/config.json b/sat_pruning/config.json
new file mode 100644
index 0000000..621ba6e
--- /dev/null
+++ b/sat_pruning/config.json
@@ -0,0 +1,28 @@
+{
+ "name": "Space Adventure Task - Uncertain Planet",
+ "template":"javascript",
+ "exp_id": "SAT_UP",
+ "url":"none yet",
+ "contributors": [
+ "Sia Ivova Hranova; sia.hranova@tu-dresden.de",
+ "Lorenz Goenner; lorenz.goenner@tu-dresden.de",
+ "Sophia-Helen Sass; sophia-helen.sass@tu-dresden.de",
+ "Michael N. Smolka; michael.smolka@tu-dresden.de"
+ ],
+ "run": [
+ "js/jquery-3.5.1.min.js",
+ "js/experiment.js",
+ "js/parameters.js",
+ "style.css"
+ ],
+ "time":60,
+ "reference": ["not published yet (April 2025)"],
+ "publish":"False",
+ "notes": "Language: English",
+ "description": "a probabilistic sequential decision-making task to test the influence of planning costs on planning depth",
+ "instructions": "follow instructions on screen"
+}
+
+
+
+
diff --git a/sat_pruning/config_task.json b/sat_pruning/config_task.json
new file mode 100644
index 0000000..5e0caa0
--- /dev/null
+++ b/sat_pruning/config_task.json
@@ -0,0 +1 @@
+config='[{ "Planet_Feedback": [ [ 2, 5, 2, 4, 1, 1 ], [ 3, 2, 5, 2, 5, 3 ] ], "Practise": [ 3, 3, 3, 3, 3, 3 ], "Rew_Planets": [ 1, 2, 3, 4, 5 ], "actionCost": [ 0, 0 ], "conditionsExp": { "startsExp": [ 3, 4, 4, 3, 3, 5, 4, 1, 6, 2, 3, 4, 5, 2, 1, 2, 4, 3, 2, 6, 1, 6, 5, 1, 5, 1, 5, 5, 1, 3, 1, 1, 5, 3, 5, 4, 3, 6, 3, 6, 6, 3, 6, 1, 3, 2, 3, 3, 4, 1, 1, 3, 1, 2, 4, 5, 4, 6, 5, 6, 4, 1, 1, 3, 4, 2, 1, 3, 1, 1, 6, 6, 5, 5, 4, 2, 2, 2, 2, 6, 1, 6, 1, 3, 2, 6, 5, 4, 6, 4, 3, 2, 3, 2, 5, 3, 6, 2, 2, 5, 3, 2, 6, 2, 2, 6, 6, 1, 3, 6, 5, 5, 6, 1, 6, 6, 4, 1, 1, 2, 4, 6, 5, 1, 3, 1, 3, 5, 5, 3, 2, 4, 4, 2, 2, 4, 5, 3, 5, 4, 6, 6, 4, 4 ], "uncertain_planet": [ 4, 6, 6, 4, 1, 3, 1, 3, 1, 3, 5, 6, 4, 4, 5, 6, 5, 5, 3, 3, 6, 3, 1, 4, 1, 5, 6, 1, 3, 1, 5, 2, 1, 2, 1, 6, 4, 4, 4, 4, 2, 4, 2, 3, 5, 1, 2, 1, 6, 3, 6, 1, 5, 4, 2, 2, 5, 5, 6, 3, 6, 6, 3, 4, 3, 5, 3, 5, 3, 4, 2, 4, 3, 1, 1, 6, 5, 5, 4, 1, 2, 2, 3, 6, 1, 1, 6, 3, 4, 6, 1, 4, 2, 3, 2, 4, 5, 5, 1, 1, 5, 5, 3, 4, 3, 1, 2, 6, 2, 4, 3, 2, 1, 3, 1, 3, 6, 4, 3, 5, 1, 2, 3, 3, 5, 4, 4, 1, 6, 1, 1, 1, 6, 3, 6, 5, 6, 2, 4, 5, 2, 1, 1, 3 ], "condition": [ 1, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0 ], "uncertain_planet_in_optimal_seq_PD3": [ 1, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 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], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0.25, 0.5, 0.25, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0.25, 0.5, 0.25, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0.25, 0, 0, 0, 0.25, 0.5 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0.25, 0, 0, 0, 0.25, 0.5 ], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0.25, 0.5, 0.25 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0.25, 0.5, 0.25 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0.25, 0, 0, 0, 0.25, 0.5 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0.25, 0, 0, 0, 0.25, 0.5 ], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0.25, 0.5, 0.25, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ], [ 0.25, 0.5, 0.25, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0.25, 0.5, 0.25, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0.25, 0.5, 0.25, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0.25, 0.5, 0.25 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0.25, 0.5, 0.25 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0.25, 0.5, 0.25, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ], [ 0.25, 0.5, 0.25, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 0.5, 0.25, 0, 0, 0, 0.25 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 0.5, 0.25, 0, 0, 0, 0.25 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 0.5, 0.25, 0, 0, 0, 0.25 ] ], [ [ 0, 0, 1, 0, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 0.5, 0.25, 0, 0, 0, 0.25 ], [ 0, 1, 0, 0, 0, 0 ] ] ], [ [ [ 0, 1, 0, 0, 0, 0 ], [ 0, 0.25, 0.5, 0.25, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ] ], [ [ 0, 0.25, 0.5, 0.25, 0, 0 ], [ 0, 0, 0, 1, 0, 0 ], [ 0, 0, 0, 0, 1, 0 ], [ 0, 0, 0, 0, 0, 1 ], [ 1, 0, 0, 0, 0, 0 ], [ 0, 1, 0, 0, 0, 0 ] ] ] ] }, "conditionsFeedback": { "notrials": [ 3, 3 ], "noise": [ "low", "low", "low", "low" ], "starts": [ 3, 4 ] }, "planetRewards": [ -20, -10, 0, 10, 20 ] }]'
\ No newline at end of file
diff --git a/sat_pruning/index.html b/sat_pruning/index.html
new file mode 100644
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+
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+
+ Space Adventure Planning Depth New
+
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+
Welcome to the Space Adventure game!
+
+
Today you will have the opportunity to take part in a journey through space.
+
On your journey, you will be controlling a spaceship and visiting different planetary systems
+
with the goal of collecting as many points as possible.
+
The more points you collect, the more money you will get for your participation!
+
+
Before you start, the following tutorial will teach you everything you need to play the Space Adventure game,
+
such as how to move the spaceship, how the planetary systems work and other game rules.
+
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
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+
+
+
In each game trial you will visit a new planetary system.
+
A planetary system will always consist of 6 planets
+
and an example is shown on the next instructions page.
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
You will be able to guide the yellow spaceship shown below to different planets.
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
There are different types of planets (indicated by colour).
+
Some planet types will give you points and others will make you lose points when you land on them (as shown below).
+
+
+
+
Your goal is to collect as many points as possible.
+
+
A blue bar at the top of the screen will show you the amount of points you have already gathered to help you keep track.
+
You can see the points bar on the next intruction screen.
+
+
The bar will turn red if you are running low on points
+
and the game will terminate if you run out of points completely.
+
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
There are two ways in which you can travel to different planets.
+
+
You can either go one step in the clockwise direction by pressing the M-key on your keyboard
+
or you can go two steps in the clockwise direction (i.e. to a not directly adjacent planet) by pressing the X-key.
+
+
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+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
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+
+
+
To get used to this you will now get to practice moving the rocket one step in the clockwise direction (M-key).
+
+
Please try this command a few times by repeatedly pressing the M-key in the next instruction screen.
+
+
Please always press the M-key with your right index finger.
+
+
+
The next instructions will show automatically when you have done this enough times.
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
+
+
Please press the M-key.
+
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+
+
+
+
You will now also get to practice moving the rocket two steps in the clockwise direction (X-key)
+
Please try this command a few times by repeatedly pressing the X-key in the next instruction screen.
+
+
Please always press the X-key with your left index finger.
+
+
The next instructions will show automatically when you have done this enough times.
+
Please press the right arrow key to continue.
