rubyneat 0.3.5.alpha.2
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<p class="inherited"><span class='object_link'><a href="NEAT/DSL.html#compare-instance_method" title="NEAT::DSL#compare (method)">#compare</a></span>, <span class='object_link'><a href="NEAT/DSL.html#condition_boolean_vector-instance_method" title="NEAT::DSL#condition_boolean_vector (method)">#condition_boolean_vector</a></span>, <span class='object_link'><a href="NEAT/DSL.html#cost-instance_method" title="NEAT::DSL#cost (method)">#cost</a></span>, <span class='object_link'><a href="NEAT/DSL.html#define-instance_method" title="NEAT::DSL#define (method)">#define</a></span>, <span class='object_link'><a href="NEAT/DSL.html#evolve-instance_method" title="NEAT::DSL#evolve (method)">#evolve</a></span>, <span class='object_link'><a href="NEAT/DSL.html#fitness-instance_method" title="NEAT::DSL#fitness (method)">#fitness</a></span>, <span class='object_link'><a href="NEAT/DSL.html#method_missing-instance_method" title="NEAT::DSL#method_missing (method)">#method_missing</a></span>, <span class='object_link'><a href="NEAT/DSL.html#query-instance_method" title="NEAT::DSL#query (method)">#query</a></span>, <span class='object_link'><a href="NEAT/DSL.html#recurrence-instance_method" title="NEAT::DSL#recurrence (method)">#recurrence</a></span>, <span class='object_link'><a href="NEAT/DSL.html#report-instance_method" title="NEAT::DSL#report (method)">#report</a></span>, <span class='object_link'><a href="NEAT/DSL.html#run_engine-instance_method" title="NEAT::DSL#run_engine (method)">#run_engine</a></span>, <span class='object_link'><a href="NEAT/DSL.html#simple_fitness_error-instance_method" title="NEAT::DSL#simple_fitness_error (method)">#simple_fitness_error</a></span>, <span class='object_link'><a href="NEAT/DSL.html#stop_on_fitness-instance_method" title="NEAT::DSL#stop_on_fitness (method)">#stop_on_fitness</a></span>, <span class='object_link'><a href="NEAT/DSL.html#uncondition_boolean_vector-instance_method" title="NEAT::DSL#uncondition_boolean_vector (method)">#uncondition_boolean_vector</a></span></p>
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<h3 class="inherited">Methods included from <span class='object_link'><a href="NEAT.html" title="NEAT (module)">NEAT</a></span></h3>
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<p class="inherited"><span class='object_link'><a href="NEAT.html#controller-class_method" title="NEAT.controller (method)">controller</a></span>, <span class='object_link'><a href="NEAT.html#controller%3D-class_method" title="NEAT.controller= (method)">controller=</a></span>, <span class='object_link'><a href="NEAT.html#create_controller-class_method" title="NEAT.create_controller (method)">create_controller</a></span>, <span class='object_link'><a href="NEAT.html#dpp-class_method" title="NEAT.dpp (method)">dpp</a></span>, <span class='object_link'><a href="NEAT.html#gaussian-class_method" title="NEAT.gaussian (method)">gaussian</a></span>, <span class='object_link'><a href="NEAT.html#new_innovation-class_method" title="NEAT.new_innovation (method)">new_innovation</a></span>, <span class='object_link'><a href="NEAT.html#random_name_generator-class_method" title="NEAT.random_name_generator (method)">random_name_generator</a></span></p>
|
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+
<div id="method_missing_details" class="method_details_list">
|
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+
<h2>Dynamic Method Handling</h2>
|
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+
<p class="notice super">
|
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|
+
This class handles dynamic methods through the <tt>method_missing</tt> method
|
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|
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|
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in the class <span class='object_link'><a href="NEAT/DSL.html#method_missing-instance_method" title="NEAT::DSL#method_missing (method)">NEAT::DSL</a></span>
|
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|
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</p>
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</div>
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</div>
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|
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<div id="footer">
|
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Generated on Sun Apr 13 15:54:01 2014 by
|
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<a href="http://yardoc.org" title="Yay! A Ruby Documentation Tool" target="_parent">yard</a>
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0.8.7.4 (ruby-2.1.1).
