Files
nova-corp/programs/roulette.lua

449 lines
14 KiB
Lua

-- Roulette Machine
-- Tom's Peripherals GPU + screen wall (832x448 or any size).
--
-- Layout (all pixel-space):
-- Pocket ring : 1 block (64px) wide border around the edge, numbered
-- Ball track : lane just inside the pocket ring
-- Center : status text
-- Drop-in : ball falls from top, bounces a few times, rolls into track
----------------------------------------------------------------------
-- 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 / tunables
----------------------------------------------------------------------
local POCKET_SIZE = 64 -- px per pocket cell (1 block)
local BALL_RADIUS = 16 -- px radius of the ball circle
local TRACK_INSET = 88 -- px from screen edge to ball centre track
local FRAME_DELAY = 0.02 -- seconds per frame (~50 fps)
-- Drop-in physics
local GRAVITY = 900 -- px/s^2
local BOUNCE_DAMPING = 0.52 -- speed kept after each wall bounce
local SPRING_K = 6.0 -- spring constant pulling ball to target
local SPRING_DAMP = 2.8 -- spring damping coefficient
-- Spin physics
local SPIN_SPEED_MIN = 18.0 -- pockets/sec initial angular speed
local SPIN_SPEED_MAX = 26.0
local SPIN_FRICTION = 1.6 -- pockets/sec^2 deceleration
local COL_RED = 0xE53935
local COL_BLACK = 0x212121
local COL_GREEN = 0x2E7D32
local COL_WHITE = 0xFFFFFF
local COL_BALL = 0xF5F5F5
local COL_BG = 0x050505
local COL_TRACK = 0x1A1A1A
local COL_GLOW_RED = 0xFF8A80
local COL_GLOW_BLACK = 0x9E9E9E
local COL_GLOW_GREEN = 0xA5D6A7
local COL_NUM_LIGHT = 0xFFFFFF -- number colour on dark pockets
local COL_NUM_DARK = 0x111111 -- number colour on light/glow pockets
----------------------------------------------------------------------
-- GPU / pixel drawing layer
----------------------------------------------------------------------
local gpu
local PW, PH -- pixel dimensions of wall
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)
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
-- Draw a ring (outline circle) for glow effect.
local function px_ring(cx, cy, r, thickness, col)
for t = 0, thickness - 1 do
local ro = r + t
local ri = r + t - 1
for dy = -ro, ro do
local ho = math.floor(math.sqrt(math.max(0, ro*ro - dy*dy)) + 0.5)
local hi = math.floor(math.sqrt(math.max(0, ri*ri - 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, col)
end
end
end
end
local function px_text(str, px, py, fg, bg, size)
pcall(gpu.drawText, math.floor(px), math.floor(py), str, fg, bg, size or 1, 0)
end
local function px_text_centre(str, py, fg, bg, size)
size = size or 2
-- gpu font: each char ~6px wide at size 1 + 1px padding = 7px
local charW = 7 * size
local approxW = #str * charW
local x = math.max(1, math.floor((PW - approxW) / 2))
px_text(str, x, py, fg, bg, size)
end
----------------------------------------------------------------------
-- Pocket layout
----------------------------------------------------------------------
local pockets = {}
local NUM_POCKETS
local function buildPockets()
pockets = {}
local cols = math.floor(PW / POCKET_SIZE)
local rows = math.floor(PH / POCKET_SIZE)
local half = math.floor(POCKET_SIZE / 2)
local function add(cx, cy)
table.insert(pockets, { cx = cx, cy = cy })
end
-- Clockwise: top, right, bottom R->L, left B->T (no double corners)
for i = 0, cols - 1 do add(i * POCKET_SIZE + half, half) end
for i = 1, rows - 1 do add(PW - half, i * POCKET_SIZE + half) end
for i = cols - 1, 1, -1 do add(i * POCKET_SIZE + half, PH - half) end
for i = rows - 1, 1, -1 do add(half, i * POCKET_SIZE + half) end
NUM_POCKETS = #pockets
for i, p in ipairs(pockets) do
if i == 1 then
p.color = COL_GREEN
p.glowColor = COL_GLOW_GREEN
p.label = "0"
else
if i % 2 == 0 then
p.color = COL_RED
p.glowColor = COL_GLOW_RED
else
p.color = COL_BLACK
p.glowColor = COL_GLOW_BLACK
end
p.label = tostring(i - 1)
end
-- Track position: clamp inward from each edge.
