updated
This commit is contained in:
@@ -146,9 +146,12 @@ local function buildBoard()
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local startX = math.floor(PW / 2 - rowW / 2)
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local py = boardTop + (row - 1) * rowSpacing
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for col = 1, pegsInRow do
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-- Jitter each peg slightly so the layout is never identical
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local jx = math.floor((math.random() - 0.5) * colSpacing * 0.35)
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local jy = math.floor((math.random() - 0.5) * rowSpacing * 0.35)
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table.insert(pegs, {
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x = startX + (col - 1) * colSpacing,
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y = py,
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x = startX + (col - 1) * colSpacing + jx,
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y = py + jy,
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})
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end
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end
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@@ -272,14 +275,23 @@ local function drawBall(bx, by)
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end
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local function physicsLoop()
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-- Random drop X between the leftmost and rightmost peg in the first row.
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local firstPeg = pegs[1]
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local lastFirst = pegs[PEG_COLS_TOP]
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local dropX = firstPeg.x + math.random() * (lastFirst.x - firstPeg.x)
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-- Re-randomise peg positions each drop
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buildBoard()
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drawBoard()
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gpu.sync()
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-- Random drop X anywhere across the board width
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local dropX = boardLeft + math.random() * (boardRight - boardLeft)
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local dropY = boardTop - rowSpacing * 0.6
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local bx, by = dropX, dropY
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local vx, vy = (math.random() - 0.5) * 40, 60
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-- Random launch angle: mostly downward but tilted ±35°
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local launchAngle = (math.pi / 2) + (math.random() - 0.5) * (math.pi / 180 * 70)
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local launchSpeed = 180 + math.random() * 220 -- px/s
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local bx = dropX
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local by = dropY
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local vx = math.cos(launchAngle) * launchSpeed
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local vy = math.sin(launchAngle) * launchSpeed -- positive = downward (screen coords)
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local lastBx, lastBy = bx, by
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local elapsed = 0
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@@ -514,23 +526,14 @@ local function main()
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while true do
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waitForRedstonePulse()
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-- Erase subtitle, show "dropping"
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px_text_centre("Pull lever to drop", 46, COL_BG, COL_BG, 1)
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px_text_centre(" DROPPING... ", 46, 0xFFD600, COL_BG, 1)
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gpu.sync()
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sleep(0.25)
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px_text_centre(" DROPPING... ", 46, COL_BG, COL_BG, 1)
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px_text_centre("Pull lever to drop", 46, 0x607080, COL_BG, 1)
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gpu.sync()
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-- Run physics — outcome determined by simulation
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-- Run physics — redraws board with fresh peg positions, then drops
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local winIdx = physicsLoop()
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-- Celebrate
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flashBucket(winIdx)
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showResult(buckets[winIdx].mult)
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-- Redraw clean board
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-- Redraw clean board (fresh pegs already in place from physicsLoop)
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drawBoard()
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gpu.sync()
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end
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@@ -1,22 +1,16 @@
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-- Roulette Machine — circular wheel, top-down view
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-- Roulette Machine — static wheel, physics ball
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-- Tom's Peripherals GPU + screen wall (any size).
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--
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-- Authentic European pocket order (37 pockets, 0–36).
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-- The wheel is completely static — it never rotates.
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-- The ball is simulated in 2-D Cartesian coordinates:
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-- * Orbits inside a circular track (bounces off outer rim and inner wall)
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-- * Has tangential + radial velocity components
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-- * Loses energy each bounce (restitution < 1)
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-- * When slow enough, crosses the inner wall and bounces around the
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-- pocket ring until it comes to rest in a pocket
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--
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-- Physics:
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-- Rotor : spins CW, decelerates under friction (heavy wheel, slow).
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-- Ball : orbits outer track CCW at higher speed, decelerates faster.
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-- When angular speed drops below DROP_SPEED the ball loses
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-- centripetal support, gains inward radial velocity, and a
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-- small random deflector-pin kick is applied.
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-- Ball decelerates in the pocket ring until stopped.
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-- Result : nearest pocket by angle (ball vs rotor) at rest.
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--
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-- Rendering strategy:
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-- The full wheel (37 wedges) is expensive to rasterise, so it is only
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-- redrawn when the rotor has rotated more than ROTOR_REDRAW_THRESH rad
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-- since the last draw. Between redraws only the ball is erased/repainted
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-- over the static background — keeping the frame rate smooth.
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-- Result: whichever pocket the ball is closest to when it stops.
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-- The wheel is drawn once at startup; only the ball moves each frame.
