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AlgebraicDataflowArchitectureModel / AlgebraicDataflowArchitectureModel / models / JumpGame.model
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(and(o, lt(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(and(eq(g, true), lt(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)) == and(eq(g2, true), le(right(p2), 0.0))
}
channel C7 {
    in position(p, update7(p2)) == p2
    out clear(c:Bool, update7(p2)) == if(gt(left(p2), 100.0), true, false)
    out gameover(go:Bool, update7(p2)) == if(lt(right(p2), -1.0), true, false)
}