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TOPOS-Ξ 「super mario Bros.2」を考えてみる

アーキテクチャ依存関係図:

基本となるソース:

space MarioBros2 {
    properties {
        continuous: Topology<Boolean> = true
        quantum_state: Topology<Boolean> = false  // 古典的な状態管理
        dimension: Topology<Number> = 2  // 2D game
    }

    // ベーシックな2Dベクトル型
    shape Vector2D {
        properties {
            x: Number
            y: Number
        }

        mapping add(other: Vector2D) {
            properties {
                continuous: Boolean = true
            }
            
            path {
                verify_input ->
                compute_sum ->
                return_result
            }
        }

        mapping scale(factor: Number) {
            properties {
                continuous: Boolean = true
            }
            
            path {
                verify_factor ->
                compute_scaling ->
                return_result
            }
        }
    }

    // 基本エンティティ型
    shape Entity<T> {
        properties {
            position: Vector2D
            velocity: Vector2D
            bounds: Collection<Vector2D>  // 衝突判定用の境界
            active: Boolean = true
            state: T
        }

        mapping update() {
            properties {
                continuous: Boolean = true
                preserves_topology: Boolean = true
            }
            
            path {
                process_input ->
                update_physics ->
                handle_collisions ->
                update_state
            }
        }

        mapping collidesWith(other: Entity<T>) {
            properties {
                continuous: Boolean = true
            }
            
            path {
                compute_bounds ->
                check_intersection ->
                return_result
            }
        }
    }

    // キャラクター状態の定義
    shape CharacterState {
        properties {
            jumping: Boolean = false
            running: Boolean = false
            holding: Boolean = false
            power_up: Boolean = false
        }

        mapping transition() {
            properties {
                continuous: Boolean = true
            }
            
            path {
                verify_state ->
                apply_transition_rules ->
                update_state
            }
        }
    }

    // プレイヤーキャラクター
    shape PlayerCharacter extends Entity<CharacterState> {
        properties {
            character_type: String  // "mario", "luigi", "toad", "princess"
            jump_power: Number
            run_speed: Number
        }

        mapping handle_input(input: InputState) {
            properties {
                continuous: Boolean = true
            }
            
            path {
                process_input_state ->
                update_character_state ->
                apply_physics ->
                update_animation
            }
        }

        mapping pick_up(item: Entity<T>) {
            properties {
                continuous: Boolean = true
            }
            
            path {
                verify_proximity ->
                check_pick_up_rules ->
                update_states
            }
        }
    }

    // 物理システム
    shape PhysicsSystem {
        properties {
            gravity: Vector2D
            friction: Number
            continuous: Boolean = true
        }

        mapping apply_physics(entity: Entity<T>) {
            properties {
                continuous: Boolean = true
                preserves_topology: Boolean = true
            }
            
            path {
                apply_forces ->
                update_position ->
                handle_collisions ->
                update_velocity
            }
        }
    }

    // ゲームステート管理
    shape GameState {
        properties {
            players: Collection<PlayerCharacter>
            entities: Collection<Entity<T>>
            physics: PhysicsSystem
            level_data: Collection<T>
        }

        mapping update() {
            properties {
                continuous: Boolean = true
            }
            
            path {
                update_players ->
                update_entities ->
                handle_collisions ->
                update_game_state
            }
        }
    }
}

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