Exemplo n.º 1
0
    def __init__(self, data):
        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        cx, cy = self.screen_rect.center

        # display objects
        self.Celebration = Celebration(
            (cx, Celebration.height/2), self.data)
        self.Message = Message((cx, cy + Message.height/4), self.data)

        # buttons
        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False
Exemplo n.º 2
0
    def __init__(self):

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.data = {'BallProbDist': [1/3, 1/3, 1/3],
                     'BobChosenDoor': -1,
                     'AliceOpenedDoor': -1,
                     'SwitchProbDist': [1, 0],
                     'Measurement': 0.0,
                     'WinRate': [0, 1]}

        self.stages = [AliceArrangesBalls,
                       BobChoosesDoor,
                       AliceOpensDoor,
                       BobSwitchesDoor,
                       RunOnRealQC,
                       ShowResult,]

        self.stage_index = 0

        self.quit = False
        self.back = False
        
        self.Loader = Loader()

        self.CircuitDisplay = CircuitDisplay(self.data)
        
        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()
Exemplo n.º 3
0
    def __init__(self, data):
        self.data = data
        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.checked_db = None

        cx, cy = self.screen_rect.center

        self.DoorBobs = [
            DoorBob((cx / 2, cy), self.data),
            DoorBob((cx, cy), self.data),
            DoorBob((3 * cx / 2, cy), self.data)
        ]

        self.ConfirmButton = ConfirmButton()
        self.CircuitButton = CircuitButton()
        self.BackButton = BackButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False
Exemplo n.º 4
0
    def __init__(self, data):
        self.data = data
        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.checked_da = None

        cx, cy = self.screen_rect.center

        self.DoorBars = [
            DoorBar((cx / 2, cy), self.data['BallProbDist'][0]),
            DoorBar((cx, cy), self.data['BallProbDist'][1]),
            DoorBar((3 * cx / 2, cy), self.data['BallProbDist'][2])
        ]

        self.DoorAlices = [
            DoorAlice((cx / 2, cy), self.data),
            DoorAlice((cx, cy), self.data),
            DoorAlice((3 * cx / 2, cy), self.data)
        ]

        self.DoorAlices[self.data['BobChosenDoor']].chosen = True

        # the door with smaller prob cannot be opened!
        prob = None
        index = None
        for i in range(3):
            if not self.DoorAlices[i].chosen:
                if prob == None and index == None:
                    prob = self.data['BallProbDist'][i]
                    index = i
                else:
                    this_prob = self.data['BallProbDist'][i]
                    if prob > this_prob:
                        self.DoorAlices[index].lock = True
                    elif prob == this_prob:
                        pass
                    else:
                        self.DoorAlices[i].lock = True

        self.ConfirmButton = ConfirmButton()
        self.CircuitButton = CircuitButton()
        self.BackButton = BackButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False
Exemplo n.º 5
0
    def __init__(self, data):
        """
        Get a reference to the screen (created in main); define necessary
        attributes; and create our thing.
        """
        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_k = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center
        self.alice = Alice((cx - 100, 1.2 * cy))
        self.bob = Bob((cx + 100, 1.2 * cy))
        self.Knobs = [Knob((cx / 2, 0.5 * cy), 0)]

        self.caption = Caption((cx, 0.5 * cy))

        # self.Doors = [Door((cx / 2, cy)),
        #               Door((cx, cy)),
        #               Door((3 * cx / 2, cy))]
        #
        # self.CheckBoxes = [CheckBox((cx / 2, cy + Door.height / 2 + 20)),
        #                    CheckBox((cx, cy + Door.height / 2 + 20)),
        #                    CheckBox((3 * cx / 2, cy + Door.height / 2 + 20))]
        #
        # self.Ball = Ball([(cx / 2, cy - Door.height / 4),
        #                   (cx, cy - Door.height / 4),
        #                   (3 * cx / 2, cy - Door.height / 4)],
        #                  self.data['BallProbDist'])

