Example #1
0
    def __init__(self, experiment):
        self.logger = FileLogger()

        self.screen = pygame.display.get_surface()

        self.clock = pygame.time.Clock()
        self.experiment = experiment

        self.event_handler = EventHandler()
        self.keyboard_handler = Event()

        self.sprites_group = pygame.sprite.LayeredDirty()

        self.background = {}
        self.background["pasive"] = pygame.sprite.DirtySprite()
        # self.background["pasive"].image = pygame.surface.Surface(Properties.SCREEN_RES)
        self.background["pasive"].image = pygame.surface.Surface(
            self.screen.get_size())
        self.background["pasive"].image.fill([40, 40, 40])
        self.background["pasive"].rect = self.background[
            "pasive"].image.get_rect()
        self.sprites_group.add(self.background["pasive"], layer=BACKGR_lyr)

        # self.background["active"] = pygame.sprite.DirtySprite()
        # self.background["active"].image = pygame.surface.Surface(Properties.SCREEN_RES)
        # # self.background["active"].image = pygame.surface.Surface(self.screen.get_size())
        # self.background["active"].image.fill([80,80,80])
        # self.background["active"].rect = self.background["active"].image.get_rect()
        # self.sprites_group.add(self.background["active"], layer=BACKGR_lyr)

        # self.background["active"].visible = False
        self.feedback_ok = Feedback()
        self.feedback_no = Feedback(False)
        self.sprites_group.add(self.feedback_ok, layer=FEED_lyr)
        self.sprites_group.add(self.feedback_no, layer=FEED_lyr)

        self.msgs = {}
        self.boxes = {}

        self.instruction = Instruction()
        self.instruction.hide()
        self.sprites_group.add(self.instruction, layer=INST_lyr)

        self.msgs["done"] = ImageDone()
        for v in self.msgs.itervalues():
            self.sprites_group.add(v, layer=BTN_lyr)

        for box_name, position in self.experiment["box_positions"].iteritems():
            box = Box(box_name, json.loads(position),
                      self.experiment["properties"])
            self.sprites_group.add(box, layer=BOXES_lyr)
            self.boxes[box_name] = box

        self.tic_group = []

        self.trial = Trial(
            self.logger, self.experiment["properties"],
            self.change_to_active_mode, None, {
                "ok": self.feedback_ok.show,
                "no": self.feedback_no.show,
                "off":
                (lambda: [self.feedback_ok.hide(),
                          self.feedback_no.hide()])
            })
        self.exp_runner = ExpRunner(self.experiment, self.trial, self.boxes)
        self.exp_runner.end_test = self.terminar_juego
        self.exp_runner.instruction = self.instruction
        self.trial.handle_end = self.exp_runner.next_trial
        self.trial.set_boxes(self.boxes, self.suscribe_box_on,
                             self.unsuscribe_box)
        self.boxes_on = []

        self.msgs["done"].set_callback(self.trial.next_by_usr)

        self.change_to_active_mode(False)
Example #2
0
class Corsi():
    def __init__(self, experiment):
        self.logger = FileLogger()

        self.screen = pygame.display.get_surface()

        self.clock = pygame.time.Clock()
        self.experiment = experiment

        self.event_handler = EventHandler()
        self.keyboard_handler = Event()

        self.sprites_group = pygame.sprite.LayeredDirty()

        self.background = {}
        self.background["pasive"] = pygame.sprite.DirtySprite()
        # self.background["pasive"].image = pygame.surface.Surface(Properties.SCREEN_RES)
        self.background["pasive"].image = pygame.surface.Surface(
            self.screen.get_size())
        self.background["pasive"].image.fill([40, 40, 40])
        self.background["pasive"].rect = self.background[
            "pasive"].image.get_rect()
        self.sprites_group.add(self.background["pasive"], layer=BACKGR_lyr)

