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app.py
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app.py
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import pygame
from qiskit import QuantumCircuit, execute, Aer
import random
import math
# Set up the game window
pygame.init()
scale = 2
screen = pygame.display.set_mode((640 * scale, 480 * scale))
pygame.display.set_caption("Quantum Game")
laser_sounds = [
pygame.mixer.Sound('sounds/punch1.wav'),
pygame.mixer.Sound('sounds/punch2.wav'),
pygame.mixer.Sound('sounds/throwknife.wav')
]
hit_sounds = [
pygame.mixer.Sound('sounds/Explosion1.wav'),
pygame.mixer.Sound('sounds/Explosion3.wav'),
pygame.mixer.Sound('sounds/Explosion5.wav')
]
# Set up the player's qubit
qc = QuantumCircuit(1)
qc.h(0)
theta = 0
player_score = 0
flash_alpha = 0
enemy_speed = 1 * scale
enemy_horizontal_speed = 0.5
destroyed_enemies = []
lasers = []
# Set up the player's sphere
player_pos = (320 * scale, 240 * scale)
player_radius = 60 * scale
button_width = 120
button_height = 50
button_margin = 20
screen_height = screen.get_height()
increase_button = pygame.Rect(button_margin, screen_height - button_height - button_margin, button_width, button_height)
decrease_button = pygame.Rect(button_width * 2 + button_margin * 3, screen_height - button_height - button_margin, button_width, button_height)
x_button = pygame.Rect(button_width + button_margin * 2, screen_height - button_height - button_margin, button_width, button_height)
def update_color(aqc):
# Run the circuit and get the statevector
backend = Aer.get_backend('statevector_simulator')
job = execute(aqc, backend)
result = job.result()
statevector = result.get_statevector()
# Calculate the probability of measuring 0 and 1
prob_0 = abs(statevector[0])**2
prob_1 = abs(statevector[1])**2
# Set the player's color based on the qubit state
player_color = (prob_0 * 255, 0, prob_1 * 255)
return player_color
player_color = update_color(qc)
# Set up the enemies' qubits and spheres
num_enemies = 5
enemy_qcs = [QuantumCircuit(1) for _ in range(num_enemies)]
for eqc in enemy_qcs:
eqc.h(0)
eqc.ry(random.uniform(0, 2 * math.pi), 0)
enemy_radius = 30 * scale
destroyed_enemies_alpha = [255] * num_enemies
enemy_colors = [update_color(eqc) for eqc in enemy_qcs]
enemy_positions = [(i * (640 // num_enemies) + (320 // num_enemies), enemy_radius) for i in range(num_enemies)]
def generate_enemy():
eqc = QuantumCircuit(1)
eqc.h(0)
eqc.ry(random.uniform(0, 2 * math.pi), 0)
# Run the circuit and get the statevector
backend = Aer.get_backend('statevector_simulator')
job = execute(eqc, backend)
result = job.result()
statevector = result.get_statevector()
# Calculate the probability of measuring 0 and 1
prob_0 = abs(statevector[0])**2
prob_1 = abs(statevector[1])**2
# Set the enemy's color based on the qubit state
enemy_color = (prob_0 * 255, 0, prob_1 * 255)
return eqc, enemy_color
def handle_collisions(player_color, enemy_colors, destroyed_enemies, player_score):
tolerance_range = 5
for i in range(num_enemies):
if abs(player_color[0] - enemy_colors[i][0]) < tolerance_range and abs(player_color[2] - enemy_colors[i][2]) < tolerance_range:
if i not in destroyed_enemies:
destroyed_enemies.append(i)
# Add laser animation
laser = create_laser(player_pos, enemy_positions[i], player_color)
lasers.append(laser)
# Play sound effect
random.choice(laser_sounds).play()
return destroyed_enemies, player_score
def update_enemy_position(enemy_position, enemy_speed, enemy_horizontal_speed):
