This commit is contained in:
2026-05-05 19:42:36 -04:00
parent 987cb86ee6
commit 49aaca53fc
2 changed files with 220 additions and 227 deletions

View File

@@ -1,22 +1,16 @@
-- Roulette Machine — circular wheel, top-down view
-- Roulette Machine — static wheel, physics ball
-- Tom's Peripherals GPU + screen wall (any size).
--
-- Authentic European pocket order (37 pockets, 036).
-- The wheel is completely static — it never rotates.
-- The ball is simulated in 2-D Cartesian coordinates:
-- * Orbits inside a circular track (bounces off outer rim and inner wall)
-- * Has tangential + radial velocity components
-- * Loses energy each bounce (restitution < 1)
-- * When slow enough, crosses the inner wall and bounces around the
-- pocket ring until it comes to rest in a pocket
--
-- Physics:
-- Rotor : spins CW, decelerates under friction (heavy wheel, slow).
-- Ball : orbits outer track CCW at higher speed, decelerates faster.
-- When angular speed drops below DROP_SPEED the ball loses
-- centripetal support, gains inward radial velocity, and a
-- small random deflector-pin kick is applied.
-- Ball decelerates in the pocket ring until stopped.
-- Result : nearest pocket by angle (ball vs rotor) at rest.
--
-- Rendering strategy:
-- The full wheel (37 wedges) is expensive to rasterise, so it is only
-- redrawn when the rotor has rotated more than ROTOR_REDRAW_THRESH rad
-- since the last draw. Between redraws only the ball is erased/repainted
-- over the static background — keeping the frame rate smooth.
-- Result: whichever pocket the ball is closest to when it stops.
-- The wheel is drawn once at startup; only the ball moves each frame.
----------------------------------------------------------------------
-- GPU discovery
@@ -39,14 +33,9 @@ end
-- Constants
----------------------------------------------------------------------
local FRAME_DELAY = 0.05 -- ~20 fps (keeps CC happy)
local FRAME_DELAY = 0.03 -- ~33 fps
local TWO_PI = math.pi * 2
-- Rotor is only redrawn when it has moved this many radians since last draw.
-- At R_OUTER ~200px, 0.02 rad ≈ 4px of arc — imperceptible until it accumulates.
local ROTOR_REDRAW_THRESH = 0.025 -- rad
-- European wheel order
local WHEEL_ORDER = {
0, 32, 15, 19, 4, 21, 2, 25, 17, 34, 6, 27, 13, 36,
11, 30, 8, 23, 10, 5, 24, 16, 33, 1, 20, 14, 31, 9,
@@ -59,48 +48,35 @@ for _, n in ipairs({1,3,5,7,9,12,14,16,18,19,21,23,25,27,30,32,34,36}) do
RED_SET[n] = true
end
-- Geometry (computed in start())
local CX, CY
local R_OUTER, R_POCKET_OUT, R_POCKET_IN, R_HUB
-- Colours
local COL_BG = 0x050505
local COL_RIM = 0x8B6914
local COL_TRACK = 0x1A1A1A
local COL_RED = 0xC62828
local COL_BLACK = 0x1C1C1C
local COL_GREEN = 0x1B5E20
local COL_SEP = 0xB8860B
local COL_HUB = 0x2C2C2C
local COL_HUB_RING = 0x8B6914
local COL_WHITE = 0xFFFFFF
local COL_BALL = 0xF0F0F0
local COL_BALL_SHD = 0x444444
local COL_BG = 0x050505
local COL_RIM = 0x8B6914
local COL_TRACK = 0x1A1A1A
local COL_RED = 0xC62828
local COL_BLACK = 0x1C1C1C
local COL_GREEN = 0x1B5E20
local COL_SEP = 0xB8860B
local COL_HUB = 0x2C2C2C
local COL_HUB_RING = 0x8B6914
local COL_WHITE = 0xFFFFFF
local COL_BALL = 0xF0F0F0
local COL_BALL_SHD = 0x444444
-- Physics tunables
local ROTOR_SPEED_MIN = 1.2 -- rad/s
local ROTOR_SPEED_MAX = 2.0
local ROTOR_FRICTION = 0.06 -- rad/s²
local BALL_SPEED_MIN = 7.0 -- rad/s (CCW → negative)
local BALL_SPEED_MAX = 11.0
local TRACK_FRICTION = 0.38 -- rad/s²
-- Radial bounce: ball oscillates between the outer wall and an inner
-- wall (the pocket-ring outer edge) while on the track.
