4 | Redirector
5 |
6 |
7 |
8 | Click here to redirect
9 |
10 |
11 |
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2 |
3 |
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8 | Click here to redirect
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1 |
2 |
3 |
4 | Redirector
5 |
6 |
7 |
8 | Click here to redirect
9 |
10 |
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/doc/api.js:
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1 | YUI.add("yuidoc-meta", function(Y) {
2 | Y.YUIDoc = { meta: {
3 | "classes": [
4 | "Phaser.Plugin.GamygdalaExpression",
5 | "Phaser.Plugin.GamygdalaWrapper",
6 | "TUDelft.Gamygdala",
7 | "TUDelft.Gamygdala.Agent",
8 | "TUDelft.Gamygdala.Belief",
9 | "TUDelft.Gamygdala.Emotion",
10 | "TUDelft.Gamygdala.Goal",
11 | "TUDelft.Gamygdala.Relation"
12 | ],
13 | "modules": [],
14 | "allModules": []
15 | } };
16 | });
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/doc/assets/js/yui-prettify.js:
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1 | YUI().use('node', function(Y) {
2 | var code = Y.all('.prettyprint.linenums');
3 | if (code.size()) {
4 | code.each(function(c) {
5 | var lis = c.all('ol li'),
6 | l = 1;
7 | lis.each(function(n) {
8 | n.prepend('');
9 | l++;
10 | });
11 | });
12 | var h = location.hash;
13 | location.hash = '';
14 | h = h.replace('LINE_', 'LINENUM_');
15 | location.hash = h;
16 | }
17 | });
18 |
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/doc/assets/vendor/prettify/prettify-min.css:
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1 | .pln{color:#000}@media screen{.str{color:#080}.kwd{color:#008}.com{color:#800}.typ{color:#606}.lit{color:#066}.pun,.opn,.clo{color:#660}.tag{color:#008}.atn{color:#606}.atv{color:#080}.dec,.var{color:#606}.fun{color:red}}@media print,projection{.str{color:#060}.kwd{color:#006;font-weight:bold}.com{color:#600;font-style:italic}.typ{color:#404;font-weight:bold}.lit{color:#044}.pun,.opn,.clo{color:#440}.tag{color:#006;font-weight:bold}.atn{color:#404}.atv{color:#060}}pre.prettyprint{padding:2px;border:1px solid #888}ol.linenums{margin-top:0;margin-bottom:0}li.L0,li.L1,li.L2,li.L3,li.L5,li.L6,li.L7,li.L8{list-style-type:none}li.L1,li.L3,li.L5,li.L7,li.L9{background:#eee}
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/LICENSE:
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1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2015 broekens
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
23 |
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/README.md:
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1 | # gamygdala
2 | An emotion engine for games based on the Gamygdala approach (with an eyewink to game and amygdala).
3 |
4 | This is the main repository for the Gamygdala emotion engine.
5 | It is used for emotion simulation in NPCs or player controlled characters in games.
6 | For now we have published the javascript version of the system.
7 | A c# version and Java version are in development.
8 |
9 | For more info visit the website (http://www.joostbroekens.com/gamygdala).
10 | You can read more there, and run the example code.
11 | The example code is based on the game engine Phaser from photonstorm (http://www.photonstorm.com/).
12 | Gamygdala itself is not dependent on Phaser, but we have created two Plugin classes so that easy integration is possible with the Phaser Plugin system.
13 |
14 | To see the running example that explains Gamygdala usage, or to play the two (simple!) example games, visit http://www.joostbroekens.com/gamygdala.
15 | To get a complete local copy that runs, download the master branch, and unzip.
16 | Run mongoose-free-5.3.5.exe which creates a simple web server with root dir the local dir where gamygdala is in.
17 | Then visit: http://localhost:8080 and click on the link to see the example.
18 |
19 | To play around and learn how to use gamygdala edit gamygdala_demo.html
20 | Hint: use Notepad++ to edit.
21 |
22 | Have fun!
23 |
24 | Joost Broekens
25 | TU Delft
26 |
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/doc/assets/js/api-filter.js:
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1 | YUI.add('api-filter', function (Y) {
2 |
3 | Y.APIFilter = Y.Base.create('apiFilter', Y.Base, [Y.AutoCompleteBase], {
4 | // -- Initializer ----------------------------------------------------------
5 | initializer: function () {
6 | this._bindUIACBase();
7 | this._syncUIACBase();
8 | },
9 | getDisplayName: function(name) {
10 |
11 | Y.each(Y.YUIDoc.meta.allModules, function(i) {
12 | if (i.name === name && i.displayName) {
13 | name = i.displayName;
14 | }
15 | });
16 |
17 | return name;
18 | }
19 |
20 | }, {
21 | // -- Attributes -----------------------------------------------------------
22 | ATTRS: {
23 | resultHighlighter: {
24 | value: 'phraseMatch'
25 | },
26 |
27 | // May be set to "classes" or "modules".
