updated
This commit is contained in:
@@ -1,22 +1,22 @@
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-- Roulette Machine — circular wheel, top-down view
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-- Tom's Peripherals GPU + 512×512 screen wall.
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-- Tom's Peripherals GPU + screen wall (any size).
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--
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-- Wheel layout (polar, centred on screen):
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-- R_OUTER : outer rim / ball orbit track
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-- R_POCKET : outer edge of wedge ring
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-- R_INNER : inner edge of wedge ring (border of centre hub)
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-- Centre hub : dark disc with "ROULETTE" label
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-- Authentic European pocket order (37 pockets, 0–36).
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--
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-- Authentic European pocket order (37 pockets, 0–36):
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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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-- 22, 18, 29, 7, 28, 12, 35, 3, 26
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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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-- Animation:
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-- Rotor : wedges spin at ROTOR_SPEED_* rad/s, slowing with friction
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-- Ball : orbits outer track (opposite dir) at BALL_SPEED_*, also decelerates,
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-- then spirals inward toward the pocket ring radius when slow enough
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-- Result : determined by relative angle of ball vs rotor when ball settles
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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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----------------------------------------------------------------------
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-- GPU discovery
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@@ -39,10 +39,14 @@ end
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-- Constants
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----------------------------------------------------------------------
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local FRAME_DELAY = 0.02 -- ~50 fps
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local FRAME_DELAY = 0.05 -- ~20 fps (keeps CC happy)
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local TWO_PI = math.pi * 2
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-- Authentic European wheel order
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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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@@ -50,32 +54,53 @@ local WHEEL_ORDER = {
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}
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local NUM_POCKETS = #WHEEL_ORDER -- 37
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-- Red numbers (standard European set)
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local RED_SET = {}
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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 (set in start(), depends on PW/PH)
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local CX, CY -- wheel centre px
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local R_OUTER -- outer rim radius (ball track)
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local R_POCKET_OUT -- outer edge of pocket wedges
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local R_POCKET_IN -- inner edge of pocket wedges
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local R_HUB -- centre hub radius
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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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-- Colours
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local COL_BG = 0x050505
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local COL_RIM = 0x8B6914 -- brass/gold outer rim
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local COL_TRACK = 0x1A1A1A -- ball track channel
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local COL_RED = 0xC62828
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local COL_BLACK = 0x1C1C1C
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local COL_GREEN = 0x1B5E20
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local COL_SEPARATOR = 0xB8860B -- gold dividers between wedges
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local COL_HUB = 0x2C2C2C
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local COL_HUB_RING = 0x8B6914
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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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local COL_BG = 0x050505
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local COL_RIM = 0x8B6914
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local COL_TRACK = 0x1A1A1A
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local COL_RED = 0xC62828
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local COL_BLACK = 0x1C1C1C
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local COL_GREEN = 0x1B5E20
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local COL_SEP = 0xB8860B
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local COL_HUB = 0x2C2C2C
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local COL_HUB_RING = 0x8B6914
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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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local BALL_RADIUS = 8 -- px
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----------------------------------------------------------------------
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-- GPU / pixel primitives
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@@ -103,7 +128,6 @@ local function px_circle(cx, cy, r, col)
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end
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end
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-- Filled annulus (ring) between r1 and r2 (r1 < r2)
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local function px_annulus(cx, cy, r1, r2, col)
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cx = math.floor(cx); cy = math.floor(cy)
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r1 = math.floor(r1); r2 = math.floor(r2)
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@@ -119,16 +143,11 @@ local function px_annulus(cx, cy, r1, r2, col)
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end
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end
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-- Draw a radial line from r1 to r2 at angle a (radians, 0=right, CW)
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local function px_spoke(cx, cy, r1, r2, angle, col)
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local cos_a = math.cos(angle)
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local sin_a = math.sin(angle)
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local steps = r2 - r1
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for i = 0, steps do
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local ca, sa = math.cos(angle), math.sin(angle)
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for i = 0, r2 - r1 do
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local r = r1 + i
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local x = math.floor(cx + cos_a * r + 0.5)
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local y = math.floor(cy + sin_a * r + 0.5)
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px_rect(x, y, 1, 1, col)
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px_rect(math.floor(cx + ca*r + 0.5), math.floor(cy + sa*r + 0.5), 1, 1, col)
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end
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end
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@@ -137,10 +156,7 @@ local function px_text(str, x, y, fg, bg, size)
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end
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----------------------------------------------------------------------
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-- Wedge drawing
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-- Each wedge is a pie-slice from R_POCKET_IN to R_POCKET_OUT.