local BALL_VR_INIT = 55.0 -- px/s initial inward radial speed
local WALL_RESTITUTION = 0.55 -- fraction of radial speed kept on bounce
-- The "pyramid tip" deflector sits at this fraction of the track width
-- inward from the outer wall. Ball can bounce off it before dropping.
local DEFLECTOR_FRAC = 0.62 -- 0 = outer wall, 1 = pocket-ring edge
local DROP_SPEED = 1.4 -- rad/s — ball angular speed at which it finally
-- drops into the pocket ring
local DEFLECT_MAX = 0.22 -- rad — max random angular kick on final drop
local POCKET_FRICTION = 1.4 -- rad/s² — higher friction in pocket ring
local BALL_RADIUS = 8 -- px
-- Ball physics
local BALL_RADIUS = 8 -- px
local BALL_SPEED_MIN = 420 -- px/s initial tangential speed
local BALL_SPEED_MAX = 620
local TRACK_RESTITUTION = 0.72 -- speed fraction kept on track-wall bounce
local POCKET_RESTITUTION = 0.45 -- speed fraction kept bouncing inside pocket ring
local FRICTION_TRACK = 0.992 -- multiplier per frame while in track (energy loss)
local FRICTION_POCKET = 0.970 -- higher damping once in pocket ring
-- Ball enters pocket ring when its speed drops below this
local DROP_SPEED = 90 -- px/s
-- Small random kick angle on each wall bounce
local BOUNCE_KICK_MAX = 0.12 -- rad
----------------------------------------------------------------------
-- GPU / pixel primitives
@@ -156,7 +132,7 @@ local function px_text(str, x, y, fg, bg, size)
end
----------------------------------------------------------------------
-- Wedge rasteriser (used at startup and for glow flashes only)
-- Wheel drawing (static — drawn once, never redrawn during spin)
----------------------------------------------------------------------
local function pocketColor(num)
@@ -165,18 +141,20 @@ local function pocketColor(num)
return COL_BLACK
end
local function drawWedge(slotIdx, rotorAngle, glowing)
local FIXED_ROTOR = 0 -- wheel never rotates
local function drawWedge(slotIdx, glowing)
local halfArc = math.pi / NUM_POCKETS
local midAngle = rotorAngle + (slotIdx - 1) * TWO_PI / NUM_POCKETS
local midAngle = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS
local a0 = midAngle - halfArc
local a1 = midAngle + halfArc
local num = WHEEL_ORDER[slotIdx]
local col = pocketColor(num)
if glowing then
local r = math.min(255, math.floor(col / 0x10000) + 60)
local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 60)
local b = math.min(255, col % 0x100 + 60)
local r = math.min(255, math.floor(col / 0x10000) + 70)
local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 70)
local b = math.min(255, col % 0x100 + 70)
col = r * 0x10000 + g * 0x100 + b
end
@@ -185,18 +163,16 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
local bx1 = math.ceil (CX + ro) + 1
local by0 = math.floor(CY - ro) - 1
local by1 = math.ceil (CY + ro) + 1
local arc = (a1 - a0) % TWO_PI
local arc = (a1 - a0) % TWO_PI
for sy = by0, by1 do
local runStart = nil
for sx = bx0, bx1 do
local dx = sx - CX
local dy = sy - CY
local dx = sx - CX; local dy = sy - CY
local dist = math.sqrt(dx*dx + dy*dy)
local inRing = dist >= ri and dist <= ro
local rel = (math.atan2(dy, dx) - a0) % TWO_PI
local inRing = dist >= ri and dist <= ro
local rel = (math.atan2(dy, dx) - a0) % TWO_PI
local inWedge = rel <= arc
if inRing and inWedge then
if not runStart then runStart = sx end
else
@@ -206,9 +182,7 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
end
end
end
if runStart then
px_rect(runStart, sy, bx1 - runStart + 1, 1, col)
end
if runStart then px_rect(runStart, sy, bx1 - runStart + 1, 1, col) end
end
px_spoke(CX, CY, ri, ro, a0, COL_SEP)
@@ -220,33 +194,27 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
px_text(label, lx - (#label * 4), ly - 4, COL_WHITE, col, 1)
end
-- Draw ALL wedges then overlay static chrome. Yields between wedges
-- so CC doesn't timeout; only called when the wheel needs a full repaint.
