This commit is contained in:
2026-05-05 20:38:40 -04:00
parent 76ee7306bb
commit fd4096b98a
2 changed files with 158 additions and 145 deletions

View File

@@ -68,10 +68,10 @@ local function buildSegments()
end end
-- Spin physics -- Spin physics
local OMEGA_MIN = 4.0 -- rad/s local OMEGA_MIN = 8.0 -- rad/s fast launch
local OMEGA_MAX = 10.0 local OMEGA_MAX = 16.0
local FRICTION = 0.987 -- multiplier per frame local FRICTION = 0.980 -- per frame — stops cleanly in ~4s
local STOP_OMEGA = 0.04 -- rad/s local STOP_OMEGA = 0.10 -- rad/s clean stop threshold, no wiggle
-- Colours -- Colours
local COL_BG = 0x050505 local COL_BG = 0x050505
@@ -136,85 +136,110 @@ local function px_text_centre(str, y, fg, bg, size)
end end
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- Wheel drawing -- Wheel drawing — single-pass rasteriser
--
-- Instead of drawing each wedge separately (N passes over the full
-- bounding box), we do ONE pass: for every pixel inside the wheel
-- annulus, compute its angle and look up the wedge colour.
-- This is N× faster and eliminates the per-wedge sleep(0) during spin.
---------------------------------------------------------------------- ----------------------------------------------------------------------
local segments = {} local segments = {}
local function drawWedge(seg, wheelAngle, glowing) -- Build a flat lookup: given a wheel-local angle in [0, TWO_PI),
local col = seg.col -- return the segment index. Linear scan over 12 segments is fine.
if glowing then local function segmentForAngle(a)
local r = math.min(255, math.floor(col / 0x10000) + 80) for i, seg in ipairs(segments) do
local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 80) if a >= seg.startA and a < seg.endA then return i end
local b = math.min(255, col % 0x100 + 80) end
col = r * 0x10000 + g * 0x100 + b return #segments -- wrap-around safety
end
-- Draw the full wheel in one raster pass.
-- wheelAngle: current rotation offset (added to every wedge startA/endA).
-- glowIdx: if non-nil, that segment is brightened.
local function drawWheel(wheelAngle, glowIdx)
-- Precompute brightened colours so we don't recompute inside the loop
local cols = {}
for i, seg in ipairs(segments) do
if i == glowIdx then
local c = seg.col
local r = math.min(255, math.floor(c / 0x10000) + 80)
local g = math.min(255, math.floor((c % 0x10000) / 0x100) + 80)
local b = math.min(255, c % 0x100 + 80)
cols[i] = r * 0x10000 + g * 0x100 + b
else
cols[i] = seg.col
end
end end
local ri = R_POCKET_IN local ri = R_POCKET_IN
local ro = R_OUTER local ro = R_OUTER
local a0 = seg.startA + wheelAngle local ri2 = ri * ri
local arc = seg.endA - seg.startA local ro2 = ro * ro
local bx0 = math.floor(CX - ro) - 1 -- Normalise wheelAngle so angles stay in a sane range
local bx1 = math.ceil (CX + ro) + 1 local wa = wheelAngle % TWO_PI
local by0 = math.floor(CY - ro) - 1
local by1 = math.ceil (CY + ro) + 1
for sy = by0, by1 do for sy = math.floor(CY - ro) - 1, math.ceil(CY + ro) + 1 do
local dy = sy - CY local dy = sy - CY
local dy2 = dy * dy
if dy2 <= ro2 then
local xhalf = math.floor(math.sqrt(ro2 - dy2) + 0.5)
local runStart = nil local runStart = nil
for sx = bx0, bx1 do local runCol = nil
for sx = CX - xhalf, CX + xhalf do
local dx = sx - CX local dx = sx - CX
local dist = math.sqrt(dx*dx + dy*dy) local dx2 = dx * dx
if dist >= ri and dist <= ro then local d2 = dx2 + dy2
local rel = (math.atan2(dy, dx) - a0) % TWO_PI local col = nil