+
+
+
+
Please press the M-key.
+
+
+
+
Please press the X-key.
+
+
+
+
+
+
You just learned how to to navigate to different planets.
+
You will now learn that landing on a planet can sometimes be affected by cosmic conditions.
+
On most planets in a planetary system the landing conditions are ideal.
+
So, your spaceship will be able to land reliably on the target planet you are heading for.
+
However, in every planetary system there is also one planet that is surrounded by an asteroid storm.
+
You can always see clearly see which planet is affected. An example is shown on the next instruction screen.
+
Please press the right arrow to continue.
+
+
+
+
+
Landing on this planet is more difficult because of the asteroid storm.
+
Therefore, the rocket might sometimes miss the target planet
+
and instead land on one of the two directly adjacent planets.
+
So, if you try and go to a planet with asteroids, please remember
+
that you will not always reach the location you planned to go to.
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
Here you see an example of where the rocket might land if you go forward
+
one step (picture to the left) or two steps (picture to the right) in order to reach a planet with asteroids.
+
The solid arrows show the target planet and
+
the dashed arrows show you where the rocket might land if the target is missed.
+
+
+
+
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
+
+
+
+
To give you a feel for how reliable landing in an asteroid storm is, you can try this out a few times in the next instruction screen,
+
where you have to repeatedly go forward one or two step in order to reach the planet with the asteroids.
+
+
Be aware that the chance of missing the target planet in an asteroid storm does not change throughout the game.
+
+
+
+
Please press the right arrow key to start the practice or the left arrow key to go back one page.
+
+
+
+
+
+
One last thing you need to know:
+
In each new planetary system you can travel to 3 planets and you have to try to collect as much points as possible on the journey.
+
The number of green squares in the centre of the screen shows you how many planets you can still visit before moving to a new planetary system.
+
+
+
+
+
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
To summarize:
+
Your task is to collect as many points as possible by travelling from planet to planet.
+
You can travel either one (M-key) or two steps (X-key) in the clockwise direction.
+
Different planet types can bring or make you lose points.
+
+
+
+
The bar at the top of the screen shows you how many points you currently have.
+
In each planetary system, there is one planet that is surrounded by an asteroid storm
+
which makes landing on that planet more difficult.
+
This can sometimes cause you to land on one of its neighbouring planets instead of the target planet.
+
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
One important tip:
+
It will help you a lot in the task if you plan all 3 of your travel steps in advance.
+
Example: Imagine you start in the planet constellation given below.
+
+
+
If you plan only two moves in advance, you would move forward one step to the +20 planet and then
+
move two steps forward to the +10 planet. However, then you would be forced to travel to one of the red planets (-20) and in total earn only 10 points.
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
+
+
So, in this planetary system it would have been better to lose a smaller amount of points first
+
by going one step to the -10 planet and then travel to the +10 planet.
+
+
+
In total you would have gained 20 points by doing this.
+
+
+
+
You will now practice a whole game trial.
+
Please plan your 3 travel steps in advance so that you get as many points as possible but
+
do not enter new travelling commands while the rocket is still moving.
+
The rocket has to land first before you can input your next action.
+
You can always take as much time as you need to plan your journey.
+
There is no asteroid storm in these sample runs for simplicity.
+
Don't forget to press the M-key with your right index finger and the X-key with your left index finger .
+
+
Please press the right arrow key to continue or the left arrow key to go back one page.
+
+
+
+
Perfect, you found the best route!
+
+
+
+
+
+
There is still a better route. Please try again.
+
+
+
+
+
+
That was still not the best route. Please try one more time!
+
+
+
+
That was still not exactly right..
+
Please press the right arrow key to see the best route.
+
+
+
+
+
+
Congratulations! You have new learned everything you need to know for your Space Adventure!
+
+
Please press the right arrow key to continue.
+
+
+
+
+
The Space Adventure game can now begin.
+
Press the right arrow key to start the real experiment.
+
+
+
+
Das Training Spiel ist zu Ende.
+
Ihre Training Treibstoffreserven sind aufgebraucht.
+
Ihr Weltraumabenteuer kann nun beginnen.
+
Drücken Sie die rechte Pfeiltaste, um fortzufahren.
+
+
+
+
+
You are moving to a new planetary system...
+
+
+
+
+
Please take a bit of time to rest in case you feel tired....
+
+
+
Press the right arrow key to continue the experiment.
+
+
+
+
+
The experiment is now over.
+
Thank you for your participation.
+
+
Please press the right arrow key to finish the experiment.
+
+
+
+
+
+
The game is over.
+
Unfortunately you ran out of fuel.
+
Thank you for your particpation!
+
+
Please press the right-arrow key to finish the experiment.
+
+
+
+
+
+
+
+
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diff --git a/sat_pruning/js/experiment.js b/sat_pruning/js/experiment.js
new file mode 100644
index 0000000..56335b1
--- /dev/null
+++ b/sat_pruning/js/experiment.js
@@ -0,0 +1,1488 @@
+//////////////////////////////////////////////////////////
+//////// FUNCTIONS ////////////
+
+function pushDataMain(){
+ mainData.responses.RT = mainRTarray;
+ mainData.responses.actions = mainKeysArray;
+
+ mainData.states = mainStateArray;
+ mainData.points = mainPointsArray;
+ mainData.planetConfigurations = mainPlanets;
+ mainData.rocketStart = mainRocketStart;
+ mainData.NoisyPlanet = mainNoisyPlanet;
+ mainData.condition = condition;
+ mainData.uncertainPlanetInOptimalSeq = uncertainPlanetInOptimalSeq;
+ mainData.stateTransitionMatrix = stateTransitionMatrix;
+ mainData.actinCost = actionCost;
+ mainData.foundOptimalSequence = optimalFoundLog;
+ mainData.mainPlanetMissedArray = mainPlanetMissedArray
+
+};
+
+///////////////////////////////
+// INITIALIZATION FUNCTIONS
+
+
+function assignPlanet(arrayRow){
+ $('#planets .planet').each(function(i) {
+ pl = arrayRow[i];
+ $(this).attr('data-planet-img',pl);
+ pl = (planetPoints[pl-1] > 0) ? "+"+planetPoints[pl-1]:planetPoints[pl-1];
+ $(this).attr('data-points',pl);
+ });
+};
+
+function initializeSquares(numSquares){
+ if (numSquares == 2) {
+ squaresWrapper.attr('data-num-squares','2');
+ } else{
+ squaresWrapper.attr('data-num-squares','3');
+ }
+};
+
+// needs to happen only once, change initialize screen function;
+function initializePointsBar(){
+ updatePointsBar();
+};
+
+function initializeRocket(rocketPos) {
+ rocket.removeAttr('style');
+ rocket.attr('data-pos',rocketPos-1);
+};
+
+// function initializeAsteroids(noise){
+// if (noise == 'high'){