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----------------------------------------------------------------------
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-- GPU discovery
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@@ -39,14 +33,9 @@ end
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-- Constants
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----------------------------------------------------------------------
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local FRAME_DELAY = 0.05 -- ~20 fps (keeps CC happy)
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local FRAME_DELAY = 0.03 -- ~33 fps
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local TWO_PI = math.pi * 2
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-- Rotor is only redrawn when it has moved this many radians since last draw.
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-- At R_OUTER ~200px, 0.02 rad ≈ 4px of arc — imperceptible until it accumulates.
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local ROTOR_REDRAW_THRESH = 0.025 -- rad
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-- European wheel order
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local WHEEL_ORDER = {
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0, 32, 15, 19, 4, 21, 2, 25, 17, 34, 6, 27, 13, 36,
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11, 30, 8, 23, 10, 5, 24, 16, 33, 1, 20, 14, 31, 9,
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@@ -59,7 +48,6 @@ for _, n in ipairs({1,3,5,7,9,12,14,16,18,19,21,23,25,27,30,32,34,36}) do
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RED_SET[n] = true
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end
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-- Geometry (computed in start())
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local CX, CY
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local R_OUTER, R_POCKET_OUT, R_POCKET_IN, R_HUB
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@@ -77,30 +65,18 @@ local COL_WHITE = 0xFFFFFF
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local COL_BALL = 0xF0F0F0
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local COL_BALL_SHD = 0x444444
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-- Physics tunables
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local ROTOR_SPEED_MIN = 1.2 -- rad/s
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local ROTOR_SPEED_MAX = 2.0
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local ROTOR_FRICTION = 0.06 -- rad/s²
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local BALL_SPEED_MIN = 7.0 -- rad/s (CCW → negative)
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local BALL_SPEED_MAX = 11.0
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local TRACK_FRICTION = 0.38 -- rad/s²
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-- Radial bounce: ball oscillates between the outer wall and an inner
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-- wall (the pocket-ring outer edge) while on the track.
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local BALL_VR_INIT = 55.0 -- px/s initial inward radial speed
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local WALL_RESTITUTION = 0.55 -- fraction of radial speed kept on bounce
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-- The "pyramid tip" deflector sits at this fraction of the track width
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-- inward from the outer wall. Ball can bounce off it before dropping.
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local DEFLECTOR_FRAC = 0.62 -- 0 = outer wall, 1 = pocket-ring edge
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local DROP_SPEED = 1.4 -- rad/s — ball angular speed at which it finally
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-- drops into the pocket ring
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local DEFLECT_MAX = 0.22 -- rad — max random angular kick on final drop
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local POCKET_FRICTION = 1.4 -- rad/s² — higher friction in pocket ring
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-- Ball physics
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local BALL_RADIUS = 8 -- px
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local BALL_SPEED_MIN = 420 -- px/s initial tangential speed
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local BALL_SPEED_MAX = 620
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local TRACK_RESTITUTION = 0.72 -- speed fraction kept on track-wall bounce
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local POCKET_RESTITUTION = 0.45 -- speed fraction kept bouncing inside pocket ring
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local FRICTION_TRACK = 0.992 -- multiplier per frame while in track (energy loss)
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local FRICTION_POCKET = 0.970 -- higher damping once in pocket ring
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-- Ball enters pocket ring when its speed drops below this
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local DROP_SPEED = 90 -- px/s
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-- Small random kick angle on each wall bounce
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local BOUNCE_KICK_MAX = 0.12 -- rad
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----------------------------------------------------------------------
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-- GPU / pixel primitives
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@@ -156,7 +132,7 @@ local function px_text(str, x, y, fg, bg, size)
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end
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----------------------------------------------------------------------
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-- Wedge rasteriser (used at startup and for glow flashes only)
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-- Wheel drawing (static — drawn once, never redrawn during spin)
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----------------------------------------------------------------------
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local function pocketColor(num)
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@@ -165,18 +141,20 @@ local function pocketColor(num)
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return COL_BLACK
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end
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local function drawWedge(slotIdx, rotorAngle, glowing)
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local FIXED_ROTOR = 0 -- wheel never rotates
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local function drawWedge(slotIdx, glowing)
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local halfArc = math.pi / NUM_POCKETS
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local midAngle = rotorAngle + (slotIdx - 1) * TWO_PI / NUM_POCKETS
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local midAngle = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS
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local a0 = midAngle - halfArc
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local a1 = midAngle + halfArc
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local num = WHEEL_ORDER[slotIdx]
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local col = pocketColor(num)
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if glowing then
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local r = math.min(255, math.floor(col / 0x10000) + 60)
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local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 60)
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local b = math.min(255, col % 0x100 + 60)
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local r = math.min(255, math.floor(col / 0x10000) + 70)
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local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 70)
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local b = math.min(255, col % 0x100 + 70)
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col = r * 0x10000 + g * 0x100 + b
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end
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@@ -190,13 +168,11 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
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for sy = by0, by1 do
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local runStart = nil
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for sx = bx0, bx1 do
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local dx = sx - CX
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local dy = sy - CY
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local dx = sx - CX; local dy = sy - CY
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local dist = math.sqrt(dx*dx + dy*dy)
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local inRing = dist >= ri and dist <= ro
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local rel = (math.atan2(dy, dx) - a0) % TWO_PI
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local inWedge = rel <= arc
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if inRing and inWedge then
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if not runStart then runStart = sx end
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else
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@@ -206,9 +182,7 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
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end
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end
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end
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if runStart then
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px_rect(runStart, sy, bx1 - runStart + 1, 1, col)
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end
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if runStart then px_rect(runStart, sy, bx1 - runStart + 1, 1, col) end
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end
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px_spoke(CX, CY, ri, ro, a0, COL_SEP)
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@@ -220,33 +194,27 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
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px_text(label, lx - (#label * 4), ly - 4, COL_WHITE, col, 1)
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end
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-- Draw ALL wedges then overlay static chrome. Yields between wedges
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-- so CC doesn't timeout; only called when the wheel needs a full repaint.
