553 lines
19 KiB
Lua
553 lines
19 KiB
Lua
-- Roulette Machine — static wheel, physics ball
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-- Tom's Peripherals GPU + screen wall (any size).
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--
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-- The wheel is completely static — it never rotates.
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-- The ball is simulated in 2-D Cartesian coordinates:
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-- * Orbits inside a circular track (bounces off outer rim and inner wall)
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-- * Has tangential + radial velocity components
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-- * Loses energy each bounce (restitution < 1)
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-- * When slow enough, crosses the inner wall and bounces around the
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-- pocket ring until it comes to rest in a pocket
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--
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-- Result: whichever pocket the ball is closest to when it stops.
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-- The wheel is drawn once at startup; only the ball moves each frame.
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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
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----------------------------------------------------------------------
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local FRAME_DELAY = 0.03 -- ~33 fps
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local TWO_PI = math.pi * 2
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local WHEEL_ORDER = {
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0, 32, 15, 19, 4, 21, 2, 25, 17, 34, 6, 27, 13, 36,
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11, 30, 8, 23, 10, 5, 24, 16, 33, 1, 20, 14, 31, 9,
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22, 18, 29, 7, 28, 12, 35, 3, 26
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}
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local NUM_POCKETS = #WHEEL_ORDER -- 37
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local RED_SET = {}
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for _, n in ipairs({1,3,5,7,9,12,14,16,18,19,21,23,25,27,30,32,34,36}) do
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RED_SET[n] = true
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end
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local CX, CY
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local R_OUTER, R_POCKET_OUT, R_POCKET_IN, R_HUB
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-- Colours
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local COL_BG = 0x050505
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local COL_RIM = 0x8B6914
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local COL_TRACK = 0x1A1A1A
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local COL_RED = 0xC62828
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local COL_BLACK = 0x1C1C1C
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local COL_GREEN = 0x1B5E20
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local COL_SEP = 0xB8860B
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local COL_HUB = 0x2C2C2C
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local COL_HUB_RING = 0x8B6914
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local COL_WHITE = 0xFFFFFF
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local COL_BALL = 0xF0F0F0
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local COL_BALL_SHD = 0x444444
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-- Ball physics
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local BALL_RADIUS = 8 -- px
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local BALL_SPEED_MIN = 900 -- px/s initial tangential speed
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local BALL_SPEED_MAX = 1300
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local TRACK_RESTITUTION = 0.82 -- speed fraction kept on track-wall bounce
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local POCKET_RESTITUTION = 0.52 -- speed fraction kept bouncing inside pocket ring
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local FRICTION_TRACK = 0.9985 -- multiplier per frame while in track
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local FRICTION_POCKET = 0.972 -- higher damping once in pocket ring
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-- Centripetal slide: inward acceleration applied as ball slows, simulating
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-- the ball losing grip and sliding down the slope toward the centre.
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local SLIDE_ACCEL = 380 -- px/s² inward pull (scales with 1/speed)
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local SLIDE_THRESHOLD = 500 -- px/s below this speed the slide kicks in
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-- Ball enters pocket ring when speed drops below this
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local DROP_SPEED = 80 -- px/s
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-- Small random kick angle on each wall bounce
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local BOUNCE_KICK_MAX = 0.10 -- rad
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----------------------------------------------------------------------
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-- GPU / pixel primitives
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----------------------------------------------------------------------
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local gpu
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local PW, PH
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local function px_rect(x, y, w, h, col)
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x = math.floor(x); y = math.floor(y)
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w = math.floor(w); h = math.floor(h)
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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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local function px_circle(cx, cy, r, col)
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cx = math.floor(cx); cy = math.floor(cy); r = math.floor(r)
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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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local function px_annulus(cx, cy, r1, r2, col)
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cx = math.floor(cx); cy = math.floor(cy)
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r1 = math.floor(r1); r2 = math.floor(r2)
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for dy = -r2, r2 do
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local ho = math.floor(math.sqrt(math.max(0, r2*r2 - dy*dy)) + 0.5)
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local hi = math.floor(math.sqrt(math.max(0, r1*r1 - dy*dy)) + 0.5)
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if ho > hi then
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px_rect(cx - ho, cy + dy, ho - hi, 1, col)
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px_rect(cx + hi, cy + dy, ho - hi + 1, 1, col)
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elseif hi == 0 then
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px_rect(cx - ho, cy + dy, ho*2 + 1, 1, col)