+// $('#game-container').addClass('asteroids');
+// } else if (noise == 'low'){
+// $('#game-container').removeClass('asteroids');
+// }
+// }
+
+function initializeGameScreen(){
+
+ if(isIntroduction){
+ args = [introPlanets[trial],introRocketStart[trial]];
+ // } else if (isTraining){
+ // args = [trainPlanets[trial], trainRocketStart[trial]];
+ // asteroidTrial = [5,10,15];
+ } else if (isMain){
+ args = [mainPlanets[trial], mainRocketStart[trial]];
+ }
+
+ planetsForMiniBlock = args[0];
+ rocketPos = args[1];
+ turnsForMiniblock = 3;
+
+ turnsLeft = turnsForMiniblock; // only 3 actions possible
+ assignPlanet(planetsForMiniBlock);
+ initializeSquares(turnsForMiniblock);
+ if(trial == 0){
+ initializePointsBar();
+ }
+ initializeRocket(rocketPos);
+
+ if(!isIntroduction){
+ $('.showing-asteroids').removeClass('showing-asteroids')
+ $('#planet' + (mainNoisyPlanet[trial])).addClass('showing-asteroids')
+ }
+};
+
+// UPDATE FUNCTIONS
+
+function planetReward(newPos){
+ if (isIntroduction){
+ conf = introPlanets[trial];
+ // } else if (isTraining) { conf = trainPlanets[trial];
+ } else if (isMain) {
+ conf = mainPlanets[trial]
+ }
+
+ reward = planetPoints[conf[newPos]-1];
+ // console.log('current reward: ', reward)
+ return reward
+};
+
+function updatePoints(newPos){
+ // points_gain = planetReward(newPos);
+ points += planetReward(newPos);
+ ps.push(points)
+};
+// rgb(227, 0, 28)
+// rgb(0, 0, 255)
+
+function updatePointsBar() {
+
+ fillingW = points/max_points*100;
+ fillingW = (fillingW > 100) ? 100: fillingW; // take care of overflow
+ $('#points-filling').width(fillingW + '%');
+ if (fillingW <= 12.5){
+ $('#red-points-filling').css({'opacity':1})
+ } else if (fillingW > 12.5 && $('#red-points-filling').css('opacity') != 0){
+ $('#red-points-filling').css({'opacity': 0})
+ }
+};
+
+
+function updateScore(newPos){
+ updatePoints(newPos);
+ updatePointsBar();
+};
+
+
+// SHIP NAVIGATION FUNCTIONS
+
+function roundTo(x, n=10){
+ return Math.round(x*(10**n))/10**n
+};
+
+
+function getTargetPosition(action, targetArray){
+ pos = parseInt(rocket.attr('data-pos')); // get current position of the rocket
+ newPos = targetArray[action][pos]; // get target index
+ return newPos
+};
+
+
+function executeAction(key, enforcedMissing = false, targetInfos = NaN,cb=NaN){
+
+ /*
+ FUNCTION: retrieves rocket target information dependent on participant chosen action
+ and initiations rocket movement animation
+ FUNCTION ARGUMENTS:
+ key: participant key input ("move" or "jump" key)
+ */
+
+ if (!rocket.hasClass('animating')){ // do not initiatate animations if something is already animating
+
+ action = +(key == jump) // codify chosen action as index array
+
+ newPosRocket = getTargetPosition(action, targets) // retrieve planet target if rocket will NOT miss the correct target
+ planetHasAsteroids = $('#planet' + (newPosRocket + 1)).hasClass('showing-asteroids') // check if target planet is one with increased uncertainty
+
+ if (planetHasAsteroids){
+
+ if (enforcedMissing){
+ willMissTarget = targetInfos[0] // decide if rocket will miss the target
+ missTargets = targetInfos[1]
+ } else {
+ willMissTarget = Math.random() > 0.5; // decide if rocket will miss the target
+ missTargets = Math.random() <= 0.5 ? missRight : missLeft; // choose random neighbour of target to land on
+ }
+
+ } else {
+
+ willMissTarget = false // if the planet is not one with increased uncertainty the rocket will never miss the target
+ }
+
+ if (isMain){
+
+ misses.push(willMissTarget)
+
+ }
+
+ if(willMissTarget){ // if rocket will miss the tharget planet
+
+ newPosRocket = [[[newPosRocket,350]],willMissTarget]; // record planet position (where rocket will land if it didn't miss), animation speed and whether target will be missed
+ newPosRocket[0][1] = [getTargetPosition(action, missTargets),100] // record planet position (where rocket will land if it does miss target) and animation speed
+
+ } else { // if rocket will NOT miss the target planet
+ // NOWDEBUG
+ newPosRocket = [[[newPosRocket,500]],willMissTarget]; // record planet position (where rocket will land if it didn't miss), animation speed and whether target will be missed
+ // newPosRocket = [[[newPosRocket,20]],willMissTarget]; // record planet position (where rocket will land if it didn't miss), animation speed and whether target will be missed
+ }
+ }
+
+ animateRocket(newPosRocket,cb); // initiate rocket animation
+ // if (isMain){
+ turnsLeft--; // udpate counter for number of turns left
+ // }
+};
+
+// function executeIntroMove(key, prob){
+// if (key == jump && !rocket.hasClass('animating')){
+
+// missProb = prob;
+// newTarget = Math.random() <= 0.5; // choose random neighbour of target to land on
+// newTarget = newTarget ? 2 : 3;
+
+// if (isLearningUncertaintyLow){ // if no asteroids present
+// willMiss = missProb > lowLandProb;
+// cb = lowUncertaintyCallback
+// } else {
+// willMiss = missProb > highLandProb;
+// cb = highUncertaintyCallback
+// };
+
+// if (willMiss) { // if rocket misses jump target
+// newPos = getTargetPosition(newTarget);
+// missed = true;
+// } else {
+// newPos = getTargetPosition(1);
+// };
+// newPos[3] = resetPos;
+// // displayScore($('#score-jump'));
+// animateRocket(newPos, cb);
+// }
+// };
+
+
+function revertAnimation(newPos){
+ setTimeout(function(){
+ $(gameStage).addClass('inactive');
+
+ setTimeout(function(){
+ clearRocketStyle(newPos);
+ rocket.removeClass('inactive animating');
+ $(gameStage).removeClass('inactive');
+
+ isReverting = false;
+ running = false;
+ },1000)
+ },500)
+};
+
+
+function pointsColor(){
+ rocketPos = rocket.attr('data-pos');
+ rocketPos = parseInt(rocketPos) + 1;
+
+ planetIdentity = $("#planet"+ rocketPos).attr('data-planet-img');
+
+ if (planetIdentity > 3){
+ $('#planet' + rocketPos).addClass("good")
+ } else if (planetIdentity < 3){
+ $('#planet' + rocketPos).addClass("bad")
+ } else {
+ $('#planet' + rocketPos).addClass("neutral")
+ }
+};
+
+
+function animationEndFunction(posInfo, cb){
+
+ console.log('new rocket position ' + posInfo[0][0][0])
+ animEnd = new Date(); //unnecessary?
+ rocket.removeClass('animating');
+ rocket.attr('data-pos',posInfo[0][0][0]);
+
+ console.log(points)
+ if(screen >= 21 || isMain){
+ // if(screen >= 26 || isMain || isTraining){
+ updateScore(parseInt(rocket.attr('data-pos')));
+ pointsColor()
+ $('#planet'+(posInfo[0][0][0]+1)).addClass('showing-points');
+
+ }
+
+ if (isMain){
+ animationEndTime = new Date();
+ // console.log('time elapsed2 is:' + (animationEndTime.getTime() - animStart.getTime()));
+ animationEnd.push(animationEndTime.getTime());
+ // console.log('animationEnd: ' + animationEndTime.getTime())
+ states.push(+rocket.attr('data-pos')+1);
+
+ if (points <= 0){
+ gameover = true;
+ gameOverResultsUpdate();
+ setTimeout(function(){
+
+ // if (isTraining){
+ // trainCallback();
+ // } else {
+ mainCallback();
+ // }
+ gameover = false;
+ }, 2000)
+ }
+ // console.log("t="+trial+', left: ' +turnsLeft+" animationEnd time: "+ animationEnd);
+ }
+
+ if (typeof(cb) == 'function') {
+ if (posInfo.length == 3) {
+ cb(posInfo[2]);
+ } else {
+ cb();
+ }
+ }
+};
+
+
+function animateRocket(posInfo, cb) {
+
+ /*
+ FUNCTION: Animates the movement of the rocket in response
+ to a participant inputting an action.