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-- We rasterise it by scanning every pixel in the bounding box and
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-- testing polar coords — fast enough for 37 wedges at init time.
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-- Wedge rasteriser (used at startup and for glow flashes only)
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----------------------------------------------------------------------
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local function pocketColor(num)
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@@ -149,52 +165,36 @@ local function pocketColor(num)
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return COL_BLACK
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end
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-- Draw one wedge. rotorAngle shifts the whole rotor.
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local function drawWedge(slotIdx, rotorAngle, glowing)
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local n = NUM_POCKETS
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local halfArc = math.pi / n -- half-angle of one wedge
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-- centre angle for this slot
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local midAngle = rotorAngle + (slotIdx - 1) * TWO_PI / n
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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 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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local num = WHEEL_ORDER[slotIdx]
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local col = pocketColor(num)
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if glowing then
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-- brighten the colour slightly
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local r = math.floor(col / 0x10000)
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local g = math.floor((col % 0x10000) / 0x100)
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local b = col % 0x100
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r = math.min(255, r + 60)
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g = math.min(255, g + 60)
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b = math.min(255, b + 60)
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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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col = r * 0x10000 + g * 0x100 + b
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end
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local ri = R_POCKET_IN
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local ro = R_POCKET_OUT
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-- Bounding box
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local ri, ro = R_POCKET_IN, R_POCKET_OUT
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local bx0 = math.floor(CX - ro) - 1
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local bx1 = math.ceil(CX + ro) + 1
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local bx1 = math.ceil (CX + ro) + 1
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local by0 = math.floor(CY - ro) - 1
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local by1 = math.ceil(CY + ro) + 1
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local by1 = math.ceil (CY + ro) + 1
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local arc = (a1 - a0) % TWO_PI
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-- Scan row by row, yield every pixel row to stay within CC tick budget.
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for sy = by0, by1 do
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sleep(0)
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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
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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 ang = math.atan2(dy, dx)
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-- normalise ang into [a0, a0+2pi) space
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local rel = ang - a0
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-- bring rel into [0, 2pi)
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rel = rel % TWO_PI
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local arc = (a1 - a0) % TWO_PI
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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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@@ -211,220 +211,234 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
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end
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end
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-- Gold separator spoke at a0 edge
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px_spoke(CX, CY, ri, ro, a0, COL_SEPARATOR)
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px_spoke(CX, CY, ri, ro, a0, COL_SEP)
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-- Number label: placed at mid-radius, mid-angle
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local labelR = (ri + ro) / 2 + (ro - ri) * 0.05
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local labelR = (ri + ro) / 2
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local lx = CX + math.cos(midAngle) * labelR
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local ly = CY + math.sin(midAngle) * labelR
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local label = tostring(num)
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local textFg = (num == 0) and COL_WHITE or
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(RED_SET[num] and COL_WHITE or COL_WHITE)
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-- size 1 labels (6px) — small enough to fit inside wedge
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px_text(label, lx - (#label * 4), ly - 4, textFg, col, 1)
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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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for i = 1, NUM_POCKETS do
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drawWedge(i, rotorAngle, i == glowSlot)