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False
Exemplo n.º 6
0
    def __init__(self, data):
        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_db = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center
        self.DoorBars = [
            DoorBar((cx / 2, cy), self.data['BallProbDist'][0]),
            DoorBar((cx, cy), self.data['BallProbDist'][1]),
            DoorBar((3 * cx / 2, cy), self.data['BallProbDist'][2])
        ]

        self.Doors = [
            Door((cx / 2, cy)),
            Door((cx, cy)),
            Door((3 * cx / 2, cy))
        ]

        self.CheckBoxes = [
            CheckBox((cx / 2, cy + Door.height / 2 + 20)),
            CheckBox((cx, cy + Door.height / 2 + 20)),
            CheckBox((3 * cx / 2, cy + Door.height / 2 + 20))
        ]

        self.Ball = Ball([(cx / 2, cy - Door.height / 4),
                          (cx, cy - Door.height / 4),
                          (3 * cx / 2, cy - Door.height / 4)],
                         self.data['BallProbDist'])

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        #self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False
Exemplo n.º 7
0
    def __init__(self, data):

        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_k = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center

        self.Officer = Officer((5 * cx / 3, cy - 100))
        self.Phi = Phi((100, cy + 60))
        self.Theta = Theta((100, cy - 60))
        self.caption = Caption((cx, 0.5 * cy))

        self.Knobs = [
            Knob((50, cy - 60), np.pi / 2),  # theta
            Knob((50, cy + 60), 0)
        ]  # phi

        self.GBButtons = [
            GBButton((cx + 75, cy + 150), self.Knobs[0].angle, 'red', 'GOOD!'),
            GBButton((cx - 100, cy + 150), self.Knobs[0].angle, 'blue', 'BAD!')
        ]

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False
Exemplo n.º 8
0
class AliceOpensDoor:
    def __init__(self, data):
        self.data = data
        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.checked_da = None

        cx, cy = self.screen_rect.center

        self.DoorBars = [
            DoorBar((cx / 2, cy), self.data['BallProbDist'][0]),
            DoorBar((cx, cy), self.data['BallProbDist'][1]),
            DoorBar((3 * cx / 2, cy), self.data['BallProbDist'][2])
        ]

        self.DoorAlices = [
            DoorAlice((cx / 2, cy), self.data),
            DoorAlice((cx, cy), self.data),
            DoorAlice((3 * cx / 2, cy), self.data)
        ]

        self.DoorAlices[self.data['BobChosenDoor']].chosen = True

        # the door with smaller prob cannot be opened!
        prob = None
        index = None
        for i in range(3):
            if not self.DoorAlices[i].chosen:
                if prob == None and index == None:
                    prob = self.data['BallProbDist'][i]
                    index = i
                else:
                    this_prob = self.data['BallProbDist'][i]
                    if prob > this_prob:
                        self.DoorAlices[index].lock = True
                    elif prob == this_prob:
                        pass
                    else:
                        self.DoorAlices[i].lock = True

        self.ConfirmButton = ConfirmButton()
        self.CircuitButton = CircuitButton()
        self.BackButton = BackButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False

    def event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:

                    for da in self.DoorAlices:
                        da.check_click(event.pos)
                        if da.click:
                            # if True, it means we unchecked it
                            if da.checked:
                                self.checked_da = None
                            # if not, it means we checked it
                            else:
                                self.checked_da = da
                            break

                    self.ConfirmButton.check_click(event.pos)
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)

    def render(self):
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))
        for db in self.DoorBars:
            db.draw(self.screen)
        for da in self.DoorAlices:
            da.draw(self.screen)
        self.ConfirmButton.draw(self.screen)
        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)

        pygame.display.update()

    def main_loop(self):

        while not (self.quit or self.next_stage or self.back
                   or self.show_circuit):
            self.event_loop()

            # CheckAlice
            for i in range(0, 3):
                da = self.DoorAlices[i]
                if da != self.checked_da:
                    da.force_unchecked()
                else:
                    self.data["AliceOpenedDoor"] = i
                    open_index = i
                    add_index = (i + 1) % 3
                    prob_dist = list(self.data["BallProbDist"])
                    prob_dist[add_index] += prob_dist[open_index]
                    prob_dist[open_index] = 0
                    for j in range(0, 3):
                        self.DoorBars[j].update_with_prob(prob_dist[j])

                da.update_click()

            if self.data["AliceOpenedDoor"] == -1:
                for j in range(0, 3):
                    self.DoorBars[j].update_with_prob(
                        self.data["BallProbDist"][j])

