This commit is contained in:
2026-05-05 19:36:25 -04:00
parent 20c5ebac1d
commit 987cb86ee6
2 changed files with 341 additions and 310 deletions

View File

@@ -1,22 +1,22 @@
-- Roulette Machine — circular wheel, top-down view
-- Tom's Peripherals GPU + 512×512 screen wall.
-- Tom's Peripherals GPU + screen wall (any size).
--
-- Wheel layout (polar, centred on screen):
-- R_OUTER : outer rim / ball orbit track
-- R_POCKET : outer edge of wedge ring
-- R_INNER : inner edge of wedge ring (border of centre hub)
-- Centre hub : dark disc with "ROULETTE" label
-- Authentic European pocket order (37 pockets, 036).
--
-- Authentic European pocket order (37 pockets, 036):
-- 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,
-- 22, 18, 29, 7, 28, 12, 35, 3, 26
-- 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.
--
-- Animation:
-- Rotor : wedges spin at ROTOR_SPEED_* rad/s, slowing with friction
-- Ball : orbits outer track (opposite dir) at BALL_SPEED_*, also decelerates,
-- then spirals inward toward the pocket ring radius when slow enough
-- Result : determined by relative angle of ball vs rotor when ball settles
-- 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.
----------------------------------------------------------------------
-- GPU discovery
@@ -39,10 +39,14 @@ end
-- Constants
----------------------------------------------------------------------
local FRAME_DELAY = 0.02 -- ~50 fps
local FRAME_DELAY = 0.05 -- ~20 fps (keeps CC happy)
local TWO_PI = math.pi * 2
-- Authentic European wheel order
-- 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,
@@ -50,32 +54,53 @@ local WHEEL_ORDER = {
}
local NUM_POCKETS = #WHEEL_ORDER -- 37
-- Red numbers (standard European set)
local RED_SET = {}
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 (set in start(), depends on PW/PH)
local CX, CY -- wheel centre px
local R_OUTER -- outer rim radius (ball track)
local R_POCKET_OUT -- outer edge of pocket wedges
local R_POCKET_IN -- inner edge of pocket wedges
local R_HUB -- centre hub radius
-- 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 -- brass/gold outer rim
local COL_TRACK = 0x1A1A1A -- ball track channel
local COL_RED = 0xC62828
local COL_BLACK = 0x1C1C1C
local COL_GREEN = 0x1B5E20
local COL_SEPARATOR = 0xB8860B -- gold dividers between wedges
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
----------------------------------------------------------------------
-- GPU / pixel primitives
@@ -103,7 +128,6 @@ local function px_circle(cx, cy, r, col)
end
end
-- Filled annulus (ring) between r1 and r2 (r1 < r2)
local function px_annulus(cx, cy, r1, r2, col)
cx = math.floor(cx); cy = math.floor(cy)
r1 = math.floor(r1); r2 = math.floor(r2)
@@ -119,16 +143,11 @@ local function px_annulus(cx, cy, r1, r2, col)
end
end
-- Draw a radial line from r1 to r2 at angle a (radians, 0=right, CW)
local function px_spoke(cx, cy, r1, r2, angle, col)
local cos_a = math.cos(angle)
local sin_a = math.sin(angle)
local steps = r2 - r1
for i = 0, steps do
local ca, sa = math.cos(angle), math.sin(angle)
for i = 0, r2 - r1 do
local r = r1 + i
local x = math.floor(cx + cos_a * r + 0.5)
local y = math.floor(cy + sin_a * r + 0.5)
px_rect(x, y, 1, 1, col)
px_rect(math.floor(cx + ca*r + 0.5), math.floor(cy + sa*r + 0.5), 1, 1, col)
end
end
@@ -137,10 +156,7 @@ local function px_text(str, x, y, fg, bg, size)
end
----------------------------------------------------------------------
-- Wedge drawing
-- Each wedge is a pie-slice from R_POCKET_IN to R_POCKET_OUT.
-- We rasterise it by scanning every pixel in the bounding box and
-- testing polar coords — fast enough for 37 wedges at init time.
