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acid_rain.py
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from math import sqrt, exp
from microqiskit import QuantumCircuit, simulate
import pew
pew.init()
screen = pew.Pix()
qc = QuantumCircuit(1, 1)
qc.h(0)
qc.measure(0, 0)
def new_raindrop():
# _Quantumly_ returns a random number between 0 and 7 (inclusive of both).
# The PewPew's screen is an 8x8 grid so the number returned will be the
# raindrop's x coordinate.
return int(''.join(simulate(qc, shots=3, get='memory')), 2)
def flip_a_quantum_coin():
# _Quantumly_ returns a random number between 0 and 1 (inclusive of both).
return int(*simulate(qc, shots=1, get='memory'))
__REDUCED_PLANCK_CONSTANT = 1.054571817e-34
def sinh(x):
# Hyperbolic sine function.
e_x = exp(x)
return (e_x*e_x - 1) / (2 * e_x)
__TITLE_SCREEN = pew.Pix.from_text('AcidRain')
__GAME_OVER_SCREEN = pew.Pix.from_text('Game Over!')
__VICTORY_SCREEN = pew.Pix.from_text("Congratulations! You've won! ^-^")
class Victory(Exception):
pass
# Game settings
class GameSetings:
def __init__(self,
starting_speed=2, player_starting_x=3,
rain_colour=1, player_colour=255, erasing_colour=0,
game_speed_factor=1.012, energy_barrier=20,
wrap_around=True, simulating_real_physics=True,
mass=1e-18, barrier_width=1e-9, epsilon=0.0001):
self.starting_speed = starting_speed
self.player_starting_x = player_starting_x # Player is always on the ground so we only need the x component
self.rain_colour = rain_colour
self.player_colour = player_colour
self.erasing_colour = erasing_colour
self.game_speed_factor = game_speed_factor
self.energy_barrier = energy_barrier
self.wrap_around = wrap_around
self.simulating_real_physics = simulating_real_physics
self.mass = mass
self.barrier_width = barrier_width
self.epsilon = epsilon
# Game logic variables
player = None
raindrops_evaded = 0
raindrops = []
game_speed = None
# Game functions
def debounce(game_speed):
# When the player (irl) presses any button on the PewPew v10.2, it appropriately
# modifies the value returned by pew.keys() to reflect this.
#
# However the design of the circuitry at play (two metal plates coming into contact)
# when subject to the speed of and manner in which the player depresses and releases
# the button often registers more than one press, i.e. more than one state transition.
# The player operates at a speed much slower than the microcontroller's circuitry for
# one, and may also accidentally double-press the button.
#
# Visually speaking, if we were to graph the electrical signal generated by the button,
# there would be multiple transitions, or 'bounces', bunched up together within a
# short amount of time.
#
# To remedy this, we implement some sort of 'debouncing' using either hardware or
# software.
#
# One way to do so using software is to ignore all subsequent presses within a certain
# amount of time. We'd need to choose this window wisely, since all player input is
# ignored during that time.
#
# In our case, we could have that window decrease as the game goes faster so that the
# player feels less punished at high speeds.
if game_speed < 2.2:
t = 40 # total delay = 100 / 40 = 2.5 ms
elif game_speed < 2.5:
t = 50 # total delay = 100 / 50 = 2.0 ms
else:
t = 75 # total delay = 100 / 75 = 1.3 ms
for _ in range(100):
pew.tick(1/t)
if not pew.keys(): # if there are no key presses, we're done debouncing
return
def reset_game_logic(player_starting_x, starting_speed):
# Resets game logic variables to their starting values.
global player, raindrops_evaded, raindrops, game_speed
player = player_starting_x
raindrops_evaded = 0
del raindrops[:] # deletes contents of raindrops; doesn't replace raindrops with new empty list
game_speed = starting_speed
def clear_screen():
# Clears the screen by placing a black box over it.
screen.box(0, x=0, y=0, width=8, height=8)
def title_screen():
# Displays the title screen in a loop. Breaks if either X or O buttons are pressed.
activity = False
while True:
for dx in range(-8, __TITLE_SCREEN.width):
screen.blit(__TITLE_SCREEN, -dx, 1)
pew.show(screen)
pew.tick(1/12)
activity = pew.keys() & (pew.K_O | pew.K_X)
if activity:
break
if activity:
break
clear_screen()
def handle_quantum_tunnelling(simulating_real_physics, mass, energy_barrier,
barrier_width, starting_speed, epsilon,
erasing_colour):