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-- yield between wedges so CC doesn't kill us during init
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sleep(0)
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sleep(0) -- yield once per wedge (37 yields, not thousands)
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end
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end
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----------------------------------------------------------------------
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-- Static wheel parts: rim, track, hub
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----------------------------------------------------------------------
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local function drawRim()
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-- Outer decorative rim (gold ring)
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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 (dark)
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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 rim border
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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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-- Inner pocket border
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px_annulus(CX, CY, R_POCKET_IN - 2, R_POCKET_IN, COL_RIM)
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end
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local function drawHub()
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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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-- Centre dot
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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 drawWheelStatic(rotorAngle, glowSlot)
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-- Background disc
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local function drawWheelFull(rotorAngle, glowSlot)
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px_circle(CX, CY, R_OUTER, COL_BG)
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drawAllWedges(rotorAngle, glowSlot)
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drawRim()
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drawHub()
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drawChrome()
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end
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----------------------------------------------------------------------
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-- Ball
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-- Ball helpers
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----------------------------------------------------------------------
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local ballX, ballY = 0, 0
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local BALL_RADIUS = 8 -- px
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local function eraseBallAt(x, y, r, bgCol)
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-- redraw the wheel region under the ball rather than fill a square
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-- We just overdraw a circle with COL_TRACK (ball is always in track or wedge area)
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px_circle(math.floor(x), math.floor(y), r + 2, bgCol or COL_TRACK)
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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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return COL_HUB
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end
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local function drawBallAt(x, y)
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ballX = math.floor(x)
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ballY = math.floor(y)
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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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end
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local function drawBall(bx, by)
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ballX = math.floor(bx)
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ballY = math.floor(by)
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px_circle(ballX + 2, ballY + 2, BALL_RADIUS, COL_BALL_SHD)
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px_circle(ballX, ballY, BALL_RADIUS, COL_BALL)
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-- glint
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px_circle(ballX - 2, ballY - 2, 2, COL_WHITE)
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px_circle(ballX - 2, ballY - 2, 2, COL_WHITE)
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end
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----------------------------------------------------------------------
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-- Pocket geometry helpers
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----------------------------------------------------------------------
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-- Angle of slot i's centre with rotor at rotorAngle
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local function slotAngle(i, rotorAngle)
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return rotorAngle + (i - 1) * TWO_PI / NUM_POCKETS
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end
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-- Ball position on a given orbit radius at angle a
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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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-- Spin animation
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-- - Rotor and ball both spin; rotor CW, ball CCW (standard physics)
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-- - Ball decelerates faster than rotor
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-- - When ball slows to SPIRAL_SPEED it drifts from R_ORBIT to R_SETTLE