-- Wedge rasteriser (used at startup and for glow flashes only)
----------------------------------------------------------------------
local function pocketColor(num)
@@ -149,52 +165,36 @@ local function pocketColor(num)
return COL_BLACK
end
-- Draw one wedge. rotorAngle shifts the whole rotor.
local function drawWedge(slotIdx, rotorAngle, glowing)
local n = NUM_POCKETS
local halfArc = math.pi / n -- half-angle of one wedge
-- centre angle for this slot
local midAngle = rotorAngle + (slotIdx - 1) * TWO_PI / n
local halfArc = math.pi / NUM_POCKETS
local midAngle = rotorAngle + (slotIdx - 1) * TWO_PI / NUM_POCKETS
local a0 = midAngle - halfArc
local a1 = midAngle + halfArc
local num = WHEEL_ORDER[slotIdx]
local col = pocketColor(num)
local num = WHEEL_ORDER[slotIdx]
local col = pocketColor(num)
if glowing then
-- brighten the colour slightly
local r = math.floor(col / 0x10000)
local g = math.floor((col % 0x10000) / 0x100)
local b = col % 0x100
r = math.min(255, r + 60)
g = math.min(255, g + 60)
b = math.min(255, b + 60)
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)
col = r * 0x10000 + g * 0x100 + b
end
local ri = R_POCKET_IN
local ro = R_POCKET_OUT
-- Bounding box
local ri, ro = R_POCKET_IN, R_POCKET_OUT
local bx0 = math.floor(CX - ro) - 1
local bx1 = math.ceil(CX + ro) + 1
local bx1 = math.ceil (CX + ro) + 1
local by0 = math.floor(CY - ro) - 1
local by1 = math.ceil(CY + ro) + 1
local by1 = math.ceil (CY + ro) + 1
local arc = (a1 - a0) % TWO_PI
-- Scan row by row, yield every pixel row to stay within CC tick budget.
for sy = by0, by1 do
sleep(0)
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 ang = math.atan2(dy, dx)
-- normalise ang into [a0, a0+2pi) space
local rel = ang - a0
-- bring rel into [0, 2pi)
rel = rel % TWO_PI
local arc = (a1 - a0) % TWO_PI
local rel = (math.atan2(dy, dx) - a0) % TWO_PI
local inWedge = rel <= arc
if inRing and inWedge then
@@ -211,220 +211,234 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
end
end
-- Gold separator spoke at a0 edge
px_spoke(CX, CY, ri, ro, a0, COL_SEPARATOR)
px_spoke(CX, CY, ri, ro, a0, COL_SEP)
-- Number label: placed at mid-radius, mid-angle
local labelR = (ri + ro) / 2 + (ro - ri) * 0.05
local labelR = (ri + ro) / 2
local lx = CX + math.cos(midAngle) * labelR
local ly = CY + math.sin(midAngle) * labelR
local label = tostring(num)
local textFg = (num == 0) and COL_WHITE or
(RED_SET[num] and COL_WHITE or COL_WHITE)
-- size 1 labels (6px) — small enough to fit inside wedge
px_text(label, lx - (#label * 4), ly - 4, textFg, col, 1)
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)
for i = 1, NUM_POCKETS do
drawWedge(i, rotorAngle, i == glowSlot)
-- yield between wedges so CC doesn't kill us during init
sleep(0)
sleep(0) -- yield once per wedge (37 yields, not thousands)
end
end
----------------------------------------------------------------------
-- Static wheel parts: rim, track, hub
----------------------------------------------------------------------
local function drawRim()
-- Outer decorative rim (gold ring)
local function drawChrome()
-- outer gold rim
px_annulus(CX, CY, R_OUTER - 6, R_OUTER, COL_RIM)
-- Ball track channel (dark)
-- ball track channel
px_annulus(CX, CY, R_POCKET_OUT + 2, R_OUTER - 6, COL_TRACK)
-- Inner rim border
-- inner/outer pocket borders
px_annulus(CX, CY, R_POCKET_OUT, R_POCKET_OUT + 2, COL_RIM)
-- Inner pocket border
px_annulus(CX, CY, R_POCKET_IN - 2, R_POCKET_IN, COL_RIM)
end
local function drawHub()
-- hub
px_circle(CX, CY, R_HUB, COL_HUB)
px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
-- Centre dot
px_circle(CX, CY, 6, COL_HUB_RING)
px_circle(CX, CY, 3, COL_HUB)
end
local function drawWheelStatic(rotorAngle, glowSlot)
-- Background disc
local function drawWheelFull(rotorAngle, glowSlot)