        # self.background["active"] = pygame.sprite.DirtySprite()
        # self.background["active"].image = pygame.surface.Surface(Properties.SCREEN_RES)
        # # self.background["active"].image = pygame.surface.Surface(self.screen.get_size())
        # self.background["active"].image.fill([80,80,80])
        # self.background["active"].rect = self.background["active"].image.get_rect()
        # self.sprites_group.add(self.background["active"], layer=BACKGR_lyr)

        # self.background["active"].visible = False
        self.feedback_ok = Feedback()
        self.feedback_no = Feedback(False)
        self.sprites_group.add(self.feedback_ok, layer=FEED_lyr)
        self.sprites_group.add(self.feedback_no, layer=FEED_lyr)

        self.msgs = {}
        self.boxes = {}

        self.instruction = Instruction()
        self.instruction.hide()
        self.sprites_group.add(self.instruction, layer=INST_lyr)

        self.msgs["done"] = ImageDone()
        for v in self.msgs.itervalues():
            self.sprites_group.add(v, layer=BTN_lyr)

        for box_name, position in self.experiment["box_positions"].iteritems():
            box = Box(box_name, json.loads(position),
                      self.experiment["properties"])
            self.sprites_group.add(box, layer=BOXES_lyr)
            self.boxes[box_name] = box

        self.tic_group = []

        self.trial = Trial(
            self.logger, self.experiment["properties"],
            self.change_to_active_mode, None, {
                "ok": self.feedback_ok.show,
                "no": self.feedback_no.show,
                "off":
                (lambda: [self.feedback_ok.hide(),
                          self.feedback_no.hide()])
            })
        self.exp_runner = ExpRunner(self.experiment, self.trial, self.boxes)
        self.exp_runner.end_test = self.terminar_juego
        self.exp_runner.instruction = self.instruction
        self.trial.handle_end = self.exp_runner.next_trial
        self.trial.set_boxes(self.boxes, self.suscribe_box_on,
                             self.unsuscribe_box)
        self.boxes_on = []

        self.msgs["done"].set_callback(self.trial.next_by_usr)

        self.change_to_active_mode(False)

    def change_to_active_mode(self, toActive=True):
        # self.change_background(toActive)
        if toActive:
            self.state = INTERACTIVE
            self.msgs["done"].show()
        else:
            self.state = PASSIVE
            self.msgs["done"].hide()

    def change_background(self, toActive=True):
        if toActive:
            self.background["active"].visible = True
            self.background["pasive"].visible = False
        else:
            self.background["active"].visible = False
            self.background["pasive"].visible = True

        self.background["active"].dirty = True
        self.background["pasive"].dirty = True

    def set_events(self):
        key_suscribe = self.keyboard_handler.suscribe
        self.event_handler.suscribe(
            pygame.KEYDOWN,
            lambda ev: self.keyboard_handler.dispatch(ev.key, ev))

        key_suscribe(
            pygame.K_ESCAPE,
            (lambda ev:
             [self.logger.log_message("esc pressed"),
              self.terminar_juego(ev)]))

        self.event_handler.suscribe(
            pygame.QUIT,
            (lambda ev:
             [self.logger.log_message("pygame quit"),
              self.terminar_juego(ev)]))
        self.event_handler.suscribe(pygame.MOUSEBUTTONDOWN, self.click)
        # self.event_handler.suscribe(pygame.MOUSEBUTTONUP, self.click)
        self.event_handler.suscribe(pygame.MOUSEBUTTONUP, self.release_click)

    # def click(self, res):
    #     (x, y) = pygame.mouse.get_pos()

    #     if self.state == INTERACTIVE:
    #         for i in self.sprites_group.get_sprites_from_layer(BOXES_lyr):
    #             if (i.rect.collidepoint(x, y)):
    #                 a = i.tic_off
    #                 ev = pygame.USEREVENT + 1
    #                 print "Suscribing event ", ev
    #                 self.event_handler.suscribe(ev, a)
    #                 i.click(lambda: self.event_handler.unsuscribe(ev, a))
    #                 pygame.time.set_timer(ev, self.experiment["properties"]["tansweron"])