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-- (pocket mid-radius) over SPIRAL_TIME seconds
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-- - Landing pocket = slot whose centre angle is closest to ball angle
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-- at settle time (in rotor-relative coordinates)
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-- Center text overlay
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----------------------------------------------------------------------
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local function drawCenterText(lines, textSize)
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textSize = textSize or 2
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local r = R_HUB - 8
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px_circle(CX, CY, r, COL_HUB)
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local lineH = 13 * textSize
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local totalH = #lines * lineH
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local startY = CY - math.floor(totalH / 2)
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for i, line in ipairs(lines) do
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local lx = CX - math.floor(#line * 6 * textSize / 2)
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px_text(line, lx, startY + (i-1) * lineH, COL_WHITE, COL_HUB, textSize)
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end
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px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
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gpu.sync()
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end
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----------------------------------------------------------------------
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-- Spin — fully physics-based
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-- Physics spin
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--
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-- Phases:
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-- 1. TRACK : ball rolls on outer track, decelerating under friction.
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-- Rotor also decelerates (much slower — heavy wheel).
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-- 2. DROP : when ball tangential speed drops below DROP_SPEED, centripetal
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-- force is insufficient; ball gains inward radial velocity.
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-- A small random angular deflection simulates diamond/pin bounce.
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-- 3. POCKET : ball is now at pocket-ring radius, still has angular momentum;
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-- decelerates under higher friction until stopped.
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-- Result = nearest pocket by angle relative to rotor.
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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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--
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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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----------------------------------------------------------------------
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local ROTOR_SPEED_MIN = 1.2 -- rad/s rotor initial speed (CW, positive)
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local ROTOR_SPEED_MAX = 2.0
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local ROTOR_FRICTION = 0.08 -- rad/s² rotor deceleration (heavy wheel, slow)
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local BALL_SPEED_MIN = 7.0 -- rad/s ball initial speed (CCW, negative)
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local BALL_SPEED_MAX = 11.0
|
||||
local TRACK_FRICTION = 0.40 -- rad/s² ball deceleration on outer track
|
||||
|
||||
local DROP_SPEED = 1.8 -- rad/s ball speed at which it leaves the track
|
||||
local DROP_VEL = 80.0 -- px/s inward radial speed when drop triggers
|
||||
local DEFLECT_MAX = 0.18 -- rad max angular kick from deflector pin
|
||||
|
||||
local POCKET_FRICTION = 1.2 -- rad/s² ball deceleration once in pocket ring
|
||||
|
||||
local rotorAngle = 0 -- persists between spins
|
||||
local rotorSpeed = 0
|
||||
local rotorAngle = 0
|
||||
local rotorSpeed = 0
|
||||
local lastDrawnRotor = 0 -- rotorAngle at last full wheel redraw
|
||||
|
||||
local function spin()
|
||||
local dt = FRAME_DELAY
|
||||
|
||||
-- Initial conditions (only speeds are random — outcome determined by physics)
|
||||
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
|
||||
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_TRACK_MID = (R_OUTER - 6 + R_POCKET_OUT + 2) / 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
|
||||
local ballR = R_TRACK_MID
|
||||
local ballVr = 0 -- radial velocity (positive = inward)
|
||||
|
||||
local phase = "TRACK" -- "TRACK" | "DROP" | "POCKET"
|
||||
-- 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 phase = "TRACK" -- "TRACK" | "POCKET"
|
||||
|
||||
-- Initial full draw
|
||||
drawWheelFull(rotorAngle, nil)
|
||||
lastDrawnRotor = rotorAngle
|
||||
local bx0, by0 = ballPosAt(ballR, ballAngle)
|
||||
drawBall(bx0, by0)
|
||||
gpu.sync()
|
||||
|
||||
while true do
|
||||
-- ── Rotor ─────────────────────────────────────────────────
|
||||
-- ── Rotor ──────────────────────────────────────────────────
|
||||
if rotorSpeed > 0 then
|
||||
rotorSpeed = math.max(0, rotorSpeed - ROTOR_FRICTION * dt)
|
||||
end
|
||||
rotorAngle = (rotorAngle + rotorSpeed * dt) % TWO_PI
|
||||
|
||||
-- ── Ball angular motion ────────────────────────────────────
|
||||
local friction = (phase == "POCKET") and POCKET_FRICTION or TRACK_FRICTION
|
||||
-- ── Ball angular motion ─────────────────────────────────────
|
||||
local angFriction = (phase == "POCKET") and POCKET_FRICTION or TRACK_FRICTION
|
||||
if ballSpeed < 0 then
|
||||
ballSpeed = math.min(0, ballSpeed + friction * dt)
|
||||
ballSpeed = math.min(0, ballSpeed + angFriction * dt)
|
||||
else
|
||||
ballSpeed = math.max(0, ballSpeed - friction * dt)
