<commit_before>Game.Run = function(game) {

  "use strict";

  this.game;      //  a reference to the currently running game (Phaser.Game)
  this.add;       //  used to add sprites, text, groups, etc (Phaser.GameObjectFactory)
  this.camera;    //  a reference to the game camera (Phaser.Camera)
  this.cache;     //  the game cache (Phaser.Cache)
  this.input;     //  the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input)
  this.load;      //  for preloading assets (Phaser.Loader)
  this.math;      //  lots of useful common math operations (Phaser.Math)
  this.sound;     //  the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager)
  this.stage;     //  the game stage (Phaser.Stage)
  this.time;      //  the clock (Phaser.Time)
  this.tweens;    //  the tween manager (Phaser.TweenManager)
  this.state;     //  the state manager (Phaser.StateManager)
  this.world;     //  the game world (Phaser.World)
  this.particles; //  the particle manager (Phaser.Particles)
  this.physics;   //  the physics manager (Phaser.Physics)
  this.rnd;       //  the repeatable random number generator (Phaser.RandomDataGenerator)

  this.feedback
  this.stats
  this.trial = 0
  this.problem = [0,0,0]
  this.blockLength = 20
  this.bridgeY = 475
  this.compX = 175
  this.clickMargin = 50
  this.fallen = false
  this.iters = 0
  this.stopFall = false
  this.numGraded = 0
  this.RT
  this.RTb = 0
  this.prevTime = 0
  this.numFeedback = 'null'
  this.gameFinished = 'null'

};

Game.Run.prototype = {

  init: function(problem_set) {
    this.problem_set = problem_set
  },

  create: function () {
    problems = problemGen(this.week, this.problem_set)
    this.op1s = problems[1]
    this.op2s = problems[2]
    this.problem_ids = problems[3]
    this.numProblems = this.op1s.length

    //task info
    this.task = 'VS_missing'
    task_type = 'VS'

    this.points = 0

    //initializing subject for this game
    //this.results = set_up_subject(this.task)
    //user = this.results[0]
    //session = this.results[1]
    //play = this.results[2]
    //this.subject = new Subject(user, this.task, task_type, this.problem_set, session, play)

    this.game.world.setBounds(0,0,this.op1s.length*1000,600)
    this.game.add.tileSprite(0,0,this.op1s.length*1000,600,'background')
    //this.game.stage.backgroundColor = '#02425B'

    d = new Date()
    this.startTime = d.getTime()

    this.progress = this.game.add.text(860, 560, '1 out of 13', {font:'30px Arial', fill:'#FFFFFF', align:'center'})
    this.progress.fixedToCamera = true
    this.progress.anchor.x = 0.5

    this.pointDisplay = this.game.add.text(85, 560, 'Points: ' + this.points, {font:'30px Arial', fill:'#FFFFFF', align:'center'})
    this.pointDisplay.anchor.x = 0.5
    this.pointDisplay.fixedToCamera = true

    this.nextTrial()

    this.game.physics.startSystem(Phaser.Physics.BOX2D)

    //creating cloud group
    this.clouds = this.game.add.group()
    this.clouds.enableBody = true

    this.cCloud = this.clouds.create(this.compX-100,this.bridgeY + 48,'cloud')
    this.cCloud.anchor.setTo(0.5,1)
    this.cCloud.scale.setTo(0.7, 0.45)
    this.cCloud.body.immovable = true<commit_msg>removed background<commit_after>Game.Run = function(game) {

  "use strict";

  this.game;      //  a reference to the currently running game (Phaser.Game)
  this.add;       //  used to add sprites, text, groups, etc (Phaser.GameObjectFactory)
  this.camera;    //  a reference to the game camera (Phaser.Camera)
  this.cache;     //  the game cache (Phaser.Cache)
  this.input;     //  the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input)
  this.load;      //  for preloading assets (Phaser.Loader)
  this.math;      //  lots of useful common math operations (Phaser.Math)
  this.sound;     //  the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager)
  this.stage;     //  the game stage (Phaser.Stage)
  this.time;      //  the clock (Phaser.Time)
  this.tweens;    //  the tween manager (Phaser.TweenManager)
  this.state;     //  the state manager (Phaser.StateManager)
  this.world;     //  the game world (Phaser.World)
  this.particles; //  the particle manager (Phaser.Particles)
  this.physics;   //  the physics manager (Phaser.Physics)
  this.rnd;       //  the repeatable random number generator (Phaser.RandomDataGenerator)

  this.feedback
  this.stats
  this.trial = 0
  this.problem = [0,0,0]
  this.blockLength = 20
  this.bridgeY = 475
  this.compX = 175
  this.clickMargin = 50
  this.fallen = false
  this.iters = 0
  this.stopFall = false
  this.numGraded = 0
  this.RT
  this.RTb = 0
  this.prevTime = 0
  this.numFeedback = 'null'
  this.gameFinished = 'null'

};

Game.Run.prototype = {

  init: function(problem_set) {
    this.problem_set = problem_set
  },

  create: function () {
    problems = problemGen(this.week, this.problem_set)
    this.op1s = problems[1]
    this.op2s = problems[2]
    this.problem_ids = problems[3]
    this.numProblems = this.op1s.length

    //task info
    this.task = 'VS_missing'
    task_type = 'VS'

    this.points = 0

    //initializing subject for this game
    //this.results = set_up_subject(this.task)
    //user = this.results[0]
    //session = this.results[1]
    //play = this.results[2]
    //this.subject = new Subject(user, this.task, task_type, this.problem_set, session, play)

    this.game.world.setBounds(0,0,this.op1s.length*1000,600)
    //this.game.add.tileSprite(0,0,this.op1s.length*1000,600,'background')
    //this.game.stage.backgroundColor = '#02425B'

    d = new Date()
    this.startTime = d.getTime()

    this.progress = this.game.add.text(860, 560, '1 out of 13', {font:'30px Arial', fill:'#FFFFFF', align:'center'})
    this.progress.fixedToCamera = true
    this.progress.anchor.x = 0.5

    this.pointDisplay = this.game.add.text(85, 560, 'Points: ' + this.points, {font:'30px Arial', fill:'#FFFFFF', align:'center'})
    this.pointDisplay.anchor.x = 0.5
    this.pointDisplay.fixedToCamera = true

    this.nextTrial()

    this.game.physics.startSystem(Phaser.Physics.BOX2D)

    //creating cloud group
    this.clouds = this.game.add.group()
    this.clouds.enableBody = true

    this.cCloud = this.clouds.create(this.compX-100,this.bridgeY + 48,'cloud')
    this.cCloud.anchor.setTo(0.5,1)
    this.cCloud.scale.setTo(0.7, 0.45)
    this.cCloud.body.immovable = true
{'fraction_non_alphanumeric': 0.13454154507756105, 'fraction_numerical': 0.027338350483796653, 'mean_word_length': 2.918170878459687, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '7614722', 'n_tokens_mistral': 2421, 'n_tokens_neox': 2273, 'n_words': 498}