28 | queryType: {
29 | value: 'classes'
30 | },
31 |
32 | source: {
33 | valueFn: function() {
34 | var self = this;
35 | return function(q) {
36 | var data = Y.YUIDoc.meta[self.get('queryType')],
37 | out = [];
38 | Y.each(data, function(v) {
39 | if (v.toLowerCase().indexOf(q.toLowerCase()) > -1) {
40 | out.push(v);
41 | }
42 | });
43 | return out;
44 | };
45 | }
46 | }
47 | }
48 | });
49 |
50 | }, '3.4.0', {requires: [
51 | 'autocomplete-base', 'autocomplete-highlighters', 'autocomplete-sources'
52 | ]});
53 |
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/doc/assets/js/api-search.js:
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1 | YUI.add('api-search', function (Y) {
2 |
3 | var Lang = Y.Lang,
4 | Node = Y.Node,
5 | YArray = Y.Array;
6 |
7 | Y.APISearch = Y.Base.create('apiSearch', Y.Base, [Y.AutoCompleteBase], {
8 | // -- Public Properties ----------------------------------------------------
9 | RESULT_TEMPLATE:
10 | '
Perl formatting is really crappy. Partly because the author is lazy and
12 | partly because Perl is
13 | hard to parse.
14 |
On some browsers, <code> elements with newlines in the text
15 | which use CSS to specify white-space:pre will have the newlines
16 | improperly stripped if the element is not attached to the document at the time
17 | the stripping is done. Also, on IE 6, all newlines will be stripped from
18 | <code> elements because of the way IE6 produces
19 | innerHTML. Workaround: use <pre> for code with
20 | newlines.
21 |
22 |
23 |
Change Log
24 |
29 March 2007
25 |
26 |
Added tests for PHP support
27 | to address
28 | issue 3.
30 |
Fixed
31 | bug: prettyPrintOne was not halting. This was not
33 | reachable through the normal entry point.
34 |
Fixed
35 | bug: recursing into a script block or PHP tag that was not properly
37 | closed would not silently drop the content.
38 | (test)
39 |
Fixed bug: / in regex [charsets] should not end regex
62 |
63 |
5 Jul 2008
64 |
65 |
Defined language extensions for Lisp and Lua
66 |
67 |
14 Jul 2008
68 |
69 |
Language handlers for F#, OCAML, SQL
70 |
Support for nocode spans to allow embedding of line
71 | numbers and code annotations which should not be styled or otherwise
72 | affect the tokenization of prettified code.
73 | See the issue 22
74 | testcase.
75 |
76 |
6 Jan 2009
77 |
78 |
Language handlers for Visual Basic, Haskell, CSS, and WikiText
79 |
Added .mxml extension to the markup style handler for
80 | Flex MXML files. See
81 | issue 37.
84 |
Added .m extension to the C style handler so that Objective
85 | C source files properly highlight. See
86 | issue 58.
89 |
Changed HTML lexer to use the same embedded source mechanism as the
90 | wiki language handler, and changed to use the registered
91 | CSS handler for STYLE element content.
92 |
93 |
21 May 2009
94 |
95 |
Rewrote to improve performance on large files.
96 | See benchmarks.
97 |
Fixed bugs with highlighting of Haskell line comments, Lisp
98 | number literals, Lua strings, C preprocessor directives,
99 | newlines in Wiki code on Windows, and newlines in IE6.
100 |
101 |
14 August 2009
102 |
103 |
Fixed prettifying of <code> blocks with embedded newlines.
104 |
105 |
3 October 2009
106 |
107 |
Fixed prettifying of XML/HTML tags that contain uppercase letters.
108 |
This is the class that represents a relation one agent has with other agents.
99 | It's main role is to store and manage the emotions felt for a target agent (e.g angry at, or pity for).
100 | Each agent maintains a list of relations, one relation for each target agent.
Include the script and stylesheets in your document
26 | (you will need to make sure the css and js file are on your server, and
27 | adjust the paths in the script and link tag)
28 |
Add onload="prettyPrint()" to your
32 | document's body tag.
33 |
Modify the stylesheet to get the coloring you prefer
34 |
35 |
36 |
Usage
37 |
Put code snippets in
38 | <pre class="prettyprint">...</pre>
39 | or <code class="prettyprint">...</code>
40 | and it will automatically be pretty printed.
41 |
42 |
43 |
44 |
The original
45 |
Prettier
46 |
47 |
class Voila {
49 | public:
50 | // Voila
51 | static const string VOILA = "Voila";
52 |
53 | // will not interfere with embedded tags.
