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

@@ -1,11 +1,12 @@
-- Plinko Machine (fully physics-based) -- Plichinko Machine (fully physics-based)
-- Tom's Peripherals GPU + screen wall (any size). -- Tom's Peripherals GPU + screen wall (any size).
-- --
-- A ball is dropped from a random X position near the top. -- A ball is dropped from a random X position near the top.
-- It falls under gravity and collides with circular pegs using -- It falls under gravity and collides with circular pegs using
-- proper elastic circle-circle collision response (reflect velocity -- proper elastic circle-circle collision response (reflect velocity
-- along the contact normal). The bucket it lands in is determined -- along the contact normal). The ball also bounces off the side
-- entirely by the physics — no predetermined outcome. -- walls and the bucket dividers. The bucket it lands in is
-- determined entirely by the physics — no predetermined outcome.
-- --
-- Trigger: redstone pulse on any side. -- Trigger: redstone pulse on any side.
@@ -33,10 +34,13 @@ end
local FRAME_DELAY = 0.02 -- s (~50 fps) local FRAME_DELAY = 0.02 -- s (~50 fps)
local DT = FRAME_DELAY local DT = FRAME_DELAY
local GRAVITY = 700 -- px/s² local GRAVITY = 700 -- px/s²
local RESTITUTION = 0.55 -- fraction of normal speed kept after bounce local RESTITUTION = 0.55 -- fraction of normal speed kept after peg bounce
local FRICTION = 0.88 -- fraction of tangential speed kept after bounce local FRICTION = 0.88 -- fraction of tangential speed kept after peg bounce
local WALL_RESTITUTION = 0.35 local WALL_RESTITUTION = 0.45 -- side wall bounce
local FLOOR_RESTITUTION = 0.38 -- bucket-floor bounce (ball settles after a few hops)
local DIVIDER_RESTITUTION = 0.30 -- bucket divider bounce
local MAX_SPEED = 1200 -- px/s (clamp to avoid tunnelling) local MAX_SPEED = 1200 -- px/s (clamp to avoid tunnelling)
local SETTLE_VY = 18 -- px/s below this vertical speed the ball is "at rest"
local PEG_RADIUS = 7 -- px local PEG_RADIUS = 7 -- px
local BALL_RADIUS = 9 -- px local BALL_RADIUS = 9 -- px
@@ -230,8 +234,8 @@ local function drawBoard()
for _, p in ipairs(pegs) do drawPeg(p) end for _, p in ipairs(pegs) do drawPeg(p) end
drawAllBuckets() drawAllBuckets()
px_text_centre("PLINKO", 8, 0xFFD600, COL_BG, 3) px_text_centre("Plichinko", 8, 0xFFD600, COL_BG, 3)
px_text_centre("Pull lever to drop", 38, 0x607080, COL_BG, 1) px_text_centre("Pull lever to drop", 46, 0x607080, COL_BG, 1)
end end
---------------------------------------------------------------------- ----------------------------------------------------------------------
@@ -268,36 +272,42 @@ local function drawBall(bx, by)
end end
local function physicsLoop() local function physicsLoop()
-- Random drop X between the leftmost and rightmost peg in the first row -- Random drop X between the leftmost and rightmost peg in the first row.
-- (first row has PEG_COLS_TOP pegs; their positions were added first).
local firstRowPegs = PEG_COLS_TOP
local firstPeg = pegs[1] local firstPeg = pegs[1]
local lastFirst = pegs[firstRowPegs] local lastFirst = pegs[PEG_COLS_TOP]
local dropX = firstPeg.x + math.random() * (lastFirst.x - firstPeg.x) local dropX = firstPeg.x + math.random() * (lastFirst.x - firstPeg.x)
local dropY = boardTop - rowSpacing * 0.6 local dropY = boardTop - rowSpacing * 0.6
local bx, by = dropX, dropY local bx, by = dropX, dropY
local vx, vy = (math.random() - 0.5) * 40, 60 -- tiny initial nudge local vx, vy = (math.random() - 0.5) * 40, 60
local lastBx, lastBy = bx, by local lastBx, lastBy = bx, by
local elapsed = 0 local elapsed = 0
local MAX_TIME = 12.0 local MAX_TIME = 14.0
-- Per-peg cooldown: after hitting a peg, ignore it for a short time -- Per-peg cooldown to prevent vibrating stuck against one peg.
