-- Roulette Machine — static wheel, physics ball -- Tom's Peripherals GPU + screen wall (any size). -- -- The wheel is completely static — it never rotates. -- The ball is simulated in 2-D Cartesian coordinates: -- * Orbits inside a circular track (bounces off outer rim and inner wall) -- * Has tangential + radial velocity components -- * Loses energy each bounce (restitution < 1) -- * When slow enough, crosses the inner wall and bounces around the -- pocket ring until it comes to rest in a pocket -- -- Result: whichever pocket the ball is closest to when it stops. -- The wheel is drawn once at startup; only the ball moves each frame. ---------------------------------------------------------------------- -- GPU discovery ---------------------------------------------------------------------- local function findGPU() print("[roulette] Scanning peripherals...") for _, name in ipairs(peripheral.getNames()) do local t = peripheral.getType(name) print(" " .. name .. " = " .. tostring(t)) if t and t:find("gpu") then print("[roulette] Using GPU: " .. name) return peripheral.wrap(name) end end return nil end ---------------------------------------------------------------------- -- Constants ---------------------------------------------------------------------- local FRAME_DELAY = 0.03 -- ~33 fps local TWO_PI = math.pi * 2 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, 22, 18, 29, 7, 28, 12, 35, 3, 26 } local NUM_POCKETS = #WHEEL_ORDER -- 37 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 local CX, CY local R_OUTER, R_POCKET_OUT, R_POCKET_IN, R_HUB -- Colours 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 -- Ball physics local BALL_RADIUS = 8 -- px local BALL_SPEED_MIN = 420 -- px/s initial tangential speed local BALL_SPEED_MAX = 620 local TRACK_RESTITUTION = 0.72 -- speed fraction kept on track-wall bounce local POCKET_RESTITUTION = 0.45 -- speed fraction kept bouncing inside pocket ring local FRICTION_TRACK = 0.992 -- multiplier per frame while in track (energy loss) local FRICTION_POCKET = 0.970 -- higher damping once in pocket ring -- Ball enters pocket ring when its speed drops below this local DROP_SPEED = 90 -- px/s -- Small random kick angle on each wall bounce local BOUNCE_KICK_MAX = 0.12 -- rad ---------------------------------------------------------------------- -- GPU / pixel primitives ---------------------------------------------------------------------- local gpu local PW, PH local function px_rect(x, y, w, h, col) x = math.floor(x); y = math.floor(y) w = math.floor(w); h = math.floor(h) if x < 1 then w = w + x - 1; x = 1 end if y < 1 then h = h + y - 1; y = 1 end if x + w - 1 > PW then w = PW - x + 1 end if y + h - 1 > PH then h = PH - y + 1 end if w < 1 or h < 1 then return end gpu.filledRectangle(x, y, w, h, col) end local function px_circle(cx, cy, r, col) cx = math.floor(cx); cy = math.floor(cy); r = math.floor(r) for dy = -r, r do local half = math.floor(math.sqrt(r*r - dy*dy) + 0.5) px_rect(cx - half, cy + dy, half*2 + 1, 1, col) end end 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) for dy = -r2, r2 do local ho = math.floor(math.sqrt(math.max(0, r2*r2 - dy*dy)) + 0.5) local hi = math.floor(math.sqrt(math.max(0, r1*r1 - dy*dy)) + 0.5) if ho > hi then px_rect(cx - ho, cy + dy, ho - hi, 1, col) px_rect(cx + hi, cy + dy, ho - hi + 1, 1, col) elseif hi == 0 then px_rect(cx - ho, cy + dy, ho*2 + 1, 1, col) end end end local function px_spoke(cx, cy, r1, r2, angle, col) local ca, sa = math.cos(angle), math.sin(angle) for i = 0, r2 - r1 do local r = r1 + i px_rect(math.floor(cx + ca*r + 0.5), math.floor(cy + sa*r + 0.5), 1, 1, col) end end local function px_text(str, x, y, fg, bg, size) pcall(gpu.drawText, math.floor(x), math.floor(y), str, fg, bg, size or 1, 0) end ---------------------------------------------------------------------- -- Wheel drawing (static — drawn once, never redrawn during spin) ---------------------------------------------------------------------- local function pocketColor(num) if num == 0 then return COL_GREEN end if RED_SET[num] then return COL_RED end return COL_BLACK end local FIXED_ROTOR = 0 -- wheel never rotates local function drawWedge(slotIdx, glowing) local halfArc = math.pi / NUM_POCKETS local midAngle = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS local a0 = midAngle - halfArc local a1 = midAngle + halfArc local num = WHEEL_ORDER[slotIdx] local col = pocketColor(num) if glowing then local r = math.min(255, math.floor(col / 0x10000) + 70) local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 