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local function drawAllWedges(rotorAngle, glowSlot)
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local function drawAllWedges(glowSlot)
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for i = 1, NUM_POCKETS do
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drawWedge(i, rotorAngle, i == glowSlot)
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sleep(0) -- yield once per wedge (37 yields, not thousands)
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drawWedge(i, i == glowSlot)
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sleep(0)
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end
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end
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local function drawChrome()
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-- outer gold rim
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px_annulus(CX, CY, R_OUTER - 6, R_OUTER, COL_RIM)
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-- ball track channel
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px_annulus(CX, CY, R_POCKET_OUT + 2, R_OUTER - 6, COL_TRACK)
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-- inner/outer pocket borders
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px_annulus(CX, CY, R_POCKET_OUT, R_POCKET_OUT + 2, COL_RIM)
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px_annulus(CX, CY, R_POCKET_IN - 2, R_POCKET_IN, COL_RIM)
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-- hub
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px_circle(CX, CY, R_HUB, COL_HUB)
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px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
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px_circle(CX, CY, 6, COL_HUB_RING)
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px_circle(CX, CY, 3, COL_HUB)
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end
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local function drawWheelFull(rotorAngle, glowSlot)
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local function drawWheelFull(glowSlot)
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px_circle(CX, CY, R_OUTER, COL_BG)
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drawAllWedges(rotorAngle, glowSlot)
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drawAllWedges(glowSlot)
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drawChrome()
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end
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@@ -256,18 +224,18 @@ end
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local ballX, ballY = 0, 0
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local function bgColorAt(r)
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-- What colour is behind the ball at radius r?
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if r > R_POCKET_OUT + 2 then return COL_TRACK end
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if r > R_POCKET_IN - 2 then return COL_BLACK end -- approximate — wedge redraws handle exact colour
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local function bgAt(bx, by)
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local d = math.sqrt((bx - CX)^2 + (by - CY)^2)
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if d > R_POCKET_OUT then return COL_TRACK end
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if d > R_POCKET_IN then
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-- approximate — use average of red/black (dark grey)
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return 0x181818
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end
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return COL_HUB
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end
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local function eraseBall(bx, by, r)
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-- Repaint the annulus region the ball touched.
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-- Use COL_TRACK for track zone, COL_BLACK for pocket zone (close enough between full redraws).
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local dist = math.sqrt((bx - CX)^2 + (by - CY)^2)
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px_circle(math.floor(bx), math.floor(by), r + 2, bgColorAt(dist))
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local function eraseBall()
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px_circle(ballX, ballY, BALL_RADIUS + 2, bgAt(ballX, ballY))
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end
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local function drawBall(bx, by)
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@@ -278,13 +246,8 @@ local function drawBall(bx, by)
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px_circle(ballX - 2, ballY - 2, 2, COL_WHITE)
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end
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local function ballPosAt(radius, angle)
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return CX + math.cos(angle) * radius,
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CY + math.sin(angle) * radius
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end
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----------------------------------------------------------------------
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-- Center text overlay
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-- Center text
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----------------------------------------------------------------------
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local function drawCenterText(lines, textSize)
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@@ -303,141 +266,166 @@ local function drawCenterText(lines, textSize)
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end
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----------------------------------------------------------------------
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-- Physics spin
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-- Physics spin — Cartesian 2-D ball, static wheel
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--
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-- Phases:
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-- TRACK : ball on outer track, both rotor+ball decelerating.