-- to prevent the ball getting stuck vibrating against one peg. local pegCooldown = {}
local pegCooldown = {} -- peg index -> time remaining
-- Pre-build bucket divider X positions (walls between buckets).
-- Each divider is a thin vertical wall from bucketTop downward.
local dividers = {}
for i = 1, NUM_BUCKETS - 1 do
table.insert(dividers, buckets[i].x + buckets[i].w)
end
local bucketFloor = bucketTop + BUCKET_H
local inBucket = false -- true once ball has entered bucket zone
-- Draw initial ball -- Draw initial ball
drawBall(bx, by) drawBall(bx, by)
gpu.sync() gpu.sync()
while elapsed < MAX_TIME do while elapsed < MAX_TIME do
-- Step
vy = vy + GRAVITY * DT vy = vy + GRAVITY * DT
bx = bx + vx * DT bx = bx + vx * DT
by = by + vy * DT by = by + vy * DT
-- Clamp speed -- Speed clamp
local spd = math.sqrt(vx*vx + vy*vy) local spd = math.sqrt(vx*vx + vy*vy)
if spd > MAX_SPEED then if spd > MAX_SPEED then
local s = MAX_SPEED / spd local s = MAX_SPEED / spd
@@ -310,7 +320,8 @@ local function physicsLoop()
if pegCooldown[k] <= 0 then pegCooldown[k] = nil end if pegCooldown[k] <= 0 then pegCooldown[k] = nil end
end end
-- Peg collisions (circle vs circle) -- ── Peg collisions (only while above bucket zone) ───────────
if not inBucket then
for i, p in ipairs(pegs) do for i, p in ipairs(pegs) do
if not pegCooldown[i] then if not pegCooldown[i] then
local dx = bx - p.x local dx = bx - p.x
@@ -318,43 +329,36 @@ local function physicsLoop()
local distSq = dx*dx + dy*dy local distSq = dx*dx + dy*dy
if distSq < COMBINED_R * COMBINED_R and distSq > 0 then if distSq < COMBINED_R * COMBINED_R and distSq > 0 then
local dist = math.sqrt(distSq) local dist = math.sqrt(distSq)
-- Contact normal (from peg centre to ball centre)
local nx = dx / dist local nx = dx / dist
local ny = dy / dist local ny = dy / dist
-- Push ball out of overlap -- Depenetrate
local overlap = COMBINED_R - dist local overlap = COMBINED_R - dist
bx = bx + nx * overlap bx = bx + nx * overlap
by = by + ny * overlap by = by + ny * overlap
-- Decompose velocity into normal and tangential components -- Velocity reflection
local vn = vx * nx + vy * ny -- normal component (scalar) local vn = vx * nx + vy * ny
local vnx = vn * nx local vnx = vn * nx; local vny = vn * ny
local vny = vn * ny local vtx = vx - vnx; local vty = vy - vny
local vtx = vx - vnx
local vty = vy - vny
-- Reflect normal component, damp tangential (friction)
vx = -vnx * RESTITUTION + vtx * FRICTION vx = -vnx * RESTITUTION + vtx * FRICTION
vy = -vny * RESTITUTION + vty * FRICTION vy = -vny * RESTITUTION + vty * FRICTION
-- Ensure ball moves away from peg -- Guarantee separation
local newVn = vx * nx + vy * ny local newVn = vx * nx + vy * ny
if newVn < 0 then if newVn < 0 then
vx = vx - newVn * nx vx = vx - newVn * nx
vy = vy - newVn * ny vy = vy - newVn * ny
end end
pegCooldown[i] = 0.08 -- ignore this peg for 80 ms pegCooldown[i] = 0.08
-- Flash peg
drawPeg(p, COL_PEG_HIT) drawPeg(p, COL_PEG_HIT)
-- (will be restored on next erase) end
end end
end end
end end
-- Left/right wall collisions -- ── Side wall collisions ─────────────────────────────────────
if bx - BALL_RADIUS < boardLeft then if bx - BALL_RADIUS < boardLeft then
bx = boardLeft + BALL_RADIUS bx = boardLeft + BALL_RADIUS
vx = math.abs(vx) * WALL_RESTITUTION vx = math.abs(vx) * WALL_RESTITUTION