54 | }
55 |
56 |
class Voila {
57 | public:
58 | // Voila
59 | static const string VOILA = "Voila";
60 |
61 | // will not interfere with embedded tags.
62 | }
63 |
64 |
65 |
FAQ
66 |
Which languages does it work for?
67 |
The comments in prettify.js are authoritative but the lexer
68 | should work on a number of languages including C and friends,
69 | Java, Python, Bash, SQL, HTML, XML, CSS, Javascript, and Makefiles.
70 | It works passably on Ruby, PHP, VB, and Awk and a decent subset of Perl
71 | and Ruby, but, because of commenting conventions, doesn't work on
72 | Smalltalk, or CAML-like languages.
73 |
74 |
LISPy languages are supported via an extension:
75 | lang-lisp.js.
If you'd like to add an extension for your favorite language, please
96 | look at src/lang-lisp.js and file an
97 | issue including your language extension, and a testcase.
99 |
100 |
How do I specify which language my code is in?
101 |
You don't need to specify the language since prettyprint()
102 | will guess. You can specify a language by specifying the language extension
103 | along with the prettyprint class like so:
104 |
<pre class="prettyprint lang-html">
106 | The lang-* class specifies the language file extensions.
107 | File extensions supported by default include
108 | "bsh", "c", "cc", "cpp", "cs", "csh", "cyc", "cv", "htm", "html",
109 | "java", "js", "m", "mxml", "perl", "pl", "pm", "py", "rb", "sh",
110 | "xhtml", "xml", "xsl".
111 | </pre>
112 |
113 |
It doesn't work on <obfuscated code sample>?
114 |
Yes. Prettifying obfuscated code is like putting lipstick on a pig
115 | — i.e. outside the scope of this tool.
116 |
117 |
Which browsers does it work with?
118 |
It's been tested with IE 6, Firefox 1.5 & 2, and Safari 2.0.4.
119 | Look at the test page to see if it
120 | works in your browser.
Why doesn't Prettyprinting of strings work on WordPress?
126 |
Apparently wordpress does "smart quoting" which changes close quotes.
127 | This causes end quotes to not match up with open quotes.
128 |
This breaks prettifying as well as copying and pasting of code samples.
129 | See
130 | WordPress's help center for info on how to stop smart quoting of code
132 | snippets.
133 |
134 |
How do I put line numbers in my code?
135 |
You can use the linenums class to turn on line
136 | numbering. If your code doesn't start at line number 1, you can
137 | add a colon and a line number to the end of that class as in
138 | linenums:52.
139 |
140 |
// This is line 4.
153 | foo();
154 | bar();
155 | baz();
156 | boo();
157 | far();
158 | faz();
159 |
160 |
161 |
How do I prevent a portion of markup from being marked as code?
162 |
You can use the nocode class to identify a span of markup
163 | that is not code.
164 |
<pre class=prettyprint>
165 | int x = foo(); /* This is a comment <span class="nocode">This is not code</span>
166 | Continuation of comment */
167 | int y = bar();
168 | </pre>
169 | produces
170 |
171 | int x = foo(); /* This is a comment This is not code
172 | Continuation of comment */
173 | int y = bar();
174 |
175 |
176 |
For a more complete example see the issue22
177 | testcase.
178 |
179 |
I get an error message "a is not a function" or "opt_whenDone is not a function"
180 |
If you are calling prettyPrint via an event handler, wrap it in a function.
181 | Instead of doing
182 |
This class is mainly a data structure to store a goal with it's utility and likelihood of being achieved
99 | This is used as basis for interpreting Beliefs
Defines if the goal is a maintenance goal or not. The default is that the goal is an achievement goal, i.e., a goal that once it's likelihood reaches true (1) or false (-1) stays that way.
This is the Phaser plugin that wraps around the main Gamygdala class.
99 | To use gamygdala as a Phaser plugin, simply create an instance of Phaser.Plugin.GamygdalaWrapper, and add it to your Phaser game as a plugin.
100 | By default it is active.
101 | The easiest way to add it is as follows:
gamygdalaPlugin=new Phaser.Plugin.GamygdalaWrapper();//create the plugin.
141 | mygame.plugins.add(gamygdalaPlugin);//add the plugin to the game
142 | gamygdala=gamygdalaPlugin.getGamygdala(); //this gives you a ref to the actual underlying emotion engine, so that you can do what you need to do.
258 | Genre: Emotional Puzzle Game
259 | Goal: Make everyone as happy as possible. Happy looks like this:
260 |
261 |
262 | Everyone likes to receive special prizes. Try to find out who likes what by clicking on a prize and then on a character.
263 | But beware, not everyone likes each other, so giving a prize to one might upset another.