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-- DROP : ball's centripetal support gone; gains inward radial velocity
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-- + small random deflector-pin kick.
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-- POCKET : ball in pocket ring, decelerates to rest.
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-- Ball position: (bx, by) in pixel space
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-- Ball velocity: (vx, vy) in px/s
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--
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-- The wheel is only fully redrawn when the rotor has moved
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-- ROTOR_REDRAW_THRESH radians. Between redraws only the ball moves.
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-- Track outer wall : circle of radius R_WALL_OUT centred on (CX, CY)
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-- Track inner wall : circle of radius R_WALL_IN
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-- Pocket ring : between R_POCKET_IN and R_POCKET_OUT
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--
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-- Collision response: reflect velocity along the surface normal (radial
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-- direction), apply restitution, add small random kick to angle.
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----------------------------------------------------------------------
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local rotorAngle = 0
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local rotorSpeed = 0
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local lastDrawnRotor = 0 -- rotorAngle at last full wheel redraw
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local function spin()
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local dt = FRAME_DELAY
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rotorSpeed = ROTOR_SPEED_MIN + math.random() * (ROTOR_SPEED_MAX - ROTOR_SPEED_MIN)
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local ballSpeed = -(BALL_SPEED_MIN + math.random() * (BALL_SPEED_MAX - BALL_SPEED_MIN))
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local ballAngle = math.random() * TWO_PI
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-- Track radii
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local R_WALL_OUT = R_OUTER - 6 -- inner face of outer gold rim
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local R_WALL_IN = R_POCKET_OUT + 2 -- outer face of pocket ring (inner track wall)
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local R_DEFLECTOR = R_WALL_OUT - (R_WALL_OUT - R_WALL_IN) * DEFLECTOR_FRAC
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local R_WALL_OUT = R_OUTER - 6 - BALL_RADIUS
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local R_WALL_IN = R_POCKET_OUT + 2 + BALL_RADIUS
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local R_PKT_OUT = R_POCKET_OUT - BALL_RADIUS
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local R_PKT_IN = R_POCKET_IN + BALL_RADIUS
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local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2
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-- Ball starts pressed against the outer wall with a small inward nudge.
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local ballR = R_WALL_OUT - BALL_RADIUS
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local ballVr = BALL_VR_INIT -- positive = moving inward
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-- Start ball at a random angle on the outer track, moving tangentially
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local startAngle = math.random() * TWO_PI
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local startSpeed = BALL_SPEED_MIN + math.random() * (BALL_SPEED_MAX - BALL_SPEED_MIN)
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-- Tangential direction (perpendicular to radial, CCW = 90° CCW from outward normal)
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-- Outward normal at angle a: (cos a, sin a)
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-- CCW tangent: (-sin a, cos a)
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local bx = CX + math.cos(startAngle) * (R_WALL_OUT - 2)
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local by = CY + math.sin(startAngle) * (R_WALL_OUT - 2)
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local vx = -math.sin(startAngle) * startSpeed
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local vy = math.cos(startAngle) * startSpeed
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local phase = "TRACK" -- "TRACK" | "POCKET"
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local inPocket = false
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local elapsed = 0
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local MAX_TIME = 20.0
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-- Initial full draw
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drawWheelFull(rotorAngle, nil)
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lastDrawnRotor = rotorAngle
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local bx0, by0 = ballPosAt(ballR, ballAngle)
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drawBall(bx0, by0)
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-- Draw initial ball position (wheel already on screen)
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drawBall(bx, by)
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gpu.sync()
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while true do
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-- ── Rotor ──────────────────────────────────────────────────
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if rotorSpeed > 0 then
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rotorSpeed = math.max(0, rotorSpeed - ROTOR_FRICTION * dt)
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end
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rotorAngle = (rotorAngle + rotorSpeed * dt) % TWO_PI
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while elapsed < MAX_TIME do
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local speed = math.sqrt(vx*vx + vy*vy)
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-- ── Ball angular motion ─────────────────────────────────────
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local angFriction = (phase == "POCKET") and POCKET_FRICTION or TRACK_FRICTION
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if ballSpeed < 0 then
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ballSpeed = math.min(0, ballSpeed + angFriction * dt)
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else
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ballSpeed = math.max(0, ballSpeed - angFriction * dt)
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end
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ballAngle = (ballAngle + ballSpeed * dt) % TWO_PI
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-- Apply friction
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local fric = inPocket and FRICTION_POCKET or FRICTION_TRACK
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vx = vx * fric
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vy = vy * fric
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-- ── Radial motion (bounce in track channel) ─────────────────
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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
|
||||
|
||||
-- ── 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
|
||||
-- Settled?
|
||||
if speed < 6 then break end
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user