@@ -364,11 +368,42 @@ local function physicsLoop()
vx = -math.abs(vx) * WALL_RESTITUTION vx = -math.abs(vx) * WALL_RESTITUTION
end end
-- Reached bucket level? -- ── Entered bucket zone? ─────────────────────────────────────
if by + BALL_RADIUS >= bucketTop then if by + BALL_RADIUS >= bucketTop then
by = bucketTop - BALL_RADIUS inBucket = true
end
-- ── Bucket physics (dividers + floor) ────────────────────────
if inBucket then
-- Bucket divider walls (thin vertical pillars)
for _, dx in ipairs(dividers) do
if bx + BALL_RADIUS > dx and bx - BALL_RADIUS < dx then
if vx > 0 then
bx = dx - BALL_RADIUS
else
bx = dx + BALL_RADIUS
end
vx = -vx * DIVIDER_RESTITUTION
end
end
-- Bucket floor bounce
if by + BALL_RADIUS >= bucketFloor then
by = bucketFloor - BALL_RADIUS
vy = -math.abs(vy) * FLOOR_RESTITUTION
vx = vx * 0.80 -- extra horizontal damping on floor hit
-- Settle: if vertical bounce is tiny, stop
if math.abs(vy) < SETTLE_VY then
vy = 0
vx = vx * 0.5
if math.abs(vx) < 4 then
vx = 0
break break
end end
end
end
end
-- Render -- Render
eraseBall(math.floor(lastBx), math.floor(lastBy)) eraseBall(math.floor(lastBx), math.floor(lastBy))
@@ -380,7 +415,7 @@ local function physicsLoop()
elapsed = elapsed + DT elapsed = elapsed + DT
end end
-- Final render at rest -- Final render
eraseBall(math.floor(lastBx), math.floor(lastBy)) eraseBall(math.floor(lastBx), math.floor(lastBy))
drawBall(bx, by) drawBall(bx, by)
gpu.sync() gpu.sync()
@@ -452,20 +487,20 @@ local function start()
math.randomseed(os.epoch("utc")) math.randomseed(os.epoch("utc"))
gpu = findGPU() gpu = findGPU()
if not gpu then error("[plinko] No GPU peripheral found.") end if not gpu then error("[plichinko] No GPU peripheral found.") end
gpu.refreshSize() gpu.refreshSize()
sleep(0) sleep(0)
gpu.setSize(64) gpu.setSize(64)
PW, PH = gpu.getSize() PW, PH = gpu.getSize()
print(("[plinko] GPU %dx%d px"):format(PW, PH)) print(("[plichinko] GPU %dx%d px"):format(PW, PH))
if not PW or PW < 128 or PH < 128 then if not PW or PW < 128 or PH < 128 then
error(("GPU size %dx%d too small."):format(PW or 0, PH or 0)) error(("GPU size %dx%d too small."):format(PW or 0, PH or 0))
end end
buildBoard() buildBoard()
print(("[plinko] %d pegs, %d buckets"):format(#pegs, NUM_BUCKETS)) print(("[plichinko] %d pegs, %d buckets"):format(#pegs, NUM_BUCKETS))
drawBoard() drawBoard()
gpu.sync() gpu.sync()
@@ -480,12 +515,12 @@ local function main()
waitForRedstonePulse() waitForRedstonePulse()
-- Erase subtitle, show "dropping" -- Erase subtitle, show "dropping"
px_text_centre("Pull lever to drop", 38, COL_BG, COL_BG, 1) px_text_centre("Pull lever to drop", 46, COL_BG, COL_BG, 1)
px_text_centre(" DROPPING... ", 38, 0xFFD600, COL_BG, 1) px_text_centre(" DROPPING... ", 46, 0xFFD600, COL_BG, 1)
gpu.sync() gpu.sync()
sleep(0.25) sleep(0.25)
px_text_centre(" DROPPING... ", 38, COL_BG, COL_BG, 1) px_text_centre(" DROPPING... ", 46, COL_BG, COL_BG, 1)
px_text_centre("Pull lever to drop", 38, 0x607080, COL_BG, 1) px_text_centre("Pull lever to drop", 46, 0x607080, COL_BG, 1)
gpu.sync() gpu.sync()
-- Run physics — outcome determined by simulation -- Run physics — outcome determined by simulation

View File

@@ -1,22 +1,22 @@
-- Roulette Machine — circular wheel, top-down view -- 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): -- Authentic European pocket order (37 pockets, 036).