+ FUNCTION ARGUMENTS:
+ posInfo: [[correctTarget, missedTarget], miss]
+ correctTarget: array holding index of correct planet and
+ the animation speed to that target[planetIndex, animationSpeed]
+ missedTarget: array holding index of planet rocket would land to
+ if target is missed and the animation speed to the new target planet
+ miss: whether a miss will occur
+
+ if a wiss will not occur posInfo = [[correctTarget], miss]*/
+
+ rocket.addClass('animating'); // stop accepting participant input since choice animation in progress
+ animStart = new Date(); // record beginning of animation
+
+ if(screen >= 21 || isMain){ // remove point display formatting from previous action
+ $('.showing-points').removeClass('showing-points');
+ $('.good, .bad, .neutral').removeClass('good bad neutral')
+
+ }
+
+ miss = posInfo[1] // record whether a miss occured
+ discounter = miss ? 0.66 : 1; // indicated how far along intended path rocket will travel
+
+ positionsAndDelays = posInfo[0] // record correct and missed target index and animation speed information
+
+ currentTopRaw = parseFloat(rocket.css('top').split('px')[0]) // calculate current y position of rocket in px
+ currentLeftRaw = parseFloat(rocket.css('left').split('px')[0]) // calculate current x position of rocket in px
+
+ currentTopPercent = Math.round((currentTopRaw/window.innerHeight)*100) // calculate current y position of rocket in percentage of viewport height
+ currentLeftPercent = Math.round(currentLeftRaw/window.innerWidth*100) // calculate current x position of rocket in percentage of viewport width
+
+ newTargetTopPercent = positionInt[positionsAndDelays[0][0]][0] // retrieve new y position of rocket in percentage of viewport height
+ newTargetLeftPercent = positionInt[positionsAndDelays[0][0]][1] // retrieve new x position of rocket in percentage of viewport height
+
+ adjustTop = currentTopPercent + (newTargetTopPercent - currentTopPercent)*discounter // calculate how much to move rocket in the y direction
+ adjustLeft = currentLeftPercent + (newTargetLeftPercent - currentLeftPercent)*discounter // calculate how much to move rocket in the x direction
+
+ rocket.animate({
+ top: adjustTop + '%', // x adjustment
+ left:adjustLeft + '%', // y adjustment
+ }, positionsAndDelays[0][1], // animation speed
+
+ function(){ // on animation end
+
+ if (positionsAndDelays.length == 2){ // if there is another target to animate to
+
+ posInfo[0].shift(); // remove position information about previously animated target
+ posInfo[1] = false; // recode miss to false, since this is the final target position of the rocket
+ animateRocket(posInfo, cb);
+ // animate movement to new target planet
+ } else{ // if we just animated the movement to the final target
+
+ animationEndFunction(posInfo, cb); // call the function that finishes participant action execution
+ }
+ }
+ );
+};
+
+
+function recordData(){
+ if(trial !=-1){
+ screenTransition = true; // doubled since used to initialize screen as well
+ mainKeysArray.push(keys);
+ states.unshift(mainRocketStart[trial]);
+ mainStateArray.push(states);
+ mainPointsArray.push(ps);
+
+ rt.push(keyPress[0] - stimulusDisplay);
+ rt.push(keyPress[1] - stimulusDisplay);
+ rt.push(keyPress[2] - stimulusDisplay);
+ // rt.push(keyPress[1] - animationEnd[0]);
+ // console.log(keyPress, stimulusDisplay, animationEnd)
+ // rt.push(keyPress[2] - animationEnd[1])
+ mainRTarray.push(rt);
+ mainPlanetMissedArray.push(misses);
+
+ }
+
+ rt = [];
+ stimulusDisplay = [];
+ keyPress = [];
+ animationEnd = [];
+ keys = [];
+ states = [];
+ ps = [];
+ misses = [];
+
+}
+
+
+// CONTROL FLOW FUNCTIONS FOR INTRO PART
+
+function practiceMove(keycode){
+
+ playing = true;
+
+ if(keycode==move){
+ if(!rocket.hasClass('animating') && !wrongKey && !isEnding){
+
+ newPosRocket = getTargetPosition(0, targets) // retrieve planet target if rocket will NOT miss the correct target
+ newPosRocket = [[[newPosRocket,500]],false];
+ animateRocket(newPosRocket, practiceMoveCallback)
+ practiceCounter++;
+ }
+ } else {
+ if (!rocket.hasClass('animating') && !isEnding && !wrongKey) {
+ wrongKey = true;
+ displayWrongKey('#wrong-key-clockwise', ['MOVE',move]);
+ }
+ }
+};
+
+
+function practiceMoveCallback(){
+// NOWDEBUG
+if (practiceCounter == 6) {
+// if (practiceCounter == 1) {
+ isEnding = true;
+ setTimeout( function(){
+ practiceCounter=0;
+ practiceJumpTotal = 0;
+ clearRocketStyle(0);
+ points = 1000;
+ initializePointsBar();
+ screenSwitch(gameStage,'#screen-jump-1');
+ screen--;
+ setTimeout(function (){
+ screenSwitch('#screen-jump-1', '#screen-jump-2');
+ isEnding = false;
+ playing = false;
+ // NOWDEBUG
+ },500)
+ // },100)
+ },1000)
+}
+};
+
+
+function practiceJump(keycode){
+ playing = true
+ if(keycode==jump){
+ isTransitioning = isReverting || isEnding;
+ if(!rocket.hasClass('animating') && $('#wrong-key-jump').hasClass('inactive') && !isTransitioning){
+ if (practiceCounter < 5){
+ resetPos = practiceCounter+1;
+ } else {
+ resetPos = practiceCounter-5;
+ }
+ practiceJumpTotal += 1;
+ newPosRocket = getTargetPosition(1, targets) // retrieve planet target if rocket will NOT miss the correct target
+ newPosRocket = [[[newPosRocket,500]],false, resetPos];
+ animateRocket(newPosRocket, practiceJumpCallback);
+ practiceCounter++;
+ }
+ } else {
+ if (!rocket.hasClass('animating') && !isEnding && !wrongKey && !isReverting) {
+ wrongKey = true;
+ displayWrongKey('#wrong-key-jump', ['JUMP',jump]);
+ }
+ }
+};
+
+
+function practiceJumpCallback(resetPos){
+// NOWDEBUG
+if (practiceCounter == 6){
+// if (practiceCounter == 1){
+ isEnding = true;
+ setTimeout( function(){
+ isEnding = false;
+ playing = false;
+ clearRocketStyle(0);
+ screenSwitch(gameStage, '#jump-uncertainty-1');
+ dispPattern = true;
+ setTimeout(function(){
+ dispPattern = false;
+ //NOWDEBUG
+ },2000)
+ // },100)
+ points = 1000
+ },1000)
+} else {
+ isReverting = true;
+ setTimeout(function(){
+ revertAnimation(resetPos);
+ },1000)
+}
+};
+
+moveOrJump = [0 , 1 , 1 , 0 , 1 , 1 , 0 , 1 , 0 , 1 , 0 , 0 ]
+learnUncertaintyMiss = [false , true , false , true , false , true , true , false , false , true , false , true ]
+learnUncertaintyDirection = [NaN , missRight , NaN , missLeft , NaN , missLeft , missRight , NaN , NaN , missLeft , NaN , missRight]
