├── assets ├── sky.png ├── Bowser.png ├── Grass.png ├── Happy.png ├── Luigi.png ├── Mario.png ├── Pacman.png ├── Ralph.png ├── baddie.png ├── dude.png ├── life.png ├── medal1.png ├── medal2.png ├── plank.png ├── star.png ├── tiles.png ├── trophy.png ├── Mcqueen.png ├── diamond.png ├── emotions.png ├── firstaid.png ├── platform.png ├── starmario.png └── emotions_previous.png ├── doc ├── assets │ ├── favicon.ico │ ├── css │ │ ├── logo.png │ │ └── external-small.png │ ├── img │ │ └── spinner.gif │ ├── index.html │ ├── js │ │ ├── yui-prettify.js │ │ ├── api-filter.js │ │ ├── api-search.js │ │ ├── api-list.js │ │ └── apidocs.js │ └── vendor │ │ └── prettify │ │ ├── prettify-min.css │ │ ├── CHANGES.html │ │ ├── README.html │ │ ├── COPYING │ │ └── prettify-min.js ├── files │ ├── index.html │ └── GamygdalaPhaserPlugins.js.html ├── classes │ ├── index.html │ ├── TUDelft.Gamygdala.Emotion.html │ ├── TUDelft.Gamygdala.Relation.html │ ├── TUDelft.Gamygdala.Goal.html │ ├── Phaser.Plugin.GamygdalaWrapper.html │ ├── TUDelft.Gamygdala.Belief.html │ └── Phaser.Plugin.GamygdalaExpression.html ├── modules │ └── index.html ├── api.js └── index.html ├── logo_gamygdala_small.png ├── mongoose-free-5.3.5.exe ├── LICENSE ├── README.md ├── js └── GamygdalaPhaserPlugins.js ├── everyones_friend.html ├── index.html ├── friend_or_foe.html └── gamygdala_demo.html /assets/sky.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/assets/sky.png -------------------------------------------------------------------------------- /assets/Bowser.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/assets/Bowser.png -------------------------------------------------------------------------------- /assets/Grass.png: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /assets/platform.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/assets/platform.png -------------------------------------------------------------------------------- /assets/starmario.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/assets/starmario.png -------------------------------------------------------------------------------- /doc/assets/favicon.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/doc/assets/favicon.ico -------------------------------------------------------------------------------- /doc/assets/css/logo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/doc/assets/css/logo.png -------------------------------------------------------------------------------- /logo_gamygdala_small.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/logo_gamygdala_small.png -------------------------------------------------------------------------------- /mongoose-free-5.3.5.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/mongoose-free-5.3.5.exe -------------------------------------------------------------------------------- /doc/assets/img/spinner.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/doc/assets/img/spinner.gif -------------------------------------------------------------------------------- /assets/emotions_previous.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/assets/emotions_previous.png -------------------------------------------------------------------------------- /doc/assets/css/external-small.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/broekens/gamygdala/HEAD/doc/assets/css/external-small.png -------------------------------------------------------------------------------- /doc/assets/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Redirector 5 | 6 | 7 | 8 | Click here to redirect 9 | 10 | 11 | -------------------------------------------------------------------------------- /doc/files/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Redirector 5 | 6 | 7 | 8 | Click here to redirect 9 | 10 | 11 | -------------------------------------------------------------------------------- /doc/classes/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Redirector 5 | 6 | 7 | 8 | Click here to redirect 9 | 10 | 11 | -------------------------------------------------------------------------------- /doc/modules/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Redirector 5 | 6 | 7 | 8 | Click here to redirect 9 | 10 | 11 | -------------------------------------------------------------------------------- /doc/api.js: -------------------------------------------------------------------------------- 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 | }); -------------------------------------------------------------------------------- /doc/assets/js/yui-prettify.js: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /doc/assets/vendor/prettify/prettify-min.css: -------------------------------------------------------------------------------- 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} -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /doc/assets/js/api-filter.js: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /doc/assets/js/api-search.js: -------------------------------------------------------------------------------- 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 | '
  • ' + 11 | '' + 12 | '

    {name}

    ' + 13 | '{resultType}' + 14 | '
    {description}
    ' + 15 | '{class}' + 16 | '
    ' + 17 | '
  • ', 18 | 19 | // -- Initializer ---------------------------------------------------------- 20 | initializer: function () { 21 | this._bindUIACBase(); 22 | this._syncUIACBase(); 23 | }, 24 | 25 | // -- Protected Methods ---------------------------------------------------- 26 | _apiResultFilter: function (query, results) { 27 | // Filter components out of the results. 28 | return YArray.filter(results, function (result) { 29 | return result.raw.resultType === 'component' ? false : result; 30 | }); 31 | }, 32 | 33 | _apiResultFormatter: function (query, results) { 34 | return YArray.map(results, function (result) { 35 | var raw = Y.merge(result.raw), // create a copy 36 | desc = raw.description || ''; 37 | 38 | // Convert description to text and truncate it if necessary. 39 | desc = Node.create('
    ' + desc + '
    ').get('text'); 40 | 41 | if (desc.length > 65) { 42 | desc = Y.Escape.html(desc.substr(0, 65)) + ' …'; 43 | } else { 44 | desc = Y.Escape.html(desc); 45 | } 46 | 47 | raw['class'] || (raw['class'] = ''); 48 | raw.description = desc; 49 | 50 | // Use the highlighted result name. 51 | raw.name = result.highlighted; 52 | 53 | return Lang.sub(this.RESULT_TEMPLATE, raw); 54 | }, this); 55 | }, 56 | 57 | _apiTextLocator: function (result) { 58 | return result.displayName || result.name; 59 | } 60 | }, { 61 | // -- Attributes ----------------------------------------------------------- 62 | ATTRS: { 63 | resultFormatter: { 64 | valueFn: function () { 65 | return this._apiResultFormatter; 66 | } 67 | }, 68 | 69 | resultFilters: { 70 | valueFn: function () { 71 | return this._apiResultFilter; 72 | } 73 | }, 74 | 75 | resultHighlighter: { 76 | value: 'phraseMatch' 77 | }, 78 | 79 | resultListLocator: { 80 | value: 'data.results' 81 | }, 82 | 83 | resultTextLocator: { 84 | valueFn: function () { 85 | return this._apiTextLocator; 86 | } 87 | }, 88 | 89 | source: { 90 | value: '/api/v1/search?q={query}&count={maxResults}' 91 | } 92 | } 93 | }); 94 | 95 | }, '3.4.0', {requires: [ 96 | 'autocomplete-base', 'autocomplete-highlighters', 'autocomplete-sources', 97 | 'escape' 98 | ]}); 99 | -------------------------------------------------------------------------------- /doc/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
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    17 |

    18 |
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    20 | API Docs for: 21 |
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    88 | Browse to a module or class using the sidebar to view its API documentation. 89 |

    90 | 91 |

    Keyboard Shortcuts

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      94 |
    • Press s to focus the API search box.