    def click(self, res):
        (x, y) = pygame.mouse.get_pos()

        if self.state == INTERACTIVE:
            click_in_box = False
            for i in self.sprites_group.get_sprites_from_layer(BOXES_lyr):
                if (i.rect.collidepoint(x, y)):
                    # print "Click box ", i.box_name
                    if not i.is_on:
                        self.suscribe_box_on(i)
                        i.click(self.experiment["properties"]["tansweron"],
                                self.unsuscribe_box)
                        self.trial.usr_answer(i.box_name, (x, y))
                        click_in_box = True

            for i in self.sprites_group.get_sprites_from_layer(BTN_lyr):
                if (i.rect.collidepoint(x, y)):
                    # print "Click button "
                    click_in_box = True
                    i.click()

            if not click_in_box:
                self.trial.usr_answer(None, (x, y))
        elif self.state == PASSIVE:
            if self.instruction.visible:
                self.instruction.hide()

    def release_click(self, res):
        (x, y) = pygame.mouse.get_pos()

        if self.state == INTERACTIVE:
            for i in self.sprites_group.get_sprites_from_layer(BTN_lyr):
                if (i.rect.collidepoint(x, y)):
                    # print "Click button "
                    click_in_box = True
                    i.release_click()

    def suscribe_box_on(self, box):
        self.boxes_on.append(box)

    def unsuscribe_box(self, box):
        # import pdb; pdb.set_trace();
        self.boxes_on.remove(box)

    def terminar_juego(self, ev=None):
        print "TERMINANDO"
        self.logger.log_message("end game")
        self.logger.close()
        self.running = False

    def report_answ(self, ev=None):
        if not self.trial.usr_answer():
            self.logger.log_invalid_press()

    def run(self):
        #~ import pdb; pdb.set_trace()
        self.running = True
        self.set_events()
        self.exp_runner.next()
        self.mainLoop()

    def trial_handle_next(self):
        pass

    def mainLoop(self):
        pygame.display.flip()
        self.playing = None

        while self.running:
            self.clock.tick(60)

            self.event_handler.handle()
            self.trial.tic()
            for box in self.boxes_on:
                box.tic()
            self.sprites_group.draw(self.screen)

            pygame.display.flip()
Example #3
0
class TowerOfLondon():

    def __init__(self, experiment):
        self.logger = FileLogger()
        self.experiment = experiment
        self.mode = EXPERIMENT_MODE

        SCREEN_RES = (int(experiment["screen_res"]["x"]), int(experiment["screen_res"]["y"]))
        self.properties = Properties.Properties(SCREEN_RES)


        self.screen = pygame.display.get_surface()
        self.clock = pygame.time.Clock()

        self.event_handler = EventHandler.EventHandler()
        self.keyboard_handler = Event.Event()

        self.sprites_group = pygame.sprite.LayeredDirty()

        # self.background = pygame.sprite.DirtySprite()
        self.background =  ImageMessage("scale_fondo{}.png".format(BACKGROUND_PROFILE))
        self.background.scale(SCREEN_RES[0], SCREEN_RES[1])
        self.background.show()

        # self.background.image = pygame.surface.Surface(Properties.SCREEN_RES)
        # self.background.image.fill([240,240,240])
        # self.background.rect = self.background.image.get_rect()
        self.sprites_group.add(self.background, layer=BACKGR_lyr)

        self.floor = pygame.sprite.DirtySprite()
        self.floor.image = pygame.surface.Surface((self.properties.SCREEN_RES[0], self.properties.floor_height))
        self.floor.image.fill([0,200,0])
        self.floor.rect = self.floor.image.get_rect()
        self.floor.rect.bottom = self.properties.SCREEN_RES[1]
        self.sprites_group.add(self.floor, layer=FLOOR_lyr)


        self.feedback_ok = Feedback()
        self.feedback_no = Feedback(False)
        self.sprites_group.add(self.feedback_ok, layer=FEED_lyr)
        self.sprites_group.add(self.feedback_no, layer=FEED_lyr)

