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BioPlay Space Invaders Design

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Posted: 26 May, 2009
by: Collura T.
Updated: 26 May, 2009
by: Collura T.
The attached design runs a "Focus" protocol and supports the BioPlay game Space Invaders.
This design makes a few modifications to the standard Focus Protocol, all in the Event Wizard, so that the BioPlay game sees the controls it wants.
The function to use is "GT1(  )" which decides if the argument is greater than one.  For theta, you use threshold divided by value, to "invert" the meaning, hence reflect the inhibit.
 
The first event fires bullets if theta is below threshold.
 
The second event fires special weapons if lobeta is above threshold.
 
The third event controls speed, and is a damped version of the lobeta condition.  By increasing the damping factor, you can make it speed up and slow down more gradually.  With a modification, we could also have it reflect the theta condition.
 
We put the MMP control into event 5, which looks at both events 1 and 2.  This event will also control our Flash Games, so this design will work for all of our Flash Games.  The only exception is that the Brain Bars ("appBoxes") game looks a bit off.  This is unavoidable, since we had to accomodate the BioPlay.  But the other  games (BrainMan, BrainCats, BrainPlanets, BrainCells), should all work OK as well with this design.
 
It also counts points by the standard method, so that points-based games such as Puzzle and Space Race
will work, as will Cricket and Bug Run.
 
Thanks to Gib Koula for help on this.  This design approach will work for all the standard protocols including Alert,
Focus, Relax, etc.  I can also show you how to use it for other methods including live Z scores, but this is the idea.
 
It would have to be different for some other BioPlay games, unless BioPlay uses a "uniform" approach to controlling them.  So we may have to have a special design for each game.  Our approach was always to use the inputs in the same way, so Event 1 was the low inhibit, Event 2 was the enhance, Event 3 was the high inhibit, Event 4 was the points/100, and Event 5 was the main on/off flag.  But we can adapt to whatever BioPlay wants.
 
This design also shows well in Event Trends, as you can see the flags for events 1 and 2 going up and down, and the value of event 3 rising and falling, as well.
 
We are happy to see the excellent BioPlay games and look forward to supporting all of them in the BrainMaster Software.
Attached files
file Test_Bioplay.bmz (3 kb)

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