diff --git a/AlgebraicDataflowArchitectureModel/models/JumpGame.model b/AlgebraicDataflowArchitectureModel/models/JumpGame.model index 83f3e38..7fe18c8 100644 --- a/AlgebraicDataflowArchitectureModel/models/JumpGame.model +++ b/AlgebraicDataflowArchitectureModel/models/JumpGame.model @@ -1,64 +1,50 @@ 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 + out force(f:Tuple, gravity(y:Double)) == tuple(0.0, y) + out time(t:Double, gravity(y)) == t + 0.01 } - 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 + out move(v:Tuple, moveX(x:Double)) == tuple(x, snd(v)) + out move(v, moveY(y:Double)) == tuple(fst(v), y) } - channel CIO3 { - out mass(m:Double, setMass(x:Double)) == x - out mass(m, e) == m + out mass(m:Double, setMass(x:Double)) == x } - channel CIO4 { - out ground(g:Bool, openHole) == false - out ground(g, closeHole) == true - out ground(g, e) == g + 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:Tuple, update1(f2, m2, o)) == if(o, tuple(fst(f2) / m2, 0.0), tuple(fst(f2) / m2, snd(f2) / m2)) + 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:Tuple, update1(f2, m2, o)) == if(o, tuple(fst(f2) / m2, 0.0), tuple(fst(f2) / m2, snd(f2) / m2)) } - channel C2 { - ref onground(o, update3(a2, o)) - in acceleration(a, update3(a2, o)) == a2 - out velocity(v:Tuple, update3(a2, o)) == if(and(o, 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))) + ref onground(o, update3(a2, o)) + in acceleration(a, update3(a2, o)) == a2 + out velocity(v:Tuple, update3(a2, o)) == if(and(o, 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 C3 { - ref onground(o, update4(m2, o)) - in move(m, update4(m2, o)) == m2 - out velocity(v:Tuple, update4(m2, o)) == if(and(o, ge(snd(m2), 0.0)), m2, v) + ref onground(o, update4(m2, o)) + in move(m, update4(m2, o)) == m2 + out velocity(v:Tuple, update4(m2, o)) == if(and(o, ge(snd(m2), 0.0)), m2, v) } - channel C4 { - in velocity(v, update5(v2, g2)) == v2 - in ground(g, update5(v2, g2)) == g2 - out position(p:Tuple, update5(v2, g2)) == if(and(eq(g2, true), lt(snd(p) + 0.01 * snd(v2), 0.0)), - tuple(fst(p) + 0.01 * fst(v2), 0.0), - tuple(fst(p) + 0.01 * fst(v2), snd(p) + 0.01 * snd(v2))) + in velocity(v, update5(v2, g2)) == v2 + ref ground(g, update5(v2, g2)) + out position(p:Tuple, update5(v2, g2)) == if(and(eq(g2, true), lt(snd(p) + 0.01 * snd(v2), 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 C5 { - 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(snd(p2), 0.0)) + 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(snd(p2), 0.0)) } - 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) -} + 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) +} \ No newline at end of file