            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                # continue only when bob's choice has been set
                if self.data["AliceOpenedDoor"] != -1:
                    self.next_stage = True
                    self.data["BallProbDist"][add_index] += self.data[
                        "BallProbDist"][open_index]
                    self.data["BallProbDist"][open_index] = 0

            elif self.BackButton.click:
                self.BackButton.update_click()
                self.back = True
            elif self.CircuitButton.click:
                self.CircuitButton.update_click()
                self.show_circuit = True

            self.render()
            self.clock.tick(self.fps)
Exemplo n.º 9
0
class ShowResult():
    def __init__(self, data):
        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        cx, cy = self.screen_rect.center

        # display objects
        self.Celebration = Celebration(
            (cx, Celebration.height/2), self.data)
        self.Message = Message((cx, cy + Message.height/4), self.data)

        # buttons
        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False

    def event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:

                    self.ConfirmButton.check_click(event.pos)
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)

            elif event.type in (pygame.KEYUP, pygame.KEYDOWN):
                self.keys = pygame.key.get_pressed()

    def render(self):
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))

        self.Celebration.draw(self.screen)
        self.Message.draw(self.screen)

        self.ConfirmButton.draw(self.screen)
        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)

        pygame.display.update()
        pygame.display.update()

    def main_loop(self):

        while not (self.quit or self.next_stage or self.back or self.show_circuit):
            self.event_loop()

            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                self.next_stage = True
            elif self.BackButton.click:
                self.BackButton.update_click()
                self.back = True
            elif self.CircuitButton.click:
                self.CircuitButton.update_click()
                self.show_circuit = True

            self.render()
            self.clock.tick(self.fps)
Exemplo n.º 10
0
class MontyHall():

    def __init__(self):

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.data = {'BallProbDist': [1/3, 1/3, 1/3],
                     'BobChosenDoor': -1,
                     'AliceOpenedDoor': -1,
                     'SwitchProbDist': [1, 0],
                     'Measurement': 0.0,
                     'WinRate': [0, 1]}

        self.stages = [AliceArrangesBalls,
                       BobChoosesDoor,
                       AliceOpensDoor,
                       BobSwitchesDoor,
                       RunOnRealQC,
                       ShowResult,]

        self.stage_index = 0

        self.quit = False
        self.back = False
        
        self.Loader = Loader()

        self.CircuitDisplay = CircuitDisplay(self.data)
        
        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

    def update_circuit(self):
        if self.stage_index == 0:
            self.CircuitDisplay.update_circuit_0()
        elif self.stage_index == 1:
            self.CircuitDisplay.update_circuit_1()
        elif self.stage_index == 2:
            self.CircuitDisplay.update_circuit_2()
        elif self.stage_index == 3:
            self.CircuitDisplay.update_circuit_3()
        elif self.stage_index == 4:
            self.CircuitDisplay.update_circuit_4()
    
    def calculate_result(self, mode):
        qc = self.CircuitDisplay.qc
        if mode == 'real':
            provider = IBMQ.load_account()
            backend = provider.backends.ibmq_16_melbourne
            qobj = assemble(transpile(qc, backend = backend), backend = backend, shots = 1000)
            job = backend.run(qobj)
        elif mode == 'simulator':
            job = qiskit.execute(qc, qiskit.Aer.get_backend('qasm_simulator'), shots = 1000)
        self.Loader.take_job(job, mode)
        while not self.Loader.done:
            self.load_event_loop()
            if self.quit == True:
                job.cancel()
                return
            self.screen.fill(pygame.Color(BACKGROUND_COLOR))
            self.Loader.draw(self.screen)
            pygame.display.update() 
        if job.status() == JOB_FINAL_STATES[0]:
            result_dict = job.result().get_counts()
            if '1' not in result_dict:
                aw, bw = 1, 0
            elif '0' not in result_dict:
                aw, bw = 0, 1
            else:
                aw, bw = result_dict['0']/1000, result_dict['1']/1000
            self.data['WinRate'] = [aw, bw]
            self.data['Measurement'] = random.choice([0, 1], p = self.data['WinRate'])
        else:
            raise ValueError('job did not run correctly')
        while True:
            self.confirm_event_loop()
            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                self.stage_index += 1
                break
            self.screen.fill(pygame.Color(BACKGROUND_COLOR))
            self.Loader.draw(self.screen)
            self.ConfirmButton.draw(self.screen)
            pygame.display.update()
        else:
            raise ValueError('mode must either be real or simulator')
        
