init {
force := pair(0.0, 0.0)
time := 0.0
movex := 0.0
movey := 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)
}