|
||||
ballSpeed = math.max(0, ballSpeed - angFriction * dt)
|
||||
end
|
||||
ballAngle = (ballAngle + ballSpeed * dt) % TWO_PI
|
||||
|
||||
-- ── Phase transitions ──────────────────────────────────────
|
||||
if phase == "TRACK" and math.abs(ballSpeed) <= DROP_SPEED then
|
||||
phase = "DROP"
|
||||
ballVr = DROP_VEL
|
||||
-- Deflector pin: small random angular kick
|
||||
local kick = (math.random() * 2 - 1) * DEFLECT_MAX
|
||||
ballAngle = (ballAngle + kick) % TWO_PI
|
||||
ballSpeed = ballSpeed * 0.6 -- loses some speed on the pin
|
||||
end
|
||||
|
||||
if phase == "DROP" then
|
||||
-- ── Radial motion (bounce in track channel) ─────────────────
|
||||
if phase == "TRACK" then
|
||||
ballR = ballR + ballVr * dt
|
||||
-- Slow the inward rush as ball approaches pocket radius (damped)
|
||||
ballVr = ballVr * (1 - 4 * 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
|
||||
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
|
||||
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
|
||||
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
|
||||
phase = "POCKET"
|
||||
ballR = R_SETTLE
|
||||
ballVr = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- ── Render ────────────────────────────────────────────────
|
||||
px_circle(ballX, ballY, BALL_RADIUS + 3, COL_TRACK)
|
||||
-- ── 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)
|
||||
drawBallAt(bx, by)
|
||||
drawBall(bx, by)
|
||||
gpu.sync()
|
||||
sleep(dt)
|
||||
|
||||
-- ── Stop condition ─────────────────────────────────────────
|
||||
if phase == "POCKET" and ballSpeed == 0 then break end
|
||||
-- ── Stop condition ──────────────────────────────────────────
|
||||
if phase == "POCKET" and ballSpeed == 0 and ballVr == 0 then break end
|
||||
end
|
||||
|
||||
-- Winning pocket: closest slot centre angle to ball's final angle,
|
||||
-- measured in the rotor's frame of reference
|
||||
-- Determine winning pocket
|
||||
local relAngle = (ballAngle - rotorAngle) % TWO_PI
|
||||
local bestSlot = 1
|
||||
local bestDist = math.huge
|
||||
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)
|
||||
if diff > math.pi then diff = TWO_PI - diff end
|
||||
if diff < bestDist then
|
||||
bestDist = diff
|
||||
bestSlot = i
|
||||
end
|
||||
if diff < bestDist then bestDist = diff; bestSlot = i end
|
||||
end
|
||||
|
||||
-- Snap ball to pocket centre (world angle)
|
||||
local snapAngle = slotAngle(bestSlot, rotorAngle)
|
||||
-- Snap ball to pocket centre
|
||||
local snapAngle = rotorAngle + (bestSlot - 1) * TWO_PI / NUM_POCKETS
|
||||
local sx, sy = ballPosAt(R_SETTLE, snapAngle)
|
||||
px_circle(ballX, ballY, BALL_RADIUS + 3, COL_TRACK)
|
||||
drawBallAt(sx, sy)
|
||||
eraseBall(ballX, ballY, BALL_RADIUS)
|
||||
drawBall(sx, sy)
|
||||
gpu.sync()
|
||||
|
||||
return WHEEL_ORDER[bestSlot], bestSlot
|
||||
@@ -436,40 +450,30 @@ end
|
||||
|
||||
local function glowAnimation(slotIdx)
|
||||
local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2
|
||||
local sa = slotAngle(slotIdx, rotorAngle)
|
||||
local sa = rotorAngle + (slotIdx - 1) * TWO_PI / NUM_POCKETS
|
||||
local bx, by = ballPosAt(R_SETTLE, sa)
|
||||
for flash = 1, 6 do
|
||||
drawWedge(slotIdx, rotorAngle, flash % 2 == 1)
|
||||
drawBallAt(bx, by)
|
||||
drawBall(bx, by)
|
||||
gpu.sync()
|
||||
sleep(0.18)
|
||||
end
|
||||
-- Leave glowing
|
||||
drawWedge(slotIdx, rotorAngle, true)
|
||||
drawBallAt(bx, by)
|
||||
drawBall(bx, by)
|
||||
gpu.sync()
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------
|
||||
-- Center text overlay
|
||||
-- Redstone helper
|
||||
----------------------------------------------------------------------
|
||||
|
||||
local function drawCenterText(lines, textSize)
|
||||
textSize = textSize or 2
|
||||
local r = R_HUB - 8
|
||||
px_circle(CX, CY, r, COL_HUB)
|
||||
local lineH = 9 * textSize
|
||||
local totalH = #lines * lineH
|
||||
local startY = CY - math.floor(totalH / 2)
|
||||
for i, line in ipairs(lines) do
|
||||
local charW = 6 * textSize
|
||||
local approxW = #line * charW
|
||||
local lx = CX - math.floor(approxW / 2)
|
||||
px_text(line, lx, startY + (i-1) * lineH, COL_WHITE, COL_HUB, textSize)
|
||||
local function waitForRedstonePulse()
|
||||
while true do
|
||||
os.pullEvent("redstone")
|
||||
for _, side in ipairs(redstone.getSides()) do
|
||||
if redstone.getInput(side) then return end
|
||||
end
|
||||
end
|
||||
-- redraw hub ring on top
|
||||
px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
|
||||
gpu.sync()
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------
|
||||
@@ -492,17 +496,16 @@ local function start()
|
||||
error(("GPU pixel size %dx%d too small."):format(PW or 0, PH or 0))
|
||||
end
|
||||
|
||||
-- Set geometry based on screen size
|
||||
CX = math.floor(PW / 2)
|
||||
CY = math.floor(PH / 2)
|
||||
local R_MAX = math.floor(math.min(PW, PH) / 2) - 4
|
||||
R_OUTER = R_MAX
|
||||
R_POCKET_OUT = math.floor(R_MAX * 0.82)
|
||||
R_POCKET_IN = math.floor(R_MAX * 0.58)
|
||||
R_HUB = math.floor(R_MAX * 0.38)
|
||||
local R_MAX = math.floor(math.min(PW, PH) / 2) - 4
|
||||
R_OUTER = R_MAX
|
||||
R_POCKET_OUT = math.floor(R_MAX * 0.82)
|
||||
R_POCKET_IN = math.floor(R_MAX * 0.58)
|
||||
R_HUB = math.floor(R_MAX * 0.38)
|
||||
|
||||
gpu.fill(COL_BG)
|
||||
drawWheelStatic(rotorAngle, nil)
|
||||
drawWheelFull(rotorAngle, nil)
|
||||
drawCenterText({ "ROULETTE", "Pull lever" })
|
||||
end
|
||||
|
||||
@@ -510,20 +513,12 @@ local function stop()
|
||||
if gpu then gpu.fill(COL_BG); gpu.sync() end
|
||||
end
|
||||
|
||||
local function waitForRedstonePulse()
|
||||
while true do
|
||||
os.pullEvent("redstone")
|
||||
for _, side in ipairs(redstone.getSides()) do
|
||||
if redstone.getInput(side) then return side end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function main()
|
||||
while true do
|
||||
waitForRedstonePulse()
|
||||
|
||||
drawCenterText({ "SPINNING..." })
|
||||
sleep(0.2)
|
||||
|
||||
local num, slotIdx = spin()
|
||||
|
||||
@@ -537,7 +532,8 @@ local function main()
|
||||
|
||||
sleep(5)
|
||||
|
||||
drawWheelStatic(rotorAngle, nil)
|
||||
drawWheelFull(rotorAngle, nil)
|
||||
lastDrawnRotor = rotorAngle
|
||||
drawCenterText({ "ROULETTE", "Pull lever" })
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user