264 |
265 |
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/doc/classes/TUDelft.Gamygdala.Belief.html:
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1 |
2 |
3 |
4 |
5 | TUDelft.Gamygdala.Belief
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
This class is a data structure to store one Belief for an agent
99 | A belief is created and fed into a Gamygdala instance (method Gamygdala.appraise()) for evaluation
Incremental evidence enforces gamygdala to see this event as incremental evidence for (or against) the list of goals provided, i.e, it will add or subtract this belief's likelihood*congruence from the goal likelihood instead of using the belief as "state" defining the absolute likelihood
This Phaser plugin class renders the emotions in a crude way to visualize what happens to an agent
99 | It is provided for convenience, depends on Phaser functionality, and it is not suggested that this is the only (or even preferred) way emotions should be used in a game
100 | One is free to use emotions in any way (e.g. changing gameplay, storyline, enemy behaviour, using rendered faces on the actual sprites, etc..)
101 | See gamygdala_demo.html for a clear example of how to use this class.
This is run automatically when the Phaser plugins update is performed during the core game loop
258 | It renders the emotional expression for the sprite to whom the expression is coupled
89 | ////////////////////////
90 | //The code below presents two Phaser plugins
91 | //The first, Phaser.Plugin.GamygdalaWrapper, is a wrapper to create a Gamygdala instance as a phaser plugin
92 | //The second, Phaser.Plugin.GamygdalaExpression, is used to render expressions using the Phaser system
93 | //////////////////////////
94 |
95 | /**
96 | * This is the Phaser plugin that wraps around the main Gamygdala class.
97 | * To use gamygdala as a Phaser plugin, simply create an instance of Phaser.Plugin.GamygdalaWrapper, and add it to your Phaser game as a plugin.
98 | * By default it is active.
99 | * The easiest way to add it is as follows:
100 | * @example
101 | * gamygdalaPlugin=new Phaser.Plugin.GamygdalaWrapper();//create the plugin.
102 | * mygame.plugins.add(gamygdalaPlugin);//add the plugin to the game
103 | * gamygdala=gamygdalaPlugin.getGamygdala(); //this gives you a ref to the actual underlying emotion engine, so that you can do what you need to do.
104 | * @class Phaser.Plugin.GamygdalaWrapper
105 | * @constructor
106 | */
107 | Phaser.Plugin.GamygdalaWrapper = function(){
108 | this.gamygdala=new TUDelft.Gamygdala();
109 | this.active=true;
110 | };
111 |
112 | Phaser.Plugin.GamygdalaWrapper.prototype = Object.create(Phaser.Plugin.prototype);
113 | Phaser.Plugin.GamygdalaWrapper.prototype.constructor = Phaser.Plugin.GamygdalaWrapper;
114 |
115 | /**
116 | * This is run when the plugins update during the core game loop.
117 | * It performs a regular decay, if phaserManagedDecay = true.
118 | * @method Phaser.Plugin.GamygdalaWrapper.update
119 | */
120 | Phaser.Plugin.GamygdalaWrapper.prototype.update = function () {
121 | //only call the decay function
122 | if (this.phaserManagedDecay)
123 | this.gamygdala.decayAll();
124 |
125 |
126 | };
127 |
128 | /**
129 | * Returns the gamygdala instance you need to do all emotional stuff.
130 | * @method Phaser.Plugin.GamygdalaWrapper.getGamygdala
131 | * @returns {TUDelft.Gamygdala} The Gamygdala instance reference created by this plugin.
132 | */
133 | Phaser.Plugin.GamygdalaWrapper.prototype.getGamygdala = function(){
134 | return this.gamygdala;
135 | };
136 |
137 |
138 |
139 | /**
140 | * This Phaser plugin class renders the emotions in a crude way to visualize what happens to an agent
141 | * It is provided for convenience, depends on Phaser functionality, and it is not suggested that this is the only (or even preferred) way emotions should be used in a game
142 | * One is free to use emotions in any way (e.g. changing gameplay, storyline, enemy behaviour, using rendered faces on the actual sprites, etc..)
143 | * See gamygdala_demo.html for a clear example of how to use this class.
144 | * @class Phaser.Plugin.GamygdalaExpression
145 | * @constructor
146 | * @param {Phaser.Game} game Your Phaser game
147 | * @param {Phaser.Sprite} sprite The sprite to which this expression belongs
148 | * @param {TUDelft.Gamygdala.Agent} agent The emotional agent who's emotional state will be expressed.
149 | * @param {boolean} [showOnlyMaxIntensity] Setting showOnlyMaxIntensity to true shows only the expression with the highest intensity. False or omitted results in showing all.