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end
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end
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end
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local function px_spoke(cx, cy, r1, r2, angle, col)
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local ca, sa = math.cos(angle), math.sin(angle)
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for i = 0, r2 - r1 do
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local r = r1 + i
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px_rect(math.floor(cx + ca*r + 0.5), math.floor(cy + sa*r + 0.5), 1, 1, col)
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end
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end
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local function px_text(str, x, y, fg, bg, size)
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pcall(gpu.drawText, math.floor(x), math.floor(y), str, fg, bg, size or 1, 0)
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end
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----------------------------------------------------------------------
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-- Wheel drawing (static — drawn once, never redrawn during spin)
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----------------------------------------------------------------------
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local function pocketColor(num)
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if num == 0 then return COL_GREEN end
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if RED_SET[num] then return COL_RED end
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return COL_BLACK
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end
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local FIXED_ROTOR = 0 -- wheel never rotates
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local function drawWedge(slotIdx, glowing)
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local halfArc = math.pi / NUM_POCKETS
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local midAngle = FIXED_ROTOR + (slotIdx - 1) * TWO_PI / NUM_POCKETS
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local a0 = midAngle - halfArc
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local a1 = midAngle + halfArc
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local num = WHEEL_ORDER[slotIdx]
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local col = pocketColor(num)
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if glowing then
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local r = math.min(255, math.floor(col / 0x10000) + 70)
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local g = math.min(255, math.floor((col % 0x10000) / 0x100) + 70)
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local b = math.min(255, col % 0x100 + 70)
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col = r * 0x10000 + g * 0x100 + b
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end
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local ri, ro = R_POCKET_IN, R_POCKET_OUT
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local bx0 = math.floor(CX - ro) - 1
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local bx1 = math.ceil (CX + ro) + 1
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local by0 = math.floor(CY - ro) - 1
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local by1 = math.ceil (CY + ro) + 1
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local arc = (a1 - a0) % TWO_PI
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for sy = by0, by1 do
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local runStart = nil
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for sx = bx0, bx1 do
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local dx = sx - CX; local dy = sy - CY
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local dist = math.sqrt(dx*dx + dy*dy)
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local inRing = dist >= ri and dist <= ro
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local rel = (math.atan2(dy, dx) - a0) % TWO_PI
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local inWedge = rel <= arc
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if inRing and inWedge then
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if not runStart then runStart = sx end
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else
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if runStart then
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px_rect(runStart, sy, sx - runStart, 1, col)
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runStart = nil
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end
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end
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end
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if runStart then px_rect(runStart, sy, bx1 - runStart + 1, 1, col) end
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end
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px_spoke(CX, CY, ri, ro, a0, COL_SEP)
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local labelR = (ri + ro) / 2
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local lx = CX + math.cos(midAngle) * labelR
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local ly = CY + math.sin(midAngle) * labelR
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local label = tostring(num)
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px_text(label, lx - (#label * 4), ly - 4, COL_WHITE, col, 1)
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end
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local function drawAllWedges(glowSlot)
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for i = 1, NUM_POCKETS do
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drawWedge(i, i == glowSlot)
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sleep(0)
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end
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end
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local function drawChrome()
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px_annulus(CX, CY, R_OUTER - 6, R_OUTER, COL_RIM)
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px_annulus(CX, CY, R_POCKET_OUT + 2, R_OUTER - 6, COL_TRACK)
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px_annulus(CX, CY, R_POCKET_OUT, R_POCKET_OUT + 2, COL_RIM)
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px_annulus(CX, CY, R_POCKET_IN - 2, R_POCKET_IN, COL_RIM)
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px_circle(CX, CY, R_HUB, COL_HUB)
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px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
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px_circle(CX, CY, 6, COL_HUB_RING)
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px_circle(CX, CY, 3, COL_HUB)
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end
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local function drawWheelFull(glowSlot)
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px_circle(CX, CY, R_OUTER, COL_BG)
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drawAllWedges(glowSlot)
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drawChrome()
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end
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----------------------------------------------------------------------