if rel <= arc then if d2 >= ri2 and d2 <= ro2 then
if not runStart then runStart = sx end -- Inside annulus — find wedge
-- atan2 returns angle in world space; subtract wheelAngle
-- to get wheel-local angle, then mod into [0, TWO_PI)
local worldA = math.atan2(dy, dx)
local localA = (worldA - wa) % TWO_PI
local idx = segmentForAngle(localA)
col = cols[idx]
end
if col == runCol then
-- extend run (including col==nil for outside-annulus gaps)
else else
if runStart then if runCol and runStart then
px_rect(runStart, sy, sx - runStart, 1, col) px_rect(runStart, sy, sx - runStart, 1, runCol)
runStart = nil end
runStart = sx
runCol = col
end end
end end
else -- flush last run
if runStart then if runCol and runStart then
px_rect(runStart, sy, sx - runStart, 1, col) local xend = CX + xhalf + 1
runStart = nil px_rect(runStart, sy, xend - runStart, 1, runCol)
end end
end end
end end
if runStart then
px_rect(runStart, sy, bx1 - runStart + 1, 1, col)
end
end
-- Separator spoke at startA -- Separator spokes — draw after fill so they appear on top
local a0w = seg.startA + wheelAngle for i, seg in ipairs(segments) do
for i = 0, math.floor(ro - ri) do local a = seg.startA + wa
local r = ri + i for step = 0, math.floor(R_OUTER - R_POCKET_IN) do
local sx = CX + math.cos(a0w) * r local rr = R_POCKET_IN + step
local sy = CY + math.sin(a0w) * r px_rect(math.floor(CX + math.cos(a) * rr),
px_rect(math.floor(sx), math.floor(sy), 2, 1, COL_SEP) math.floor(CY + math.sin(a) * rr), 2, 1, COL_SEP)
end end
-- Label
-- Label at 72% radius, wedge midpoint local midA = seg.midA + wa
local midA = seg.midA + wheelAngle local lr = (R_POCKET_IN + R_OUTER) * 0.68
local lr = (ri + ro) * 0.72
local lx = CX + math.cos(midA) * lr local lx = CX + math.cos(midA) * lr
local ly = CY + math.sin(midA) * lr local ly = CY + math.sin(midA) * lr
px_text(seg.name, lx - math.floor(#seg.name * 3), ly - 4, COL_WHITE, col, 1) px_text(seg.name, lx - math.floor(#seg.name * 3), ly - 4,
end COL_WHITE, cols[i], 1)
local function drawAllWedges(wheelAngle, glowIdx)
for i, seg in ipairs(segments) do
drawWedge(seg, wheelAngle, i == glowIdx)
sleep(0)
end end
end end
local function drawChrome() local function drawChrome()
px_annulus(CX, CY, R_OUTER, R_OUTER + 7, COL_RIM) px_annulus(CX, CY, R_OUTER, R_OUTER + 7, COL_RIM)
-- Hub
px_circle(CX, CY, R_POCKET_IN, COL_HUB) px_circle(CX, CY, R_POCKET_IN, COL_HUB)
px_annulus(CX, CY, R_POCKET_IN - 4, R_POCKET_IN, COL_HUB_RING) px_annulus(CX, CY, R_POCKET_IN - 4, R_POCKET_IN, COL_HUB_RING)
px_circle(CX, CY, 6, COL_HUB_RING) px_circle(CX, CY, 6, COL_HUB_RING)
@@ -255,7 +280,7 @@ end
local function drawWheelFull(wheelAngle, glowIdx) local function drawWheelFull(wheelAngle, glowIdx)
px_circle(CX, CY, R_OUTER + 9, COL_BG) px_circle(CX, CY, R_OUTER + 9, COL_BG)
drawAllWedges(wheelAngle, glowIdx) drawWheel(wheelAngle, glowIdx)
drawChrome() drawChrome()
drawPointer() drawPointer()
end end
@@ -281,38 +306,39 @@ end
local function spin() local function spin()
local omega = OMEGA_MIN + math.random() * (OMEGA_MAX - OMEGA_MIN) local omega = OMEGA_MIN + math.random() * (OMEGA_MAX - OMEGA_MIN)
local angle = math.random() * TWO_PI local angle = math.random() * TWO_PI
local elapsed = 0
-- Initial draw
drawWheelFull(angle, nil) drawWheelFull(angle, nil)
drawHubText({ "SPINNING..." }) drawHubText({ "SPINNING..." })
while elapsed < 30.0 do local frameCount = 0
while true do
omega = omega * FRICTION omega = omega * FRICTION