-- 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): -- Physics:
-- 0, 32, 15, 19, 4, 21, 2, 25, 17, 34, 6, 27, 13, 36, -- Rotor : spins CW, decelerates under friction (heavy wheel, slow).
-- 11, 30, 8, 23, 10, 5, 24, 16, 33, 1, 20, 14, 31, 9, -- Ball : orbits outer track CCW at higher speed, decelerates faster.
-- 22, 18, 29, 7, 28, 12, 35, 3, 26 -- 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: -- Rendering strategy:
-- Rotor : wedges spin at ROTOR_SPEED_* rad/s, slowing with friction -- The full wheel (37 wedges) is expensive to rasterise, so it is only
-- Ball : orbits outer track (opposite dir) at BALL_SPEED_*, also decelerates, -- redrawn when the rotor has rotated more than ROTOR_REDRAW_THRESH rad
-- then spirals inward toward the pocket ring radius when slow enough -- since the last draw. Between redraws only the ball is erased/repainted
-- Result : determined by relative angle of ball vs rotor when ball settles -- over the static background — keeping the frame rate smooth.
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- GPU discovery -- GPU discovery
@@ -39,10 +39,14 @@ end
-- Constants -- Constants
---------------------------------------------------------------------- ----------------------------------------------------------------------
local FRAME_DELAY = 0.02 -- ~50 fps local FRAME_DELAY = 0.05 -- ~20 fps (keeps CC happy)
local TWO_PI = math.pi * 2 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 = { local WHEEL_ORDER = {
0, 32, 15, 19, 4, 21, 2, 25, 17, 34, 6, 27, 13, 36, 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, 11, 30, 8, 23, 10, 5, 24, 16, 33, 1, 20, 14, 31, 9,
@@ -50,33 +54,54 @@ local WHEEL_ORDER = {
} }
local NUM_POCKETS = #WHEEL_ORDER -- 37 local NUM_POCKETS = #WHEEL_ORDER -- 37
-- Red numbers (standard European set)
local RED_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 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 RED_SET[n] = true
end end
-- Geometry (set in start(), depends on PW/PH) -- Geometry (computed in start())
local CX, CY -- wheel centre px local CX, CY
local R_OUTER -- outer rim radius (ball track) local R_OUTER, R_POCKET_OUT, R_POCKET_IN, R_HUB
local R_POCKET_OUT -- outer edge of pocket wedges
local R_POCKET_IN -- inner edge of pocket wedges
local R_HUB -- centre hub radius
-- Colours -- Colours
local COL_BG = 0x050505 local COL_BG = 0x050505
local COL_RIM = 0x8B6914 -- brass/gold outer rim local COL_RIM = 0x8B6914
local COL_TRACK = 0x1A1A1A -- ball track channel local COL_TRACK = 0x1A1A1A
local COL_RED = 0xC62828 local COL_RED = 0xC62828
local COL_BLACK = 0x1C1C1C local COL_BLACK = 0x1C1C1C
local COL_GREEN = 0x1B5E20 local COL_GREEN = 0x1B5E20
local COL_SEPARATOR = 0xB8860B -- gold dividers between wedges local COL_SEP = 0xB8860B
local COL_HUB = 0x2C2C2C local COL_HUB = 0x2C2C2C
local COL_HUB_RING = 0x8B6914 local COL_HUB_RING = 0x8B6914
local COL_WHITE = 0xFFFFFF local COL_WHITE = 0xFFFFFF
local COL_BALL = 0xF0F0F0 local COL_BALL = 0xF0F0F0
local COL_BALL_SHD = 0x444444 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 -- GPU / pixel primitives
---------------------------------------------------------------------- ----------------------------------------------------------------------
@@ -103,7 +128,6 @@ local function px_circle(cx, cy, r, col)
end end
end end
-- Filled annulus (ring) between r1 and r2 (r1 < r2)
local function px_annulus(cx, cy, r1, r2, col) local function px_annulus(cx, cy, r1, r2, col)
cx = math.floor(cx); cy = math.floor(cy) cx = math.floor(cx); cy = math.floor(cy)
r1 = math.floor(r1); r2 = math.floor(r2) r1 = math.floor(r1); r2 = math.floor(r2)
@@ -119,16 +143,11 @@ local function px_annulus(cx, cy, r1, r2, col)
end end
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 function px_spoke(cx, cy, r1, r2, angle, col)
local cos_a = math.cos(angle) local ca, sa = math.cos(angle), math.sin(angle)
local sin_a = math.sin(angle) for i = 0, r2 - r1 do
local steps = r2 - r1
for i = 0, steps do
local r = r1 + i local r = r1 + i
local x = math.floor(cx + cos_a * r + 0.5) px_rect(math.floor(cx + ca*r + 0.5), math.floor(cy + sa*r + 0.5), 1, 1, col)
local y = math.floor(cy + sin_a * r + 0.5)
px_rect(x, y, 1, 1, col)
end end
end end
@@ -137,10 +156,7 @@ local function px_text(str, x, y, fg, bg, size)
end end
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- Wedge drawing -- Wedge rasteriser (used at startup and for glow flashes only)
-- 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.
