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
}
}
}
}
ウェブアプリへの移植:(単なる冗談です。キーボード→←→でキャラクターが移動します。)