angle = angle + omega * FRAME_DELAY angle = angle + omega * FRAME_DELAY
if angle > TWO_PI * 100 then angle = angle % TWO_PI end if angle > TWO_PI * 100 then angle = angle % TWO_PI end
px_circle(CX, CY, R_OUTER + 9, COL_BG) -- drawWheel overwrites every annulus pixel — no need to clear first
drawAllWedges(angle, nil) drawWheel(angle, nil)
drawChrome() drawChrome()
drawPointer() drawPointer()
gpu.sync() gpu.sync()
sleep(FRAME_DELAY) -- Yield to OS every 4 frames to avoid CC timeout without a sleep(0) overhead
elapsed = elapsed + FRAME_DELAY frameCount = frameCount + 1
if frameCount % 4 == 0 then sleep(0) end
if omega < STOP_OMEGA then break end if omega < STOP_OMEGA then break end
end end
local winIdx = segmentAtPointer(angle) local winIdx = segmentAtPointer(angle)
-- Flash winning wedge -- Flash winning wedge — 6 flashes at 120ms each
for flash = 1, 7 do for flash = 1, 6 do
px_circle(CX, CY, R_OUTER + 9, COL_BG) drawWheel(angle, flash % 2 == 1 and winIdx or nil)
drawAllWedges(angle, flash % 2 == 1 and winIdx or nil)
drawChrome() drawChrome()
drawPointer() drawPointer()
gpu.sync() gpu.sync()
sleep(0.14) sleep(0.12)
end end
return winIdx, angle return winIdx, angle

View File

@@ -76,24 +76,23 @@ local COL_BALL_SHD = 0x444444
local BALL_RADIUS = 8 -- px (screen drawing radius) local BALL_RADIUS = 8 -- px (screen drawing radius)
local BALL_WORLD_R = 5 -- physics sphere radius in world units local BALL_WORLD_R = 5 -- physics sphere radius in world units
-- Initial tangential speed (world units / s) -- Initial tangential speed (world units / s) — very fast launch
local BALL_SPEED_MIN = 700 local BALL_SPEED_MIN = 1800
local BALL_SPEED_MAX = 1000 local BALL_SPEED_MAX = 2800
-- Gravity (world units / s²) -- Gravity (world units / s²)
local GRAVITY = 1800 local GRAVITY = 1800
-- Bowl cone half-angle from horizontal (radians) — steeper = faster slide -- Bowl cone half-angle from horizontal (radians)
local BOWL_SLOPE = math.pi / 9 -- 20 degrees local BOWL_SLOPE = math.pi / 9 -- 20 degrees
-- Pocket well is deeper — steeper slope
local POCKET_SLOPE = math.pi / 5 -- 36 degrees local POCKET_SLOPE = math.pi / 5 -- 36 degrees
-- Restitution on bowl surface normal bounce -- Restitution on wall bounce
local RESTITUTION_WALL = 0.82 local RESTITUTION_WALL = 0.82
local RESTITUTION_POCKET = 0.68 local RESTITUTION_POCKET = 0.68
-- Rolling friction: velocity multiplier per second on the bowl surface -- Rolling friction: multiplier per frame — strong enough to stop cleanly
local FRICTION_ROLL = 0.988 -- per frame on track local FRICTION_ROLL = 0.975 -- per frame (~0.43/s at 33fps — decays in ~5s)
local FRICTION_POCKET = 0.970 -- per frame in pocket local FRICTION_POCKET = 0.955 -- pocket damps faster
-- Ball drops from track into pocket ring when its radial position -- Stop when horizontal speed drops below this — no wiggle
-- crosses the inner deflector radius local STOP_SPEED = 18 -- px/s
local BOUNCE_KICK_MAX = 0.08 -- rad random angular kick on rim bounce local BOUNCE_KICK_MAX = 0.08 -- rad
---------------------------------------------------------------------- ----------------------------------------------------------------------
-- GPU / pixel primitives -- GPU / pixel primitives
@@ -242,75 +241,63 @@ end
local ballX, ballY = 0, 0 local ballX, ballY = 0, 0
-- Repair the wheel pixels inside a circle of radius r centred on (cx,cy). -- Repair the wheel pixels inside a circle of radius r centred on (cx,cy).