+asteroidPlanets = [NaN , 4 , 5 , 5 , 1 , 2 , 2 , 4 , 4 , 6 , 6 , 1 ]
+rocketResetPositions = [1 , 2 , 3 , 4 , 5 , 0 , 1 , 2 , 3 , 4 , 5 , 0 ]
+
+
+function learnUncertainty(){
+
+ playing = true;
+ action = moveOrJump[uncertaintyTotal]
+
+ if (uncertaintyTotal==0){
+ wrongKeyMessage = '#wrong-key-move';
+ }
+
+ if(keycode==actionKeys[action]){
+
+ if($(wrongKeyMessage).hasClass('inactive') && !running){
+
+ running = true;
+ willMiss = learnUncertaintyMiss[uncertaintyTotal];
+ missDirection = learnUncertaintyDirection[uncertaintyTotal];
+ cb = learnUncertaintyCallback;
+ executeAction(keycode, enforcedMiss=true, enforcedTarget = [willMiss, missDirection],cb=cb);
+ uncertaintyTotal++;
+
+ }
+
+ } else if (!running && !wrongKey){
+
+ wrongKey = true;
+ wrongKeyMessage = action == 0 ? '#wrong-key-move': '#wrong-key-jump'
+ displayWrongKey(wrongKeyMessage);
+ };
+};
+
+function finishLearningUncertainty(){
+
+ $(gameStage).addClass('inactive');
+ clearRocketStyle(0)
+ $('.showing-asteroids').removeClass('showing-asteroids')
+ $('#turns').removeClass('inactive');
+ isLearningUncertainty = false;
+ screen++;
+ points = 1000
+ uncertaintyTotal = 0;
+ uncertaintyCounter = 0;
+ running = false;
+ playing = false;
+
+}
+
+function learnUncertaintyCallback(){
+
+ // NOWDEBUG
+ if (uncertaintyTotal == 12){
+ // if (uncertaintyTotal == 1){
+
+ if (willMissTarget){
+
+ setTimeout(function(){
+
+ $('#missed-target').removeClass('inactive');
+
+ setTimeout(function(){
+
+ $('#missed-target').addClass('inactive');
+ finishLearningUncertainty();
+
+ },2000);
+
+ },1000)
+
+ } else {
+
+ setTimeout(finishLearningUncertainty, 1000)
+ }
+
+
+ } else {
+
+ resetPos = rocketResetPositions[uncertaintyTotal-1]
+
+ if (willMissTarget){
+
+ setTimeout(function(){
+
+ $('#missed-target').removeClass('inactive');
+
+ setTimeout(function(){
+
+ $(gameStage).addClass('inactive')
+ $('#missed-target').addClass('inactive');
+ $('.showing-asteroids').removeClass('showing-asteroids');
+ $('#planet'+(asteroidPlanets[uncertaintyTotal])).addClass('showing-asteroids')
+ revertAnimation(resetPos);
+ missed = false;
+
+ },2000);
+
+ },1000)
+
+ } else{
+
+ setTimeout(function(){
+
+ $(gameStage).addClass('inactive')
+ $('.showing-asteroids').removeClass('showing-asteroids');
+ $('#planet'+(asteroidPlanets[uncertaintyTotal])).addClass('showing-asteroids')
+ revertAnimation(resetPos);
+
+ },1000)
+
+ }
+
+ }
+};
+
+
+////////// MAIN PLAYING MINIBLOCK FUNCTIONS //////////
+function playTurn(finishCallback) {
+
+ allowedKey = (keycode == jump) || (keycode == move);
+ rocketMoving = rocket.hasClass('animating');
+
+ if (allowedKey && !rocketMoving && !screenTransition){
+
+ keyPress.push(keyPressTime.getTime());
+ // console.log("t="+trial+', left: ' +turnsLeft+" keyPress time: "+ keyPress);
+ $('#square'+ turnsLeft).addClass('hideSquare');
+ // displayScore(choosePoints());
+ executeAction(keycode);
+ keys.push(keycode == move ? 1:2);
+ // ps.push(points);
+ // console.log('pushed points')
+
+ if (turnsLeft==0) {
+ screenTransition = true;
+ setTimeout( function(){
+ if(!gameover) {
+ $('#game-container').addClass('inactiveStrong');
+ finishCallback();
+ }
+ },1500);
+ }
+ }
+
+};
+
+
+function finishTurn(){
+
+ recordData();
+
+ $('#main-transition-text').removeClass('inactive');
+ $('.hideSquare').removeClass('hideSquare');
+ $('.showing-points').removeClass('showing-points');
+ console.log(trial)
+ trial++;
+ initializeGameScreen();
+
+ setTimeout(function(){
+ screenTransition = false;
+ $('#main-transition-text').addClass('inactive');
+ $('#game-container').removeClass('inactiveStrong');
+ stimulusDisplayTime = new Date();
+ // console.log('stimulus disp time: ' + stimulusDisplayTime.getTime())
+ stimulusDisplay.push(stimulusDisplayTime.getTime());
+ // console.log("t="+trial+', left: ' +turnsLeft+" stimulusDisplay time: "+ stimulusDisplay); $(gameStage).removeClass('inactive');
+ $(gameStage + ', #points-wrapper, #squares-wrapper').removeClass('inactive');
+
+ }, 1500);
+};
+
+////////// CALLBACKS FOR FINISHING TURN IN EACH STAGE AND OTHER PLAY-TURN RELATED FUNCTIONS
+currentlyShowingRoute = false;
+willShowRoute = false;
+optimalCounter = 0
+transitionMessages = ['#not-optimal', '#not-optimal-2', '#not-optimal-3'];
+
+function displayRoute(){
+
+ if (keycode == 39){
+ trial++;
+ if( !currentlyShowingRoute) {
+ currentlyShowingRoute = true;
+ $('#not-optimal-3').addClass('inactive')
+ initializeGameScreen();
+ rocket.removeClass('animating');
+ // trial--;
+ $('.showing-points, .good, .bad, .neutral').removeClass('showing-points good bad neutral');
+ $('#squares-wrapper').addClass('inactive');
+ $('#game-container').removeClass('inactiveStrong')
+
+ setTimeout(function(){
+ $('#optimal-route').removeClass('inactive')
+ currentMoves = moves[trial];
+ setTimeout(function(){
+ animateRouteDisplay(currentMoves)
+ },1500)
+ },500)}
+ }
+}
+
+
+function animateRouteDisplay(currentMoves){
+
+ if(currentMoves.length != 0) {
+
+ if(!rocket.hasClass('animating')){
+
+ rocket.addClass('animating')
+ keycode = (currentMoves[0])
+
+ if (keycode == jump){
+ newPosInd = getTargetPosition(1,targets);
+ } else if (keycode == move){
+ newPosInd = getTargetPosition(0,targets);
+ }
+
+ newPos = positions[newPosInd]
+
+ $('.showing-points').removeClass('showing-points');
+ $('.good, .bad, .neutral').removeClass('good bad neutral')
+
+ rocket.animate({
+ top:newPos[0],
+ left:newPos[1],
+ }, 500, function(){
+ rocket.attr('data-pos',newPosInd);
+ pointsColor()
+ $('#planet'+(newPosInd+1)).addClass('showing-points');
+ });
+
+ setTimeout(function(){
+ currentMoves.shift()
+ rocket.removeClass('animating');
+ animateRouteDisplay(currentMoves)
+ },1500)
+ }
+ } else if (currentMoves.length == 0){
+
+ rocket.removeClass('animating');
+ $('#squares-wrapper').removeClass('inactive')
+ currentlyShowingRoute = false;
+ willShowRoute = false;
+ optimalFound = false;
+ if (trial < 1){
+
+ finishTurn()
+ $('#game-container').addClass('inactiveStrong');
+ $('#optimal-route').addClass('inactive');
+
+ } else if(trial == 1){
+
+ console.log(trial);
+ $('#game-container').addClass('inactiveStrong');
+ $('#intro-complete').removeClass('inactive');
+ isIntroduction = false;
+ isMain = true;
+ screen++;
+ points = 1000;
+ // points = 19