150 | */
151 | Phaser.Plugin.GamygdalaExpression = function (game, sprite, agent, showOnlyMaxIntensity) {
152 | this.agent = agent;
153 | this.sprite = sprite;
154 | this.game=game;
155 |
156 | if (showOnlyMaxIntensity)
157 | this.showOnlyMaxIntensity=true;
158 | else
159 | this.showOnlyMaxIntensity=false;
160 |
161 | agent.expressionPlugin=this;
162 |
163 | this.map=[];
164 | this.map['distress']=0;
165 | this.map['fear']=1;
166 | this.map['hope']=2;
167 | this.map['joy']=3;
168 | this.map['satisfaction']=4;
169 | this.map['fear-confirmed']=5;
170 | this.map['disappointment']=6;
171 | this.map['relief']=7;
172 | this.map['happy-for']=8;
173 | this.map['resentment']=9;
174 | this.map['pity']=10;
175 | this.map['gloating']=11;
176 | this.map['gratitude']=12;
177 | this.map['anger']=13;
178 | this.map['gratification']=14;
179 | this.map['remorse']=15;
180 |
181 | this.THRESHOLD=0.1;
182 | this.EMOTION_MAX_SIZE=128;
183 | this.EMOTION_TEXTURE_SIZE=256;
184 | this.baseScale=this.EMOTION_MAX_SIZE/this.EMOTION_TEXTURE_SIZE;
185 |
186 | this.expressions = [];
187 | for (var i=0;i<16;i++)
188 | { this.expressions[i]=game.add.sprite(sprite.x+i*this.EMOTION_MAX_SIZE, sprite.y-50, 'emotions', i);
189 | this.expressions[i].scale.x=0;
190 | this.expressions[i].scale.y=0;
191 | }
192 |
193 |
194 | };
195 |
196 | Phaser.Plugin.GamygdalaExpression.prototype = Object.create(Phaser.Plugin.prototype);
197 | Phaser.Plugin.GamygdalaExpression.prototype.constructor = Phaser.Plugin.GamygdalaExpression;
198 |
199 | Phaser.Plugin.GamygdalaExpression.prototype.update = function() {
200 | if (this.visible==false){
201 | for (var i=0;i<16;i++)
202 | { this.expressions[i].scale.x=0;
203 | this.expressions[i].scale.y=0;
204 | }
205 | }
206 | };
207 |
208 | /**
209 | * This is run automatically when the Phaser plugins update is performed during the core game loop
210 | * It renders the emotional expression for the sprite to whom the expression is coupled
211 | * @method Phaser.Plugin.GamygdalaExpression.update
212 | */
213 | Phaser.Plugin.GamygdalaExpression.prototype.render = function() {
214 | var totalSize=0;
215 | var max=0;
216 | var emotionalState=this.agent.getEmotionalState(true);//get the emotional state WITH gain factor.
217 | for (var i=0;i<emotionalState.length;i++){
218 | if (emotionalState[i].intensity>this.THRESHOLD){
219 | totalSize+=emotionalState[i].intensity*this.EMOTION_MAX_SIZE;
220 | }
221 | if (emotionalState[i].intensity>max)
222 | max=emotionalState[i].intensity;
223 | }
224 | for (var i=0;i<16;i++)
225 | { this.expressions[i].scale.x=0;
226 | this.expressions[i].scale.y=0;
227 | }
228 | var sum=0;
229 | for (var i=0;i<emotionalState.length;i++){
230 | if ((this.showOnlyMaxIntensity==true & emotionalState[i].intensity==max & emotionalState[i].intensity>this.THRESHOLD) | (this.showOnlyMaxIntensity==false & emotionalState[i].intensity>this.THRESHOLD)){
231 | this.expressions[this.map[emotionalState[i].name]].scale.x=emotionalState[i].intensity*this.baseScale;
232 | this.expressions[this.map[emotionalState[i].name]].scale.y=emotionalState[i].intensity*this.baseScale;
233 | if (this.showOnlyMaxIntensity)
234 | this.expressions[this.map[emotionalState[i].name]].x=-(emotionalState[i].intensity*this.EMOTION_MAX_SIZE)/2+this.sprite.body.x+this.sprite.width/2;
235 | else
236 | this.expressions[this.map[emotionalState[i].name]].x=sum-totalSize/2+this.sprite.body.x+this.sprite.width/2;
237 | this.expressions[this.map[emotionalState[i].name]].y=this.sprite.y-emotionalState[i].intensity*this.EMOTION_MAX_SIZE;
238 | sum+=emotionalState[i].intensity*this.EMOTION_MAX_SIZE;
239 | }
240 | }
241 | };
242 |
243 |
244 |
245 |
246 |
' +
91 | 'Some items are not shown due to the current visibility ' +
92 | 'settings. Use the checkboxes at the upper right of this ' +
93 | 'page to change the visibility settings.' +
94 | '
' +
101 | 'This class doesn\'t provide any methods, properties, ' +
102 | 'attributes, or events.' +
103 | '
' +
104 | '
'
105 | );
106 | }
107 | }
108 |
109 | // Hide index sections without any visible items.