px_circle(CX, CY, R_OUTER, COL_BG)
drawAllWedges(rotorAngle, glowSlot)
drawRim()
drawHub()
drawChrome()
end
----------------------------------------------------------------------
-- Ball
-- Ball helpers
----------------------------------------------------------------------
local ballX, ballY = 0, 0
local BALL_RADIUS = 8 -- px
local function eraseBallAt(x, y, r, bgCol)
-- redraw the wheel region under the ball rather than fill a square
-- We just overdraw a circle with COL_TRACK (ball is always in track or wedge area)
px_circle(math.floor(x), math.floor(y), r + 2, bgCol or COL_TRACK)
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
return COL_HUB
end
local function drawBallAt(x, y)
ballX = math.floor(x)
ballY = math.floor(y)
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))
end
local function drawBall(bx, by)
ballX = math.floor(bx)
ballY = math.floor(by)
px_circle(ballX + 2, ballY + 2, BALL_RADIUS, COL_BALL_SHD)
px_circle(ballX, ballY, BALL_RADIUS, COL_BALL)
-- glint
px_circle(ballX - 2, ballY - 2, 2, COL_WHITE)
px_circle(ballX - 2, ballY - 2, 2, COL_WHITE)
end
----------------------------------------------------------------------
-- Pocket geometry helpers
----------------------------------------------------------------------
-- Angle of slot i's centre with rotor at rotorAngle
local function slotAngle(i, rotorAngle)
return rotorAngle + (i - 1) * TWO_PI / NUM_POCKETS
end
-- Ball position on a given orbit radius at angle a
local function ballPosAt(radius, angle)
return CX + math.cos(angle) * radius,
CY + math.sin(angle) * radius
end
----------------------------------------------------------------------
-- Spin animation
-- - Rotor and ball both spin; rotor CW, ball CCW (standard physics)
-- - Ball decelerates faster than rotor
-- - When ball slows to SPIRAL_SPEED it drifts from R_ORBIT to R_SETTLE
-- (pocket mid-radius) over SPIRAL_TIME seconds
-- - Landing pocket = slot whose centre angle is closest to ball angle
-- at settle time (in rotor-relative coordinates)
-- Center text overlay
----------------------------------------------------------------------
local function drawCenterText(lines, textSize)
textSize = textSize or 2
local r = R_HUB - 8
px_circle(CX, CY, r, COL_HUB)
local lineH = 13 * textSize
local totalH = #lines * lineH
local startY = CY - math.floor(totalH / 2)
for i, line in ipairs(lines) do
local lx = CX - math.floor(#line * 6 * textSize / 2)
px_text(line, lx, startY + (i-1) * lineH, COL_WHITE, COL_HUB, textSize)
end
px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
gpu.sync()
end
----------------------------------------------------------------------
-- Spin — fully physics-based
-- Physics spin
--
-- Phases:
-- 1. TRACK : ball rolls on outer track, decelerating under friction.
-- Rotor also decelerates (much slower — heavy wheel).
-- 2. DROP : when ball tangential speed drops below DROP_SPEED, centripetal
-- force is insufficient; ball gains inward radial velocity.
-- A small random angular deflection simulates diamond/pin bounce.
-- 3. POCKET : ball is now at pocket-ring radius, still has angular momentum;
-- decelerates under higher friction until stopped.
-- Result = nearest pocket by angle relative to rotor.
-- 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.
--
-- The wheel is only fully redrawn when the rotor has moved
-- ROTOR_REDRAW_THRESH radians. Between redraws only the ball moves.
----------------------------------------------------------------------
local ROTOR_SPEED_MIN = 1.2 -- rad/s rotor initial speed (CW, positive)
local ROTOR_SPEED_MAX = 2.0
local ROTOR_FRICTION = 0.08 -- rad/s² rotor deceleration (heavy wheel, slow)
local BALL_SPEED_MIN = 7.0 -- rad/s ball initial speed (CCW, negative)
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