+ $('#optimal-route').addClass('inactive')
+ initializePointsBar();
+
+ }
+ }
+}
+
+
+optimalFoundLog = [NaN, NaN];
+
+function introCallback(){
+
+ timeout = 1000
+ optimalFound = checkActionOptimality();
+ trial = optimalFound ? trial : trial-1;
+ screenTitle = optimalFound ? $('#optimal'):$(transitionMessages[optimalCounter]);
+ screenTitle.removeClass('inactive');
+ optimalCounter = optimalFound ? 0 : optimalCounter+1;
+ // optimalFound = false;
+
+ if (optimalCounter < 3){
+
+ setTimeout(function(){
+
+ screenTitle.addClass('inactive');
+
+ optimalFoundLog[trial] = true;
+
+ if (optimalFound && trial == 1){
+ $('#game-container').addClass('inactive');
+ $('#intro-complete').removeClass('inactive');
+ isIntroduction = false;
+ isMain = true;
+ screen++;
+ // points = 350;
+
+ } else {
+
+ finishTurn()
+
+ }
+
+
+ },timeout);
+
+ } else if (optimalCounter >= 3) {
+
+ optimalFound = false;
+ optimalFoundLog[trial+1] = false;
+ willShowRoute = true;
+ optimalCounter = 0;
+
+ }
+
+}
+
+ // timeout = 2000;
+ // setTimeout(function(){
+ // // NOWDEBUG
+ // if (trial == 3 ){
+ // // if (trial == 0){
+ // $('#game-container').addClass('inactive');
+ // $('#intro-complete').removeClass('inactive');
+ // isIntroduction = false;
+ // isMain = true;
+ // screen++;
+ // points = 350;
+ // // points = 19
+ // initializePointsBar();
+ // timeout = 1000;
+ // } else if (!willShowRoute) {
+ // finishTurn();
+ // }
+ // },4000);
+
+// };
+// // currentlyShowingRoute = false;
+// // willShowRoute = false;
+
+// optimalCounter = 0;
+// };
+
+
+function mainCallback (){
+
+ if(points <= 0){
+
+ isMain = false;
+ $(gameStage + ', #squares-wrapper').addClass('inactiveStrong');
+ $('#game-over-main').removeClass('inactive');
+
+ turnsLeft = 0
+ experimentFinished = true;
+ uploadResults();
+
+ // NOWDEBUG
+ } else if ((trial % 25 == 24) || trial == lastTrial) {
+ // } else if (trial % 4 == 1 || trial == lastTrial) {
+ displayBlockTransition();
+ if(trial == lastTrial) {
+ isMain = false;
+ experimentFinished = true;
+ recordData();
+ uploadResults();
+ $('#end-game').removeClass('inactive');
+
+ }
+ } else{
+ finishTurn();
+ }
+};
+
+
+function checkActionOptimality(){
+ // alert([keys, correctResponses[trial]])
+ matching = keys.filter((val, ind) => correctResponses[trial][ind] == val)
+ matching = matching.length == 3 ? true : false
+ // alert([matching.length, matching])
+ keys = [];
+ return matching;
+};
+
+
+// SCREEN TRANSITION FUNCTIONS
+
+function displayBlockTransition() {
+
+if (trial == lastTrial) {
+ $('#end-game').removeClass('inactive');
+} else {
+ $('#game-container').addClass('inactiveStrong');
+ $('#block-transition').removeClass('inactive');
+}
+ // END GAME
+blockTransition = true;
+};
+
+
+function hideBlockTransition() {
+ if (trial == lastTrial){
+ $('#main-transition-text').addClass('inactive');
+ // NOWDEBUG
+ // } else if ((trial % 4) == 1) {
+ } else if ((trial % 25) == 24) {
+ $('#block-transition').addClass('inactive');
+ // END GAME
+ }
+ blockTransition = false;
+};
+
+//////////////// HELPER FUNCTIONS ///////////////////////
+function clearRocketStyle(pos){
+ rocket.attr('data-pos',pos);
+ rocket.removeAttr('style');
+};
+
+
+function displayWrongKey(element,action){
+ $('#game-container').addClass('inactiveStrong');
+ // $( element + " p").text(function (_, ctx) {
+ // return ctx.replace("INSERT-" + action[0], alphabet[action[1]-65]);
+ // });
+ $(element).removeClass('inactive');
+ setTimeout(function(){
+ $(element).addClass('inactive')
+ $('#game-container').removeClass('inactiveStrong');
+ wrongKey = false;
+ }, 1000);
+};
+
+
+function displayScore(element){
+ element.removeClass('inactive')
+ setTimeout(function(){
+ element.addClass('inactive')
+ }, 500);
+};
+
+
+function choosePoints(){
+ if (keycode == 39) {
+ return $('#score-clockwise');
+ } else {
+ return $('#score-jump');
+ }
+};
+
+
+function transitionToMain(){
+ $('#planetNumbers').addClass('inactive');
+ points = 1000;
+ isIntroduction = false;
+ isMain = true;
+ $('#main-intro-text').removeClass('inactive');
+ $('#game-container').addClass('inactiveStrong');
+ $(gameStage + ', #squares-wrapper').removeClass('inactive');
+};
+
+
+function screenSwitch(add, remove,classInfo=''){
+ if(add != ''){
+ $(add).addClass('inactive');
+ }
+ if (remove != ''){
+ $(remove).removeClass('inactive');
+ }
+
+ if (classInfo != ''){
+ element = classInfo[0]
+ classToAdd = classInfo[1]
+ $(element).addClass(classToAdd)
+ }
+ screen++;
+ // displayButton()
+};
+
+
+function updateClasses(element, add, classes){
+ // console.log('in here bro')
+ if (add) {
+ $(element).addClass(classes);
+ } else {
+ $(element).removeClass(classes);
+ }
+};
+
+
+function revertScreen(){
+ console.log(screenSequence[screen][1])
+ add = screenSequence[screen][1];
+ remove = screenSequence[screen][0];
+ // if (screenSequence[screen].length > 2){
+ // updateClasses(screenSequence[screen][2], screenSequence[screen][4], screenSequence[screen][3])
+ // }
+ screen = screen - 2;
+ console.log("thinks it is screen: " + screen)
+ console.log('add inactive to: ' + add + ' and active to ' + remove)
+ screenSwitch(add, remove);
+ // displayButton()
+};
+
+
+function progressScreen(add, remove,classInfo=''){
+ onlyForwardScreens = [0,9,11,17]
+ // if (onlyForwardScreens.filter(x=> x == screen).length != 0 && keycode != 39){
+ // alert('should not cycle back')
+ // }
+ if (keycode == 37 && onlyForwardScreens.filter(x=> x == screen).length == 0){
+ console.log('current screen: ' + screen + ' and revrting to ' + (screen-1))
+ revertScreen()
+ } else {
+ if (keycode == 39) {
+ screenSwitch(add, remove,classInfo);
+ }
+ }
+
+};
+
+// function goBack(){
+// if ($.inArray(screen,buttonScreens)+1){
+// $('.back').removeClass('inactive');
+// } else {
+// $('.back').addClass('inactive');
+
+// }
+// }
+
+
+function uploadResults(){
+
+if(experimentFinished){
+ pushDataMain()
+
+ saveDataFile()
+
+ $.ajax({
+
+ type: 'POST',
+ url: '/save',
+ data: {'data': JSON.stringify(mainData)},
+
+ success: function() {
+ console.log('success');
+ },
+
+ // Endpoint not running, local save
+ error: function(err) {
+ if (err.status == 400) { // this should happen first after 3h now!
+ window.alert('server session timed out, you took way too long!')