---------------------------------------------------------------------- ----------------------------------------------------------------------
local function pocketColor(num) local function pocketColor(num)
@@ -149,52 +165,36 @@ local function pocketColor(num)
return COL_BLACK return COL_BLACK
end end
-- Draw one wedge. rotorAngle shifts the whole rotor.
local function drawWedge(slotIdx, rotorAngle, glowing) local function drawWedge(slotIdx, rotorAngle, glowing)
local n = NUM_POCKETS local halfArc = math.pi / NUM_POCKETS
local halfArc = math.pi / n -- half-angle of one wedge local midAngle = rotorAngle + (slotIdx - 1) * TWO_PI / NUM_POCKETS
-- centre angle for this slot
local midAngle = rotorAngle + (slotIdx - 1) * TWO_PI / n
local a0 = midAngle - halfArc local a0 = midAngle - halfArc
local a1 = midAngle + halfArc local a1 = midAngle + halfArc
local num = WHEEL_ORDER[slotIdx] local num = WHEEL_ORDER[slotIdx]
local col = pocketColor(num) local col = pocketColor(num)
if glowing then if glowing then
-- brighten the colour slightly local r = math.min(255, math.floor(col / 0x10000) + 60)
local r = math.floor(col / 0x10000) local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 60)
local g = math.floor((col % 0x10000) / 0x100) local b = math.min(255, col % 0x100 + 60)
local b = col % 0x100
r = math.min(255, r + 60)
g = math.min(255, g + 60)
b = math.min(255, b + 60)
col = r * 0x10000 + g * 0x100 + b col = r * 0x10000 + g * 0x100 + b
end end
local ri = R_POCKET_IN local ri, ro = R_POCKET_IN, R_POCKET_OUT
local ro = R_POCKET_OUT
-- Bounding box
local bx0 = math.floor(CX - ro) - 1 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 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 for sy = by0, by1 do
sleep(0)
local runStart = nil local runStart = nil
for sx = bx0, bx1 do for sx = bx0, bx1 do
local dx = sx - CX local dx = sx - CX
local dy = sy - CY local dy = sy - CY
local dist = math.sqrt(dx*dx + dy*dy) local dist = math.sqrt(dx*dx + dy*dy)
local inRing = dist >= ri and dist <= ro local inRing = dist >= ri and dist <= ro
local ang = math.atan2(dy, dx) local rel = (math.atan2(dy, dx) - a0) % TWO_PI
-- 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 inWedge = rel <= arc local inWedge = rel <= arc
if inRing and inWedge then if inRing and inWedge then
@@ -211,220 +211,234 @@ local function drawWedge(slotIdx, rotorAngle, glowing)
end end
end end
-- Gold separator spoke at a0 edge px_spoke(CX, CY, ri, ro, a0, COL_SEP)
px_spoke(CX, CY, ri, ro, a0, COL_SEPARATOR)
-- Number label: placed at mid-radius, mid-angle local labelR = (ri + ro) / 2
local labelR = (ri + ro) / 2 + (ro - ri) * 0.05
local lx = CX + math.cos(midAngle) * labelR local lx = CX + math.cos(midAngle) * labelR
local ly = CY + math.sin(midAngle) * labelR local ly = CY + math.sin(midAngle) * labelR
local label = tostring(num) local label = tostring(num)
local textFg = (num == 0) and COL_WHITE or px_text(label, lx - (#label * 4), ly - 4, COL_WHITE, col, 1)
(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)
end end
-- Draw ALL wedges then overlay static chrome. Yields between wedges
-- so CC doesn't timeout; only called when the wheel needs a full repaint.