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    • Use Up and Down to select classes, modules, and search results.

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    • With the API search box or sidebar focused, use -Left or -Right to switch sidebar tabs.

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    112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | -------------------------------------------------------------------------------- /doc/assets/vendor/prettify/CHANGES.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Change Log 5 | 6 | 7 | README 8 | 9 |

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    19 July 2010

    110 | 129 | 130 | 131 | -------------------------------------------------------------------------------- /js/GamygdalaPhaserPlugins.js: -------------------------------------------------------------------------------- 1 | //////////////////////// 2 | //The code below presents two Phaser plugins 3 | //The first, Phaser.Plugin.GamygdalaWrapper, is a wrapper to create a Gamygdala instance as a phaser plugin 4 | //The second, Phaser.Plugin.GamygdalaExpression, is used to render expressions using the Phaser system 5 | ////////////////////////// 6 | 7 | /** 8 | * This is the Phaser plugin that wraps around the main Gamygdala class. 9 | * 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. 10 | * By default it is active. 11 | * The easiest way to add it is as follows: 12 | * @example 13 | * gamygdalaPlugin=new Phaser.Plugin.GamygdalaWrapper();//create the plugin. 14 | * mygame.plugins.add(gamygdalaPlugin);//add the plugin to the game 15 | * gamygdala=gamygdalaPlugin.getGamygdala(); //this gives you a ref to the actual underlying emotion engine, so that you can do what you need to do. 16 | * @class Phaser.Plugin.GamygdalaWrapper 17 | * @constructor 18 | */ 19 | Phaser.Plugin.GamygdalaWrapper = function(){ 20 | this.gamygdala=new TUDelft.Gamygdala(); 21 | this.active=true; 22 | }; 23 | 24 | Phaser.Plugin.GamygdalaWrapper.prototype = Object.create(Phaser.Plugin.prototype); 25 | Phaser.Plugin.GamygdalaWrapper.prototype.constructor = Phaser.Plugin.GamygdalaWrapper; 26 | 27 | /** 28 | * This is run when the plugins update during the core game loop. 29 | * It performs a regular decay, if phaserManagedDecay = true. 30 | * @method Phaser.Plugin.GamygdalaWrapper.update 31 | */ 32 | Phaser.Plugin.GamygdalaWrapper.prototype.update = function () { 33 | //only call the decay function 34 | if (this.phaserManagedDecay) 35 | this.gamygdala.decayAll(); 36 | 37 | 38 | }; 39 | 40 | /** 41 | * Returns the gamygdala instance you need to do all emotional stuff. 42 | * @method Phaser.Plugin.GamygdalaWrapper.getGamygdala 43 | * @returns {TUDelft.Gamygdala} The Gamygdala instance reference created by this plugin. 44 | */ 45 | Phaser.Plugin.GamygdalaWrapper.prototype.getGamygdala = function(){ 46 | return this.gamygdala; 47 | }; 48 | 49 | 50 | 51 | /** 52 | * This Phaser plugin class renders the emotions in a crude way to visualize what happens to an agent 53 | * 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 54 | * One is free to use emotions in any way (e.g. changing gameplay, storyline, enemy behaviour, using rendered faces on the actual sprites, etc..) 55 | * See gamygdala_demo.html for a clear example of how to use this class. 56 | * @class Phaser.Plugin.GamygdalaExpression 57 | * @constructor 58 | * @param {Phaser.Game} game Your Phaser game 59 | * @param {Phaser.Sprite} sprite The sprite to which this expression belongs 60 | * @param {TUDelft.Gamygdala.Agent} agent The emotional agent who's emotional state will be expressed. 61 | * @param {boolean} [showOnlyMaxIntensity] Setting showOnlyMaxIntensity to true shows only the expression with the highest intensity. False or omitted results in showing all. 62 | */ 63 | Phaser.Plugin.GamygdalaExpression = function (game, sprite, agent, showOnlyMaxIntensity) { 64 | this.agent = agent; 65 | this.sprite = sprite; 66 | this.game=game; 67 | 68 | if (showOnlyMaxIntensity) 69 | this.showOnlyMaxIntensity=true; 70 | else 71 | this.showOnlyMaxIntensity=false; 72 | 73 | agent.expressionPlugin=this; 74 | 75 | this.map=[]; 76 | this.map['distress']=0; 77 | this.map['fear']=1; 78 | this.map['hope']=2; 79 | this.map['joy']=3; 80 | this.map['satisfaction']=4; 81 | this.map['fear-confirmed']=5; 82 | this.map['disappointment']=6; 83 | this.map['relief']=7; 84 | this.map['happy-for']=8; 85 | this.map['resentment']=9; 86 | this.map['pity']=10; 87 | this.map['gloating']=11; 88 | this.map['gratitude']=12; 89 | this.map['anger']=13; 90 | this.map['gratification']=14; 91 | this.map['remorse']=15; 92 | 93 | this.THRESHOLD=0.1; 94 | this.EMOTION_MAX_SIZE=128; 95 | this.EMOTION_TEXTURE_SIZE=256; 96 | this.baseScale=this.EMOTION_MAX_SIZE/this.EMOTION_TEXTURE_SIZE; 97 | 98 | this.expressions = []; 99 | for (var i=0;i<16;i++) 100 | { this.expressions[i]=game.add.sprite(sprite.x+i*this.EMOTION_MAX_SIZE, sprite.y-50, 'emotions', i); 101 | this.expressions[i].scale.x=0; 102 | this.expressions[i].scale.y=0; 103 | } 104 | 105 | 106 | }; 107 | 108 | Phaser.Plugin.GamygdalaExpression.prototype = Object.create(Phaser.Plugin.prototype); 109 | Phaser.Plugin.GamygdalaExpression.prototype.constructor = Phaser.Plugin.GamygdalaExpression; 110 | 111 | Phaser.Plugin.GamygdalaExpression.prototype.update = function() { 112 | if (this.visible==false){ 113 | for (var i=0;i<16;i++) 114 | { this.expressions[i].scale.x=0; 115 | this.expressions[i].scale.y=0; 116 | } 117 | } 118 | }; 119 | 120 | /** 121 | * This is run automatically when the Phaser plugins update is performed during the core game loop 122 | * It renders the emotional expression for the sprite to whom the expression is coupled 123 | * @method Phaser.Plugin.GamygdalaExpression.update 124 | */ 125 | Phaser.Plugin.GamygdalaExpression.prototype.render = function() { 126 | var totalSize=0; 127 | var max=0; 128 | var emotionalState=this.agent.getEmotionalState(true);//get the emotional state WITH gain factor. 129 | for (var i=0;ithis.THRESHOLD){ 131 | totalSize+=emotionalState[i].intensity*this.EMOTION_MAX_SIZE; 132 | } 133 | if (emotionalState[i].intensity>max) 134 | max=emotionalState[i].intensity; 135 | } 136 | for (var i=0;i<16;i++) 137 | { this.expressions[i].scale.x=0; 138 | this.expressions[i].scale.y=0; 139 | } 140 | var sum=0; 141 | for (var i=0;ithis.THRESHOLD) | (this.showOnlyMaxIntensity==false & emotionalState[i].intensity>this.THRESHOLD)){ 143 | this.expressions[this.map[emotionalState[i].name]].scale.x=emotionalState[i].intensity*this.baseScale; 144 | this.expressions[this.map[emotionalState[i].name]].scale.y=emotionalState[i].intensity*this.baseScale; 145 | if (this.showOnlyMaxIntensity) 146 | this.expressions[this.map[emotionalState[i].name]].x=-(emotionalState[i].intensity*this.EMOTION_MAX_SIZE)/2+this.sprite.body.x+this.sprite.width/2; 147 | else 148 | this.expressions[this.map[emotionalState[i].name]].x=sum-totalSize/2+this.sprite.body.x+this.sprite.width/2; 149 | this.expressions[this.map[emotionalState[i].name]].y=this.sprite.y-emotionalState[i].intensity*this.EMOTION_MAX_SIZE; 150 | sum+=emotionalState[i].intensity*this.EMOTION_MAX_SIZE; 151 | } 152 | } 153 | }; 154 | 155 | 156 | 157 | -------------------------------------------------------------------------------- /doc/assets/js/api-list.js: -------------------------------------------------------------------------------- 1 | YUI.add('api-list', function (Y) { 2 | 3 | var Lang = Y.Lang, 4 | YArray = Y.Array, 5 | 6 | APIList = Y.namespace('APIList'), 7 | 8 | classesNode = Y.one('#api-classes'), 9 | inputNode = Y.one('#api-filter'), 10 | modulesNode = Y.one('#api-modules'), 11 | tabviewNode = Y.one('#api-tabview'), 12 | 13 | tabs = APIList.tabs = {}, 14 | 15 | filter = APIList.filter = new Y.APIFilter({ 16 | inputNode : inputNode, 17 | maxResults: 1000, 18 | 19 | on: { 20 | results: onFilterResults 21 | } 22 | }), 23 | 24 | search = APIList.search = new Y.APISearch({ 25 | inputNode : inputNode, 26 | maxResults: 100, 27 | 28 | on: { 29 | clear : onSearchClear, 30 | results: onSearchResults 31 | } 32 | }), 33 | 34 | tabview = APIList.tabview = new Y.TabView({ 35 | srcNode : tabviewNode, 36 | panelNode: '#api-tabview-panel', 37 | render : true, 38 | 39 | on: { 40 | selectionChange: onTabSelectionChange 41 | } 42 | }), 43 | 44 | focusManager = APIList.focusManager = tabviewNode.plug(Y.Plugin.NodeFocusManager, { 45 | circular : true, 46 | descendants: '#api-filter, .yui3-tab-panel-selected .api-list-item a, .yui3-tab-panel-selected .result a', 47 | keys : {next: 'down:40', previous: 'down:38'} 48 | }).focusManager, 49 | 50 | LIST_ITEM_TEMPLATE = 51 | '
  • ' + 52 | '{displayName}' + 53 | '
  • '; 54 | 55 | // -- Init --------------------------------------------------------------------- 56 | 57 | // Duckpunch FocusManager's key event handling to prevent it from handling key 58 | // events when a modifier is pressed. 59 | Y.before(function (e, activeDescendant) { 60 | if (e.altKey || e.ctrlKey || e.metaKey || e.shiftKey) { 61 | return new Y.Do.Prevent(); 62 | } 63 | }, focusManager, '_focusPrevious', focusManager); 64 | 65 | Y.before(function (e, activeDescendant) { 66 | if (e.altKey || e.ctrlKey || e.metaKey || e.shiftKey) { 67 | return new Y.Do.Prevent(); 68 | } 69 | }, focusManager, '_focusNext', focusManager); 70 | 71 | // Create a mapping of tabs in the tabview so we can refer to them easily later. 72 | tabview.each(function (tab, index) { 73 | var name = tab.get('label').toLowerCase(); 74 | 75 | tabs[name] = { 76 | index: index, 77 | name : name, 78 | tab : tab 79 | }; 80 | }); 81 | 82 | // Switch tabs on Ctrl/Cmd-Left/Right arrows. 83 | tabviewNode.on('key', onTabSwitchKey, 'down:37,39'); 84 | 85 | // Focus the filter input when the `/` key is pressed. 86 | Y.one(Y.config.doc).on('key', onSearchKey, 'down:83'); 87 | 88 | // Keep the Focus Manager up to date. 89 | inputNode.on('focus', function () { 90 | focusManager.set('activeDescendant', inputNode); 91 | }); 92 | 93 | // Update all tabview links to resolved URLs. 94 | tabview.get('panelNode').all('a').each(function (link) { 95 | link.setAttribute('href', link.get('href')); 96 | }); 97 | 98 | // -- Private Functions -------------------------------------------------------- 99 | function getFilterResultNode() { 100 | return filter.get('queryType') === 'classes' ? classesNode : modulesNode; 101 | } 102 | 103 | // -- Event Handlers ----------------------------------------------------------- 104 | function onFilterResults(e) { 105 | var frag = Y.one(Y.config.doc.createDocumentFragment()), 106 | resultNode = getFilterResultNode(), 107 | typePlural = filter.get('queryType'), 108 | typeSingular = typePlural === 'classes' ? 'class' : 'module'; 109 | 110 | if (e.results.length) { 111 | YArray.each(e.results, function (result) { 112 | frag.append(Lang.sub(LIST_ITEM_TEMPLATE, { 113 | rootPath : APIList.rootPath, 114 | displayName : filter.getDisplayName(result.highlighted), 115 | name : result.text, 116 | typePlural : typePlural, 117 | typeSingular: typeSingular 118 | })); 119 | }); 120 | } else { 121 | frag.append( 122 | '
  • ' + 123 | 'No ' + typePlural + ' found.' + 124 | '
  • ' 125 | ); 126 | } 127 | 128 | resultNode.empty(true); 129 | resultNode.append(frag); 130 | 131 | focusManager.refresh(); 132 | } 133 | 134 | function onSearchClear(e) { 135 | 136 | focusManager.refresh(); 137 | } 138 | 139 | function onSearchKey(e) { 140 | var target = e.target; 141 | 142 | if (target.test('input,select,textarea') 143 | || target.get('isContentEditable')) { 144 | return; 145 | } 146 | 147 | e.preventDefault(); 148 | 149 | inputNode.focus(); 150 | focusManager.refresh(); 151 | } 152 | 153 | function onSearchResults(e) { 154 | var frag = Y.one(Y.config.doc.createDocumentFragment()); 155 | 156 | if (e.results.length) { 157 | YArray.each(e.results, function (result) { 158 | frag.append(result.display); 159 | }); 160 | } else { 161 | frag.append( 162 | '
  • ' + 163 | 'No results found. Maybe you\'ll have better luck with a ' + 164 | 'different query?' + 165 | '
  • ' 166 | ); 167 | } 168 | 169 | 170 | focusManager.refresh(); 171 | } 172 | 173 | function onTabSelectionChange(e) { 174 | var tab = e.newVal, 175 | name = tab.get('label').toLowerCase(); 176 | 177 | tabs.selected = { 178 | index: tab.get('index'), 179 | name : name, 180 | tab : tab 181 | }; 182 | 183 | switch (name) { 184 | case 'classes': // fallthru 185 | case 'modules': 186 | filter.setAttrs({ 187 | minQueryLength: 0, 188 | queryType : name 189 | }); 190 | 191 | search.set('minQueryLength', -1); 192 | 193 | // Only send a request if this isn't the initially-selected tab. 194 | if (e.prevVal) { 195 | filter.sendRequest(filter.get('value')); 196 | } 197 | break; 198 | 199 | case 'everything': 200 | filter.set('minQueryLength', -1); 201 | search.set('minQueryLength', 1); 202 | 203 | if (search.get('value')) { 204 | search.sendRequest(search.get('value')); 205 | } else { 206 | inputNode.focus(); 207 | } 208 | break; 209 | 210 | default: 211 | // WTF? We shouldn't be here! 212 | filter.set('minQueryLength', -1); 213 | search.set('minQueryLength', -1); 214 | } 215 | 216 | if (focusManager) { 217 | setTimeout(function () { 218 | focusManager.refresh(); 219 | }, 1); 220 | } 221 | } 222 | 223 | function onTabSwitchKey(e) { 224 | var currentTabIndex = tabs.selected.index; 225 | 226 | if (!(e.ctrlKey || e.metaKey)) { 227 | return; 228 | } 229 | 230 | e.preventDefault(); 231 | 232 | switch (e.keyCode) { 233 | case 37: // left arrow 234 | if (currentTabIndex > 0) { 235 | tabview.selectChild(currentTabIndex - 1); 236 | inputNode.focus(); 237 | } 238 | break; 239 | 240 | case 39: // right arrow 241 | if (currentTabIndex < (Y.Object.size(tabs) - 2)) { 242 | tabview.selectChild(currentTabIndex + 1); 243 | inputNode.focus(); 244 | } 245 | break; 246 | } 247 | } 248 | 249 | }, '3.4.0', {requires: [ 250 | 'api-filter', 'api-search', 'event-key', 'node-focusmanager', 'tabview' 251 | ]}); 252 | -------------------------------------------------------------------------------- /doc/classes/TUDelft.Gamygdala.Emotion.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | TUDelft.Gamygdala.Emotion 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
    16 |
    17 |

