__init__(self,
win,
units='',
nDots=1,
coherence=0.5,
fieldPos=(0.0, 0.0),
fieldSize=(1.0, 1.0),
fieldShape='sqr',
dotSize=2.0,
dotLife=3,
dir=0.0,
speed=0.5,
rgb=None,
color=(1.0, 1.0, 1.0),
colorSpace='rgb',
opacity=1.0,
depth=0,
element=None,
signalDots='different',
noiseDots='position')
(Constructor)
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:Parameters:
win :
a :class:`~psychopy.visual.Window` object (required)
units : **None**, 'norm', 'cm', 'deg' or 'pix'
If None then the current units of the :class:`~psychopy.visual.Window` will be used.
See :ref:`units` for explanation of other options.
nDots : int
number of dots to be generated
fieldPos : (x,y) or [x,y]
specifying the location of the centre of the stimulus.
fieldSize : a single value, specifying the diameter of the field
Sizes can be negative and can extend beyond the window.
fieldShape : *'sqr'* or 'circle'
Defines the envelope used to present the dots
dotSize
specified in pixels (overridden if `element` is specified)
dotLife : int
Number of frames each dot lives for (default=3, -1=infinite)
dir : float (degrees)
direction of the coherent dots
speed : float
speed of the dots (in *units*/frame)
signalDots : 'same' or 'different'
If 'same' then the chosen signal dots remain the same on each frame.
If 'different' they are randomly chosen each frame. This paramater
corresponds to Scase et al's (1996) categories of RDK.
noiseDots : 'position','direction' or 'walk'
Determines the behaviour of the noise dots, taken directly from
Scase et al's (1996) categories. For 'position', noise dots take a
random position every frame. For 'direction' noise dots follow a
random, but constant direction. For 'walk' noise dots vary their
direction every frame, but keep a constant speed.
rgb : (r,g,b) or [r,g,b] or a single intensity value
or a single value (which will be applied to all guns).
RGB vals are applied to simple textures and to greyscale
image files but not to RGB images.
**NB** units range -1:1 (so 0.0 is GREY). See :ref:`rgb` for further info.
opacity : float
1.0 is opaque, 0.0 is transparent
depth : 0,
This can be used to choose which
stimulus overlays which. (more negative values are nearer).
At present the window does not do perspective rendering
but could do if that's really useful(?!)
element : *None* or a visual stimulus object
This can be any object that has a ``.draw()`` method and a
``.setPos([x,y])`` method (e.g. a PatchStim, TextStim...)!!
See `ElementArrayStim` for a faster implementation of this idea.
- Overrides:
_BaseVisualStim.__init__
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