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AlgebraicDataflowArchitectureModel / AlgebraicDataflowArchitectureModel / models / JumpGame.model
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)
}