110 | Y.all('.index-section').each(function (section) {
111 | var items = 0,
112 | visibleItems = 0;
113 |
114 | section.all('.index-item').each(function (itemNode) {
115 | items += 1;
116 |
117 | if (itemNode.getComputedStyle('display') !== 'none') {
118 | visibleItems += 1;
119 | }
120 | });
121 |
122 | section.toggleClass('hidden', !visibleItems);
123 | section.toggleClass('no-columns', visibleItems < 4);
124 | });
125 | };
126 |
127 | pjax.initClassTabView = function () {
128 | if (!Y.all('#classdocs .api-class-tab').size()) {
129 | return;
130 | }
131 |
132 | if (classTabView) {
133 | classTabView.destroy();
134 | selectedTab = null;
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146 | classTabView.render();
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149 | pjax.initLineNumbers = function () {
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154 | // Add ids for each line number in the file source view.
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157 | lineNode.addClass('file-line');
158 | hasLines = true;
159 | });
160 |
161 | // Scroll to the desired line.
162 | if (hasLines && /^l\d+$/.test(hash)) {
163 | if ((node = container.getById(hash))) {
164 | win.scroll(0, node.getY());
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166 | }
167 | };
168 |
169 | pjax.initRoot = function () {
170 | var terminators = /^(?:classes|files|modules)$/,
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173 | i, len, part;
174 |
175 | for (i = 0, len = parts.length; i < len; i += 1) {
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178 | if (part.match(terminators)) {
179 | // Makes sure the path will end with a "/".
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181 | break;
182 | }
183 |
184 | root.push(part);
185 | }
186 |
187 | pjax.set('root', root.join('/'));
188 | };
189 |
190 | pjax.updateTabState = function (src) {
191 | var hash = win.location.hash.substring(1),
192 | defaultTab, node, tab, tabPanel;
193 |
194 | function scrollToNode() {
195 | if (node.hasClass('protected')) {
196 | Y.one('#api-show-protected').set('checked', true);
197 | pjax.updateVisibility();
198 | }
199 |
200 | if (node.hasClass('private')) {
201 | Y.one('#api-show-private').set('checked', true);
202 | pjax.updateVisibility();
203 | }
204 |
205 | setTimeout(function () {
206 | // For some reason, unless we re-get the node instance here,
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209 | win.scrollTo(0, node.getY() - 70);
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212 |
213 | if (!classTabView) {
214 | return;
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216 |
217 | if (src === 'hashchange' && !hash) {
218 | defaultTab = 'index';
219 | } else {
220 | if (localStorage) {
221 | defaultTab = localStorage.getItem('tab_' + pjax.getPath()) ||
222 | 'index';
223 | } else {
224 | defaultTab = 'index';
225 | }
226 | }
227 |
228 | if (hash && (node = Y.one('#classdocs').getById(hash))) {
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242 | scrollToNode();
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244 | classTabView.once('renderedChange', scrollToNode);
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278 | pjax.checkVisibility();
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316 | pjax.updateTabState('hashchange');
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345 | if (e.prevVal && localStorage) {
346 | localStorage.setItem('tab_' + pjax.getPath(), tabId);
347 | }
348 |
349 | pjax.checkVisibility(tab);
350 | };
351 |
352 | // -- Init ---------------------------------------------------------------------
353 |
354 | pjax.on('navigate', pjax.onNavigate);
355 |
356 | pjax.initRoot();
357 | pjax.upgrade();
358 | pjax.initClassTabView();
359 | pjax.initLineNumbers();
360 | pjax.updateVisibility();
361 |
362 | Y.APIList.rootPath = pjax.get('root');
363 |
364 | Y.one('#api-options').delegate('click', pjax.onOptionClick, 'input');
365 |
366 | Y.on('hashchange', function (e) {
367 | pjax.updateTabState('hashchange');
368 | }, win);
369 |
370 | });
371 |
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/index.html:
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1 |
2 |
3 |
4 |
5 | Phaser - Making your GAMYGDALA - based emotional game
6 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 | Welcome to the the GAMYGDALA homepage! GAMYGDALA is an easy to use emotion engine for games.
31 | It enables developers to simulate emotions in NPC's. GAMYGDALA can be used in a black-box game-AI independent manner.
32 | We currently distribute a javascript version of the GAMYGDALA engine. Further, we have developed two Phaser Plugins and an example of how to use GAMYGDALA that builds upon level 9 of the Phaser tutorial (so do that one first to get to know Phaser).
33 | This website includes info on how to use GAMYGDALA, as well as links to several running example games based on the Phaser game engine.
34 | To download locally all you need to start playing with it, as well as to contribute post requests and bugs, see the GitHub project called gamygdala
35 |
36 | GAMYGDALA is released under the MIT license.