    18 |
    19 |
    20 | API Docs for: 21 |
    22 |
    23 |
    24 | 25 |
    26 | 57 |
    58 |
    59 |
    60 | Show: 61 | 65 | 66 | 70 | 71 | 75 | 79 | 80 |
    81 | 82 |
    83 |
    84 |
    85 |

    TUDelft.Gamygdala.Emotion Class

    86 |
    87 | 88 | 89 |
    90 | Defined in: Gamygdala.js:921 91 |
    92 | 93 | 94 |
    95 | 96 | 97 |
    98 |

    This class is mainly a data structure to store an emotion with its intensity

    99 | 100 |
    101 | 102 |
    103 |

    Constructor

    104 |
    105 |

    TUDelft.Gamygdala.Emotion

    106 | 107 |
    108 | (
      109 |
    • 110 | name 111 |
    • 112 |
    • 113 | intensity 114 |
    • 115 |
    ) 116 |
    117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 |
    126 |

    127 | Defined in 128 | Gamygdala.js:921 129 |

    130 | 131 | 132 | 133 |
    134 | 135 |
    136 | 137 |
    138 | 139 |
    140 |

    Parameters:

    141 | 142 |
      143 |
    • 144 | name 145 | String 146 | 147 | 148 |
      149 |

      The string ref of the emotion

      150 | 151 |
      152 | 153 |
    • 154 |
    • 155 | intensity 156 | Double 157 | 158 | 159 |
      160 |

      The intensity at which the emotion is set upon construction.