+ } else {
+ // something unexpected happened
+ window.alert('another unknown error:' + err.status)
+ }
+ // stopping experiment and forward page to /next
+ console.log("Error with POST" + err.status)
+ }
+ });
+}
+};
+
+
+function selectKeybindings() {
+ not_unique = true
+ while(not_unique){
+ jump = Math.round(Math.random() * (90 - 65) + 65);
+ move = Math.round(Math.random() * (90 - 65) + 65);
+ not_unique = move == jump
+ }
+
+ return [jump,move]
+};
+
+function debugUncertainty(yes){
+ $('#intro-1').addClass('inactive');
+ screen = 15
+ // dispPattern = false;
+ // $('#planet2').addClass('showing-asteroids')
+ // $('#jump-uncertainty-5').removeClass('inactive')
+
+ // screen = 19
+ // $('#planet3').addClass('showing-asteroids')
+ // $('#jump-uncertainty-6').removeClass('inactive')
+ // running = false
+ // uncertaintyTotal = 0
+ // isLearningUncertainty = false
+ // isLearningJumpUncertainty = true
+
+ // screen = 25
+ // $('#tip-2').removeClass('inactive')
+
+ $('#jump-uncertainty-5').removeClass('inactive');
+}
+
+function gameOverResultsUpdate(){
+
+ tl = 0
+ $('#squares-wrapper div').each(function(i){
+ tl = tl + !($('#square'+(i+1 )).hasClass('hideSquare'))
+ })
+
+ for (i=0;i trial.map((action, t) => actionKeys[action-1]))
+
+alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
+keys = [];
+doneAlready = false;
+playing = false;
+
+
+
+$( document ).ready(function() {
+game = $('#game');
+rocket = $('#rocket');
+planets = $('#planets div');
+squareClass= $('.square');
+squaresWrapper = $('#squares-wrapper');
+wrongKey = false;
+
+// debugMain(true)
+// debugUncertainty(true)
+// debugTransition(true)
+// debuggingAfterUncertainty(true)
+$( document ).keydown(function(event){
+
+ keyPressTime = new Date();
+ console.log('test')
+ keycode = (event.keyCode ? event.keyCode : event.which);
+ if (isIntroduction){
+
+ if (screen == 7) {
+ if(keycode==39){
+ initializePointsBar();
+ assignPlanet([3,3,3,3,3,3])
+ }
+ isEnding = false;
+ wrongKey = false;
+ } else if (screen == 8){
+ practiceMove(keycode);
+ } else if (screen == 10) {
+ practiceJump(keycode);
+ } else if (screen == 15){
+ isReverting = false;
+ uncertaintyTotal = 0;
+ missed = false;
+ running = false;
+ } else if (screen == 16){
+ isLearningUncertainty = true;
+ learnUncertainty();
+ // } else if (screen == 18){
+ // isLearningJumpUncertainty = true;
+ // wrongKeyMessage = '#wrong-key-jump'
+ // learnUncertainty(action=1);
+ } else if (screen == 21) {
+ if(keycode == 39 && ! $('#intro-practice-start').hasClass('inactive')){
+ $('#intro-practice-start').addClass('inactive')
+ $('.showing-asteroids').removeClass('showing-asteroids')
+ screenTransition = true;
+ finishTurn();
+ transitionFromOptimalDisplay = false;
+ optimalFound = false;
+ playing = true
+ } else if (!willShowRoute && !screenTransition && !rocket.hasClass('animating')){
+ playTurn(introCallback);
+ } else if (willShowRoute && !currentlyShowingRoute){
+ displayRoute()
+ };
+ // }
+ }
+
+ if (!playing && (keycode == 39 || keycode == 37)){
+ add = screenSequence[screen+1][0]
+ remove = screenSequence[screen+1][1]
+ if (screenSequence[screen+1].length > 2){
+ classInfo = screenSequence[screen+1][2]
+ } else {
+ classInfo = ''
+ }
+ progressScreen(add,remove, classInfo)
+ }
+
+ } else if (isMain) {
+
+ if(screen == 22){
+
+ if (keycode == 39){
+ screenSwitch('#intro-complete', '#main-intro-text');
+ points = mainData.startingPoints;
+ trial = -1;
+ keyPress = []; stimulusDisplay = []; animationEnd = [];
+ mainRTarray = []; mainPointsArray = []; mainStateArray = []; mainKeysArray = [];
+ }
+
+ } else {
+
+ if (!$('#main-intro-text').hasClass('inactive') || !$('#main-intro-text-gameover').hasClass('inactive')) {
+ if (keycode == 39){
+ // $('#game-container').removeClass('asteroids')
+ $('#main-intro-text').addClass('inactive');
+ keyPress = []; stimulusDisplay = []; animationEnd = [];
+ mainRTarray = []; mainPointsArray = []; mainStateArray = []; mainKeysArray = [];
+ screenTransition = true;
+ finishTurn();
+ }
+ } else if(!blockTransition) {
+ playTurn(mainCallback);
+ } else {
+ if(keycode == 39){
+ hideBlockTransition();
+ finishTurn();
+ }
+ }
+ }
+ } else if (experimentFinished && keycode== 39 ){
+ document.location = '/next'
+ }
+
+
+ //////////////////////////
+});
+});
diff --git a/sat_pruning/js/jquery-3.5.1.min.js b/sat_pruning/js/jquery-3.5.1.min.js
new file mode 100644
index 0000000..b061403
--- /dev/null
+++ b/sat_pruning/js/jquery-3.5.1.min.js
@@ -0,0 +1,2 @@
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+ // mainRocketStart = mainRocketStart.filter((x, ind ) => ind < 5)
+
+ // console.log(mainPlanets[trial])
+ // console.log(mainRocketStart[trial])
+ // console.log(mainNoisyPlanet[trial])
+ // console.log(mainTurns)
+ // console.log(mainNoise)
+}
+
+config = JSON.parse(config);
+assignValues(config);
+
diff --git a/sat_pruning/src/Reisemuster_Vorlage_2.png b/sat_pruning/src/Reisemuster_Vorlage_2.png
new file mode 100644
index 0000000..dd025f9
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diff --git a/sat_pruning/src/Tipp_1.png b/sat_pruning/src/Tipp_1.png
new file mode 100644
index 0000000..f714f0c
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diff --git a/sat_pruning/src/Tipp_2.png b/sat_pruning/src/Tipp_2.png
new file mode 100644
index 0000000..92d0989
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diff --git a/sat_pruning/src/arrow_keys.png b/sat_pruning/src/arrow_keys.png
new file mode 100644
index 0000000..505d01e
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diff --git a/sat_pruning/src/asteroids_miss_jump.png b/sat_pruning/src/asteroids_miss_jump.png
new file mode 100644
index 0000000..d8e3880
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diff --git a/sat_pruning/src/asteroids_miss_move.png b/sat_pruning/src/asteroids_miss_move.png
new file mode 100644
index 0000000..6123d58
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diff --git a/sat_pruning/src/debris.png b/sat_pruning/src/debris.png
new file mode 100644
index 0000000..0a93381
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diff --git a/sat_pruning/src/move_keys.png b/sat_pruning/src/move_keys.png
new file mode 100644
index 0000000..3894c90
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diff --git a/sat_pruning/src/planet_1.png b/sat_pruning/src/planet_1.png
new file mode 100644
index 0000000..042a888
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diff --git a/sat_pruning/src/planet_2.png b/sat_pruning/src/planet_2.png
new file mode 100644
index 0000000..a20a9c3
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diff --git a/sat_pruning/src/planet_3.png b/sat_pruning/src/planet_3.png
new file mode 100644
index 0000000..ff5b841
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diff --git a/sat_pruning/src/planet_4.png b/sat_pruning/src/planet_4.png
new file mode 100644
index 0000000..564a4ac
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diff --git a/sat_pruning/src/planet_5.png b/sat_pruning/src/planet_5.png
new file mode 100644
index 0000000..b43da4e
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diff --git a/sat_pruning/src/planet_points.png b/sat_pruning/src/planet_points.png
new file mode 100644
index 0000000..5e9c721
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diff --git a/sat_pruning/src/rocket.png b/sat_pruning/src/rocket.png
new file mode 100644
index 0000000..c2c47a4
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diff --git a/sat_pruning/src/task_commands_m_jump.png b/sat_pruning/src/task_commands_m_jump.png