p.track_cx = math.max(TRACK_INSET, math.min(PW - TRACK_INSET, p.cx))
p.track_cy = math.max(TRACK_INSET, math.min(PH - TRACK_INSET, p.cy))
end
end
----------------------------------------------------------------------
-- Drawing helpers
----------------------------------------------------------------------
local function drawPocket(p, glowing)
local x = p.cx - math.floor(POCKET_SIZE / 2)
local y = p.cy - math.floor(POCKET_SIZE / 2)
local bg = glowing and p.glowColor or p.color
-- Fill body
px_rect(x + 1, y + 1, POCKET_SIZE - 2, POCKET_SIZE - 2, bg)
-- Border
px_rect(x, y, POCKET_SIZE, 1, COL_BG)
px_rect(x, y+POCKET_SIZE-1, POCKET_SIZE, 1, COL_BG)
px_rect(x, y, 1, POCKET_SIZE, COL_BG)
px_rect(x+POCKET_SIZE-1, y, 1, POCKET_SIZE, COL_BG)
-- Number: centred in cell, size 2
local numFg = (glowing or p.color == COL_BLACK) and COL_WHITE or COL_NUM_DARK
-- Each char ~6px wide at size 2 = ~12px; 1-digit = 12px, 2-digit = 24px
local numW = #p.label * 12
local nx = x + math.floor((POCKET_SIZE - numW) / 2)
local ny = y + math.floor((POCKET_SIZE - 16) / 2) -- 16px tall at size 2
px_text(p.label, nx, ny, numFg, bg, 2)
end
local function drawAllPockets(glowIdx)
for i, p in ipairs(pockets) do
drawPocket(p, i == glowIdx)
end
end
local function drawTrack()
px_rect(POCKET_SIZE + 1, POCKET_SIZE + 1,
PW - POCKET_SIZE * 2 - 2, PH - POCKET_SIZE * 2 - 2, COL_TRACK)
end
local function drawCenter(lines, textSize)
textSize = textSize or 2
local margin = POCKET_SIZE + BALL_RADIUS * 3
px_rect(margin, margin, PW - margin * 2, PH - margin * 2, COL_BG)
local lineH = 10 * textSize
local totalH = #lines * lineH
local startY = math.floor((PH - totalH) / 2)
for i, line in ipairs(lines) do
px_text_centre(line, startY + (i - 1) * lineH, COL_WHITE, COL_BG, textSize)
end
end
----------------------------------------------------------------------
-- Ball
----------------------------------------------------------------------
local ballX, ballY = 0, 0
local function eraseBall(bgCol)
px_circle(ballX, ballY, BALL_RADIUS + 2, bgCol or COL_TRACK)
end
local function drawBallAt(x, y)
ballX = math.floor(x)
ballY = math.floor(y)
-- subtle shadow
px_circle(ballX + 2, ballY + 2, BALL_RADIUS, 0x333333)
-- white ball
px_circle(ballX, ballY, BALL_RADIUS, COL_BALL)
-- highlight glint
px_circle(ballX - 5, ballY - 5, 4, COL_WHITE)
end
----------------------------------------------------------------------
-- Drop-in animation
-- Ball spawns above screen center, falls under gravity, bounces off
-- track walls. After 2 bounces a spring takes over and homes it to
-- the target pocket position.