local function drawAllWedges(rotorAngle, glowSlot)
local function drawAllWedges(glowSlot)
for i = 1, NUM_POCKETS do
drawWedge(i, rotorAngle, i == glowSlot)
sleep(0) -- yield once per wedge (37 yields, not thousands)
drawWedge(i, i == glowSlot)
sleep(0)
end
end
local function drawChrome()
-- outer gold rim
px_annulus(CX, CY, R_OUTER - 6, R_OUTER, COL_RIM)
-- ball track channel
px_annulus(CX, CY, R_POCKET_OUT + 2, R_OUTER - 6, COL_TRACK)
-- inner/outer pocket borders
px_annulus(CX, CY, R_POCKET_OUT, R_POCKET_OUT + 2, COL_RIM)
px_annulus(CX, CY, R_POCKET_IN - 2, R_POCKET_IN, COL_RIM)
-- hub
px_circle(CX, CY, R_HUB, COL_HUB)
px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
px_circle(CX, CY, 6, COL_HUB_RING)
px_circle(CX, CY, 3, COL_HUB)
end
local function drawWheelFull(rotorAngle, glowSlot)
local function drawWheelFull(glowSlot)
px_circle(CX, CY, R_OUTER, COL_BG)
drawAllWedges(rotorAngle, glowSlot)
drawAllWedges(glowSlot)
drawChrome()
end
@@ -256,18 +224,18 @@ end
local ballX, ballY = 0, 0
local function bgColorAt(r)
-- What colour is behind the ball at radius r?
if r > R_POCKET_OUT + 2 then return COL_TRACK end
if r > R_POCKET_IN - 2 then return COL_BLACK end -- approximate — wedge redraws handle exact colour
local function bgAt(bx, by)
local d = math.sqrt((bx - CX)^2 + (by - CY)^2)
if d > R_POCKET_OUT then return COL_TRACK end
if d > R_POCKET_IN then
-- approximate — use average of red/black (dark grey)
return 0x181818
end
return COL_HUB
end
local function eraseBall(bx, by, r)
-- Repaint the annulus region the ball touched.
-- Use COL_TRACK for track zone, COL_BLACK for pocket zone (close enough between full redraws).
local dist = math.sqrt((bx - CX)^2 + (by - CY)^2)
px_circle(math.floor(bx), math.floor(by), r + 2, bgColorAt(dist))
local function eraseBall()
px_circle(ballX, ballY, BALL_RADIUS + 2, bgAt(ballX, ballY))
end
local function drawBall(bx, by)
@@ -278,13 +246,8 @@ local function drawBall(bx, by)
px_circle(ballX - 2, ballY - 2, 2, COL_WHITE)
end
local function ballPosAt(radius, angle)
return CX + math.cos(angle) * radius,
CY + math.sin(angle) * radius
end
----------------------------------------------------------------------
-- Center text overlay
-- Center text
----------------------------------------------------------------------
local function drawCenterText(lines, textSize)
@@ -303,141 +266,166 @@ local function drawCenterText(lines, textSize)
end
----------------------------------------------------------------------
-- Physics spin
-- Physics spin — Cartesian 2-D ball, static wheel
--
-- Phases:
-- TRACK : ball on outer track, both rotor+ball decelerating.
-- DROP : ball's centripetal support gone; gains inward radial velocity
-- + small random deflector-pin kick.
-- POCKET : ball in pocket ring, decelerates to rest.
-- Ball position: (bx, by) in pixel space
-- Ball velocity: (vx, vy) in px/s
--
-- The wheel is only fully redrawn when the rotor has moved
-- ROTOR_REDRAW_THRESH radians. Between redraws only the ball moves.