        
    def event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)
            elif event.type in (pygame.KEYUP, pygame.KEYDOWN):
                self.keys = pygame.key.get_pressed()
                
    def load_event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type in (pygame.KEYUP, pygame.KEYDOWN):
                self.keys = pygame.key.get_pressed()
                
    def confirm_event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    self.ConfirmButton.check_click(event.pos)
            elif event.type in (pygame.KEYUP, pygame.KEYDOWN):
                self.keys = pygame.key.get_pressed()

    def render(self):
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))

        self.CircuitDisplay.draw(self.screen)

        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)

        pygame.display.update() 

    def main_loop(self):
        current_stage = None
        while not (self.quit or self.back):
            if self.stages[self.stage_index] != type(current_stage):
                current_stage = self.stages[self.stage_index](self.data)
                self.update_circuit()
            current_stage.main_loop()
            if current_stage.next_stage == True:
                if self.stage_index == len(self.stages) - 1:
                    self.back = True
                else:
                    self.update_circuit()
                    self.stage_index += 1
            elif current_stage.back == True:
                self.back = True
            elif current_stage.quit == True:
                self.quit = True
            elif current_stage.show_circuit == True:
                self.update_circuit()
                while (current_stage.show_circuit and not (self.quit or self.back)):
                    self.event_loop()
                    if self.BackButton.click:
                        self.BackButton.update_click()
                        self.back = True
                    elif self.CircuitButton.click:
                        self.CircuitButton.update_click()
                        current_stage.show_circuit = False
                    self.render()
                    self.clock.tick(self.fps)
            elif type(current_stage) == RunOnRealQC:
                if current_stage.real_qc == True:
                    self.calculate_result('real')
                elif current_stage.real_qc == False:
                    self.calculate_result('simulator')
                else:
                    raise ValueError('real_qc is not bool')
            else:
                raise ValueError('Stage quits without proceeding')
Exemplo n.º 11
0
class StartStage:
    def __init__(self, data):
        """
        Get a reference to the screen (created in main); define necessary
        attributes; and create our thing.
        """
        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_k = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center
        self.alice = Alice((cx - 100, 1.2 * cy))
        self.bob = Bob((cx + 100, 1.2 * cy))
        self.Knobs = [Knob((cx / 2, 0.5 * cy), 0)]

        self.caption = Caption((cx, 0.5 * cy))

        # self.Doors = [Door((cx / 2, cy)),
        #               Door((cx, cy)),
        #               Door((3 * cx / 2, cy))]
        #
        # self.CheckBoxes = [CheckBox((cx / 2, cy + Door.height / 2 + 20)),
        #                    CheckBox((cx, cy + Door.height / 2 + 20)),
        #                    CheckBox((3 * cx / 2, cy + Door.height / 2 + 20))]
        #
        # self.Ball = Ball([(cx / 2, cy - Door.height / 4),
        #                   (cx, cy - Door.height / 4),
        #                   (3 * cx / 2, cy - Door.height / 4)],
        #                  self.data['BallProbDist'])

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False

    def event_loop(self):
        """
        This is the event loop for the whole program.
        Regardless of the complexity of a program, there should never be a need
        to have more than one event loop.
        """
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:

                    for k in self.Knobs:
                        k.check_click(event.pos)
                        if k.click == True:
                            self.dragged_k = k
                            break

                    # for cb in self.CheckBoxes:
                    #     cb.check_click(event.pos)
                    #     if cb.click == True:
                    #         # if True, it means we unchecked it
                    #         if cb.checked == True:
                    #             self.checked_cb = None
                    #         # if not, it means we checked it
                    #         else:
                    #             self.checked_cb = cb
                    #         break

                    self.ConfirmButton.check_click(event.pos)
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)
                '''
                print(self.Knobs.index(self.dragged_k) if self.dragged_k != None else None,
                      self.CheckBoxes.index(self.checked_cb) if self.checked_cb != None else None)
                '''

            elif event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    for k in self.Knobs:
                        if k.click:
                            k.click = False
                            self.dragged_k = None
                            break

            elif event.type in (pygame.KEYUP, pygame.KEYDOWN):
                self.keys = pygame.key.get_pressed()

    def render(self):
        """
        All drawing should be found here.
        This is the only place that pygame.display.update() should be found.
        """
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))

        for k in self.Knobs:
            k.draw(self.screen)