      161 | 162 |
      163 | 164 |
    • 165 |
    166 |
    167 | 168 | 169 | 170 |
    171 |
    172 | 173 |
    174 |
      175 |
    • Index
    • 176 | 177 |
    178 | 179 |
    180 |
    181 |

    Item Index

    182 | 183 | 184 | 185 | 186 |
    187 | 188 | 189 | 190 | 191 |
    192 |
    193 |
    194 |
    195 |
    196 |
    197 |
    198 |
    199 | 200 | 201 | 202 | 203 | 204 | 205 | 206 | 207 | 208 | 209 | -------------------------------------------------------------------------------- /doc/classes/TUDelft.Gamygdala.Relation.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | TUDelft.Gamygdala.Relation 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
    16 |
    17 |

    18 |
    19 |
    20 | API Docs for: 21 |
    22 |
    23 |
    24 | 25 |
    26 | 57 |
    58 |
    59 |
    60 | Show: 61 | 65 | 66 | 70 | 71 | 75 | 79 | 80 |
    81 | 82 |
    83 |
    84 |
    85 |

    TUDelft.Gamygdala.Relation Class

    86 |
    87 | 88 | 89 |
    90 | Defined in: Gamygdala.js:832 91 |
    92 | 93 | 94 |
    95 | 96 | 97 |
    98 |

    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.

    101 | 102 |
    103 | 104 |
    105 |

    Constructor

    106 |
    107 |

    TUDelft.Gamygdala.Relation

    108 | 109 |
    110 | (
      111 |
    • 112 | targetName 113 |
    • 114 |
    • 115 | relation 116 |
    • 117 |
    ) 118 |
    119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 |
    128 |

    129 | Defined in 130 | Gamygdala.js:832 131 |

    132 | 133 | 134 | 135 |
    136 | 137 |
    138 | 139 |
    140 | 141 |
    142 |

    Parameters:

    143 | 144 |
      145 |
    • 146 | targetName 147 | String 148 | 149 | 150 |
      151 |

      The agent who is the target of the relation.

      152 | 153 |
      154 | 155 |
    • 156 |
    • 157 | relation 158 | Double 159 | 160 | 161 |
      162 |

      The relation [-1 and 1].

      163 | 164 |
      165 | 166 |
    • 167 |
    168 |
    169 | 170 | 171 | 172 |
    173 |
    174 | 175 |
    176 |
      177 |
    • Index
    • 178 | 179 |
    180 | 181 |
    182 |
    183 |

    Item Index

    184 | 185 | 186 | 187 | 188 |
    189 | 190 | 191 | 192 | 193 |
    194 |
    195 |
    196 |
    197 |
    198 |
    199 |
    200 |
    201 | 202 | 203 | 204 | 205 | 206 | 207 | 208 | 209 | 210 | 211 | -------------------------------------------------------------------------------- /doc/assets/vendor/prettify/README.html: -------------------------------------------------------------------------------- 1 | 3 | 4 | 5 | 6 | Javascript code prettifier 7 | 8 | 9 | 10 | 11 | 12 | 16 | 17 | 18 | 19 | Languages : CH 20 |

    Javascript code prettifier

    21 | 22 |

    Setup

    23 |
      24 |
    1. Download a distribution 25 |
    2. 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 |
       29 | <link href="prettify.css" type="text/css" rel="stylesheet" />
       30 | <script type="text/javascript" src="prettify.js"></script>
      31 |
    3. Add onload="prettyPrint()" to your 32 | document's body tag. 33 |
    4. Modify the stylesheet to get the coloring you prefer
    5. 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 | 47 |
    The original 45 | Prettier 46 |
    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.

    77 |

    And similarly for 78 | CSS, 80 | Haskell, 82 | Lua, 84 | OCAML, SML, F#, 86 | Visual Basic, 88 | SQL, 90 | Protocol Buffers, and 92 | WikiText.. 94 | 95 |

    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.

    121 | 122 |

    What's changed?

    123 |

    See the change log

    124 | 125 |

    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 |

    For example 141 |

    <pre class="prettyprint linenums:4"
    142 | >// This is line 4.
    143 | foo();
    144 | bar();
    145 | baz();
    146 | boo();
    147 | far();
    148 | faz();
    149 | <pre>
    150 | produces 151 |
    // 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 |

    183 | addEventListener('load', prettyPrint, false); 185 |
    186 | wrap it in a closure like 187 |
    188 | addEventListener('load', function (event) { prettyPrint() }, false); 190 |
    191 | so that the browser does not pass an event object to prettyPrint which 192 | will confuse it. 193 | 194 |


    195 | 196 | 202 | 203 | 204 | -------------------------------------------------------------------------------- /doc/classes/TUDelft.Gamygdala.Goal.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | TUDelft.Gamygdala.Goal 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
    16 |
    17 |

    18 |
    19 |
    20 | API Docs for: 21 |
    22 |
    23 |
    24 | 25 |
    26 | 57 |
    58 |
    59 |
    60 | Show: 61 | 65 | 66 | 70 | 71 | 75 | 79 | 80 |
    81 | 82 |
    83 |
    84 |
    85 |

    TUDelft.Gamygdala.Goal Class

    86 |
    87 | 88 | 89 |
    90 | Defined in: Gamygdala.js:942 91 |
    92 | 93 | 94 |
    95 | 96 | 97 |
    98 |

    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

    100 | 101 |
    102 | 103 |
    104 |

    Constructor

    105 |
    106 |

    TUDelft.Gamygdala.Goal

    107 | 108 |
    109 | (
      110 |
    • 111 | name 112 |
    • 113 |
    • 114 | utility 115 |
    • 116 |
    • 117 | [isMaintenanceGoal] 118 |
    • 119 |
    ) 120 |
    121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 |
    130 |

    131 | Defined in 132 | Gamygdala.js:942 133 |

    134 | 135 | 136 | 137 |
    138 | 139 |
    140 | 141 |
    142 | 143 |
    144 |

    Parameters:

    145 | 146 |
      147 |
    • 148 | name 149 | String 150 | 151 | 152 |
      153 |

      The name of the goal

      154 | 155 |
      156 | 157 |
    • 158 |
    • 159 | utility 160 | Double 161 | 162 | 163 |
      164 |

      The utility of the goal

      165 | 166 |
      167 | 168 |
    • 169 |
    • 170 | [isMaintenanceGoal] 171 | Boolean 172 | optional 173 | 174 | 175 |
      176 |

      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.