        self.state = State.State()
        st = self.state

        self.trial = Trial(self.logger, self.show_messages,
                None,
                {"ok": self.feedback_ok.show, "no": self.feedback_no.show,
                "off": (lambda: [self.feedback_ok.hide(), self.feedback_no.hide()])},
                self)

        self.sprites_group.add(StickSprite(st.sticks[1], self.properties), layer=STICK_lyr)
        self.sprites_group.add(StickSprite(st.sticks[2], self.properties), layer=STICK_lyr)
        self.sprites_group.add(StickSprite(st.sticks[3], self.properties), layer=STICK_lyr)


        self.sprites_group.add(DiskSprite(st.get_disk(State.B),st.get_disk_position(State.B), mode=DISKS_PROFILE, prop=self.properties), layer=DISKS_lyr)
        self.sprites_group.add(DiskSprite(st.get_disk(State.G),st.get_disk_position(State.G), mode=DISKS_PROFILE, prop=self.properties), layer=DISKS_lyr)
        self.sprites_group.add(DiskSprite(st.get_disk(State.R),st.get_disk_position(State.R), mode=DISKS_PROFILE, prop=self.properties), layer=DISKS_lyr)

        self.goal = Goal(DISKS_PROFILE, prop=self.properties)
        self.sprites_group.add(self.goal, layer=GOAL_lyr)


        self.instruction =  Instruction(prop=self.properties)
        self.instruction.hide()
        self.sprites_group.add(self.instruction, layer=INST_lyr)

        self.msgs = {}
        self.msgs["done"] =  ImageDone(prop=self.properties)
        self.msgs["done"].set_callback(self.trial.check_answer)
        for v in self.msgs.itervalues():
            self.sprites_group.add(v, layer=CTRL_BTN_lyr)

        self.exp_runner = ExpRunner(self.experiment,
            self.trial)
        self.exp_runner.end_test = self.end_game
        self.exp_runner.instruction = self.instruction
        self.exp_runner.next()


        self.clicked_sprite = None

        if self.mode == FREE_MODE:
            for i in range(1,8+1):
                self.sprites_group.add(TextLevel(i,self.set_board_distance), layer=LEVEL_SEL_lyr)

        self.show_messages(False)

    def show_messages(self, toActive=True, info_or_feedback=2):
        # self.change_background(toActive)
        # print "To PASSIVE MODE"
        for i in [GOAL_lyr, DISKS_lyr, CTRL_BTN_lyr,FEED_lyr, INST_lyr]:
            for sp in self.sprites_group.get_sprites_from_layer(i):
                sp.hide()
        if toActive:
            # print "To INTERACTIVE MODE"
            # self.msgs["done"].show()
            self.moving_state = INTERACTIVE
            # self.instruction.hide()
            # self.goal.visible = True
            for i in [GOAL_lyr, DISKS_lyr, CTRL_BTN_lyr]:
                for sp in self.sprites_group.get_sprites_from_layer(i):
                    sp.show()
        else:
            if info_or_feedback==2:
                self.moving_state = PASSIVE
                self.instruction.show()
            else:
                self.moving_state = FEEDBACK
                if info_or_feedback==1:
                    self.feedback_ok.show()
                elif info_or_feedback==0:
                    self.feedback_no.show()


    def set_events(self):
        suscribir_tecla = self.keyboard_handler.suscribe

        self.event_handler.suscribe(pygame.QUIT, self.end_game)

        self.event_handler.suscribe(pygame.MOUSEBUTTONDOWN, self.clicked)
        self.event_handler.suscribe(pygame.MOUSEMOTION, self.move_mouse)
        self.event_handler.suscribe(pygame.MOUSEBUTTONUP, self.unclicked)
        self.event_handler.suscribe(pygame.KEYDOWN, lambda ev: self.keyboard_handler.dispatch(ev.key, ev))

        suscribir_tecla(pygame.K_ESCAPE, self.end_game)