70) local b = math.min(255, col % 0x100 + 70) col = r * 0x10000 + g * 0x100 + b end local ri, ro = R_POCKET_IN, R_POCKET_OUT local bx0 = math.floor(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 arc = (a1 - a0) % TWO_PI for sy = by0, by1 do local runStart = nil for sx = bx0, bx1 do local dx = sx - CX; local dy = sy - CY local dist = math.sqrt(dx*dx + dy*dy) 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, bx1 - runStart + 1, 1, col) end end px_spoke(CX, CY, ri, ro, a0, COL_SEP) local labelR = (ri + ro) / 2 local lx = CX + math.cos(midAngle) * labelR local ly = CY + math.sin(midAngle) * labelR local label = tostring(num) px_text(label, lx - (#label * 4), ly - 4, COL_WHITE, col, 1) end local function drawAllWedges(glowSlot) for i = 1, NUM_POCKETS do drawWedge(i, i == glowSlot) sleep(0) end end local function drawChrome() px_annulus(CX, CY, R_OUTER - 6, R_OUTER, COL_RIM) px_annulus(CX, CY, R_POCKET_OUT + 2, R_OUTER - 6, COL_TRACK) px_annulus(CX, CY, R_POCKET_OUT, R_POCKET_OUT + 2, COL_RIM) px_annulus(CX, CY, R_POCKET_IN - 2, R_POCKET_IN, COL_RIM) px_circle(CX, CY, R_HUB, COL_HUB) px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING) px_circle(CX, CY, 6, COL_HUB_RING) px_circle(CX, CY, 3, COL_HUB) end local function drawWheelFull(glowSlot) px_circle(CX, CY, R_OUTER, COL_BG) drawAllWedges(glowSlot) drawChrome() end ---------------------------------------------------------------------- -- Ball helpers ---------------------------------------------------------------------- local ballX, ballY = 0, 0 local function bgAt(bx, by) local d = math.sqrt((bx - CX)^2 + (by - CY)^2) if d > R_POCKET_OUT then return COL_TRACK end if d > R_POCKET_IN then -- approximate — use average of red/black (dark grey) return 0x181818 end return COL_HUB end local function eraseBall() px_circle(ballX, ballY, BALL_RADIUS + 2, bgAt(ballX, ballY)) 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) px_circle(ballX - 2, ballY - 2, 2, COL_WHITE) end ---------------------------------------------------------------------- -- Center text ---------------------------------------------------------------------- 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 ---------------------------------------------------------------------- -- Physics spin — Cartesian 2-D ball, static wheel -- -- Ball position: (bx, by) in pixel space -- Ball velocity: (vx, vy) in px/s -- -- Track outer wall : circle of radius R_WALL_OUT centred on (CX, CY) -- Track inner wall : circle of radius R_WALL_IN -- Pocket ring : between R_POCKET_IN and R_POCKET_OUT -- -- Collision response: reflect velocity along the surface normal (radial -- direction), apply restitution, add small random kick to angle. ---------------------------------------------------------------------- local function spin() local dt = FRAME_DELAY local R_WALL_OUT = R_OUTER - 6 - BALL_RADIUS local R_WALL_IN = R_POCKET_OUT + 2 + BALL_RADIUS local R_PKT_OUT = R_POCKET_OUT - BALL_RADIUS local R_PKT_IN = R_POCKET_IN + BALL_RADIUS local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2 -- Start ball at a random angle on the outer track, moving tangentially local startAngle = math.random() * TWO_PI local startSpeed = BALL_SPEED_MIN + math.random() * (BALL_SPEED_MAX - BALL_SPEED_MIN) -- Tangential direction (perpendicular to radial, CCW = 90° CCW from outward normal) -- Outward normal at angle a: (cos a, sin a) -- CCW tangent: (-sin a, cos a) local bx = CX + math.cos(startAngle) * (R_WALL_OUT - 2) local by = CY + math.sin(startAngle) * (R_WALL_OUT - 2) local vx = -math.sin(startAngle) * startSpeed local vy = math.cos(startAngle) * startSpeed local inPocket = false local elapsed = 0 local MAX_TIME = 20.0 -- Draw initial ball position (wheel already on screen) drawBall(bx, by) gpu.sync() while elapsed < MAX_TIME do local speed = math.sqrt(vx*vx + vy*vy) -- Apply friction local fric = inPocket and FRICTION_POCKET or FRICTION_TRACK vx = vx * fric vy = vy * fric -- Integrate bx = bx + vx * dt by = by + vy * dt -- Distance from centre local dx = bx - CX local dy = by - CY local dist = math.sqrt(dx*dx + dy*dy) -- Outward unit normal local nx = dx / dist local ny = dy / dist if not inPocket then -- ── Outer wall bounce ─────────────────────────────────── if dist > R_WALL_OUT then -- Push back inside bx = CX + nx * R_WALL_OUT by = CY + ny * R_WALL_OUT -- Reflect radial component local vn = vx*nx + vy*ny vx = vx - 2*vn*nx; vy = vy - 2*vn*ny -- Apply restitution to the reflected (now inward) normal part local vn2 = vx*nx + vy*ny vx = vx - vn2*nx*(1 - TRACK_RESTITUTION) vy = vy - vn2*ny*(1 - TRACK_RESTITUTION) -- Small random angular kick local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2 local c, s = math.cos(kick), math.sin(kick) vx, vy = vx*c - vy*s, vx*s + vy*c end -- ── Enter pocket ring when slow enough ────────────────── if speed < DROP_SPEED and dist >= R_WALL_IN - 4 then inPocket = true end -- ── Inner wall bounce (deflector tip) ─────────────────── if dist < R_WALL_IN and not inPocket then bx = CX + nx * R_WALL_IN by = CY + ny * R_WALL_IN local vn = vx*nx + vy*ny vx = vx - 2*vn*nx; vy = vy - 2*vn*ny local vn2 = vx*nx + vy*ny vx = vx - vn2*nx*(1 - TRACK_RESTITUTION) vy = vy - vn2*ny*(1 - TRACK_RESTITUTION) local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2 local c, s = math.cos(kick), math.sin(kick) vx, vy = vx*c - vy*s, vx*s + vy*c end else -- ── Inside pocket ring ─────────────────────────────────── -- Bounce off outer pocket wall if dist > R_PKT_OUT then bx = CX + nx * R_PKT_OUT by = CY + ny * R_PKT_OUT local vn = vx*nx + vy*ny vx = vx - 2*vn*nx; vy = vy - 2*vn*ny local vn2 = vx*nx + vy*ny vx = vx - vn2*nx*(1 - POCKET_RESTITUTION) vy = vy - vn2*ny*(1 - POCKET_RESTITUTION) local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2 local c, s = math.cos(kick), math.sin(kick) vx, vy = vx*c - vy*s, vx*s + vy*c end -- Bounce off inner pocket wall if dist < R_PKT_IN then bx = CX + nx * R_PKT_IN by = CY + ny * R_PKT_IN local vn = vx*nx + vy*ny vx = vx - 2*vn*nx; vy = vy - 2*vn*ny local vn2 = vx*nx + vy*ny vx = vx - vn2*nx*(1 - POCKET_RESTITUTION) vy = vy - vn2*ny*(1 - POCKET_RESTITUTION) local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2 local c, s = math.cos(kick), math.sin(kick) vx, vy = vx*c - vy*s, vx*s + vy*c end -- Settled? if speed < 6 then break end end eraseBall() drawBall(bx, by) gpu.sync() sleep(dt) elapsed = elapsed + dt end -- Final position eraseBall() drawBall(bx, by) gpu.sync() -- Nearest pocket by angle local finalAngle = math.atan2(by - CY, bx - CX) local bestSlot, bestDist = 1, math.huge for i = 1, NUM_POCKETS do local sa = ((i - 1) * TWO_PI / NUM_POCKETS) % TWO_PI -- normalise finalAngle to [0, 2pi) local fa = finalAngle % TWO_PI local diff = math.abs(sa - fa) if diff > math.pi then diff = TWO_PI - diff end if diff < bestDist then bestDist = diff; bestSlot = i end end -- Snap to pocket centre local snapAngle = FIXED_ROTOR + (bestSlot - 1) * TWO_PI / NUM_POCKETS local sx = CX + math.cos(snapAngle) * R_SETTLE local sy = CY + math.sin(snapAngle) * R_SETTLE eraseBall() drawBall(sx, sy) gpu.sync() return WHEEL_ORDER[bestSlot], bestSlot end ---------------------------------------------------------------------- -- Glow animation ---------------------------------------------------------------------- local function glowAnimation(slotIdx) local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2 local sa = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS local bx = CX + math.cos(sa) * R_SETTLE local by = CY + math.sin(sa) * R_SETTLE for flash = 1, 6 do drawWedge(slotIdx, flash % 2 == 1) drawBall(bx, by) gpu.sync() sleep(0.15) end drawWedge(slotIdx, true) drawBall(bx, by) gpu.sync() end ---------------------------------------------------------------------- -- Redstone helper ---------------------------------------------------------------------- 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 end ---------------------------------------------------------------------- -- Lifecycle ---------------------------------------------------------------------- local function start() math.randomseed(os.epoch("utc")) gpu = findGPU() if not gpu then error("No GPU peripheral found.") end gpu.refreshSize() sleep(0) gpu.setSize(64) PW, PH = gpu.getSize() print(("[roulette] GPU: %dx%d px"):format(PW, PH)) if not PW or PW < 128 or PH < 128 then error(("GPU pixel size %dx%d too small."):format(PW or 0, PH or 0)) end 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) gpu.fill(COL_BG) drawWheelFull(nil) drawCenterText({ "ROULETTE", "Pull lever" }) end local function stop() if gpu then gpu.fill(COL_BG); gpu.sync() end end local function main() while true do waitForRedstonePulse() drawCenterText({ "SPINNING..." }) sleep(0.1) local num, slotIdx = spin() glowAnimation(slotIdx) local name = "GREEN" if num ~= 0 then name = RED_SET[num] and "RED" or "BLACK" end drawCenterText({ "WINNER!", name, tostring(num) }) sleep(5) -- Erase ball, redraw wheel clean eraseBall() drawChrome() drawCenterText({ "ROULETTE", "Pull lever" }) end end return { start = start, stop = stop, main = main }