        # for d in self.Doors:
        #     d.draw(self.screen)
        #
        # for cb in self.CheckBoxes:
        #     cb.draw(self.screen)

        # self.Ball.draw(self.screen)

        self.bob.draw(self.screen)
        self.alice.draw(self.screen)
        self.ConfirmButton.draw(self.screen)
        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)
        self.caption.draw(self.screen)

        pygame.display.update()

    def main_loop(self):
        """
        This is the game loop for the entire program.
        Like the event_loop, there should not be more than one game_loop.
        """

        while not (self.quit or self.next_stage or self.back
                   or self.show_circuit):
            self.event_loop()

            # CheckBox
            # for cb in self.CheckBoxes:
            #     if cb != self.checked_cb:
            #         cb.force_unchecked()
            #     cb.update_click()

            # Knob
            for i in range(1):
                k = self.Knobs[i]
                # cb = self.CheckBoxes[i]
                # if not cb.checked:
                k.update_drag()

            # prob_sum = sum(self.Knobs[i].prob for i in range(3))
            # if prob_sum != 1:
            #     if self.checked_cb == None or self.dragged_k == None:
            #         for k in self.Knobs:
            #             k.update_with_prob(k.prob / prob_sum)
            #     else:
            #         checked_k = self.Knobs[self.CheckBoxes.index(self.checked_cb)]
            #         checked_prob = checked_k.prob
            #         if self.dragged_k.prob > 1 - checked_prob:
            #             self.dragged_k.update_with_prob(1 - checked_prob)
            #         for k in self.Knobs:
            #             if k != checked_k and k != self.dragged_k:
            #                 k.update_with_prob(1 - checked_prob - self.dragged_k.prob)
            #
            # self.data['BallProbDist'] = [k.prob for k in self.Knobs]

            # Ball
            # self.Ball.update_distribution([k.prob for k in self.Knobs])

            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                self.next_stage = True
            elif self.BackButton.click:
                self.BackButton.update_click()
                self.back = True
            elif self.CircuitButton.click:
                self.CircuitButton.update_click()
                self.show_circuit = True

            self.render()
            self.clock.tick(self.fps)
Exemplo n.º 12
0
class AliceArrangesBalls():
    def __init__(self, data):
        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_db = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center
        self.DoorBars = [
            DoorBar((cx / 2, cy), self.data['BallProbDist'][0]),
            DoorBar((cx, cy), self.data['BallProbDist'][1]),
            DoorBar((3 * cx / 2, cy), self.data['BallProbDist'][2])
        ]

        self.Doors = [
            Door((cx / 2, cy)),
            Door((cx, cy)),
            Door((3 * cx / 2, cy))
        ]

        self.CheckBoxes = [
            CheckBox((cx / 2, cy + Door.height / 2 + 20)),
            CheckBox((cx, cy + Door.height / 2 + 20)),
            CheckBox((3 * cx / 2, cy + Door.height / 2 + 20))
        ]

        self.Ball = Ball([(cx / 2, cy - Door.height / 4),
                          (cx, cy - Door.height / 4),
                          (3 * cx / 2, cy - Door.height / 4)],
                         self.data['BallProbDist'])

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        #self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False

    def event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:

                    for db in self.DoorBars:
                        db.check_click(event.pos)
                        if db.click == True:
                            self.dragged_db = db
                            break

                    for cb in self.CheckBoxes:
                        cb.check_click(event.pos)
                        if cb.click == True:
                            # if True, it means we unchecked it
                            if cb.checked == True:
                                self.checked_cb = None
                            # if not, it means we checked it
                            else:
                                self.checked_cb = cb
                            break

                    self.ConfirmButton.check_click(event.pos)
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)
                '''
                print(self.DoorBars.index(self.dragged_db) if self.dragged_db != None else None,
                      self.CheckBoxes.index(self.checked_cb) if self.checked_cb != None else None)
                '''

            elif event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    for db in self.DoorBars:
                        if db.click:
                            db.click = False
                            self.dragged_db = None
                            break

            elif event.type in (pygame.KEYUP, pygame.KEYDOWN):
                self.keys = pygame.key.get_pressed()

    def render(self):
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))

        for db in self.DoorBars:
            db.draw(self.screen)

        for d in self.Doors:
            d.draw(self.screen)

        for cb in self.CheckBoxes:
            cb.draw(self.screen)

        self.Ball.draw(self.screen)
        self.ConfirmButton.draw(self.screen)
        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)

        pygame.display.update()

    def main_loop(self):
        """
        This is the game loop for the entire program.
        Like the event_loop, there should not be more than one game_loop.
        """

        while not (self.quit or self.next_stage or self.back
                   or self.show_circuit):
            self.event_loop()