# Move enemy towards player.
ex, ey = enemy_position
ey += enemy_speed
# Move enemy horizontally towards player
if ex < player_pos[0]:
ex += enemy_horizontal_speed
elif ex > player_pos[0]:
ex -= enemy_horizontal_speed
enemy_position = (ex, ey)
return enemy_position
def create_laser(player_pos, enemy_position, player_color):
laser = {
'start_pos': player_pos,
'end_pos': enemy_position,
'color': player_color,
'alpha': 255
}
return laser
def animate_lasers(lasers):
for laser in lasers[:]:
# Draw laser
laser_surface = pygame.Surface((640, 480))
laser_surface.set_colorkey((0, 0, 0))
laser_surface.set_alpha(laser['alpha'])
pygame.draw.line(laser_surface, laser['color'], laser['start_pos'], laser['end_pos'], 5)
screen.blit(laser_surface, (0, 0))
# Update laser alpha
laser['alpha'] -= 25
if laser['alpha'] <= 0:
lasers.remove(laser)
return lasers
def handle_input(mouse_held_down, keys, qc, theta, phi):
if mouse_held_down == 'increase' or keys[pygame.K_LEFT]:
theta -= 0.1
qc.ry(-0.1, 0)
elif mouse_held_down == 'decrease' or keys[pygame.K_RIGHT]:
theta += 0.1
qc.ry(0.1, 0)
elif mouse_held_down == 'x' or keys[pygame.K_UP]:
phi += 0.1
qc.rx(0.1, 0)
elif keys[pygame.K_DOWN]:
phi -= 0.1
qc.rx(-0.1, 0)
player_color = update_color(qc)
return player_color, theta, phi
create_enemy_count = 0
prob_0_history = []
prob_1_history = []
max_history_length = 1
phi = 0
pygame.mixer.Sound('sounds/polizia4.wav').play()
# Game loop
mouse_held_down = False
done = False
while not done:
# Handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
if increase_button.collidepoint(event.pos):
mouse_held_down = 'increase'
elif decrease_button.collidepoint(event.pos):
mouse_held_down = 'decrease'
elif x_button.collidepoint(event.pos):
mouse_held_down = 'x'
elif event.type == pygame.MOUSEBUTTONUP:
mouse_held_down = False
# Handle input
keys = pygame.key.get_pressed()
player_color, theta, phi = handle_input(mouse_held_down, keys, qc, theta, phi)
# Calculate player qubit probabilities
backend = Aer.get_backend('statevector_simulator')
job = execute(qc, backend)
result = job.result()
statevector = result.get_statevector()
prob_0 = abs(statevector[0])**2
prob_1 = abs(statevector[1])**2
prob_0_history.append(prob_0)
prob_1_history.append(prob_1)
if len(prob_0_history) > max_history_length:
prob_0_history.pop(0)
prob_1_history.pop(0)
# Check for collisions with enemies
handle_collisions(player_color, enemy_colors, destroyed_enemies, player_score)
# Update enemy colors and positions
enemy_qcs = [qc for qc in enemy_qcs if qc is not None]
num_enemies = len(enemy_qcs)
if num_enemies > 0:
enemy_colors = [update_color(eqc) for eqc in enemy_qcs]
# Add new enemies if 3 or more have been destroyed
while create_enemy_count >= 3:
eqc, enemy_color = generate_enemy()
enemy_qcs.append(eqc)
enemy_colors.append(enemy_color)
destroyed_enemies_alpha.append(255)
num_enemies += 1
# Update enemy positions
new_enemy_x = (640 // num_enemies) + (320 // num_enemies)
new_enemy_y = enemy_radius
enemy_positions.append((new_enemy_x, new_enemy_y))
create_enemy_count -= 1
# Redraw the screen
screen.fill((0, 0, 0))
pygame.draw.circle(screen, player_color, player_pos, player_radius)
# Animate flash
if flash_alpha > 0:
flash_surface = pygame.Surface((640 * scale, 480 * scale))
flash_surface.fill((255, 255, 255))
flash_surface.set_alpha(flash_alpha)
screen.blit(flash_surface, (0, 0))
flash_alpha -= 25
# Draw an indicator on the player's sphere to show the rotation of the qubit
player_indicator_pos = (int(player_pos[0] + math.sin(theta) * player_radius * math.cos(phi)), int(player_pos[1] - math.cos(theta) * player_radius * math.cos(phi)))
pygame.draw.line(screen, (255, 255, 255), player_pos, player_indicator_pos)
pygame.draw.circle(screen, (255, 0, 0), player_indicator_pos, 5)
crosshair_color = (0, 0, 0)
crosshair_x = player_pos[0]
crosshair_y = player_pos[1]
pygame.draw.line(screen, crosshair_color, (crosshair_x - player_radius, crosshair_y), (crosshair_x + player_radius, crosshair_y))
pygame.draw.line(screen, crosshair_color, (crosshair_x, crosshair_y - player_radius), (crosshair_x, crosshair_y + player_radius))
for i in range(num_enemies):
if i in destroyed_enemies:
# Draw animation effect for destroyed enemy
if destroyed_enemies_alpha[i] > 0:
enemy_surface = pygame.Surface((enemy_radius * 2, enemy_radius * 2))
enemy_surface.set_colorkey((0, 0, 0))
enemy_surface.set_alpha(destroyed_enemies_alpha[i])
pygame.draw.circle(enemy_surface, enemy_colors[i], (enemy_radius, enemy_radius), enemy_radius)
screen.blit(enemy_surface, (enemy_positions[i][0] - enemy_radius, enemy_positions[i][1] - enemy_radius))
destroyed_enemies_alpha[i] -= 25
else:
destroyed_enemies.remove(i)
else:
# Move enemies towards player.
enemy_positions[i] = update_enemy_position(enemy_positions[i], enemy_speed, enemy_horizontal_speed)
ex, ey = enemy_positions[i]
# Check for collision with player
if ey + enemy_radius >= player_pos[1] - player_radius:
player_score -= 1
# Start flash animation
flash_alpha = 255
# Reset enemy position
ex = i * (640 // num_enemies) + (320 // num_enemies)
ey = enemy_radius
enemy_positions[i] = (ex, ey)
# Reset enemy position
ex = i * (640 // num_enemies) + (320 // num_enemies)
ey = enemy_radius
enemy_positions[i] = (ex, ey)
random.choice(hit_sounds).play()
pygame.draw.circle(screen, enemy_colors[i], enemy_positions[i], enemy_radius)
# Remove destroyed enemies from display
for i in sorted(destroyed_enemies[:], reverse=True):
if i < len(destroyed_enemies_alpha) and destroyed_enemies_alpha[i] <= 0:
del enemy_qcs[i]
del enemy_colors[i]
del enemy_positions[i]
del destroyed_enemies_alpha[i]
destroyed_enemies.remove(i)
player_score += 1
create_enemy_count += 1
if player_score % 10 == 0:
enemy_speed += 1
enemy_horizontal_speed += 0.2
elif i >= len(destroyed_enemies_alpha):
destroyed_enemies.remove(i)
num_enemies = len(enemy_qcs)
# Animate lasers
lasers = animate_lasers(lasers)
# Render player score
font = pygame.font.Font(None, 36)
text = font.render(f"Score: {player_score}", True, (255, 255, 255))
text_rect = text.get_rect(center=(320 * scale, 20))
screen.blit(text, text_rect)
# Draw the buttons
pygame.draw.rect(screen, (0, 75, 0), increase_button)
increase_text = font.render("Rotate Y-", True, (255, 255, 255))
screen.blit(increase_text,
(increase_button.centerx - increase_text.get_width() // 2,
increase_button.centery - increase_text.get_height() // 2))
pygame.draw.rect(screen, (0, 75, 0), decrease_button)
decrease_text = font.render("Rotate Y+", True, (255, 255, 255))
screen.blit(decrease_text,
(decrease_button.centerx - decrease_text.get_width() // 2,
decrease_button.centery - decrease_text.get_height() // 2))
# Draw the new button
pygame.draw.rect(screen, (0, 75, 0), x_button)
x_text = font.render("X", True, (255, 255, 255))
screen.blit(x_text,
(x_button.centerx - x_text.get_width() // 2,
x_button.centery - x_text.get_height() // 2))
# Draw bar chart.
bar_width = 100 * scale
bar_margin = 5 * scale
bar_max_height = 125 * scale
bar_x = 640 * scale - bar_width - bar_margin
font = pygame.font.Font(None, 24)
for i in range(len(prob_0_history)):
bar_0_height = int(prob_0_history[i] * bar_max_height)
bar_1_height = int(prob_1_history[i] * bar_max_height)
bar_y = 480 * scale - bar_margin - bar_max_height
pygame.draw.rect(screen, (255, 0, 0), (bar_x, bar_y + bar_max_height - bar_0_height, bar_width // 2, bar_0_height))
pygame.draw.rect(screen, (0, 0, 255), (bar_x + bar_width // 2, bar_y + bar_max_height - bar_1_height, bar_width // 2, bar_1_height))
# Draw text labels for the bars
text_0 = font.render("|0>", True, (255, 255, 255))
text_1 = font.render("|1>", True, (255, 255, 255))
screen.blit(text_0, (bar_x + (bar_width // 4) - (text_0.get_width() // 2), bar_y + bar_max_height + bar_margin - 25))
screen.blit(text_1, (bar_x + (3 * bar_width // 4) - (text_1.get_width() // 2), bar_y + bar_max_height + bar_margin - 25))
bar_x -= bar_width + bar_margin
pygame.display.flip()
pygame.quit()