    def set_board_distance(self, distance=None):
        if distance is None:
            distance = randrange(8)+1

        l1 = randrange(len(inc.distance.dist))

        indexes = [i for i, x in enumerate(inc.distance.dist[l1]) if x == distance]

        l2 = choice(indexes)
        self.set_board(l1)
        self.set_goal(l2)



    def set_board(self, board_num):
        self.state.set_board_number(board_num)
        # self.state.show()

    def set_goal(self, board_num):
        self.goal_num = board_num
        self.moves_num = 0
        self.sequence_boards = [self.state.get_board_number()]

        d = inc.distance.dist[board_num][self.state.get_board_number()]

        # self.goalText.set_message("Sale en %d movidas" %(d,))
        self.goal.set(board_num)
        # self.goalText.rect.center = Properties.goal_pos
        self.refresh_indicators()
        self.refresh_all_sprites()


    def refresh_indicators(self):
        # self.stepsText.set_message("Movidas: %d" %(self.moves_num,))
        # (x,y) = self.goalText.rect.bottomright
        # self.stepsText.rect.topright = (x,y)
        # (x,y) = self.stepsText.rect.bottomright

        # if self.state.get_board_number() == self.goal_num:
            # self.statusText.set_message("GANASTE")
        # else:
            # self.statusText.set_message("")
        # self.statusText.rect.topright = (x,y)
        pass

    def refresh_all_sprites(self):
        for i in self.sprites_group.get_sprites_from_layer(DISKS_lyr):
            i.set_stick_pos(self.state.get_disk_position(i.disk.num))
            i.dirty = 1

    def new_trial(self):
        self.set_board_distance()

    def clicked(self, res):
        if self.moving_state == INTERACTIVE:
            (x, y) = pygame.mouse.get_pos()
            for i in self.sprites_group.get_sprites_from_layer(DISKS_lyr):
                if (i.rect.collidepoint(x, y)):
                    r = i.click()
                    if r:
                        self.clicked_sprite = i
                        self.logger.log_pick_disk(self.exp_runner.trial.trial_name,
                                                self.trial.current_trial["source"],
                                                self.trial.current_trial["target"],
                                                self.state.get_board_number(),
                                                self.trial.tol.moves_num,
                                                i.disk.num
                                                )
                        # self, trial_id, source, target, current_board, move_num,
                        # picked_disk
            for i in self.sprites_group.get_sprites_from_layer(CTRL_BTN_lyr):
                if (i.rect.collidepoint(x, y)):
                    # print "Clicked"
                    i.click()


    def move_mouse(self, res):
        if self.clicked_sprite is not None:
            self.clicked_sprite.set_position(pygame.mouse.get_pos())

    def unclicked(self, res):
        already_placed = False
        # import pdb; pdb.set_trace()
        if self.clicked_sprite is not None:
            qq = self.clicked_sprite
            for i in self.sprites_group.get_sprites_from_layer(STICK_lyr):
                if (i.rect.colliderect(self.clicked_sprite)):
                    # print "Left on Stick ", i.stick.num
                    if i.stick.not_full() and i.stick.num!=self.state.get_stick_of_disk(self.clicked_sprite.disk.num).num:
                        # print "There is room enough. Number of moves: ", self.moves_num
                        self.state.moveSP(self.clicked_sprite, i)
                        self.clicked_sprite = None
                        self.moves_num += 1
                        self.sequence_boards.append(self.state.get_board_number())
                        self.refresh_indicators()
                        # if self.state.get_board_number() == self.goal_num:
                            # print "GANASTE"
                        already_placed = True
                        self.logger.log_release_disk(self.exp_runner.trial.trial_name,
                                                self.trial.current_trial["source"],
                                                self.trial.current_trial["target"],
                                                self.state.get_board_number(),
                                                self.trial.tol.moves_num,
                                                qq.disk.num,
                                                True
                                                )
                        return

