361 lines
11 KiB
Lua
361 lines
11 KiB
Lua
-- Roulette Machine
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-- Tom's Peripherals GPU + screen wall (832x448 or any size).
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--
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-- Layout (all pixel-space):
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-- Pocket ring : 1 block (64px) wide border around the edge
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-- Ball track : a lane just inside the pocket ring where the ball rolls
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-- Center : status text
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----------------------------------------------------------------------
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-- GPU discovery
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----------------------------------------------------------------------
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local function findGPU()
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print("[roulette] Scanning peripherals...")
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for _, name in ipairs(peripheral.getNames()) do
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local t = peripheral.getType(name)
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print(" " .. name .. " = " .. tostring(t))
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if t and t:find("gpu") then
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print("[roulette] Using GPU: " .. name)
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return peripheral.wrap(name)
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end
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end
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return nil
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end
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----------------------------------------------------------------------
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-- Constants / tunables
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----------------------------------------------------------------------
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local POCKET_SIZE = 64 -- px per pocket cell (1 block)
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local BALL_RADIUS = 18 -- px radius of the ball circle
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local TRACK_INSET = 80 -- px from screen edge to ball centre track
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local SPIN_TIME_MIN = 4 -- seconds
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local SPIN_TIME_MAX = 7
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local FRAME_DELAY = 0.02 -- seconds per frame (~50 fps target)
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local COL_RED = 0xE53935
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local COL_BLACK = 0x212121
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local COL_GREEN = 0x2E7D32
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local COL_WHITE = 0xFFFFFF
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local COL_BALL = 0xF5F5F5
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local COL_BG = 0x050505
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local COL_TRACK = 0x1A1A1A -- subtle track lane colour
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----------------------------------------------------------------------
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-- GPU / pixel drawing layer
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----------------------------------------------------------------------
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local gpu
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local PW, PH -- pixel width/height of wall
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local function px_rect(x, y, w, h, col)
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-- clamp to screen
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if x < 1 then w = w + x - 1; x = 1 end
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if y < 1 then h = h + y - 1; y = 1 end
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if x + w - 1 > PW then w = PW - x + 1 end
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if y + h - 1 > PH then h = PH - y + 1 end
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if w < 1 or h < 1 then return end
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gpu.filledRectangle(x, y, w, h, col)
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end
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-- Draw a filled circle at pixel centre (cx, cy) with given radius.
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local function px_circle(cx, cy, r, col)
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for dy = -r, r do
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local half = math.floor(math.sqrt(r * r - dy * dy) + 0.5)
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px_rect(cx - half, cy + dy, half * 2 + 1, 1, col)
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end
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end
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-- Draw text centred horizontally at pixel y, using drawText.
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local function px_text_centre(str, py, fg, bg, size)
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size = size or 2
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-- Each char is ~8px wide at size 1; rough estimate for centering.
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local charW = 8 * size
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local approxW = #str * charW
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local px = math.max(1, math.floor((PW - approxW) / 2))
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pcall(gpu.drawText, px, py, str, fg, bg, size, 1)
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end
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----------------------------------------------------------------------
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-- Pocket layout
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----------------------------------------------------------------------
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-- Pockets are arranged clockwise around the perimeter, each POCKET_SIZE px.
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-- We store the pixel centre of each pocket.
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local pockets = {} -- { cx, cy, color, label, track_cx, track_cy }
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local NUM_POCKETS
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local function buildPockets()
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pockets = {}
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-- Number of pockets that fit each edge (integer, no partial pockets).
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local cols = math.floor(PW / POCKET_SIZE) -- top & bottom edges
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local rows = math.floor(PH / POCKET_SIZE) -- left & right edges
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-- Clockwise: top L->R, right T->B, bottom R->L, left B->T
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-- Avoid double-counting corners by using the top/bottom for full width
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-- and left/right for inner height only.
