init { force := pair(0.0, 0.0) time := 0.0 move := pair(0.0, 0.0) mass := 1.0 ground := true acceleration := pair(0.0, 0.0) velocity := pair(0.0, 0.0) onground := true position := pair(0.0, 0.0) clear := false gameover := false } channel CIO { out force(f:Pair, gravity(y:Double)) = pair(0.0, y) out time(t:Double, gravity(y)) = t + 0.01 } channel CIO2 { out movex(x:Double, run(x2:Double)) = x2 } channel CIO3 { out movey(y:Double, jump(y2:Double)) = y2 } channel CIO4 { out mass(m:Double, setMass(x:Double)) = x } channel CIO5 { out ground(g:Bool, openHole) = false out ground(g, closeHole) = true } channel C1 { ref onground(o, update1(f2, m2, o)) in force(f, update1(f2, m2, o)) = f2 in mass(m, update1(f2, m2, o)) = m2 out acceleration(a:Pair, update1(f2, m2, o)) = if(o, pair(left(f2) / m2, 0.0), pair(left(f2) / m2, right(f2) / m2)) } channel C2 { ref onground(o, update3(a2, o)) in acceleration(a, update3(a2, o)) = a2 out velocity(v:Pair, update3(a2, o)) = if(o && right(v) < 0.0, pair(left(v) + 0.01 * left(a2), 0.0), pair(left(v) + 0.01 * left(a2), right(v) + 0.01 * right(a2))) } channel C3 { ref onground(o, update4(x2, o)) in movex(x, update4(x2, o)) = x2 out velocity(v:Pair, update4(x2, o)) = if(o, pair(x2, right(v)), v) } channel C4 { ref onground(o, update5(x2, o)) in movey(y, update5(y2, o)) = y2 out velocity(v:Pair, update5(y2, o)) = if(o, pair(left(v), y2), v) } channel C5 { in velocity(v, update6(v2, g)) = v2 ref ground(g, update6(v2, g)) out position(p:Pair, update6(v2, g)) = if(g == true && right(p) + 0.01 * right(v2) > 0.0, pair(left(p) + 0.01 * left(v2), 0.0), pair(left(p) + 0.01 * left(v2), right(p) + 0.01 * right(v2))) } channel C6 { in position(p, update2(p2, g2)) = p2 in ground(g, update2(p2, g2)) = g2 out onground(o:Bool, update2(p2, g2)) = (g2 == true && right(p2) <= 0.0) } channel C7 { in position(p, update7(p2)) = p2 out clear(c:Bool, update7(p2)) = (left(p2) > 100.0) out gameover(go:Bool, update7(p2)) = (right(p2) < -1.0) }