# Path: MultiNEAT/viz.py
# def Draw(x, size=(300,300)):
#     img = np.zeros((size[0], size[1], 3), dtype=np.uint8)
#     img += 10
# 
#     if isinstance(x, NeuralNetwork):
#         DrawPhenotype(img, (0, 0, 250, 250), x )
#     else:
#         nn = NeuralNetwork()
#         x.BuildPhenotype(nn)
#         DrawPhenotype(img, (0, 0, 250, 250), nn )
# 
#     return img


import sys
import time
import random as rnd
import cv2
import numpy as np
import math
import MultiNEAT as NEAT
import pygame
import pymunk as pm
from MultiNEAT.viz import Draw
from pygame.locals import *
from pygame.color import *
from pymunk import Vec2d
from pymunk.pygame_util import draw, from_pygame
            if event.type == QUIT:
                exit()
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                exit()
            elif event.type == KEYDOWN and event.key == K_f:
                fast_mode = not fast_mode
            elif event.type == KEYDOWN and event.key == K_LEFT and not fast_mode:
                ball.body.velocity = (ball.body.velocity[0] - 200, ball.body.velocity[1])
            elif event.type == KEYDOWN and event.key == K_RIGHT and not fast_mode:
                ball.body.velocity = (ball.body.velocity[0] + 200, ball.body.velocity[1])
            elif event.type == KEYDOWN and event.key == K_UP and not fast_mode:
                ball.body.velocity = (ball.body.velocity[0], ball.body.velocity[1] + 200)

        ### Update physics
        dt = 1.0/50.0
        space.step(dt)

        # The NN interacts with the world on each 20 timesteps
        if (tstep % 20) == 0:
            agent.interact(ball)
        avg_ball_height += ball.body.position[1]

        # stopping conditions
        if not ball.in_air:
            break
        #if abs(agent.body.velocity[0]) < 50: # never stop on one place!
        #    break

        if not fast_mode:
            # draw the phenotype

# Path: MultiNEAT/viz.py
# def Draw(x, size=(300,300)):
#     img = np.zeros((size[0], size[1], 3), dtype=np.uint8)
#     img += 10
# 
#     if isinstance(x, NeuralNetwork):
#         DrawPhenotype(img, (0, 0, 250, 250), x )
#     else:
#         nn = NeuralNetwork()
#         x.BuildPhenotype(nn)
#         DrawPhenotype(img, (0, 0, 250, 250), nn )
# 
#     return img


# Path: examples/ball_keeper.py
import sys
import time
import random as rnd
import cv2
import numpy as np
import math
import MultiNEAT as NEAT
import pygame
import pymunk as pm
from MultiNEAT.viz import Draw
from pygame.locals import *
from pygame.color import *
from pymunk import Vec2d
from pymunk.pygame_util import draw, from_pygame

            if event.type == QUIT:
                exit()
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                exit()
            elif event.type == KEYDOWN and event.key == K_f:
                fast_mode = not fast_mode
            elif event.type == KEYDOWN and event.key == K_LEFT and not fast_mode:
                ball.body.velocity = (ball.body.velocity[0] - 200, ball.body.velocity[1])
            elif event.type == KEYDOWN and event.key == K_RIGHT and not fast_mode:
                ball.body.velocity = (ball.body.velocity[0] + 200, ball.body.velocity[1])
            elif event.type == KEYDOWN and event.key == K_UP and not fast_mode:
                ball.body.velocity = (ball.body.velocity[0], ball.body.velocity[1] + 200)

        ### Update physics
        dt = 1.0/50.0
        space.step(dt)

        # The NN interacts with the world on each 20 timesteps
        if (tstep % 20) == 0:
            agent.interact(ball)
        avg_ball_height += ball.body.position[1]

        # stopping conditions
        if not ball.in_air:
            break
        #if abs(agent.body.velocity[0]) < 50: # never stop on one place!
        #    break

        if not fast_mode:
            # draw the phenotype

            cv2.imshow("current best", Draw(net))