local function drawAllWedges(rotorAngle, glowSlot) local function drawAllWedges(rotorAngle, glowSlot)
for i = 1, NUM_POCKETS do for i = 1, NUM_POCKETS do
drawWedge(i, rotorAngle, i == glowSlot) drawWedge(i, rotorAngle, i == glowSlot)
-- yield between wedges so CC doesn't kill us during init sleep(0) -- yield once per wedge (37 yields, not thousands)
sleep(0)
end end
end end
---------------------------------------------------------------------- local function drawChrome()
-- Static wheel parts: rim, track, hub -- outer gold rim
----------------------------------------------------------------------
local function drawRim()
-- Outer decorative rim (gold ring)
px_annulus(CX, CY, R_OUTER - 6, R_OUTER, COL_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) 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) 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) px_annulus(CX, CY, R_POCKET_IN - 2, R_POCKET_IN, COL_RIM)
end -- hub
local function drawHub()
px_circle(CX, CY, R_HUB, COL_HUB) px_circle(CX, CY, R_HUB, COL_HUB)
px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING) 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, 6, COL_HUB_RING)
px_circle(CX, CY, 3, COL_HUB) px_circle(CX, CY, 3, COL_HUB)
end end
local function drawWheelStatic(rotorAngle, glowSlot) local function drawWheelFull(rotorAngle, glowSlot)
-- Background disc
px_circle(CX, CY, R_OUTER, COL_BG) px_circle(CX, CY, R_OUTER, COL_BG)
drawAllWedges(rotorAngle, glowSlot) drawAllWedges(rotorAngle, glowSlot)
drawRim() drawChrome()
drawHub()
end end
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- Ball -- Ball helpers
---------------------------------------------------------------------- ----------------------------------------------------------------------
local ballX, ballY = 0, 0 local ballX, ballY = 0, 0
local BALL_RADIUS = 8 -- px
local function eraseBallAt(x, y, r, bgCol) local function bgColorAt(r)
-- redraw the wheel region under the ball rather than fill a square -- What colour is behind the ball at radius r?
-- We just overdraw a circle with COL_TRACK (ball is always in track or wedge area) if r > R_POCKET_OUT + 2 then return COL_TRACK end
px_circle(math.floor(x), math.floor(y), r + 2, bgCol or COL_TRACK) if r > R_POCKET_IN - 2 then return COL_BLACK end -- approximate — wedge redraws handle exact colour
return COL_HUB
end end
local function drawBallAt(x, y) local function eraseBall(bx, by, r)
ballX = math.floor(x) -- Repaint the annulus region the ball touched.
ballY = math.floor(y) -- 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 + 2, ballY + 2, BALL_RADIUS, COL_BALL_SHD)
px_circle(ballX, ballY, BALL_RADIUS, COL_BALL) 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 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) local function ballPosAt(radius, angle)
return CX + math.cos(angle) * radius, return CX + math.cos(angle) * radius,
CY + math.sin(angle) * radius CY + math.sin(angle) * radius
end end
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- Spin animation -- Center text overlay
-- - 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)
---------------------------------------------------------------------- ----------------------------------------------------------------------
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: -- Phases:
-- 1. TRACK : ball rolls on outer track, decelerating under friction. -- TRACK : ball on outer track, both rotor+ball decelerating.
-- Rotor also decelerates (much slower — heavy wheel). -- DROP : ball's centripetal support gone; gains inward radial velocity
-- 2. DROP : when ball tangential speed drops below DROP_SPEED, centripetal -- + small random deflector-pin kick.
-- force is insufficient; ball gains inward radial velocity. -- POCKET : ball in pocket ring, decelerates to rest.
-- A small random angular deflection simulates diamond/pin bounce. --
-- 3. POCKET : ball is now at pocket-ring radius, still has angular momentum; -- The wheel is only fully redrawn when the rotor has moved
-- decelerates under higher friction until stopped. -- ROTOR_REDRAW_THRESH radians. Between redraws only the ball moves.
-- Result = nearest pocket by angle relative to rotor.
