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game.py
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#!/usr/bin/env python
'''
qpong.py :
a two-dimensional quantum pong game
'''
from itertools import count
import time
import numpy as np
from qpong.settings import (
Nx,
Ny,
Mu,
deltaTau,
deltaLambdaX,
deltaLambdaY,
periodicBCX,
periodicBCY,
LambdaX,
LambdaY,
)
from qpong.interactiveSettings import (
patchRadii,
fieldBevelX,
fieldBevelY,
intPotentialColor,
intPlayerColors,
winningFraction,
panelHeight,
defaultSoundActive,
maxFrameRate,
)
from qpong.gui import (
doPlot,
)
from qpong.interactive import (
initPhi,
assemblePotentials,
fixCursorPosition,
preparePlayerInfo,
)
from qpong.stateMachine import (
initState,
updateWinningInfo,
handleStateUpdate,
initMutableGameState,
)
from qpong.Sounder import Sounder
if __name__=='__main__':
snd=Sounder(defaultSoundActive)
gameState=initState()
mutableGameState=initMutableGameState(
gameState,
{
'sounder': snd,
'active': defaultSoundActive,
}
)
minPlaySleepTime=1.0/maxFrameRate
gameState,mutableGameState=handleStateUpdate(
gameState,
('injectAction',('music','menu')),
mutableGameState,
)
replotting=doPlot(
None,
# with this choice of color palette: 255=pot, 254=player0, 253=player1
specialColors=intPlayerColors+[intPotentialColor],
panelHeight=panelHeight,
panelInfo=mutableGameState['panelInfo'],
screenInfo=mutableGameState['screenInfo'],
)
while True:
loopStartTime=time.time()
# maxFrameRate
if gameState['limitFrameRate'] and gameState['integrate']:
fSleepTime=max(
gameState['sleep'],
minPlaySleepTime-mutableGameState['integrateTime'],
)
else:
fSleepTime=gameState['sleep']
time.sleep(fSleepTime)
#
if gameState['integrate']:
(
mutableGameState['physics']['phi'],
mutableGameState['physics']['energy'],
mutableGameState['physics']['eComp'],
mutableGameState['physics']['normDev'],
mutableGameState['physics']['tauIncr'],
mutableGameState['physics']['normMap'],
)=mutableGameState['physics']['integrator'].integrate(mutableGameState['physics']['phi'])
mutableGameState['prevFrameDrawTime']=mutableGameState['lastFrameDrawTime']
mutableGameState['lastFrameDrawTime']=time.time()
#
mutableGameState['iteration']+=1
mutableGameState['physics']['tau']+=mutableGameState['physics']['tauIncr']
# scoring check
if mutableGameState['nPlayers']>1:
gameState,mutableGameState=updateWinningInfo(gameState,mutableGameState)
# here we make the real-valued position info into pixel integer values
for plInfo in mutableGameState['playerInfo'].values():
plInfo['pad']['pos']=(
int((plInfo['patchPos'][0])*Nx),
int((plInfo['patchPos'][1])*Nx),
)
# smoothing step
if mutableGameState['physics']['energy'] < mutableGameState['physics']['initEnergyThreshold']:
# this does not seem to be doable in-place (why?)
mutableGameState['physics']['phi']=mutableGameState['phiSmoothingMatrix'].dot(
mutableGameState['physics']['phi']
)
# potential-induced damping step, in-place
mutableGameState['physics']['phi']*=mutableGameState['physics']['damping']
if gameState['displaywf']:
doPlot(
mutableGameState['physics']['phi'],
replotting,
artifacts=[
plInfo['pad']
for plInfo in mutableGameState['playerInfo'].values()
]+mutableGameState['frameArtifacts']+[
mutableGameState['halfField']
]+mutableGameState['scoreMarkers'],
keysToCatch=mutableGameState['arrowKeyMap'].keys(),
keysToSend=gameState['keysToSend'],
panelInfo=mutableGameState['panelInfo'],
screenInfo=mutableGameState['screenInfo'],
)
else: # some other static screen
doPlot(
None,
replotting,
panelInfo=mutableGameState['panelInfo'],
screenInfo=mutableGameState['screenInfo'],
keysToSend=gameState['keysToSend'],
)
#
gameState,mutableGameState=handleStateUpdate(
gameState,
('ticker',0),
mutableGameState,
)
while replotting['keyqueue']:
tkey=replotting['keyqueue'].pop(0)
if tkey in mutableGameState['arrowKeyMap']: # arrow key
if gameState['moveCursors']:
targetPlayer=mutableGameState['arrowKeyMap'][tkey]['player']
mutableGameState['playerInfo'][targetPlayer]['patchPos']=fixCursorPosition(
mutableGameState['playerInfo'][targetPlayer]['patchPos'],
mutableGameState['arrowKeyMap'][tkey]['incr'],
patchRadii,
mutableGameState['playerInfo'][targetPlayer]['bbox'],
)
else:
gameState,mutableGameState=handleStateUpdate(
gameState,
('key',tkey),
mutableGameState,
)
if gameState['integrate']:
(
mutableGameState['physics']['pot'],
mutableGameState['physics']['damping'],
)=assemblePotentials(
patchPosList=[
plInfo['patchPos']
for plInfo in mutableGameState['playerInfo'].values()
],
patchPot=mutableGameState['patchPot'],
backgroundPot=mutableGameState['basePot'],
matrixRepo=mutableGameState['globalMatrixRepo'],
)
mutableGameState['physics']['integrator'].setPotential(mutableGameState['physics']['pot'])
mutableGameState['integrateTime']=time.time()-loopStartTime