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local function add(cx, cy)
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table.insert(pockets, { cx = cx, cy = cy })
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end
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local half = math.floor(POCKET_SIZE / 2)
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-- Top edge
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for i = 0, cols - 1 do
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add(i * POCKET_SIZE + half, half)
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end
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-- Right edge (skip top-right corner already added)
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for i = 1, rows - 1 do
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add(PW - half, i * POCKET_SIZE + half)
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end
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-- Bottom edge R->L (skip bottom-right corner)
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for i = cols - 1, 1, -1 do
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add(i * POCKET_SIZE + half, PH - half)
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end
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-- Left edge B->T (skip bottom-left and top-left corners)
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for i = rows - 1, 1, -1 do
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add(half, i * POCKET_SIZE + half)
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end
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NUM_POCKETS = #pockets
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-- Assign colours: pocket 1 = green (0), rest alternate red/black.
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for i, p in ipairs(pockets) do
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if i == 1 then
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p.color = COL_GREEN; p.label = "0"
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else
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p.color = (i % 2 == 0) and COL_RED or COL_BLACK
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p.label = tostring(i - 1)
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end
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end
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-- Compute ball track centre for each pocket (inset from screen edge).
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for _, p in ipairs(pockets) do
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local tx = math.max(TRACK_INSET, math.min(PW - TRACK_INSET, p.cx))
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local ty = math.max(TRACK_INSET, math.min(PH - TRACK_INSET, p.cy))
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p.track_cx = tx
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p.track_cy = ty
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end
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end
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----------------------------------------------------------------------
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-- Drawing
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----------------------------------------------------------------------
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local function drawPocket(p, highlight)
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local x = p.cx - math.floor(POCKET_SIZE / 2)
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local y = p.cy - math.floor(POCKET_SIZE / 2)
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local col = highlight and COL_WHITE or p.color
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px_rect(x + 1, y + 1, POCKET_SIZE - 2, POCKET_SIZE - 2, col)
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-- thin dark border
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px_rect(x, y, POCKET_SIZE, 1, COL_BG)
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px_rect(x, y + POCKET_SIZE - 1, POCKET_SIZE, 1, COL_BG)
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px_rect(x, y, 1, POCKET_SIZE, COL_BG)
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px_rect(x + POCKET_SIZE - 1, y, 1, POCKET_SIZE, COL_BG)
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end
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local function drawAllPockets()
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for _, p in ipairs(pockets) do
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drawPocket(p, false)
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end
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end
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local function drawTrack()
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-- Fill the interior (inside pocket ring) with track colour.
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px_rect(POCKET_SIZE + 1, POCKET_SIZE + 1,
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PW - POCKET_SIZE * 2 - 1, PH - POCKET_SIZE * 2 - 1, COL_TRACK)
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end
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local function drawCenter(lines, textSize)
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textSize = textSize or 2
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-- Clear centre area.
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local margin = POCKET_SIZE + BALL_RADIUS * 3
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px_rect(margin, margin, PW - margin * 2, PH - margin * 2, COL_BG)
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local lineH = 10 * textSize
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local totalH = #lines * lineH
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local startY = math.floor((PH - totalH) / 2)
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for i, line in ipairs(lines) do
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px_text_centre(line, startY + (i - 1) * lineH, COL_WHITE, COL_BG, textSize)
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end
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end
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----------------------------------------------------------------------
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-- Ball (pixel-space, smooth)
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----------------------------------------------------------------------
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local ballX, ballY = 0, 0
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local lastBallPocket = nil
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local function eraseBall()
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-- Redraw the track patch under where the ball was.
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px_circle(ballX, ballY, BALL_RADIUS + 1, COL_TRACK)
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end
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local function drawBallAt(x, y)
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ballX, ballY = x, y
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px_circle(x, y, BALL_RADIUS, COL_BALL)
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end
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----------------------------------------------------------------------
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-- Spin logic
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----------------------------------------------------------------------
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-- Convert pocket index to a continuous angle (radians) position
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-- so we can interpolate smoothly.
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-- We map pocket index to a fractional position [0, NUM_POCKETS).
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local function pocketPos(idx)
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-- Returns the track cx, cy for a given pocket index.
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local p = pockets[idx]
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return p.track_cx, p.track_cy
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end
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-- Lerp between two pocket track positions.