---------------------------------------------------------------------- ----------------------------------------------------------------------
local ROTOR_SPEED_MIN = 1.2 -- rad/s rotor initial speed (CW, positive) local rotorAngle = 0
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 rotorSpeed = 0
local lastDrawnRotor = 0 -- rotorAngle at last full wheel redraw
local function spin() local function spin()
local dt = FRAME_DELAY 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) 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 ballSpeed = -(BALL_SPEED_MIN + math.random() * (BALL_SPEED_MAX - BALL_SPEED_MIN))
local ballAngle = math.random() * TWO_PI 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 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 while true do
-- ── Rotor ───────────────────────────────────────────────── -- ── Rotor ─────────────────────────────────────────────────
if rotorSpeed > 0 then if rotorSpeed > 0 then
rotorSpeed = math.max(0, rotorSpeed - ROTOR_FRICTION * dt) rotorSpeed = math.max(0, rotorSpeed - ROTOR_FRICTION * dt)
end end
rotorAngle = (rotorAngle + rotorSpeed * dt) % TWO_PI rotorAngle = (rotorAngle + rotorSpeed * dt) % TWO_PI
-- ── Ball angular motion ──────────────────────────────────── -- ── Ball angular motion ────────────────────────────────────
local friction = (phase == "POCKET") and POCKET_FRICTION or TRACK_FRICTION local angFriction = (phase == "POCKET") and POCKET_FRICTION or TRACK_FRICTION
if ballSpeed < 0 then if ballSpeed < 0 then
ballSpeed = math.min(0, ballSpeed + friction * dt) ballSpeed = math.min(0, ballSpeed + angFriction * dt)
else else
ballSpeed = math.max(0, ballSpeed - friction * dt) ballSpeed = math.max(0, ballSpeed - angFriction * dt)
end end
ballAngle = (ballAngle + ballSpeed * dt) % TWO_PI ballAngle = (ballAngle + ballSpeed * dt) % TWO_PI
-- ── Phase transitions ────────────────────────────────────── -- ── Radial motion (bounce in track channel) ─────────────────
if phase == "TRACK" and math.abs(ballSpeed) <= DROP_SPEED then if phase == "TRACK" then
phase = "DROP" ballR = ballR + ballVr * dt
ballVr = DROP_VEL
-- Deflector pin: small random angular kick -- Bounce off outer wall
local kick = (math.random() * 2 - 1) * DEFLECT_MAX if ballR <= R_WALL_OUT - BALL_RADIUS then
ballAngle = (ballAngle + kick) % TWO_PI ballR = R_WALL_OUT - BALL_RADIUS
ballSpeed = ballSpeed * 0.6 -- loses some speed on the pin ballVr = math.abs(ballVr) * WALL_RESTITUTION
end end
if phase == "DROP" then -- 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 ballR = ballR + ballVr * dt
-- Slow the inward rush as ball approaches pocket radius (damped) ballVr = ballVr * (1 - 5 * dt)
ballVr = ballVr * (1 - 4 * dt)
if ballR >= R_SETTLE then if ballR >= R_SETTLE then
ballR = R_SETTLE ballR = R_SETTLE
ballVr = 0 ballVr = 0
phase = "POCKET"
end end
end end
-- ── Render ──────────────────────────────────────────────── -- ── Redraw wheel if rotor has moved enough ──────────────────
px_circle(ballX, ballY, BALL_RADIUS + 3, COL_TRACK) 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) local bx, by = ballPosAt(ballR, ballAngle)
drawBallAt(bx, by) drawBall(bx, by)
gpu.sync() gpu.sync()
sleep(dt) sleep(dt)
-- ── Stop condition ───────────────────────────────────────── -- ── Stop condition ─────────────────────────────────────────
if phase == "POCKET" and ballSpeed == 0 then break end if phase == "POCKET" and ballSpeed == 0 and ballVr == 0 then break end
end end
-- Winning pocket: closest slot centre angle to ball's final angle, -- Determine winning pocket
-- measured in the rotor's frame of reference
local relAngle = (ballAngle - rotorAngle) % TWO_PI local relAngle = (ballAngle - rotorAngle) % TWO_PI
local bestSlot = 1 local bestSlot, bestDist = 1, math.huge
local bestDist = math.huge
for i = 1, NUM_POCKETS do for i = 1, NUM_POCKETS do