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-- Ball helpers
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----------------------------------------------------------------------
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local ballX, ballY = 0, 0
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local function bgAt(bx, by)
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local d = math.sqrt((bx - CX)^2 + (by - CY)^2)
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if d > R_POCKET_OUT then return COL_TRACK end
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if d > R_POCKET_IN then
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-- approximate — use average of red/black (dark grey)
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return 0x181818
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end
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return COL_HUB
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end
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local function eraseBall()
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px_circle(ballX, ballY, BALL_RADIUS + 2, bgAt(ballX, ballY))
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end
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local function drawBall(bx, by)
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ballX = math.floor(bx)
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ballY = math.floor(by)
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px_circle(ballX + 2, ballY + 2, BALL_RADIUS, COL_BALL_SHD)
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px_circle(ballX, ballY, BALL_RADIUS, COL_BALL)
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px_circle(ballX - 2, ballY - 2, 2, COL_WHITE)
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end
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----------------------------------------------------------------------
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-- Center text
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----------------------------------------------------------------------
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local function drawCenterText(lines, textSize)
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textSize = textSize or 2
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local r = R_HUB - 8
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px_circle(CX, CY, r, COL_HUB)
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local lineH = 13 * textSize
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local totalH = #lines * lineH
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local startY = CY - math.floor(totalH / 2)
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for i, line in ipairs(lines) do
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local lx = CX - math.floor(#line * 6 * textSize / 2)
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px_text(line, lx, startY + (i-1) * lineH, COL_WHITE, COL_HUB, textSize)
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end
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px_annulus(CX, CY, R_HUB - 4, R_HUB, COL_HUB_RING)
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gpu.sync()
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end
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----------------------------------------------------------------------
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-- Physics spin — Cartesian 2-D ball, static wheel
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--
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-- Ball position: (bx, by) in pixel space
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-- Ball velocity: (vx, vy) in px/s
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--
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-- Track outer wall : circle of radius R_WALL_OUT centred on (CX, CY)
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-- Track inner wall : circle of radius R_WALL_IN
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-- Pocket ring : between R_POCKET_IN and R_POCKET_OUT
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--
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-- Collision response: reflect velocity along the surface normal (radial
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-- direction), apply restitution, add small random kick to angle.
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----------------------------------------------------------------------
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local function spin()
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local dt = FRAME_DELAY
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local R_WALL_OUT = R_OUTER - 6 - BALL_RADIUS
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local R_WALL_IN = R_POCKET_OUT + 2 + BALL_RADIUS
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local R_PKT_OUT = R_POCKET_OUT - BALL_RADIUS
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local R_PKT_IN = R_POCKET_IN + BALL_RADIUS
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local R_SETTLE = (R_POCKET_IN + R_POCKET_OUT) / 2
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-- Start ball at a random angle on the outer track, moving tangentially
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local startAngle = math.random() * TWO_PI
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local startSpeed = BALL_SPEED_MIN + math.random() * (BALL_SPEED_MAX - BALL_SPEED_MIN)
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-- Tangential direction (perpendicular to radial, CCW = 90° CCW from outward normal)
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-- Outward normal at angle a: (cos a, sin a)
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-- CCW tangent: (-sin a, cos a)
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local bx = CX + math.cos(startAngle) * (R_WALL_OUT - 2)
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local by = CY + math.sin(startAngle) * (R_WALL_OUT - 2)
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local vx = -math.sin(startAngle) * startSpeed
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local vy = math.cos(startAngle) * startSpeed
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local inPocket = false
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local elapsed = 0
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local MAX_TIME = 20.0
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-- Draw initial ball position (wheel already on screen)
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drawBall(bx, by)
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gpu.sync()
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while elapsed < MAX_TIME do
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local speed = math.sqrt(vx*vx + vy*vy)
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-- Apply friction
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local fric = inPocket and FRICTION_POCKET or FRICTION_TRACK
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vx = vx * fric
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vy = vy * fric
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-- Centripetal slide: as the ball slows it loses centripetal support
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-- and slides inward, like a real ball on a tilted cone/bowl.
