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 move(v:Pair, moveX(x:Double)) == pair(x, right(v))
out move(v, moveY(y:Double)) == pair(left(v), y)
}
channel CIO3 {
out mass(m:Double, setMass(x:Double)) == x
}
channel CIO4 {
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(m2, o))
in move(m, update4(m2, o)) == m2
out velocity(v:Pair, update4(m2, o)) == if(and(o, ge(right(m2), 0.0)), m2, v)
}
channel C4 {
in velocity(v, update5(v2, g)) == v2
ref ground(g, update5(v2, g))
out position(p:Pair, update5(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 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(right(p2), 0.0))
}
channel C6 {
in position(p, update6(p2)) == p2
out clear(c:Bool, update6(p2)) == if(gt(left(p2), 100.0), true, false)
out gameover(go:Bool, update6(p2)) == if(lt(right(p2), -1.0), true, false)
}