37 | For questions, contact joost.broekens@gmail.com
38 | GAMYGDALA is based on the following publication, so please refer to it when you use it or find it useful (or check it if you want to understand how it works in depth):
39 |
40 | GAMYGDALA: an Emotion Engine for Games Alexandru Popescu, Joost Broekens, and Maarten van Someren (2014). IEEE Transactions on Affective Computing, 5(1), 32-44
41 |
42 | Please note that the iconic facial expressions have been based on drawings made by Valentijn Visch (credits to him).
43 |
44 | For questions: contact joost.broekens@gmail.com
45 |
46 | Cheers,
47 | Joost Broekens, TU Delft
Example games
48 | friend_or_foe.html is an example of an "Emotional Arcade Game" where the bad guys' relations to you influences their behaviour.
49 | Is contains assets from the Phaser tutorial, and copyrights are thus owned by others not me.
50 |
51 | everyones_friend.html is an example of an "Emotional Puzzle Game" where your goal is to make everyone happy by giving them the price they desire.
52 | It contains copyrighted assets of others (e.g., Pixar, Nintendo), so please keep in mind that this is FOR EXAMPLE PURPOSES ONLY!!
53 |
54 | The gamygdala website and GitHub site will be updated soon to be better looking and to contain more examples.
55 |
56 |
GAMYGDALA usage explained
57 | Here we come to the emotion part you've been waiting for. This explains the use of the GAMYGDALA emotion engine.
58 | It is the textual explanation of the gamygdala_demo.html running example build on top of the Phaser tutorial level 9. You can find all code on GitHub.
59 | If you are a more practically oriented, learn-while-you-are-doing kind of person, we advise you to get the code and simply go through this example in code, as it contains the same info.
60 | Note that the plugin classes are Phaser specific, but if you dont use Phaser, you can use Gamygdala stand-alone.
61 |
62 | See the full javascript documentation for more details on classes, methods and useage. See the IEEE paper for more details on how gamygdala internally works.
63 |
64 |
Let's start...
65 | First create the main emotion engine (using the Phaser plugin wrapper class, but this can be done directly too, see below).
66 | The engine is needed to interpret how events (Belief in Gamygdala terms) relate to goals resulting in emotions.
67 | The following three lines create one instance of Gamygdala that is used by all emotionAgents, and registers this as a Phaser plugin.
68 |
69 |
70 | gamygdalaPlugin=new Phaser.Plugin.GamygdalaWrapper();//create the Phaser plugin.
71 | game.plugins.add(gamygdalaPlugin);//add the plugin to the game, as required by Phaser
72 | emotionEngine=gamygdalaPlugin.getGamygdala(); //this gives you a ref to the actual underlying emotion engine, so that you can do what you need to do.
73 |
74 |
75 | If you don't need emotional decay (the fact that emotions decay,i.e., if a guy is angry he will slowly become less angry) to be managed by the Phaser plugin engine, then you don't need to do all this, instead you can do the following:
76 |
77 |
78 | emotionEngine=new TUDelft.Gamygdala(); //this simply creates an emotion engine without plugin support.
79 |
80 |
81 | From now on we can do everything we need with the emotionEngine object reference, as this is an object of type Gamygdala
82 | We create a new agent that represents the players emotional state. The method createAgent makes a new Agent, and registers it with gamygdala, and returns a ref to the agent.
83 | We store the ref in the Phaser player object for later convenience.
84 |
85 |
86 | player.emotionAgent=emotionEngine.createAgent('player');
87 |
88 |
89 | Now let's give the player some goals: survival and winning are both good, but survival is better.
90 |
91 |
92 | emotionEngine.createGoalForAgent('player','survive', 1);
93 | emotionEngine.createGoalForAgent('player','win', 0.7);
94 |
95 |
96 | Alternatively, you can do the necessary goal management yourself instead of having gamygdala do it for you with the create method.
97 | This involves creating the goals and adding them to the agent(s) that have these goals (there can be more owners of the same goal so you can create group goals), and registering the goal to gamygdala.
98 |
99 |
100 | player.emotionAgent.addGoal(new TUDelft.Gamygdala.Goal('survive', 1));
101 | player.emotionAgent.addGoal(new TUDelft.Gamygdala.Goal('win', 0.7));
102 | emotionEngine.registerGoal(player.emotionAgent.getGoalByName('survive'));
103 | emotionEngine.registerGoal(player.emotionAgent.getGoalByName('win'));
104 |
105 |
106 | Now we are basically done for the player's emotions, apart from the fact we want to see something, so we add expression to the player.