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local function lerpPos(i1, i2, t)
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local x1, y1 = pocketPos(i1)
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local x2, y2 = pocketPos(i2)
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return x1 + (x2 - x1) * t, y1 + (y2 - y1) * t
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end
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local function easeOut(t)
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-- Cubic ease-out
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local inv = 1 - t
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return 1 - inv * inv * inv
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end
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local currentPocketIdx = 1
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local function spin()
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local n = NUM_POCKETS
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local spinTime = SPIN_TIME_MIN + math.random() * (SPIN_TIME_MAX - SPIN_TIME_MIN)
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-- Total distance to travel in pocket-units: several full laps plus random offset.
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local laps = 4 + math.random(0, 3)
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local finalIdx = math.random(1, n)
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local startIdx = currentPocketIdx
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local totalSteps = laps * n + ((finalIdx - startIdx) % n)
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if totalSteps == 0 then totalSteps = n end
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local elapsed = 0
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-- fractional pocket position
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local posF = startIdx - 1 -- 0-based float
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while elapsed < spinTime do
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local t = math.min(elapsed / spinTime, 1)
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local eased = easeOut(t)
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-- Current fractional position along the total travel
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local travelled = eased * totalSteps
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posF = (startIdx - 1 + travelled) % n
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local idxLow = math.floor(posF) % n + 1
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local idxHigh = idxLow % n + 1
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local frac = posF - math.floor(posF)
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eraseBall()
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local bx, by = lerpPos(idxLow, idxHigh, frac)
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drawBallAt(bx, by)
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gpu.sync()
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sleep(FRAME_DELAY)
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elapsed = elapsed + FRAME_DELAY
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end
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-- Snap to final pocket.
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eraseBall()
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local fx, fy = pocketPos(finalIdx)
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drawBallAt(fx, fy)
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gpu.sync()
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currentPocketIdx = finalIdx
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return pockets[finalIdx]
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end
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local function announce(pocket)
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local name = "BLACK"
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if pocket.color == COL_RED then name = "RED" end
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if pocket.color == COL_GREEN then name = "GREEN" end
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drawCenter({ "WINNER!", name .. " " .. pocket.label }, 3)
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gpu.sync()
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end
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----------------------------------------------------------------------
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-- Lifecycle
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----------------------------------------------------------------------
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local function start()
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math.randomseed(os.epoch("utc"))
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local g = findGPU()
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if not g then
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error("No GPU peripheral found.")
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end
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gpu = g
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gpu.refreshSize()
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sleep(0)
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gpu.setSize(64)
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PW, PH = gpu.getSize()
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print(("[roulette] GPU: %dx%d px"):format(PW, PH))
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if not PW or PW < 64 or PH < 64 then
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error(("GPU pixel size %dx%d too small."):format(PW or 0, PH or 0))
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end
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buildPockets()
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print(("[roulette] %d pockets around perimeter"):format(NUM_POCKETS))
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-- Initial draw.
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gpu.fill(COL_BG)
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drawTrack()
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drawAllPockets()
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-- Place ball at pocket 1 track position.
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local sx, sy = pocketPos(1)
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drawBallAt(sx, sy)
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currentPocketIdx = 1
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drawCenter({ "ROULETTE", "Pull lever to spin" })
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gpu.sync()
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end
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local function stop()
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if gpu then
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gpu.fill(COL_BG)
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gpu.sync()
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end
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end
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local function waitForRedstonePulse()
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while true do
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os.pullEvent("redstone")
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for _, side in ipairs(redstone.getSides()) do
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if redstone.getInput(side) then return side end
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end
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end
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end
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local function main()
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while true do
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waitForRedstonePulse()
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drawCenter({ "SPINNING..." })
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gpu.sync()
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sleep(0.3)
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local pocket = spin()
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announce(pocket)
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sleep(4)
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-- Redraw wheel and idle message, keep ball on winning pocket.
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drawTrack()
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drawAllPockets()
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local fx, fy = pocketPos(currentPocketIdx)
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drawBallAt(fx, fy)
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drawCenter({ "ROULETTE", "Pull lever to spin" })
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gpu.sync()
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end
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end
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return { start = start, stop = stop, main = main }
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