            # if not already_placed:
            self.clicked_sprite.set_stick_pos()
            self.clicked_sprite = None
            self.logger.log_release_disk(self.exp_runner.trial.trial_name,
                                    self.trial.current_trial["source"],
                                    self.trial.current_trial["target"],
                                    self.state.get_board_number(),
                                    self.trial.tol.moves_num,
                                    qq.disk.num,
                                    False
                                    )

        if self.moving_state == INTERACTIVE:
            (x, y) = pygame.mouse.get_pos()
            for i in self.sprites_group.get_sprites_from_layer(CTRL_BTN_lyr):
                if (i.rect.collidepoint(x, y)):
                    i.release_click()
        elif self.moving_state == PASSIVE:
            self.show_messages()
        elif self.moving_state == FEEDBACK:
            self.show_messages(False)

    def run(self):
        #~ import pdb; pdb.set_trace()
        self.running = True
        self.set_events()

        self.mainLoop()

    def end_game(self, ev=None):
        self.logger.log_message("end game")
        self.logger.close()
        self.running = False

    def mainLoop(self):
        # print "MainLoop"
        pygame.display.flip()
        # pygame.image.save(out,fname+".tga")

        while self.running:
            self.event_handler.handle()

#             dt = self.clock.tick(30)
            dt = self.clock.tick(60)
            # self.trial.tic()
            #self.tweener.update(dt / 1000.0)

            self.sprites_group.draw(self.screen)
            pygame.display.flip()
Example #4
0
    def __init__(self, experiment):
        self.logger = FileLogger()
        self.experiment = experiment
        self.mode = EXPERIMENT_MODE

        SCREEN_RES = (int(experiment["screen_res"]["x"]), int(experiment["screen_res"]["y"]))
        self.properties = Properties.Properties(SCREEN_RES)


        self.screen = pygame.display.get_surface()
        self.clock = pygame.time.Clock()

        self.event_handler = EventHandler.EventHandler()
        self.keyboard_handler = Event.Event()

        self.sprites_group = pygame.sprite.LayeredDirty()

        # self.background = pygame.sprite.DirtySprite()
        self.background =  ImageMessage("scale_fondo{}.png".format(BACKGROUND_PROFILE))
        self.background.scale(SCREEN_RES[0], SCREEN_RES[1])
        self.background.show()

        # self.background.image = pygame.surface.Surface(Properties.SCREEN_RES)
        # self.background.image.fill([240,240,240])
        # self.background.rect = self.background.image.get_rect()
        self.sprites_group.add(self.background, layer=BACKGR_lyr)

        self.floor = pygame.sprite.DirtySprite()
        self.floor.image = pygame.surface.Surface((self.properties.SCREEN_RES[0], self.properties.floor_height))
        self.floor.image.fill([0,200,0])
        self.floor.rect = self.floor.image.get_rect()
        self.floor.rect.bottom = self.properties.SCREEN_RES[1]
        self.sprites_group.add(self.floor, layer=FLOOR_lyr)


        self.feedback_ok = Feedback()
        self.feedback_no = Feedback(False)
        self.sprites_group.add(self.feedback_ok, layer=FEED_lyr)
        self.sprites_group.add(self.feedback_no, layer=FEED_lyr)

        self.state = State.State()
        st = self.state

        self.trial = Trial(self.logger, self.show_messages,
                None,
                {"ok": self.feedback_ok.show, "no": self.feedback_no.show,
                "off": (lambda: [self.feedback_ok.hide(), self.feedback_no.hide()])},
                self)

        self.sprites_group.add(StickSprite(st.sticks[1], self.properties), layer=STICK_lyr)
        self.sprites_group.add(StickSprite(st.sticks[2], self.properties), layer=STICK_lyr)
        self.sprites_group.add(StickSprite(st.sticks[3], self.properties), layer=STICK_lyr)