-- Track outer wall : circle of radius R_WALL_OUT centred on (CX, CY)
-- Track inner wall : circle of radius R_WALL_IN
-- Pocket ring : between R_POCKET_IN and R_POCKET_OUT
--
-- Collision response: reflect velocity along the surface normal (radial
-- direction), apply restitution, add small random kick to angle.
----------------------------------------------------------------------
local rotorAngle = 0
local rotorSpeed = 0
local lastDrawnRotor = 0 -- rotorAngle at last full wheel redraw
local function spin()
local dt = FRAME_DELAY
rotorSpeed = ROTOR_SPEED_MIN + math.random() * (ROTOR_SPEED_MAX - ROTOR_SPEED_MIN)
local ballSpeed = -(BALL_SPEED_MIN + math.random() * (BALL_SPEED_MAX - BALL_SPEED_MIN))
local ballAngle = math.random() * TWO_PI
local R_WALL_OUT = R_OUTER - 6 - BALL_RADIUS
local R_WALL_IN = R_POCKET_OUT + 2 + BALL_RADIUS
local R_PKT_OUT = R_POCKET_OUT - BALL_RADIUS
local R_PKT_IN = R_POCKET_IN + BALL_RADIUS
local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2
-- Track radii
local R_WALL_OUT = R_OUTER - 6 -- inner face of outer gold rim
local R_WALL_IN = R_POCKET_OUT + 2 -- outer face of pocket ring (inner track wall)
local R_DEFLECTOR = R_WALL_OUT - (R_WALL_OUT - R_WALL_IN) * DEFLECTOR_FRAC
local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2
-- Start ball at a random angle on the outer track, moving tangentially
local startAngle = math.random() * TWO_PI
local startSpeed = BALL_SPEED_MIN + math.random() * (BALL_SPEED_MAX - BALL_SPEED_MIN)
-- Tangential direction (perpendicular to radial, CCW = 90° CCW from outward normal)
-- Outward normal at angle a: (cos a, sin a)
-- CCW tangent: (-sin a, cos a)
local bx = CX + math.cos(startAngle) * (R_WALL_OUT - 2)
local by = CY + math.sin(startAngle) * (R_WALL_OUT - 2)
local vx = -math.sin(startAngle) * startSpeed
local vy = math.cos(startAngle) * startSpeed
-- Ball starts pressed against the outer wall with a small inward nudge.
local ballR = R_WALL_OUT - BALL_RADIUS
local ballVr = BALL_VR_INIT -- positive = moving inward
local inPocket = false
local elapsed = 0
local MAX_TIME = 20.0
local phase = "TRACK" -- "TRACK" | "POCKET"
-- Initial full draw
drawWheelFull(rotorAngle, nil)
lastDrawnRotor = rotorAngle
local bx0, by0 = ballPosAt(ballR, ballAngle)
drawBall(bx0, by0)
-- Draw initial ball position (wheel already on screen)
drawBall(bx, by)
gpu.sync()
while true do
-- ── Rotor ──────────────────────────────────────────────────
if rotorSpeed > 0 then
rotorSpeed = math.max(0, rotorSpeed - ROTOR_FRICTION * dt)
end
rotorAngle = (rotorAngle + rotorSpeed * dt) % TWO_PI
while elapsed < MAX_TIME do
local speed = math.sqrt(vx*vx + vy*vy)
-- ── Ball angular motion ─────────────────────────────────────
local angFriction = (phase == "POCKET") and POCKET_FRICTION or TRACK_FRICTION
if ballSpeed < 0 then
ballSpeed = math.min(0, ballSpeed + angFriction * dt)
else
ballSpeed = math.max(0, ballSpeed - angFriction * dt)
end
ballAngle = (ballAngle + ballSpeed * dt) % TWO_PI
-- Apply friction
local fric = inPocket and FRICTION_POCKET or FRICTION_TRACK
vx = vx * fric
vy = vy * fric
-- ── Radial motion (bounce in track channel) ─────────────────
if phase == "TRACK" then
ballR = ballR + ballVr * dt
-- Integrate
bx = bx + vx * dt
by = by + vy * dt
-- Bounce off outer wall
if ballR <= R_WALL_OUT - BALL_RADIUS then
ballR = R_WALL_OUT - BALL_RADIUS