# Representing the mass of the player by MASS, and noticing that when E >= ENERGY_BARRIER
# we end the game, we compute the wave number K_1:
# K_1 = sqrt((2*MASS*(ENERGY_BARRIER - E)) / __REDUCED_PLANCK_CONSTANT)
#
# Since __REDUCED_PLANCK_CONSTANT is pretty small, sqrt(1/__REDUCED_PLANCK_CONSTANT) will
# be large, so to bring K_1 into a relatively 'normal' range, we'll choose MASS and BARRIER_WIDTH
# (the width of the raindrop) to be relatively smaller.
#
# The probability of transmission through the raindrop when E < ENERGY_BARRIER is given by:
# 1 / (1 + (ENERGY_BARRIER**2 * sinh(K_1 * BARRIER_WIDTH)**2) / (4 * E * (ENERGY_BARRIER - E)))
# We'll accept the probability as being convincing if it is larger than 0.5.
#
# We note that this value is undefined for E == 0, which occurs at the very start when:
# E = game_speed - STARTING_SPEED
# To prevent raising an error, we redefine E to be:
# E = game_speed - STARTING_SPEED + EPSILON,
# for some small positive EPSILON.
global raindrops_evaded, raindrops
if any(r[0] == player and r[1] == 6 for r in raindrops):
# check if there is a raindrop directly above the raindrop directly
# above the player, because quantum tunnelling is only for one raindrop
if any(r[0] == player and r[1] == 5 for r in raindrops):
raise pew.GameOver
if simulating_real_physics:
E = game_speed - starting_speed + epsilon
k_1 = sqrt(2 * mass * (energy_barrier - E) / __REDUCED_PLANCK_CONSTANT)
t = 1 / (1 + energy_barrier*energy_barrier * sinh(k_1 * barrier_width)**2 / (4 * E * (energy_barrier - E)))
if t < 0.5:
screen.pixel(player, 6, color=erasing_colour)
raindrops.remove([player, 6])
raindrops_evaded += 1
else:
print('t=', t)
raise pew.GameOver
else:
if flip_a_quantum_coin() < 1:
screen.pixel(player, 6, color=erasing_colour)
raindrops.remove([player, 6])
raindrops_evaded += 1
else:
raise pew.GameOver
def handle_player_input(wrap_around, erasing_colour, player_colour,
simulating_real_physics, mass, energy_barrier,
barrier_width, starting_speed, epsilon):
# Checks for player input and interprets it as best as it can.
global player
keys = pew.keys()
if keys & pew.K_UP:
handle_quantum_tunnelling(
simulating_real_physics, mass, energy_barrier, barrier_width,
starting_speed, epsilon, erasing_colour
)
else:
if keys & pew.K_LEFT:
dx = -1
elif keys & pew.K_RIGHT:
dx = 1
else:
return
if player + dx > 7:
if not wrap_around:
return
dx = -7
if player + dx < 0:
if not wrap_around:
return
dx = 7
screen.pixel(player, 7, color=erasing_colour)
player += dx
screen.pixel(player, 7, color=player_colour)
def __run(gs):
# Function that handles one run of the game.
global player, raindrops, raindrops_evaded, game_speed
title_screen()
screen.pixel(player, 7, color=gs.player_colour)
try:
while True:
handle_player_input(
gs.wrap_around, gs.erasing_colour, gs.player_colour,
gs.simulating_real_physics, gs.mass, gs.energy_barrier,
gs.barrier_width, gs.starting_speed, gs.epsilon
)
for i in range(len(raindrops)-1, -1, -1):
# remove fallen raindrops
if raindrops[i][1] == 7:
screen.pixel(*raindrops[i], color=gs.erasing_colour)
del raindrops[i]
raindrops_evaded += 1
# fairly certain redrawing the player here fixed a visual bug
screen.pixel(player, 7, color=gs.player_colour)
# update raindrops
else:
screen.pixel(*raindrops[i], color=gs.erasing_colour)
raindrops[i][1] += 1
screen.pixel(*raindrops[i], color=gs.rain_colour)
# check for player collision
if raindrops[i][0] == player:
if raindrops[i][1] == 7:
raise pew.GameOver
# generate new raindrop
raindrops.append([new_raindrop(), -1])
if game_speed >= gs.energy_barrier:
raise Victory
pew.show(screen)
pew.tick(1/game_speed)
game_speed *= gs.game_speed_factor
except (pew.GameOver, Victory) as e:
clear_screen()
score = pew.Pix.from_text('Score: ' + str(raindrops_evaded))
p = __GAME_OVER_SCREEN if isinstance(e, pew.GameOver) else __VICTORY_SCREEN
for dx in range(-8, p.width):
screen.blit(p, -dx, 1)
pew.show(screen)
pew.tick(1/17)
for dx in range(-8, score.width):
screen.blit(score, -dx, 1)
pew.show(screen)
pew.tick(1/13)
debounce(game_speed) # helpful
reset_game_logic(gs.player_starting_x, gs.starting_speed)
def play(gs, forever=False):
# Function that calls the game on loop. Use this instead of __run.
assert isinstance(gs, GameSetings), 'need GameSettings object, not {}'.format(type(gs))
global player, game_speed
if player is None:
player = gs.player_starting_x
if game_speed is None:
game_speed = gs.starting_speed
try:
__run(gs)
while forever:
__run(gs)
except KeyboardInterrupt:
return