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</div>
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</body>
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</html>
|
@@ -0,0 +1,38 @@
|
|
1
|
+
require 'aquarium'
|
2
|
+
|
3
|
+
class ControllerPoint
|
4
|
+
|
5
|
+
include Aquarium::DSL
|
6
|
+
end
|
7
|
+
|
8
|
+
class CuteA
|
9
|
+
attr_accessor :cp
|
10
|
+
|
11
|
+
def initialize
|
12
|
+
puts "A initialized"
|
13
|
+
end
|
14
|
+
end
|
15
|
+
|
16
|
+
class CuteB < CuteA
|
17
|
+
attr_accessor :acp
|
18
|
+
def initialize
|
19
|
+
puts "B initialized"
|
20
|
+
@acp = CuteA.new
|
21
|
+
end
|
22
|
+
end
|
23
|
+
|
24
|
+
include Aquarium::Aspects
|
25
|
+
|
26
|
+
@cp = ControllerPoint.new
|
27
|
+
Aspect.new :before, :invocations_of => :initialize, :for_types => /Cute.*$/,
|
28
|
+
:restricting_methods_to => :private_methods do |jp, ob, args|
|
29
|
+
puts "jp: #{jp.class} ob: #{ob.cp}"
|
30
|
+
ob.cp = @cp
|
31
|
+
end
|
32
|
+
|
33
|
+
|
34
|
+
ca = CuteA.new
|
35
|
+
cb = CuteB.new
|
36
|
+
|
37
|
+
puts ca.cp
|
38
|
+
puts cb.cp
|
data/foo/foo_gosu.rb
ADDED
@@ -0,0 +1,99 @@
|
|
1
|
+
require 'gosu'
|
2
|
+
|
3
|
+
IM1 = "/home/trader/Pictures/Screenshot-inf-walle.mkv-19.png"
|
4
|
+
|
5
|
+
class GameTestWindow < Gosu::Window
|
6
|
+
def initialize
|
7
|
+
super(640, 480, false)
|
8
|
+
self.caption = "Gosu Tutorial Game"
|
9
|
+
|
10
|
+
@background_image = Gosu::Image.new(self, IM1, true)
|
11
|
+
end
|
12
|
+
|
13
|
+
def update
|
14
|
+
end
|
15
|
+
|
16
|
+
def draw
|
17
|
+
puts "draw called"
|
18
|
+
@background_image.draw(0, 0, 0)
|
19
|
+
end
|
20
|
+
end
|
21
|
+
|
22
|
+
|
23
|
+
class Player
|
24
|
+
def initialize(window)
|
25
|
+
@image = Gosu::Image.new(window, IM1, false)
|
26
|
+
@x = @y = @vel_x = @vel_y = @angle = 0.0
|
27
|
+
@score = 0
|
28
|
+
end
|
29
|
+
|
30
|
+
def warp(x, y)
|
31
|
+
@x, @y = x, y
|
32
|
+
end
|
33
|
+
|
34
|
+
def turn_left
|
35
|
+
@angle -= 4.5
|
36
|
+
end
|
37
|
+
|
38
|
+
def turn_right
|
39
|
+
@angle += 4.5
|
40
|
+
end
|
41
|
+
|
42
|
+
def accelerate
|
43
|
+
@vel_x += Gosu::offset_x(@angle, 0.5)
|
44
|
+
@vel_y += Gosu::offset_y(@angle, 0.5)
|
45
|
+
end
|
46
|
+
|
47
|
+
def move
|
48
|
+
@x += @vel_x
|
49
|
+
@y += @vel_y
|
50
|
+
@x %= 640
|
51
|
+
@y %= 480
|
52
|
+
|
53
|
+
@vel_x *= 0.95
|
54
|
+
@vel_y *= 0.95
|
55
|
+
end
|
56
|
+
|
57
|
+
def draw
|
58
|
+
@image.draw_rot(@x, @y, 1, @angle)
|
59
|
+
end
|
60
|
+
end
|
61
|
+
|
62
|
+
class GameWindow < Gosu::Window
|
63
|
+
def initialize
|
64
|
+
super(640, 480, false)
|
65
|
+
self.caption = "Gosu Tutorial Game"
|
66
|
+
|
67
|
+
@background_image = Gosu::Image.new(self, IM1, true)
|
68
|
+
|
69
|
+
@player = Player.new(self)
|
70
|
+