new file mode 100644
index 0000000..3b5e2b3
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diff --git a/sat_pruning/src/task_commands_x_jump.png b/sat_pruning/src/task_commands_x_jump.png
new file mode 100644
index 0000000..867364c
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diff --git a/sat_pruning/src/turns.png b/sat_pruning/src/turns.png
new file mode 100644
index 0000000..6eddf3e
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diff --git a/sat_pruning/style.css b/sat_pruning/style.css
new file mode 100644
index 0000000..63989fa
--- /dev/null
+++ b/sat_pruning/style.css
@@ -0,0 +1,429 @@
+body {
+ height: 100vh;
+ width: 100%;
+ color:white;
+ font-size: 26px;
+ font-family:Arial, Helvetica, sans-serif;
+ margin: 0px;
+ padding:0px;
+}
+
+.small_text {
+ font-size: 20px;
+}
+
+p {
+ margin-top: 10px;
+ margin-bottom: 5px;
+}
+
+@media screen and ( max-width : 2000px ) {
+ body {
+ font-size: 24px;
+ }
+
+ .small_text {
+ font-size: 18px;
+ }
+
+}
+
+
+@media screen and ( max-width : 1800px ) {
+ body {
+ font-size: 22px;
+ }
+
+ .small_text {
+ font-size: 16px;
+ }
+
+}
+
+
+@media screen and ( max-width : 1600px ) {
+ body {
+ font-size: 18px;
+ }
+
+ .small_text {
+ font-size: 12px;
+ }
+}
+
+
+@media screen and ( max-width : 1400px ) {
+ body {
+ font-size: 16px;
+ }
+
+ .small_text {
+ font-size: 10px;
+ }
+}
+
+@media screen and ( max-width : 1200px ) {
+ body {
+ font-size: 16px;
+ }
+
+ .small_text {
+ font-size: 10px;
+ }
+
+}
+
+@media screen and ( max-width : 1000px ) {
+ body {
+ font-size: 14px;
+ }
+
+ .small_text {
+ font-size: 8px;
+ }
+}
+
+@media screen and ( max-width : 800px ) {
+ body {
+ font-size: 12px;
+ }
+
+ .small_text {
+ font-size: 6px;
+ }
+}
+
+
+#screen {
+position: absolute;
+top: 0;
+bottom: 0;
+left: 0;
+right: 0;
+width: 100vw;
+/* height: 56.25vw; */
+/* height: width ratio = 9/16 = .5625; */
+max-height: 100vh;
+max-width: 177.78vh;
+margin: auto;
+background-color: rgb(13,13, 13);
+}
+
+.back {
+ width: 180px;
+ height: 80px;
+ background-color: blueviolet;
+ position:absolute;
+ bottom:0;
+ display: flex;
+ justify-content: center;
+ align-items: center;
+ text-align: center;
+}
+.img-instr-big{
+ display: inline-block;
+ position: relative;
+ width: 50%;
+ padding: 4vh 0 4vh 0;
+ height: auto;
+}
+
+.img-instr {
+ display: inline-block;
+ position: relative;
+ padding: 4vh 0 4vh 0;
+ width: 45%;
+ height: auto;
+}
+
+.img-instr-small {
+ display: inline-block;
+ position: relative;
+ width: 30%;
+ height: auto;
+ padding: 4vh 0 4vh 0;
+}
+.planet {
+ display: block;
+ position: absolute;
+ transform: translate(-50%,-50%); /* This centers the anchor point */
+ height: 19.55%;
+ width: 11%;
+ background-repeat: no-repeat;
+ background-size: contain;
+ align-items: center;
+}
+
+.planet:after {
+
+ content: attr(data-points);
+
+ display: block;
+ position: absolute;
+ left: 0;
+ width: 100%;
+ bottom: -50px;
+ text-align: center;
+ height: auto;
+
+ display: none;
+}
+
+.planet.showing-points:after {
+ display: block;
+ z-index: 3;
+ color: white;
+}
+
+
+#game-container {
+ display: block;
+ position: absolute;
+ height: 100%;
+ width: 100%;
+}
+
+.asteroids {
+ background-image: url("src/debris.png");
+ background-position: center;
+ background-repeat: none;
+ background-size: contain;
+ background-color: rgb(13, 13, 13);
+}
+
+#squares-wrapper {
+ position: absolute;
+ width: 20%;
+ height: 3.5%;
+ left: 50%;
+ top: 50%;
+ transform: translate(-50%, -50%);
+ text-align: center;
+ /* display: none; */
+}
+
+#squares-wrapper[data-num-squares="2"] #square3 {
+ display: none;
+}
+
+.square {
+ background-color: chartreuse;
+ width: 9.845%;
+ height: 100%;
+ margin: 0px 10px 0px 10px;
+ display:inline-block;
+}
+.hideSquare {
+ visibility: hidden;
+}
+
+strong {
+ color: rgb(173, 162, 85);
+}
+
+
+.showing-asteroids::before {
+ content: "";
+ position: absolute;
+ bottom: -26%;
+ right: -28%;
+ width: 155%;
+ height: 155%;
+ background-image: url('src/debris.png');
+ background-repeat: no-repeat;
+ background-size: contain;
+ background-position: center;
+ z-index: 2;
+}
+
+/* .show-asteroids::before {
+ content: "";
+ position: absolute;
+ top: 0;
+ left: 0;
+ width: 100%;
+ height: 100%;
+ background-image: url('src/planet_2.png');
+ z-index: 10;
+} */
+
+
+.planet[data-planet-img="1"] { background-image: url("src/planet_1.png");}
+.planet[data-planet-img="2"] { background-image: url("src/planet_2.png");}
+.planet[data-planet-img="3"] { background-image: url("src/planet_3.png");}
+.planet[data-planet-img="4"] { background-image: url("src/planet_4.png");}
+.planet[data-planet-img="5"] { background-image: url("src/planet_5.png");}
+.planet[data-planet-img="6"] { background-image: url("src/planet_6.png");}
+
+div[data-pos="0"] {top:48%; left: 20%;}
+div[data-pos="1"] {top:24%; left: 40%;}
+div[data-pos="2"] {top:24%; left: 60%;}
+div[data-pos="3"] {top:48%; left: 80%;}
+div[data-pos="4"] {top:74%; left: 60%;}
+div[data-pos="5"] {top:74%; left: 40%;}
+
+
+#points-wrapper {
+ width: 52%;
+ height:4%;
+ position:absolute;
+ top: 5%;
+ left: 50%;
+ transform: translate(-50%, -50%);
+ background-color: rgba(38, 38, 38);
+ border: 3px solid rgba(38, 38, 38);
+}
+
+.showing-points.good:after {
+ color:chartreuse
+}
+
+
+.showing-points.bad:after {
+ color: #E3001C
+}
+
+
+.showing-points.neutral:after {
+ color:#fff
+}
+
+#points-filling {
+ width: 50%;
+ height:100%;
+ top: 0;
+ left: 0;
+ position:absolute;
+ /* 254,0,1 */
+ background-color:rgb(0, 0, 255);
+ /* border: solid purple; */
+}
+
+#red-points-filling {
+ width: 100%;
+ height: 100%;
+ background-color: rgb(227, 0, 28);
+ opacity: 0;
+}
+
+.active {
+ display: block;
+}
+
+.inactive {
+ display: none;
+}
+
+.inactiveStrong {
+ display: none !important;
+}
+
+
+.p1 { top: 48%; left: 20%; }
+.p2 { top: 24%; left: 40%; }
+.p3 { top: 24%; left: 60%; }
+.p4 { top: 48%; left: 80%; }
+.p5 { top: 74%; left: 60%; }
+.p6 { top: 74%; left: 40%; }
+
+.p1-intro { top: 50%; left: 16.5%; }
+.p2-intro { top: 50%; left: 33%; }
+.p3-intro { top: 50%; left: 49.5%; }
+.p4-intro { top: 50%; left: 67%; }
+.p5-intro { top: 50%; left: 83%; }
+
+
+.planetNumber{
+ position:absolute;
+ color: red;
+ z-index: 3;
+ transform: translate(-75%,-100%);
+}
+
+
+#rocket {
+ background-image: url("src/rocket.png");
+ background-repeat: no-repeat;
+ background-size: contain;
+ height: 8.88%;
+ width: 5%;
+ position:absolute;
+ z-index: 3;
+ transform: translate(-50%, -50%);
+}
+
+#instructions {
+ display: block;
+ position: absolute;
+ height: 100%;
+ width: 100%;
+ background-color: rgb(36, 27, 27);
+ /* z-index:3; */
+}
+
+#main-transition-text p {
+ top: 50%;
+}
+
+
+.text-aligned {
+ position: absolute;
+ width: 100%;
+ transform: translate(-50%,-50%);
+ top: 50%;
+ left:50%;
+ text-align: center;
+ z-index: 2;
+}
+
+.score-display{
+ position: absolute;
+ top: 35%;
+ left: 50%;
+}
+.text-nonaligned {
+ position: absolute;
+ width: 100%;
+ height:100%;
+ transform: translate(-50%,-50%);
+ top: 50%;
+ left:50%;
+ text-align: center;
+}
+
+
+.top{
+ position: absolute;
+ width: 100%;
+ top: 5px;
+}
+
+/* .center {
+ position: absolute;
+ width: 100%;
+ top:50%;
+} */
+
+
+.bottom{
+ position: absolute;
+ width: 100%;
+ bottom: 20px;
+}
+
+
+#intro-screen-planets p {
+ text-align: center;
+ position: absolute;
+ width: 100%;
+}
+
+#intro-screen-points p {
+ text-align: center;
+ position: absolute;
+ width: 100%;
+}
+
+.display-over {
+ z-index: 10;
+}