      177 | 178 |
      179 | 180 |
    • 181 |
    182 |
    183 | 184 | 185 | 186 |
    187 |
    188 | 189 |
    190 |
      191 |
    • Index
    • 192 | 193 |
    194 | 195 |
    196 |
    197 |

    Item Index

    198 | 199 | 200 | 201 | 202 |
    203 | 204 | 205 | 206 | 207 |
    208 |
    209 |
    210 |
    211 |
    212 |
    213 |
    214 |
    215 | 216 | 217 | 218 | 219 | 220 | 221 | 222 | 223 | 224 | 225 | -------------------------------------------------------------------------------- /doc/classes/Phaser.Plugin.GamygdalaWrapper.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Phaser.Plugin.GamygdalaWrapper 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
    16 |
    17 |

    18 |
    19 |
    20 | API Docs for: 21 |
    22 |
    23 |
    24 | 25 |
    26 | 57 |
    58 |
    59 |
    60 | Show: 61 | 65 | 66 | 70 | 71 | 75 | 79 | 80 |
    81 | 82 |
    83 |
    84 |
    85 |

    Phaser.Plugin.GamygdalaWrapper Class

    86 |
    87 | 88 | 89 |
    90 | Defined in: GamygdalaPhaserPlugins.js:7 91 |
    92 | 93 | 94 |
    95 | 96 | 97 |
    98 |

    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:

    102 | 103 |
    104 | 105 |
    106 |

    Constructor

    107 |
    108 |

    Phaser.Plugin.GamygdalaWrapper

    109 | 110 | () 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 |
    120 |

    121 | Defined in 122 | GamygdalaPhaserPlugins.js:7 123 |

    124 | 125 | 126 | 127 |
    128 | 129 |
    130 | 131 |
    132 | 133 | 134 | 135 | 136 |
    137 |

    Example:

    138 | 139 |
    140 |

    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.

    143 | 144 |
    145 |
    146 |
    147 |
    148 | 149 |
    150 | 155 | 156 |
    157 |
    158 |

    Item Index

    159 | 160 |
    161 |

    Methods

    162 | 163 | 173 |
    174 | 175 | 176 | 177 |
    178 | 179 |
    180 |

    Methods

    181 | 182 |
    183 |

    Phaser.Plugin.GamygdalaWrapper.getGamygdala

    184 | 185 | () 186 | 187 | 188 | TUDelft.Gamygdala 189 | 190 | 191 | 192 | 193 | 194 | 195 | 196 | 197 |
    198 |

    199 | Defined in 200 | GamygdalaPhaserPlugins.js:40 201 |

    202 | 203 | 204 | 205 |
    206 | 207 |
    208 |

    Returns the gamygdala instance you need to do all emotional stuff.

    209 | 210 |
    211 | 212 | 213 |
    214 |

    Returns:

    215 | 216 |
    217 | TUDelft.Gamygdala: 218 |

    The Gamygdala instance reference created by this plugin.

    219 | 220 |
    221 |
    222 | 223 | 224 |
    225 |
    226 |

    Phaser.Plugin.GamygdalaWrapper.update

    227 | 228 | () 229 | 230 | 231 | 232 | 233 | 234 | 235 | 236 | 237 |
    238 |

    239 | Defined in 240 | GamygdalaPhaserPlugins.js:27 241 |

    242 | 243 | 244 | 245 |
    246 | 247 |
    248 |

    This is run when the plugins update during the core game loop. 249 | It performs a regular decay, if phaserManagedDecay = true.

    250 | 251 |
    252 | 253 | 254 | 255 | 256 |
    257 |
    258 | 259 | 260 | 261 |
    262 |
    263 |
    264 |
    265 |
    266 |
    267 |
    268 |
    269 | 270 | 271 | 272 | 273 | 274 | 275 | 276 | 277 | 278 | 279 | -------------------------------------------------------------------------------- /everyones_friend.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Phaser - Making your first game, part 9 6 | 7 | 8 | 9 | 14 | 15 | 16 | 17 | 257 |

    Everyone's friend

    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 | -------------------------------------------------------------------------------- /doc/classes/TUDelft.Gamygdala.Belief.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | TUDelft.Gamygdala.Belief 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
    16 |
    17 |

    18 |
    19 |
    20 | API Docs for: 21 |
    22 |
    23 |
    24 | 25 |
    26 | 57 |
    58 |
    59 |
    60 | Show: 61 | 65 | 66 | 70 | 71 | 75 | 79 | 80 |
    81 | 82 |
    83 |
    84 |
    85 |

    TUDelft.Gamygdala.Belief Class

    86 |
    87 | 88 | 89 |
    90 | Defined in: Gamygdala.js:882 91 |
    92 | 93 | 94 |
    95 | 96 | 97 |
    98 |

    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

    100 | 101 |
    102 | 103 |
    104 |

    Constructor

    105 |
    106 |

    TUDelft.Gamygdala.Belief

    107 | 108 |
    109 | (
      110 |
    • 111 | likelihood 112 |
    • 113 |
    • 114 | causalAgentName 115 |
    • 116 |
    • 117 | affectedGoalNames 118 |
    • 119 |
    • 120 | goalCongruences 121 |
    • 122 |
    • 123 | [isIncremental] 124 |
    • 125 |
    ) 126 |
    127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 |
    136 |

    137 | Defined in 138 | Gamygdala.js:882 139 |

    140 | 141 | 142 | 143 |
    144 | 145 |
    146 | 147 |
    148 | 149 |
    150 |

    Parameters:

    151 | 152 |
      153 |
    • 154 | likelihood 155 | Double 156 | 157 | 158 |
      159 |

      The likelihood of this belief to be true.

      160 | 161 |
      162 | 163 |
    • 164 |
    • 165 | causalAgentName 166 | String 167 | 168 | 169 |
      170 |

      The agent's name of the causal agent of this belief.