@player.warp(320, 240)
|
71
|
+
end
|
72
|
+
|
73
|
+
def update
|
74
|
+
if button_down? Gosu::KbLeft or button_down? Gosu::GpLeft then
|
75
|
+
@player.turn_left
|
76
|
+
end
|
77
|
+
if button_down? Gosu::KbRight or button_down? Gosu::GpRight then
|
78
|
+
@player.turn_right
|
79
|
+
end
|
80
|
+
if button_down? Gosu::KbUp or button_down? Gosu::GpButton0 then
|
81
|
+
@player.accelerate
|
82
|
+
end
|
83
|
+
@player.move
|
84
|
+
end
|
85
|
+
|
86
|
+
def draw
|
87
|
+
@player.draw
|
88
|
+
@background_image.draw(0, 0, 0);
|
89
|
+
end
|
90
|
+
|
91
|
+
def button_down(id)
|
92
|
+
if id == Gosu::KbEscape
|
93
|
+
close
|
94
|
+
end
|
95
|
+
end
|
96
|
+
end
|
97
|
+
|
98
|
+
gw = GameWindow.new
|
99
|
+
gw.show
|
data/foo/foo_rubygoo.rb
ADDED
@@ -0,0 +1,104 @@
|
|
1
|
+
require 'rubygoo'
|
2
|
+
require 'rubygame'
|
3
|
+
include Rubygame
|
4
|
+
include Rubygoo
|
5
|
+
|
6
|
+
if $0 == __FILE__
|
7
|
+
|
8
|
+
screen = Screen.new [600,480]
|
9
|
+
screen.show_cursor = false
|
10
|
+
|
11
|
+
factory = AdapterFactory.new
|
12
|
+
render_adapter = factory.renderer_for :rubygame, screen
|
13
|
+
icon = Surface.load File.dirname(__FILE__) + "/icon.png"
|
14
|
+
|
15
|
+
app = App.new :renderer => renderer
|
16
|
+
|
17
|
+
label = Label.new "click the button to set the time", :x=>20, :y=>30
|
18
|
+
|
19
|
+
button = Button.new "Click Me!", :x=>70, :y=>80, :x_pad=>20, :y_pad=>20, :icon => icon
|
20
|
+
button.on :pressed do |*opts|
|
21
|
+
label.set_text(Time.now.to_s)
|
22
|
+
end
|
23
|
+
|
24
|
+
check = CheckBox.new :x=>370, :y=>70, :w=>20, :h=>20
|
25
|
+
check.on :checked do
|
26
|
+
label.set_text("CHECKED [#{check.checked?}]")
|
27
|
+
end
|
28
|
+
|
29
|
+
text_field = TextField.new "initial text", :x => 70, :y => 170, :max_length => 20, :min_length => 6
|
30
|
+
|
31
|
+
text_field.on_key K_RETURN, K_KP_ENTER do |evt|
|
32
|
+
puts "BOO-YAH"
|
33
|
+
end
|
34
|
+
|
35
|
+
modal_button = Button.new "Modal dialogs", :x=>270, :y=>280, :x_pad=>20, :y_pad=>20
|
36
|
+
modal_button.on :pressed do |*opts|
|
37
|
+
modal = Dialog.new :modal => app, :x=>60, :y=>110, :w=>250, :h=>250
|
38
|
+
|
39
|
+
modal.add Label.new("Message Here", :x=>20, :y=>70, :x_pad=>20, :y_pad=>20, :relative=>true)
|
40
|
+
|
41
|
+
ok_butt = Button.new("OK", :x=>70, :y=>180, :x_pad=>20, :y_pad=>20,:relative=>true)
|
42
|
+
ok_butt.on :pressed do |*opts|
|
43
|
+
app.remove_modal(modal)
|
44
|
+
end
|
45
|
+
modal.add ok_butt
|
46
|
+
|
47
|
+
modal.show
|
48
|
+
end
|
49
|
+
|
50
|
+
grp = RadioGroup.new :x=>10, :y=>380, :x_pad=>20, :y_pad=>20, :w=> 500, :h=>80
|
51
|
+
grp_label = Label.new "RadioGroups are fun!", :x=>40, :y=>10, :w=>20, :h=>20, :relative=>true
|
52
|
+
