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) }