      171 | 172 |
      173 | 174 |
    • 175 |
    • 176 | affectedGoalNames 177 | String 178 | 179 | 180 |
      181 |

      An array of affected goals' names.

      182 | 183 |
      184 | 185 |
    • 186 |
    • 187 | goalCongruences 188 | Double 189 | 190 | 191 |
      192 |

      An array of the affected goals' congruences (i.e., the extend to which this event is good or bad for a goal [-1,1]).

      193 | 194 |
      195 | 196 |
    • 197 |
    • 198 | [isIncremental] 199 | Boolean 200 | optional 201 | 202 | 203 |
      204 |

      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

      205 | 206 |
      207 | 208 |
    • 209 |
    210 |
    211 | 212 | 213 | 214 |
    215 |
    216 | 217 |
    218 |
      219 |
    • Index
    • 220 | 221 |
    222 | 223 |
    224 |
    225 |

    Item Index

    226 | 227 | 228 | 229 | 230 |
    231 | 232 | 233 | 234 | 235 |
    236 |
    237 |
    238 |
    239 |
    240 |
    241 |
    242 |
    243 | 244 | 245 | 246 | 247 | 248 | 249 | 250 | 251 | 252 | 253 | -------------------------------------------------------------------------------- /doc/classes/Phaser.Plugin.GamygdalaExpression.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Phaser.Plugin.GamygdalaExpression 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
    16 |
    17 |

    18 |
    19 |
    20 | API Docs for: 21 |
    22 |
    23 |
    24 | 25 |
    26 | 57 |
    58 |
    59 |
    60 | Show: 61 | 65 | 66 | 70 | 71 | 75 | 79 | 80 |
    81 | 82 |
    83 |
    84 |
    85 |

    Phaser.Plugin.GamygdalaExpression Class

    86 |
    87 | 88 | 89 |
    90 | Defined in: GamygdalaPhaserPlugins.js:51 91 |
    92 | 93 | 94 |
    95 | 96 | 97 |
    98 |

    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.

    102 | 103 |
    104 | 105 |
    106 |

    Constructor

    107 |
    108 |

    Phaser.Plugin.GamygdalaExpression

    109 | 110 |
    111 | (
      112 |
    • 113 | game 114 |
    • 115 |
    • 116 | sprite 117 |
    • 118 |
    • 119 | agent 120 |
    • 121 |
    • 122 | [showOnlyMaxIntensity] 123 |
    • 124 |
    ) 125 |
    126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 |
    135 |

    136 | Defined in 137 | GamygdalaPhaserPlugins.js:51 138 |

    139 | 140 | 141 | 142 |
    143 | 144 |
    145 | 146 |
    147 | 148 |
    149 |

    Parameters:

    150 | 151 |
      152 |
    • 153 | game 154 | Phaser.Game 155 | 156 | 157 |
      158 |

      Your Phaser game

      159 | 160 |
      161 | 162 |
    • 163 |
    • 164 | sprite 165 | Phaser.Sprite 166 | 167 | 168 |
      169 |

      The sprite to which this expression belongs

      170 | 171 |
      172 | 173 |
    • 174 |
    • 175 | agent 176 | TUDelft.Gamygdala.Agent 177 | 178 | 179 |
      180 |

      The emotional agent who's emotional state will be expressed.

      181 | 182 |
      183 | 184 |
    • 185 |
    • 186 | [showOnlyMaxIntensity] 187 | Boolean 188 | optional 189 | 190 | 191 |
      192 |

      Setting showOnlyMaxIntensity to true shows only the expression with the highest intensity. False or omitted results in showing all.

      193 | 194 |
      195 | 196 |
    • 197 |
    198 |
    199 | 200 | 201 | 202 |
    203 |
    204 | 205 |
    206 | 211 | 212 |
    213 |
    214 |

    Item Index

    215 | 216 |
    217 |

    Methods

    218 | 219 | 225 |
    226 | 227 | 228 | 229 |
    230 | 231 |
    232 |

    Methods

    233 | 234 |
    235 |

    Phaser.Plugin.GamygdalaExpression.update

    236 | 237 | () 238 | 239 | 240 | 241 | 242 | 243 | 244 | 245 | 246 |
    247 |

    248 | Defined in 249 | GamygdalaPhaserPlugins.js:120 250 |

    251 | 252 | 253 | 254 |
    255 | 256 |
    257 |

    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

    259 | 260 |
    261 | 262 | 263 | 264 | 265 |
    266 |
    267 | 268 | 269 | 270 |
    271 |
    272 |
    273 |
    274 |
    275 |
    276 |
    277 |
    278 | 279 | 280 | 281 | 282 | 283 | 284 | 285 | 286 | 287 | 288 | -------------------------------------------------------------------------------- /doc/files/GamygdalaPhaserPlugins.js.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | GamygdalaPhaserPlugins.js 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
    15 |
    16 |
    17 |

    18 |
    19 |
    20 | API Docs for: 21 |
    22 |
    23 |
    24 | 25 |
    26 | 57 |
    58 |
    59 |
    60 | Show: 61 | 65 | 66 | 70 | 71 | 75 | 79 | 80 |
    81 | 82 |
    83 |
    84 |
    85 |

