channel CIO { out force(f:Tuple, gravity(y:Double)) == tuple(0.0, y) out time(t:Double, gravity(y)) == t + 0.01 out force(f, e) == f2 out time(t, e) == t } channel CIO2 { out move(v:Tuple, moveX(x:Double)) == tuple(x, snd(v)) out move(v, moveY(y:Double)) == tuple(fst(v), y) out move(v, e) == v2 } channel CIO3 { out mass(m:Double, setMass(x:Double)) == x out mass(m, e) == m } channel CIO4 { out ground(g:Bool, openHole) == false out ground(g, closeHole) == true out ground(g, e) == g } channel C1 { in force(f, update1(f2, m2)) == f2 in mass(m, update1(f2, m2)) == m2 out acceleration(a:Tuple, update1(f2, m2)) == tuple(fst(f2) / m2, snd(f2) / m2) } channel C2 { ref position(p, update2(p, g2)) in ground(g, update2(p, g2)) == g2 out onground(o:Bool, update2(p, g2)) == and(eq(g2, true), le(snd(p), 0.0)) } channel C3 { in acceleration(a, update3(a2, o2)) == a2 in onground(o, update3(a2, o2)) == o2 out velocity(v:Tuple, update3(a2, o2)) == if(and(o2, lt(snd(v), 0.0)), tuple(fst(v) + 0.01 * fst(a2), 0.0), tuple(fst(v) + 0.01 * fst(a2), snd(v) + 0.01 * snd(a2))) } channel C4 { in move(m, update4(m2, o2)) == m2 in onground(o, update4(m2, o2)) == o2 out velocity(v:Tuple, update4(m2, o2)) == if(o2, m2, v) } channel C5 { in velocity(v, update5(v2, o2)) == v2 in onground(o, update5(v2, o2)) == o2 out position(p:Tuple, update5(v2, o2)) == if(and(o2, lt(snd(p), 0.0)), tuple(fst(p) + 0.01 * fst(v2), 0.0), tuple(fst(p) + 0.01 * fst(v2), snd(p) + 0.01 * snd(v2))) } channel C6 { in position(p, update6(p2)) == p2 out clear(c:Bool, update6(p2)) == if(gt(fst(p2), 100.0), true, false) out gameover(g:Bool, update6(p2)) == if(lt(snd(p2), -1.0), true, false) }