----------------------------------------------------------------------
local function dropInAnimation(targetX, targetY)
local bx = PW / 2
local by = -BALL_RADIUS - 10
local vx = (targetX - bx) * 0.25
local vy = 80
local minX = TRACK_INSET - BALL_RADIUS
local maxX = PW - TRACK_INSET + BALL_RADIUS
local minY = TRACK_INSET - BALL_RADIUS
local maxY = PH - TRACK_INSET + BALL_RADIUS
local dt = FRAME_DELAY
local elapsed = 0
local MAX_TIME = 4.0
local bounces = 0
local springing = false
while elapsed < MAX_TIME do
if not springing then
vy = vy + GRAVITY * dt
bx = bx + vx * dt
by = by + vy * dt
local hit = false
if bx < minX then bx = minX; vx = math.abs(vx) * BOUNCE_DAMPING; hit = true end
if bx > maxX then bx = maxX; vx = -math.abs(vx) * BOUNCE_DAMPING; hit = true end
if by < minY then by = minY; vy = math.abs(vy) * BOUNCE_DAMPING; hit = true end
if by > maxY then by = maxY; vy = -math.abs(vy) * BOUNCE_DAMPING; hit = true end
if hit then
bounces = bounces + 1
if bounces >= 2 then springing = true end
end
else
local dx = targetX - bx
local dy = targetY - by
vx = vx + dx * SPRING_K * dt
vy = vy + dy * SPRING_K * dt
vx = vx - vx * SPRING_DAMP * dt
vy = vy - vy * SPRING_DAMP * dt
bx = bx + vx * dt
by = by + vy * dt
local speed = math.sqrt(vx*vx + vy*vy)
local dist = math.sqrt(dx*dx + dy*dy)
if dist < 2 and speed < 4 then break end
end
eraseBall(COL_TRACK)
drawBallAt(bx, by)
gpu.sync()
sleep(dt)
elapsed = elapsed + dt
end
eraseBall(COL_TRACK)
drawBallAt(targetX, targetY)
gpu.sync()
end
----------------------------------------------------------------------
-- Win glow animation
----------------------------------------------------------------------
local function glowAnimation(pocketIdx)
local p = pockets[pocketIdx]
for flash = 1, 6 do
drawPocket(p, flash % 2 == 1) -- alternate glow/normal
gpu.sync()
sleep(0.18)
end
-- Leave glowing
drawPocket(p, true)
gpu.sync()
end
----------------------------------------------------------------------
-- Spin logic — friction-based physics
-- Ball starts with a random high angular speed (pockets/sec) and
-- decelerates under constant friction until it naturally stops.
----------------------------------------------------------------------
local function pocketPos(idx)
local p = pockets[idx]
return p.track_cx, p.track_cy
end
local function lerpPos(i1, i2, t)
local x1, y1 = pocketPos(i1)
local x2, y2 = pocketPos(i2)
return x1 + (x2 - x1) * t, y1 + (y2 - y1) * t
end
local currentPocketIdx = 1
local function spin()
local n = NUM_POCKETS
local speed = SPIN_SPEED_MIN + math.random() * (SPIN_SPEED_MAX - SPIN_SPEED_MIN)
local posF = currentPocketIdx - 1 -- fractional pocket index (0-based)
local dt = FRAME_DELAY
while speed > 0 do
speed = speed - SPIN_FRICTION * dt
if speed < 0 then speed = 0 end
posF = (posF + speed * dt) % n
local idxLow = math.floor(posF) % n + 1
local idxHi = idxLow % n + 1
local frac = posF - math.floor(posF)
eraseBall(COL_TRACK)
local bx, by = lerpPos(idxLow, idxHi, frac)
drawBallAt(bx, by)
gpu.sync()
sleep(dt)
end
-- Snap to nearest pocket
local finalIdx = math.floor(posF + 0.5) % n + 1
eraseBall(COL_TRACK)
local fx, fy = pocketPos(finalIdx)
drawBallAt(fx, fy)
gpu.sync()
currentPocketIdx = finalIdx
return pockets[finalIdx], finalIdx
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 < 64 or PH < 64 then
error(("GPU pixel size %dx%d too small."):format(PW or 0, PH or 0))
end
buildPockets()
print(("[roulette] %d pockets"):format(NUM_POCKETS))
gpu.fill(COL_BG)
drawTrack()
drawAllPockets()
-- Drop the ball in from the top to its starting position.
local sx, sy = pocketPos(1)
dropInAnimation(sx, sy)
currentPocketIdx = 1
drawCenter({ "ROULETTE", "Pull lever to spin" })
gpu.sync()
end
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()
drawCenter({ "SPINNING..." })
gpu.sync()
sleep(0.2)
local pocket, pocketIdx = spin()
-- Glow the winning pocket
glowAnimation(pocketIdx)
-- Announce winner
local name = "BLACK"
if pocket.color == COL_RED then name = "RED" end
if pocket.color == COL_GREEN then name = "GREEN" end
drawCenter({ "WINNER!", name .. " " .. pocket.label }, 3)
gpu.sync()
sleep(5)
-- Reset: redraw board, drop ball back in to winning pocket position.
drawTrack()
drawAllPockets()
local fx, fy = pocketPos(currentPocketIdx)
dropInAnimation(fx, fy)
drawCenter({ "ROULETTE", "Pull lever to spin" })
gpu.sync()
end
end
return { start = start, stop = stop, main = main }