            # CheckBox
            for cb in self.CheckBoxes:
                if cb != self.checked_cb:
                    cb.force_unchecked()
                cb.update_click()

            # DoorBar
            for i in range(3):
                db = self.DoorBars[i]
                cb = self.CheckBoxes[i]
                if not cb.checked:
                    db.update_drag()

            prob_sum = sum(self.DoorBars[i].prob for i in range(3))
            if prob_sum != 1:
                if self.checked_cb == None or self.dragged_db == None:
                    for db in self.DoorBars:
                        db.update_with_prob(db.prob / prob_sum)
                else:
                    checked_db = self.DoorBars[self.CheckBoxes.index(
                        self.checked_cb)]
                    checked_prob = checked_db.prob
                    if self.dragged_db.prob > 1 - checked_prob:
                        self.dragged_db.update_with_prob(1 - checked_prob)
                    for db in self.DoorBars:
                        if db != checked_db and db != self.dragged_db:
                            db.update_with_prob(1 - checked_prob -
                                                self.dragged_db.prob)

            self.data['BallProbDist'] = [db.prob for db in self.DoorBars]

            #Ball
            self.Ball.update_distribution([db.prob for db in self.DoorBars])

            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                self.next_stage = True
            elif self.BackButton.click:
                self.BackButton.update_click()
                self.back = True
            elif self.CircuitButton.click:
                self.CircuitButton.update_click()
                self.show_circuit = True

            self.render()
            self.clock.tick(self.fps)
Exemplo n.º 13
0
    def __init__(self, data):

        self.data = data
        self.Alice = self.data['AliceOpenedDoor']
        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_db = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center

        self.DoorPos = [(cx / 2, cy), (cx, cy), (1.5 * cx, cy)]

        self.BobPos = [(cx / 2 - Door.width * 4 // 3, cy),
                       (cx - Door.width * 4 // 3, cy),
                       (3 * cx / 2 - Door.width * 4 // 3, cy)]

        # swap if bob did not choose door 00, to ensure |0> is bob's initial choice
        if self.data['BobChosenDoor'] != 0:
            choice = self.data['BobChosenDoor']
            self.DoorPos[choice], self.DoorPos[0] = self.DoorPos[
                0], self.DoorPos[choice]
            self.BobPos[choice], self.BobPos[0] = self.BobPos[0], self.BobPos[
                choice]

        # swap Alice as well if Alice choosed 0
        if self.Alice == 0:
            self.Alice = choice

        #remove Alice's choice from Bob's image
        self.BobPos.pop(self.Alice)

        #remove and take out the pos of Alice's Choice
        self.OpenedDoorPos = self.DoorPos.pop(self.Alice)

        self.DoorBars = [
            DoorBarBob(self.DoorPos[0], self.data['SwitchProbDist'][0]),
            DoorBarBob(self.DoorPos[1], self.data['SwitchProbDist'][1])
        ]

        self.Doors = [Door(self.DoorPos[0]), Door(self.DoorPos[1])]

        self.BobImage = BobImage(self.BobPos, self.data['SwitchProbDist'])

        self.OpenedDoor = OpenedDoor(self.OpenedDoorPos)

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        #self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False
Exemplo n.º 14
0
class BobSwitchesDoor():

    #expect receiving an int(0,1,2) represents which Door Alice opens
    def __init__(self, data):

        self.data = data
        self.Alice = self.data['AliceOpenedDoor']
        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_db = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center

        self.DoorPos = [(cx / 2, cy), (cx, cy), (1.5 * cx, cy)]

        self.BobPos = [(cx / 2 - Door.width * 4 // 3, cy),
                       (cx - Door.width * 4 // 3, cy),
                       (3 * cx / 2 - Door.width * 4 // 3, cy)]