ballVr = math.abs(ballVr) * WALL_RESTITUTION
-- Distance from centre
local dx = bx - CX
local dy = by - CY
local dist = math.sqrt(dx*dx + dy*dy)
-- Outward unit normal
local nx = dx / dist
local ny = dy / dist
if not inPocket then
-- ── Outer wall bounce ───────────────────────────────────
if dist > R_WALL_OUT then
-- Push back inside
bx = CX + nx * R_WALL_OUT
by = CY + ny * R_WALL_OUT
-- Reflect radial component
local vn = vx*nx + vy*ny
vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
-- Apply restitution to the reflected (now inward) normal part
local vn2 = vx*nx + vy*ny
vx = vx - vn2*nx*(1 - TRACK_RESTITUTION)
vy = vy - vn2*ny*(1 - TRACK_RESTITUTION)
-- Small random angular kick
local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
local c, s = math.cos(kick), math.sin(kick)
vx, vy = vx*c - vy*s, vx*s + vy*c
end
-- Bounce off deflector tip (inner pyramid tip) — only while fast enough
local angSpd = math.abs(ballSpeed)
if ballR >= R_DEFLECTOR and angSpd > DROP_SPEED then
ballR = R_DEFLECTOR
ballVr = -math.abs(ballVr) * WALL_RESTITUTION
-- Small random angular kick from the deflector tip
local kick = (math.random() * 2 - 1) * (DEFLECT_MAX * 0.4)
ballAngle = (ballAngle + kick) % TWO_PI
-- ── Enter pocket ring when slow enough ──────────────────
if speed < DROP_SPEED and dist >= R_WALL_IN - 4 then
inPocket = true
end
-- Once angular speed is slow enough the ball can no longer
-- hold centripetal orbit — it falls past the deflector tip
-- into the pocket ring.
if angSpd <= DROP_SPEED and ballR >= R_DEFLECTOR then
phase = "POCKET"
ballVr = math.abs(ballVr) + 30 -- extra inward push
-- Final random deflector kick
local kick = (math.random() * 2 - 1) * DEFLECT_MAX
ballAngle = (ballAngle + kick) % TWO_PI
ballSpeed = ballSpeed * 0.55
-- ── Inner wall bounce (deflector tip) ───────────────────
if dist < R_WALL_IN and not inPocket then
bx = CX + nx * R_WALL_IN
by = CY + ny * R_WALL_IN
local vn = vx*nx + vy*ny
vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
local vn2 = vx*nx + vy*ny
vx = vx - vn2*nx*(1 - TRACK_RESTITUTION)
vy = vy - vn2*ny*(1 - TRACK_RESTITUTION)
local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
local c, s = math.cos(kick), math.sin(kick)
vx, vy = vx*c - vy*s, vx*s + vy*c
end
else
-- POCKET phase: slide inward to R_SETTLE, then stop.
ballR = ballR + ballVr * dt
ballVr = ballVr * (1 - 5 * dt)
if ballR >= R_SETTLE then
ballR = R_SETTLE
ballVr = 0
-- ── Inside pocket ring ───────────────────────────────────
-- Bounce off outer pocket wall
if dist > R_PKT_OUT then
bx = CX + nx * R_PKT_OUT
by = CY + ny * R_PKT_OUT
local vn = vx*nx + vy*ny
vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
local vn2 = vx*nx + vy*ny
vx = vx - vn2*nx*(1 - POCKET_RESTITUTION)
vy = vy - vn2*ny*(1 - POCKET_RESTITUTION)
local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
local c, s = math.cos(kick), math.sin(kick)
vx, vy = vx*c - vy*s, vx*s + vy*c
end
-- Bounce off inner pocket wall
if dist < R_PKT_IN then
bx = CX + nx * R_PKT_IN
by = CY + ny * R_PKT_IN
local vn = vx*nx + vy*ny
vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
local vn2 = vx*nx + vy*ny
vx = vx - vn2*nx*(1 - POCKET_RESTITUTION)
vy = vy - vn2*ny*(1 - POCKET_RESTITUTION)
local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
local c, s = math.cos(kick), math.sin(kick)
vx, vy = vx*c - vy*s, vx*s + vy*c
end
-- Settled?