    File: GamygdalaPhaserPlugins.js

    86 | 87 |
    88 |
     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 |     
    247 |
    248 |
    249 |
    250 |
    251 |
    252 |
    253 |
    254 | 255 | 256 | 257 | 258 | 259 | 260 | 261 | 262 | 263 | 264 | -------------------------------------------------------------------------------- /doc/assets/js/apidocs.js: -------------------------------------------------------------------------------- 1 | YUI().use( 2 | 'yuidoc-meta', 3 | 'api-list', 'history-hash', 'node-screen', 'node-style', 'pjax', 4 | function (Y) { 5 | 6 | var win = Y.config.win, 7 | localStorage = win.localStorage, 8 | 9 | bdNode = Y.one('#bd'), 10 | 11 | pjax, 12 | defaultRoute, 13 | 14 | classTabView, 15 | selectedTab; 16 | 17 | // Kill pjax functionality unless serving over HTTP. 18 | if (!Y.getLocation().protocol.match(/^https?\:/)) { 19 | Y.Router.html5 = false; 20 | } 21 | 22 | // Create the default route with middleware which enables syntax highlighting 23 | // on the loaded content. 24 | defaultRoute = Y.Pjax.defaultRoute.concat(function (req, res, next) { 25 | prettyPrint(); 26 | bdNode.removeClass('loading'); 27 | 28 | next(); 29 | }); 30 | 31 | pjax = new Y.Pjax({ 32 | container : '#docs-main', 33 | contentSelector: '#docs-main > .content', 34 | linkSelector : '#bd a', 35 | titleSelector : '#xhr-title', 36 | 37 | navigateOnHash: true, 38 | root : '/', 39 | routes : [ 40 | // -- / ---------------------------------------------------------------- 41 | { 42 | path : '/(index.html)?', 43 | callbacks: defaultRoute 44 | }, 45 | 46 | // -- /classes/* ------------------------------------------------------- 47 | { 48 | path : '/classes/:class.html*', 49 | callbacks: [defaultRoute, 'handleClasses'] 50 | }, 51 | 52 | // -- /files/* --------------------------------------------------------- 53 | { 54 | path : '/files/*file', 55 | callbacks: [defaultRoute, 'handleFiles'] 56 | }, 57 | 58 | // -- /modules/* ------------------------------------------------------- 59 | { 60 | path : '/modules/:module.html*', 61 | callbacks: defaultRoute 62 | } 63 | ] 64 | }); 65 | 66 | // -- Utility Functions -------------------------------------------------------- 67 | 68 | pjax.checkVisibility = function (tab) { 69 | tab || (tab = selectedTab); 70 | 71 | if (!tab) { return; } 72 | 73 | var panelNode = tab.get('panelNode'), 74 | visibleItems; 75 | 76 | // If no items are visible in the tab panel due to the current visibility 77 | // settings, display a message to that effect. 78 | visibleItems = panelNode.all('.item,.index-item').some(function (itemNode) { 79 | if (itemNode.getComputedStyle('display') !== 'none') { 80 | return true; 81 | } 82 | }); 83 | 84 | panelNode.all('.no-visible-items').remove(); 85 | 86 | if (!visibleItems) { 87 | if (Y.one('#index .index-item')) { 88 | panelNode.append( 89 | '
    ' + 90 | '

    ' + 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 | '

    ' + 95 | '
    ' 96 | ); 97 | } else { 98 | panelNode.append( 99 | '
    ' + 100 | '

    ' + 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; 135 | } 136 | 137 | classTabView = new Y.TabView({ 138 | srcNode: '#classdocs', 139 | 140 | on: { 141 | selectionChange: pjax.onTabSelectionChange 142 | } 143 | }); 144 | 145 | pjax.updateTabState(); 146 | classTabView.render(); 147 | }; 148 | 149 | pjax.initLineNumbers = function () { 150 | var hash = win.location.hash.substring(1), 151 | container = pjax.get('container'), 152 | hasLines, node; 153 | 154 | // Add ids for each line number in the file source view. 155 | container.all('.linenums>li').each(function (lineNode, index) { 156 | lineNode.set('id', 'l' + (index + 1)); 157 | lineNode.addClass('file-line'); 158 | hasLines = true; 159 | }); 160 | 161 | // Scroll to the desired line. 162 | if (hasLines && /^l\d+$/.test(hash)) { 163 | if ((node = container.getById(hash))) { 164 | win.scroll(0, node.getY()); 165 | } 166 | } 167 | }; 168 | 169 | pjax.initRoot = function () { 170 | var terminators = /^(?:classes|files|modules)$/, 171 | parts = pjax._getPathRoot().split('/'), 172 | root = [], 173 | i, len, part; 174 | 175 | for (i = 0, len = parts.length; i < len; i += 1) { 176 | part = parts[i]; 177 | 178 | if (part.match(terminators)) { 179 | // Makes sure the path will end with a "/". 180 | root.push(''); 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, 207 | // getY() always returns 0. 208 | var node = Y.one('#classdocs').getById(hash); 209 | win.scrollTo(0, node.getY() - 70); 210 | }, 1); 211 | } 212 | 213 | if (!classTabView) { 214 | return; 215 | } 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))) { 229 | if ((tabPanel = node.ancestor('.api-class-tabpanel', true))) { 230 | if ((tab = Y.one('#classdocs .api-class-tab.' + tabPanel.get('id')))) { 231 | if (classTabView.get('rendered')) { 232 | Y.Widget.getByNode(tab).set('selected', 1); 233 | } else { 234 | tab.addClass('yui3-tab-selected'); 235 | } 236 | } 237 | } 238 | 239 | // Scroll to the desired element if this is a hash URL. 240 | if (node) { 241 | if (classTabView.get('rendered')) { 242 | scrollToNode(); 243 | } else { 244 | classTabView.once('renderedChange', scrollToNode); 245 | } 246 | } 247 | } else { 248 | tab = Y.one('#classdocs .api-class-tab.' + defaultTab); 249 | 250 | // When the `defaultTab` node isn't found, `localStorage` is stale. 251 | if (!tab && defaultTab !== 'index') { 252 | tab = Y.one('#classdocs .api-class-tab.index'); 253 | } 254 | 255 | if (classTabView.get('rendered')) { 256 | Y.Widget.getByNode(tab).set('selected', 1); 257 | } else { 258 | tab.addClass('yui3-tab-selected'); 259 | } 260 | } 261 | }; 262 | 263 | pjax.updateVisibility = function () { 264 | var container = pjax.get('container'); 265 | 266 | container.toggleClass('hide-inherited', 267 | !Y.one('#api-show-inherited').get('checked')); 268 | 269 | container.toggleClass('show-deprecated', 270 | Y.one('#api-show-deprecated').get('checked')); 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-------------------------------------------------------------------------------- /friend_or_foe.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Phaser - Making your first game, part 9 6 | 7 | 8 | 9 | 14 | 15 | 16 | 17 | 369 |

    Friend or Foe

    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!.
    376 | 377 | -------------------------------------------------------------------------------- /gamygdala_demo.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Phaser - Making your first game, part 9 6 | 7 | 8 | 9 | 14 | 15 | 16 | 17 | 368 | 369 | --------------------------------------------------------------------------------
    14 | 16 |
    17 |
    18 | 19 |
    20 |
    21 |
    22 |
    24 |
    28 | 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 |
    185 |