I admit the CAPX is a bit bloated, since there's quite a lot going on, but it's all broken down in only 4 steps (Train, triggerAction, Reward and manageEnvironment):
The agent gets 9 sensors, and each sensor generates three inputs for the brain - "apple", "poison" and "wall", using the distance to the touched object as value.
(In this step, I also draw some lines from the agent to the touched object using the SensedApple, SensedPoison Tiles, but these are purely optional, I guess I could take them out alltogether).
Then there's the reward built upon interaction with the apples, poison or the walls.
And finally there's the output of the brain (for example "right") transformed into an action ("set angle of motion to current angle +50 degrees").
This just adds more apples and poison if there's not enough laying around.
If you still find this confusing I'll take a look at it in the weekend and trim it down. Although I usually consider more to be better