-- Re-rasterises all wedges clipped to that bounding box, then chrome on top. -- Single pass: for every pixel in the bounding box, compute the correct
-- This replaces the old flat-colour eraseBall which left coloured smears. -- wheel colour and paint it. No flat-colour approximation.
local function repairWheelPatch(cx, cy, r) local function repairWheelPatch(cx, cy, r)
cx = math.floor(cx); cy = math.floor(cy) cx = math.floor(cx); cy = math.floor(cy)
-- Bounding box for the patch
local px0 = cx - r; local px1 = cx + r local px0 = cx - r; local px1 = cx + r
local py0 = cy - r; local py1 = cy + r local py0 = cy - r; local py1 = cy + r
-- For each wedge, re-rasterise only within this bounding box -- Pre-compute per-wedge geometry (angle extents) once
for slotIdx = 1, NUM_POCKETS do
local halfArc = math.pi / NUM_POCKETS local halfArc = math.pi / NUM_POCKETS
local midAngle = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS local wedges = {}
local a0 = midAngle - halfArc for slotIdx = 1, NUM_POCKETS do
local a1 = midAngle + halfArc local mid = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS
local arc = (a1 - a0) % TWO_PI wedges[slotIdx] = {
a0 = mid - halfArc,
local num = WHEEL_ORDER[slotIdx] arc = TWO_PI / NUM_POCKETS,
local col = pocketColor(num) col = pocketColor(WHEEL_ORDER[slotIdx]),
}
local ri, ro = R_POCKET_IN, R_POCKET_OUT end
for sy = py0, py1 do for sy = py0, py1 do
local runStart = nil
for sx = px0, px1 do for sx = px0, px1 do
local dx = sx - CX; local dy = sy - CY local dx = sx - CX
local dist = math.sqrt(dx*dx + dy*dy) local dy = sy - CY
local inRing = dist >= ri and dist <= ro
local rel = (math.atan2(dy, dx) - a0) % TWO_PI
local inWedge = rel <= arc
if inRing and inWedge then
if not runStart then runStart = sx end
else
if runStart then
px_rect(runStart, sy, sx - runStart, 1, col)
runStart = nil
end
end
end
if runStart then
px_rect(runStart, sy, px1 - runStart + 1, 1, col)
end
end
end
-- Repaint chrome rings and background that overlap the patch,
-- in inside-out priority order using elseif so each pixel is set once.
for sy = py0, py1 do
for sx = px0, px1 do
local dx = sx - CX; local dy = sy - CY
local d = math.sqrt(dx*dx + dy*dy) local d = math.sqrt(dx*dx + dy*dy)
local col
-- Determine correct colour for this pixel, inside-out priority
if d <= R_HUB - 4 then if d <= R_HUB - 4 then
px_rect(sx, sy, 1, 1, COL_HUB) col = COL_HUB
elseif d <= R_HUB then elseif d <= R_HUB then
px_rect(sx, sy, 1, 1, COL_HUB_RING) col = COL_HUB_RING
elseif d <= R_POCKET_IN - 2 then
col = COL_HUB -- gap between hub ring and inner rim
elseif d <= R_POCKET_IN then elseif d <= R_POCKET_IN then
-- gap between hub ring and inner rim — plain hub bg col = COL_RIM
px_rect(sx, sy, 1, 1, COL_HUB)
elseif d <= R_POCKET_IN + 2 then
px_rect(sx, sy, 1, 1, COL_RIM)
elseif d <= R_POCKET_OUT then elseif d <= R_POCKET_OUT then
-- inside pocket ring — wedge already painted above -- Pocket ring: find which wedge this pixel belongs to
elseif d <= R_POCKET_OUT + 2 then local angle = math.atan2(dy, dx)
px_rect(sx, sy, 1, 1, COL_RIM) for _, w in ipairs(wedges) do
elseif d <= R_OUTER - 6 then local rel = (angle - w.a0) % TWO_PI
px_rect(sx, sy, 1, 1, COL_TRACK) if rel <= w.arc then
elseif d <= R_OUTER then col = w.col
px_rect(sx, sy, 1, 1, COL_RIM) break
end end
end end
if not col then col = COL_HUB end -- fallback
elseif d <= R_POCKET_OUT + 2 then
col = COL_RIM
elseif d <= R_OUTER - 6 then
col = COL_TRACK
elseif d <= R_OUTER then
col = COL_RIM
end
-- d > R_OUTER: outside wheel, leave as-is (ball never goes there)
if col then px_rect(sx, sy, 1, 1, col) end
end
end end
end end
@@ -545,7 +532,7 @@ local function spin()
-- Settled when horizontal speed is very low -- Settled when horizontal speed is very low
local hspd = math.sqrt(vx*vx + vy*vy) local hspd = math.sqrt(vx*vx + vy*vy)
if hspd < 5 then break end if hspd < STOP_SPEED then break end
end end
eraseBall3() eraseBall3()