local sa = ((i - 1) * TWO_PI / NUM_POCKETS) % TWO_PI local sa = ((i - 1) * TWO_PI / NUM_POCKETS) % TWO_PI
local diff = math.abs(sa - relAngle) local diff = math.abs(sa - relAngle)
if diff > math.pi then diff = TWO_PI - diff end if diff > math.pi then diff = TWO_PI - diff end
if diff < bestDist then if diff < bestDist then bestDist = diff; bestSlot = i end
bestDist = diff
bestSlot = i
end
end end
-- Snap ball to pocket centre (world angle) -- Snap ball to pocket centre
local snapAngle = slotAngle(bestSlot, rotorAngle) local snapAngle = rotorAngle + (bestSlot - 1) * TWO_PI / NUM_POCKETS
local sx, sy = ballPosAt(R_SETTLE, snapAngle) local sx, sy = ballPosAt(R_SETTLE, snapAngle)
px_circle(ballX, ballY, BALL_RADIUS + 3, COL_TRACK) eraseBall(ballX, ballY, BALL_RADIUS)
drawBallAt(sx, sy) drawBall(sx, sy)
gpu.sync() gpu.sync()
return WHEEL_ORDER[bestSlot], bestSlot return WHEEL_ORDER[bestSlot], bestSlot
@@ -436,40 +450,30 @@ end
local function glowAnimation(slotIdx) local function glowAnimation(slotIdx)
local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2 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) local bx, by = ballPosAt(R_SETTLE, sa)
for flash = 1, 6 do for flash = 1, 6 do
drawWedge(slotIdx, rotorAngle, flash % 2 == 1) drawWedge(slotIdx, rotorAngle, flash % 2 == 1)
drawBallAt(bx, by) drawBall(bx, by)
gpu.sync() gpu.sync()
sleep(0.18) sleep(0.18)
end end
-- Leave glowing
drawWedge(slotIdx, rotorAngle, true) drawWedge(slotIdx, rotorAngle, true)
drawBallAt(bx, by) drawBall(bx, by)
gpu.sync() gpu.sync()
end end
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- Center text overlay -- Redstone helper
---------------------------------------------------------------------- ----------------------------------------------------------------------
local function drawCenterText(lines, textSize) local function waitForRedstonePulse()
textSize = textSize or 2 while true do
local r = R_HUB - 8 os.pullEvent("redstone")
px_circle(CX, CY, r, COL_HUB) for _, side in ipairs(redstone.getSides()) do
local lineH = 9 * textSize if redstone.getInput(side) then return end
local totalH = #lines * lineH end
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)
end end
-- redraw hub ring on top
px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
gpu.sync()
end end
---------------------------------------------------------------------- ----------------------------------------------------------------------
@@ -492,7 +496,6 @@ local function start()
error(("GPU pixel size %dx%d too small."):format(PW or 0, PH or 0)) error(("GPU pixel size %dx%d too small."):format(PW or 0, PH or 0))
end end
-- Set geometry based on screen size
CX = math.floor(PW / 2) CX = math.floor(PW / 2)
CY = math.floor(PH / 2) CY = math.floor(PH / 2)
local R_MAX = math.floor(math.min(PW, PH) / 2) - 4 local R_MAX = math.floor(math.min(PW, PH) / 2) - 4
@@ -502,7 +505,7 @@ local function start()
R_HUB = math.floor(R_MAX * 0.38) R_HUB = math.floor(R_MAX * 0.38)
gpu.fill(COL_BG) gpu.fill(COL_BG)
drawWheelStatic(rotorAngle, nil) drawWheelFull(rotorAngle, nil)
drawCenterText({ "ROULETTE", "Pull lever" }) drawCenterText({ "ROULETTE", "Pull lever" })
end end
@@ -510,20 +513,12 @@ local function stop()
if gpu then gpu.fill(COL_BG); gpu.sync() end if gpu then gpu.fill(COL_BG); gpu.sync() end
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() local function main()
while true do while true do
waitForRedstonePulse() waitForRedstonePulse()
drawCenterText({ "SPINNING..." }) drawCenterText({ "SPINNING..." })
sleep(0.2)
local num, slotIdx = spin() local num, slotIdx = spin()
@@ -537,7 +532,8 @@ local function main()
sleep(5) sleep(5)
drawWheelStatic(rotorAngle, nil) drawWheelFull(rotorAngle, nil)
lastDrawnRotor = rotorAngle
drawCenterText({ "ROULETTE", "Pull lever" }) drawCenterText({ "ROULETTE", "Pull lever" })
end end
end end