        self.sprites_group.add(DiskSprite(st.get_disk(State.B),st.get_disk_position(State.B), mode=DISKS_PROFILE, prop=self.properties), layer=DISKS_lyr)
        self.sprites_group.add(DiskSprite(st.get_disk(State.G),st.get_disk_position(State.G), mode=DISKS_PROFILE, prop=self.properties), layer=DISKS_lyr)
        self.sprites_group.add(DiskSprite(st.get_disk(State.R),st.get_disk_position(State.R), mode=DISKS_PROFILE, prop=self.properties), layer=DISKS_lyr)

        self.goal = Goal(DISKS_PROFILE, prop=self.properties)
        self.sprites_group.add(self.goal, layer=GOAL_lyr)


        self.instruction =  Instruction(prop=self.properties)
        self.instruction.hide()
        self.sprites_group.add(self.instruction, layer=INST_lyr)

        self.msgs = {}
        self.msgs["done"] =  ImageDone(prop=self.properties)
        self.msgs["done"].set_callback(self.trial.check_answer)
        for v in self.msgs.itervalues():
            self.sprites_group.add(v, layer=CTRL_BTN_lyr)

        self.exp_runner = ExpRunner(self.experiment,
            self.trial)
        self.exp_runner.end_test = self.end_game
        self.exp_runner.instruction = self.instruction
        self.exp_runner.next()


        self.clicked_sprite = None

        if self.mode == FREE_MODE:
            for i in range(1,8+1):
                self.sprites_group.add(TextLevel(i,self.set_board_distance), layer=LEVEL_SEL_lyr)

        self.show_messages(False)
Example #5
0
    def __init__(self):
        if LOG:
            self.api = Fw_API()
        else:
            self.api = DebugGame()

        self.screen = pygame.display.get_surface()
        self.clock = pygame.time.Clock()
        self.level = Level()

        self.background = pygame.sprite.DirtySprite()
        self.background.image = pygame.image.load(
            "images/fondo" + str(Properties.SCREEN_RES[0]) + "x" +
            str(Properties.SCREEN_RES[1]) + ".png")
        self.background.rect = self.background.image.get_rect()

        self.event_handler = EventHandler()
        self.keyboard_handler = Event()

        self.sprites_group = pygame.sprite.LayeredDirty()
        self.clickeableGroup = pygame.sprite.Group()

        self.sprites_group.add(self.background, layer=BACKGR_lyr)

        self.clock_hand = ClockHand()
        self.sprites_group.add(self.clock_hand, layer=CLOCK_HAND_lyr)

        c = Clock()
        c.rect.x = self.screen.get_rect().centerx - c.rect.width / 2
        c.rect.y = self.screen.get_rect().centery - c.rect.height / 2

        self.sprites_group.add(c, layer=CLOCK_lyr)

        self.log("INIT ", "INICIANDO JUEGO")

        self.shadow = pygame.sprite.DirtySprite()
        self.shadow.image = pygame.Surface(self.screen.get_size(),
                                           pygame.SRCALPHA)  # per-pixel alpha
        self.shadow.image.fill((0, 50, 150, 180))
        self.shadow.rect = self.screen.get_rect()
        self.shadow.visible = 0

        self.levelbar = LevelBar(self.level)
        self.sprites_group.add(self.levelbar.bar, layer=LEVEL_BAR_lyr)

        self.leveltime = LevelTime(self.level)
        self.sprites_group.add(self.leveltime, layer=LEVEL_TIME_lyr)

        self.sprites_group.add(self.levelbar.check, layer=LEVEL_BAR_CHK_lyr)

        self.sprites_group.add(self.shadow, layer=MSG_lyr)

        self.info_button = InfoButton(self.show_instructions)
        self.sprites_group.add(self.info_button, layer=CTRL_BTN_lyr)
        self.clickeableGroup.add(self.info_button)

        self.close_button = CloseButton(self.terminar_juego)
        self.sprites_group.add(self.close_button, layer=CTRL_BTN_lyr)
        self.clickeableGroup.add(self.close_button)

        self.instructions_window = Instruction()
        self.sprites_group.add(self.instructions_window, layer=INST_lyr)

        self.state = State()