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if not inPocket and speed < SLIDE_THRESHOLD and speed > DROP_SPEED then
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local dx0 = bx - CX
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local dy0 = by - CY
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local d0 = math.sqrt(dx0*dx0 + dy0*dy0)
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if d0 > 0 then
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-- Inward unit vector
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local inx = -dx0 / d0
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local iny = -dy0 / d0
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-- Acceleration scales up as speed decreases
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local accel = SLIDE_ACCEL * (1 - speed / SLIDE_THRESHOLD)
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vx = vx + inx * accel * dt
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vy = vy + iny * accel * dt
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end
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end
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-- Integrate
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bx = bx + vx * dt
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by = by + vy * dt
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-- Distance from centre
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local dx = bx - CX
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local dy = by - CY
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local dist = math.sqrt(dx*dx + dy*dy)
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-- Outward unit normal
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local nx = dx / dist
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local ny = dy / dist
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if not inPocket then
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-- ── Outer wall bounce ───────────────────────────────────
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if dist > R_WALL_OUT then
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-- Push back inside
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bx = CX + nx * R_WALL_OUT
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by = CY + ny * R_WALL_OUT
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-- Reflect radial component
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local vn = vx*nx + vy*ny
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vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
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-- Apply restitution to the reflected (now inward) normal part
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local vn2 = vx*nx + vy*ny
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vx = vx - vn2*nx*(1 - TRACK_RESTITUTION)
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vy = vy - vn2*ny*(1 - TRACK_RESTITUTION)
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-- Small random angular kick
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local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
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local c, s = math.cos(kick), math.sin(kick)
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vx, vy = vx*c - vy*s, vx*s + vy*c
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end
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-- ── Enter pocket ring when slow enough ──────────────────
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if speed < DROP_SPEED and dist >= R_WALL_IN - 4 then
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inPocket = true
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end
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-- ── Inner wall bounce (deflector tip) ───────────────────
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if dist < R_WALL_IN and not inPocket then
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bx = CX + nx * R_WALL_IN
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by = CY + ny * R_WALL_IN
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local vn = vx*nx + vy*ny
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vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
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local vn2 = vx*nx + vy*ny
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vx = vx - vn2*nx*(1 - TRACK_RESTITUTION)
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vy = vy - vn2*ny*(1 - TRACK_RESTITUTION)
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local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
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local c, s = math.cos(kick), math.sin(kick)
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vx, vy = vx*c - vy*s, vx*s + vy*c
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end
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else
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-- ── Inside pocket ring ───────────────────────────────────
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-- Bounce off outer pocket wall
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if dist > R_PKT_OUT then
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bx = CX + nx * R_PKT_OUT
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by = CY + ny * R_PKT_OUT
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local vn = vx*nx + vy*ny
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vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
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local vn2 = vx*nx + vy*ny
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vx = vx - vn2*nx*(1 - POCKET_RESTITUTION)
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vy = vy - vn2*ny*(1 - POCKET_RESTITUTION)
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local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
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local c, s = math.cos(kick), math.sin(kick)
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vx, vy = vx*c - vy*s, vx*s + vy*c
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end
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-- Bounce off inner pocket wall
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if dist < R_PKT_IN then
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bx = CX + nx * R_PKT_IN
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by = CY + ny * R_PKT_IN
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local vn = vx*nx + vy*ny
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vx = vx - 2*vn*nx; vy = vy - 2*vn*ny
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local vn2 = vx*nx + vy*ny
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vx = vx - vn2*nx*(1 - POCKET_RESTITUTION)
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vy = vy - vn2*ny*(1 - POCKET_RESTITUTION)
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local kick = (math.random() - 0.5) * BOUNCE_KICK_MAX * 2
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local c, s = math.cos(kick), math.sin(kick)
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vx, vy = vx*c - vy*s, vx*s + vy*c
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end
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-- Settled?
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if speed < 6 then break end
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end
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eraseBall()
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drawBall(bx, by)
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gpu.sync()
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sleep(dt)
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elapsed = elapsed + dt
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end
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-- Final position
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eraseBall()
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drawBall(bx, by)
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gpu.sync()
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-- Nearest pocket by angle
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local finalAngle = math.atan2(by - CY, bx - CX)
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local bestSlot, bestDist = 1, math.huge
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for i = 1, NUM_POCKETS do
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local sa = ((i - 1) * TWO_PI / NUM_POCKETS) % TWO_PI
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-- normalise finalAngle to [0, 2pi)
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local fa = finalAngle % TWO_PI
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local diff = math.abs(sa - fa)
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if diff > math.pi then diff = TWO_PI - diff end
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if diff < bestDist then bestDist = diff; bestSlot = i end
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end
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-- Snap to pocket centre
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local snapAngle = FIXED_ROTOR + (bestSlot - 1) * TWO_PI / NUM_POCKETS
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local sx = CX + math.cos(snapAngle) * R_SETTLE
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local sy = CY + math.sin(snapAngle) * R_SETTLE
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|
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 }
|