        # swap if bob did not choose door 00, to ensure |0> is bob's initial choice
        if self.data['BobChosenDoor'] != 0:
            choice = self.data['BobChosenDoor']
            self.DoorPos[choice], self.DoorPos[0] = self.DoorPos[
                0], self.DoorPos[choice]
            self.BobPos[choice], self.BobPos[0] = self.BobPos[0], self.BobPos[
                choice]

        # swap Alice as well if Alice choosed 0
        if self.Alice == 0:
            self.Alice = choice

        #remove Alice's choice from Bob's image
        self.BobPos.pop(self.Alice)

        #remove and take out the pos of Alice's Choice
        self.OpenedDoorPos = self.DoorPos.pop(self.Alice)

        self.DoorBars = [
            DoorBarBob(self.DoorPos[0], self.data['SwitchProbDist'][0]),
            DoorBarBob(self.DoorPos[1], self.data['SwitchProbDist'][1])
        ]

        self.Doors = [Door(self.DoorPos[0]), Door(self.DoorPos[1])]

        self.BobImage = BobImage(self.BobPos, self.data['SwitchProbDist'])

        self.OpenedDoor = OpenedDoor(self.OpenedDoorPos)

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.tutorial_on = False
        #self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False

    def event_loop(self):

        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True

            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:

                    for db in self.DoorBars:
                        db.check_click(event.pos)
                        if db.click == True:
                            self.dragged_db = db
                            break

                    self.ConfirmButton.check_click(event.pos)
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)

            elif event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    for db in self.DoorBars:
                        if db.click:
                            db.click = False
                            self.dragged_db = None
                            break

    def render(self):
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))

        for db in self.DoorBars:
            db.draw(self.screen)

        for d in self.Doors:
            d.draw(self.screen)

        #Capital OpenedDoor is the object pointing to class OpenedDoor(pos)
        self.OpenedDoor.draw(self.screen)

        self.BobImage.draw(self.screen)
        self.ConfirmButton.draw(self.screen)
        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)

        pygame.display.update()

    def main_loop(self):

        while not (self.quit or self.next_stage or self.back
                   or self.show_circuit):
            self.event_loop()

            #DoorBar
            for db in self.DoorBars:
                db.update_drag()

            prob_sum = sum(self.DoorBars[i].prob for i in range(2))

            #if prob_sum !=1:

            if self.dragged_db == None:
                for db in self.DoorBars:
                    db.update_with_prob(db.prob / prob_sum)

            else:
                for db in self.DoorBars:
                    if db != self.dragged_db:
                        db.update_with_prob(1 - self.dragged_db.prob)

            self.data['SwitchProbDist'] = [db.prob for db in self.DoorBars]
            self.BobImage.update_distribution(
                [db.prob for db in self.DoorBars])

            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                self.next_stage = True
            elif self.BackButton.click:
                self.BackButton.update_click()
                self.back = True
            elif self.CircuitButton.click:
                self.CircuitButton.update_click()
                self.show_circuit = True

            self.render()
            self.clock.tick(self.fps)
Exemplo n.º 15
0
class BobChoosesDoor:
    def __init__(self, data):
        self.data = data
        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.checked_db = None

        cx, cy = self.screen_rect.center

        self.DoorBobs = [
            DoorBob((cx / 2, cy), self.data),
            DoorBob((cx, cy), self.data),
            DoorBob((3 * cx / 2, cy), self.data)
        ]

        self.ConfirmButton = ConfirmButton()
        self.CircuitButton = CircuitButton()
        self.BackButton = BackButton()

        self.tutorial_on = False
        # self.TutorialBlocks = [TutorialBlock()]

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False

    def event_loop(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:

                    for db in self.DoorBobs:
                        db.check_click(event.pos)
                        if db.click:
                            # if True, it means we unchecked it
                            if db.checked:
                                self.checked_db = None
                            # if not, it means we checked it
                            else:
                                self.checked_db = db
                            break

                    self.ConfirmButton.check_click(event.pos)
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)

    def render(self):
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))
        for db in self.DoorBobs:
            db.draw(self.screen)
        self.ConfirmButton.draw(self.screen)
        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)

        pygame.display.update()

    def main_loop(self):
        while not (self.quit or self.next_stage or self.back
                   or self.show_circuit):
            self.event_loop()