if speed < 6 then break end
end
-- ── Redraw wheel if rotor has moved enough ──────────────────
local rotorDelta = math.abs(rotorAngle - lastDrawnRotor)
if rotorDelta > math.pi then rotorDelta = TWO_PI - rotorDelta end
if rotorDelta >= ROTOR_REDRAW_THRESH then
eraseBall(ballX, ballY, BALL_RADIUS)
drawAllWedges(rotorAngle, nil)
drawChrome()
lastDrawnRotor = rotorAngle
end
-- ── Ball render ─────────────────────────────────────────────
eraseBall(ballX, ballY, BALL_RADIUS)
local bx, by = ballPosAt(ballR, ballAngle)
eraseBall()
drawBall(bx, by)
gpu.sync()
sleep(dt)
-- ── Stop condition ──────────────────────────────────────────
if phase == "POCKET" and ballSpeed == 0 and ballVr == 0 then break end
elapsed = elapsed + dt
end
-- Determine winning pocket
local relAngle = (ballAngle - rotorAngle) % TWO_PI
-- Final position
eraseBall()
drawBall(bx, by)
gpu.sync()
-- Nearest pocket by angle
local finalAngle = math.atan2(by - CY, bx - CX)
local bestSlot, bestDist = 1, math.huge
for i = 1, NUM_POCKETS do
local sa = ((i - 1) * TWO_PI / NUM_POCKETS) % TWO_PI
local diff = math.abs(sa - relAngle)
-- normalise finalAngle to [0, 2pi)
local fa = finalAngle % TWO_PI
local diff = math.abs(sa - fa)
if diff > math.pi then diff = TWO_PI - diff end
if diff < bestDist then bestDist = diff; bestSlot = i end
end
-- Snap ball to pocket centre
local snapAngle = rotorAngle + (bestSlot - 1) * TWO_PI / NUM_POCKETS
local sx, sy = ballPosAt(R_SETTLE, snapAngle)
eraseBall(ballX, ballY, BALL_RADIUS)
-- Snap to pocket centre
local snapAngle = FIXED_ROTOR + (bestSlot - 1) * TWO_PI / NUM_POCKETS
local sx = CX + math.cos(snapAngle) * R_SETTLE
local sy = CY + math.sin(snapAngle) * R_SETTLE
eraseBall()
drawBall(sx, sy)
gpu.sync()
@@ -450,15 +438,16 @@ end
local function glowAnimation(slotIdx)
local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2
local sa = rotorAngle + (slotIdx - 1) * TWO_PI / NUM_POCKETS
local bx, by = ballPosAt(R_SETTLE, sa)
local sa = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS
local bx = CX + math.cos(sa) * R_SETTLE
local by = CY + math.sin(sa) * R_SETTLE
for flash = 1, 6 do
drawWedge(slotIdx, rotorAngle, flash % 2 == 1)
drawWedge(slotIdx, flash % 2 == 1)
drawBall(bx, by)
gpu.sync()
sleep(0.18)
sleep(0.15)
end
drawWedge(slotIdx, rotorAngle, true)
drawWedge(slotIdx, true)
drawBall(bx, by)
gpu.sync()
end
@@ -505,7 +494,7 @@ local function start()
R_HUB = math.floor(R_MAX * 0.38)
gpu.fill(COL_BG)
drawWheelFull(rotorAngle, nil)
drawWheelFull(nil)
drawCenterText({ "ROULETTE", "Pull lever" })
end
@@ -518,7 +507,7 @@ local function main()
waitForRedstonePulse()
drawCenterText({ "SPINNING..." })
sleep(0.2)
sleep(0.1)
local num, slotIdx = spin()
@@ -532,8 +521,9 @@ local function main()
sleep(5)
drawWheelFull(rotorAngle, nil)
lastDrawnRotor = rotorAngle
-- Erase ball, redraw wheel clean
eraseBall()
drawChrome()
drawCenterText({ "ROULETTE", "Pull lever" })
end
end