107 | This is not really part of Gamygdala, just an easy and crude way of visualizing the emotions using Phaser
108 |
109 |
110 | game.plugins.add(new Phaser.Plugin.GamygdalaExpression(game, player, player.emotionAgent));
111 |
112 |
113 | We are now done with setting up the player, but we want the monsters to be emotional guys too (to showcase relations NPC's can have with other NPC's or player agents)
114 |
115 |
116 | for (var i=0;i
117 | {
118 |    //create the Gamygdala agent and store it in the bad_guy object for easy reference later, because when the player gets hit, we need to tell gamygdala who did it.
119 |    bad_guys.getAt(i).emotionAgent=emotionEngine.createAgent('monster'+i);
120 |    //add a relation between player and monster for fun, the first monster hates the player, the second one likes the player, the third hates, etc..
121 |    emotionEngine.createRelation('monster'+i, 'player',(i%2)*2-1);
122 |    //add expression to the bad guy so we see something
123 |    game.plugins.add(new Phaser.Plugin.GamygdalaExpression(game, bad_guys.getAt(i), bad_guys.getAt(i).emotionAgent));
124 |    //We don't need to set goals for these bad guys. In our setup they achieve nothing, just react to what happens with the player: feel pity, gloating, etc...
125 |    }
126 |
127 |
128 | Finally we need to tell gamygdala to decay emotional states over time (you don't stay angry, the intensity should go down right?)
129 | There are three ways to do emotional decay:
130 | 1. Either you use Gamygdala as standalone module, not requiring Phaser.
131 | In this case , Gamygdala will manage the emotional decay itself, and you need to tell it to do so.
132 | In the following line, you tell Gamygdala that every 100 Millis it decays the emotional state of all agents (using the default exponential decay with a factor of 0.8 per second).
133 |
134 |
135 | emotionEngine.startDecay(100);
136 |
137 |
138 | 2. You use the phaser plugin update to manage emotional decay, you should tell the plugin to do so using the next line.
139 |
140 |
141 | gamygdalaPlugin.phaserManagedDecay=true;
142 |
143 |
144 | 3. Finally, you can choose to call emotionEngine.decayAll() yourself when you need it.
145 | This is usefull if you have a lot of agents and need to be efficient, or, if some agents dont need decay at all, or you want to write your own timing routines
146 | In such a case you need to manage decay yourself using the desired timing, so you have to manage the interval yourself.
147 |
148 | Should you want, you can set the type (exponential or linear) and speed of decay [0..1], for example with a faster exp decay speed using:
149 |
150 |
151 | emotionEngine.setDecay(0.4, emotionEngine.exponentialDecay);
152 |
153 |
154 | Now you need to calibrate the overall emotional intensity. This is more an art than a science.
155 | If you notice the emotional intensities are too low in general, you set the gain higher, otherwise you set it lower. Gain must be between 0 and 20
156 | How gain works can be seen in the Agent.getEmotionalState();
157 | Normally, you decide the gain for the whole game, but if you know that certain NPC's need a higher or lower one, you can set the gain for each NPC separately using Agent.setGain(gainFactor);
158 |
159 |
160 | emotionEngine.setGain(10);
161 |
162 |
163 | If you want to enable debug output to the console, than uncomment the next line
164 |
165 |
166 | emotionEngine.debug=true;
167 |
168 |
169 |
Some final remarks...
170 | GAMYGDALA is very flexible. You can make use of it in many different ways, and this example is only one way. For example, the degree of agent specific emotion control is flexible.
171 | To name a few ways in which you can do this:
172 |
173 |
You can choose to run the engine for only those agents you know have received new beliefs (using Gamygdala.appraise(Belief, Agent), where Agent is the one for whom you appraise the belief)
174 |
Define a common goal for multiple agents so that they all react to beliefs that changes the goal likelyhood of being achieved
175 |
You can define completely different dynamics for each agent, using different decayfunctions and decay factors
176 |
You can have only one "agent" for all bad guys, e.g., an agent called "bad_guys", if you want them to be all bad, with the same relation. Then being hit simply results in an event caused by "bad_guys", and you can then use that same agent ref for all expressions for the bad guys.
177 |
178 | Also notice that Gamygdala's classes use String references in the constructors, e.g., new Belief(likelihood, causalAgentName, affectedGoalNames, goalCongruences).
179 | This is true for new Agent(name), new Goal(name, utility), new Relation(...) and newBelief(...). This makes is very is to script/config the emotional setup, because you can simply use string refs to the objects.
180 | Also the Gamygdala.createAgent(..) and Gamygdala.createGoalForAgent(..) work with literal refs, so an alternative is to have a sequence of these be loaded from a txt file and executed.
181 |
182 |
183 |
370 | Genre: Emotional Arcade Game
371 | Goal: Collect all stars without loosing your three lives.
372 |
373 | As you eat stars, monsters will grow to hate or like you.
374 | Quickly observe how they feel for you when you eat their stars.
375 | Make friends and foes!.
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377 |