            # CheckBob
            for i in range(0, 3):
                db = self.DoorBobs[i]
                if db != self.checked_db:
                    db.force_unchecked()
                else:
                    self.data["BobChosenDoor"] = i
                db.update_click()

            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                # continue only when bob's choice has been set
                if self.data["BobChosenDoor"] != -1:
                    self.next_stage = True

            elif self.BackButton.click:
                self.BackButton.update_click()
                self.back = True
            elif self.CircuitButton.click:
                self.CircuitButton.update_click()
                self.show_circuit = True

            self.render()
            self.clock.tick(self.fps)
Exemplo n.º 16
0
class BobStage:
    def __init__(self, data):

        self.data = data

        self.screen = pygame.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pygame.time.Clock()
        self.fps = FPS

        self.keys = pygame.key.get_pressed()

        self.dragged_k = None
        self.checked_cb = None

        cx, cy = self.screen_rect.center

        self.Officer = Officer((5 * cx / 3, cy - 100))
        self.Phi = Phi((100, cy + 60))
        self.Theta = Theta((100, cy - 60))
        self.caption = Caption((cx, 0.5 * cy))

        self.Knobs = [
            Knob((50, cy - 60), np.pi / 2),  # theta
            Knob((50, cy + 60), 0)
        ]  # phi

        self.GBButtons = [
            GBButton((cx + 75, cy + 150), self.Knobs[0].angle, 'red', 'GOOD!'),
            GBButton((cx - 100, cy + 150), self.Knobs[0].angle, 'blue', 'BAD!')
        ]

        self.ConfirmButton = ConfirmButton()
        self.BackButton = BackButton()
        self.CircuitButton = CircuitButton()

        self.next_stage = False
        self.quit = False
        self.back = False
        self.show_circuit = False

    def event_loop(self):

        for event in pygame.event.get():
            if event.type == pygame.QUIT or self.keys[pygame.K_ESCAPE]:
                self.quit = True

            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    for k in self.Knobs:
                        k.check_click(event.pos)
                        if k.click == True:
                            self.dragged_k = k
                            break

                    self.ConfirmButton.check_click(event.pos)
                    self.BackButton.check_click(event.pos)
                    self.CircuitButton.check_click(event.pos)

            elif event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    for k in self.Knobs:
                        if k.click:
                            k.click = False
                            self.dragged_k = None
                            break

            elif event.type in (pygame.KEYUP, pygame.KEYDOWN):
                self.keys = pygame.key.get_pressed()

    def render(self):
        self.screen.fill(pygame.Color(BACKGROUND_COLOR))

        for k in self.Knobs:
            k.draw(self.screen)

        for i in self.GBButtons:
            i.draw(self.screen)

        self.Officer.draw(self.screen)
        self.Theta.draw(self.screen)
        self.Phi.draw(self.screen)
        self.ConfirmButton.draw(self.screen)
        self.BackButton.draw(self.screen)
        self.CircuitButton.draw(self.screen)
        self.caption.draw(self.screen)

        pygame.display.update()

    def main_loop(self):

        while not (self.quit or self.next_stage or self.back
                   or self.show_circuit):
            self.event_loop()

            for k in range(2):
                ##                print(self.Knobs[k].angle)
                self.Knobs[k].update_drag()

            for i in range(2):
                self.GBButtons[i].update_ratio(self.Knobs[0].angle)

            self.phi = (self.Knobs[1].angle) * np.pi / 180
            self.theta = (self.Knobs[0].angle) * np.pi / 180

            self.data['UA'] = np.array([[
                np.exp(self.phi * 1j) * np.cos(self.theta / 2),
                -(np.sin(self.theta / 2))
            ],
                                        [
                                            np.sin(self.theta / 2),
                                            np.exp(-self.phi * 1j) *
                                            np.cos(self.theta / 2)
                                        ]])

            if self.ConfirmButton.click:
                self.ConfirmButton.update_click()
                self.next_stage = True
            elif self.BackButton.click:
                self.BackButton.update_click()
                self.back = True
            elif self.CircuitButton.click:
                self.CircuitButton.update_click()
                self.show_circuit = True

            self.render()
            self.clock.tick(self.fps)