grp_radio_one = RadioButton.new :x=>40, :y=>40, :w=>20, :h=>20, :relative=>true
|
53
|
+
grp_radio_two = RadioButton.new :x=>90, :y=>40, :w=>20, :h=>20, :relative=>true
|
54
|
+
grp_radio_three = RadioButton.new :x=>140, :y=>40, :w=>20, :h=>20, :relative=>true
|
55
|
+
|
56
|
+
grp.add grp_label, grp_radio_one, grp_radio_two, grp_radio_three
|
57
|
+
|
58
|
+
# implicit tab ordering based on order of addition, can
|
59
|
+
# specify if you want on widget creation
|
60
|
+
|
61
|
+
# can add many or one at a time
|
62
|
+
app.add text_field, label, button, modal_button, grp
|
63
|
+
app.add check
|
64
|
+
|
65
|
+
# pulldown = Pulldown.new {:x=>70, :y=>80}
|
66
|
+
# pulldown.on :changed do |*opts|
|
67
|
+
# label.set_text(opts.first)
|
68
|
+
# end
|
69
|
+
#
|
70
|
+
# app.add pulldown
|
71
|
+
|
72
|
+
app_adapter = factory.app_for :rubygame, app
|
73
|
+
|
74
|
+
# rubygame standard stuff below here
|
75
|
+
queue = EventQueue.new
|
76
|
+
queue.ignore = [
|
77
|
+
ActiveEvent, JoyAxisEvent, JoyBallEvent, JoyDownEvent,
|
78
|
+
JoyHatEvent, JoyUpEvent, ResizeEvent
|
79
|
+
]
|
80
|
+
clock = Clock.new
|
81
|
+
clock.target_framerate = 20
|
82
|
+
|
83
|
+
catch(:rubygame_quit) do
|
84
|
+
loop do
|
85
|
+
queue.each do |event|
|
86
|
+
case event
|
87
|
+
when KeyDownEvent
|
88
|
+
case event.key
|
89
|
+
when K_ESCAPE
|
90
|
+
throw :rubygame_quit
|
91
|
+
end
|
92
|
+
when QuitEvent
|
93
|
+
throw :rubygame_quit
|
94
|
+
end
|
95
|
+
|
96
|
+
# pass on our events to the GUI
|
97
|
+
app_adapter.on_event event
|
98
|
+
end
|
99
|
+
|
100
|
+
app_adapter.update clock.tick
|
101
|
+
app_adapter.draw render_adapter
|
102
|
+
end
|
103
|
+
end
|
104
|
+
end
|
data/foo/foo_sdl.rb
ADDED
@@ -0,0 +1,34 @@
|
|
1
|
+
# from http://moriq.tdiary.net/20051006.html
|
2
|
+
# Apollo with Ruby/SDL
|
3
|
+
require 'phi'
|
4
|
+
require 'sdl'
|
5
|
+
|
6
|
+
# Create form
|
7
|
+
form = Phi::Form.new
|
8
|
+
$terminated = false
|
9
|
+
form.on_close{ $terminated = true }
|
10
|
+
form.caption = "Ruby/SDL on Phi::Form"
|
11
|
+
# Create a panel on new form
|
12
|
+
panel = Phi::Panel.new(form)
|
13
|
+
panel.align = Phi::AL_LEFT
|
14
|
+
|
15
|
+
# Put SDL window on panel with WINDOWID hack
|
16
|
+
SDL.putenv("SDL_VIDEODRIVER=windib")
|
17
|
+
SDL.putenv("SDL_WINDOWID=#{panel.handle}")
|
18
|
+
form.show
|
19
|
+
|
20
|
+
# initialize SDL
|
21
|
+
SDL.init(SDL::INIT_VIDEO)
|
22
|
+
screen = SDL.setVideoMode(640, 480, 16, SDL::SWSURFACE)
|
23
|
+
|
24
|
+
# main loop
|
25
|
+
unless $terminated
|
26
|
+
while event = SDL::Event2.poll
|
27
|
+
case event
|
28
|
+
when SDL::Event2::KeyDown, SDL::Event2::Quit
|
29
|
+
exit
|
30
|
+
end
|
31
|
+
end
|
32
|
+
|
33
|
+
sleep 0.05
|
34
|
+
end
|
data/foo/icon.png
ADDED
Binary file
|