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=== Assistant: Perfect addition 👌 — let’s add a vertical velocity bar beside the angle indicator, showing how fast the crank is being… === Perfect addition 👌 — let’s add a vertical velocity bar beside the angle indicator, showing how fast the crank is being turned. Here’s the full, working version of your Playdate Lua code: <syntaxhighlight lang="lua">-- main.lua import "CoreLibs/graphics" import "CoreLibs/timer" local gfx = playdate.graphics local W, H = 400, 240 local CX, CY = W/2, H/2 local RADIUS = 70 -- Crank tracking local lastCrank = playdate.getCrankPosition() local lastTime = playdate.getCurrentTimeMilliseconds() local crankVelocity = 0 local direction = 0 -- 1 = clockwise, -1 = counterclockwise, 0 = still -- Helper: draw dial tick marks local function drawDial(cx, cy, radius) for deg = 0, 330, 30 do local rad = math.rad(deg) local x1 = cx + math.cos(rad) * (radius - 8) local y1 = cy + math.sin(rad) * (radius - 8) local x2 = cx + math.cos(rad) * radius local y2 = cy + math.sin(rad) * radius gfx.drawLine(x1, y1, x2, y2) end end function playdate.update() gfx.clear() local now = playdate.getCurrentTimeMilliseconds() local crank = playdate.getCrankPosition() local deltaAngle = crank - lastCrank -- Handle wrap-around (e.g., from 359 → 0) if deltaAngle > 180 then deltaAngle = deltaAngle - 360 end if deltaAngle < -180 then deltaAngle = deltaAngle + 360 end -- Time delta in seconds local dt = (now - lastTime) / 1000 if dt > 0 then crankVelocity = deltaAngle / dt -- degrees per second end -- Determine direction if deltaAngle > 0 then direction = 1 elseif deltaAngle < 0 then direction = -1 else direction = 0 end lastCrank = crank lastTime = now -- Draw dial gfx.setLineWidth(2) gfx.drawCircleAtPoint(CX, CY, RADIUS) drawDial(CX, CY, RADIUS) -- Draw needle local needleAngle = math.rad(crank - 90) local nx = CX + math.cos(needleAngle) * (RADIUS - 12) local ny = CY + math.sin(needleAngle) * (RADIUS - 12) gfx.setLineWidth(6) gfx.drawLine(CX + 1, CY + 1, nx + 1, ny + 1) -- shadow gfx.setLineWidth(4) gfx.drawLine(CX, CY, nx, ny) gfx.fillCircleAtPoint(CX, CY, 6) -- Draw velocity bar local barX = CX - RADIUS - 40 local barY = CY - 50 local barW = 16 local barH = 100 gfx.drawRect(barX, barY, barW, barH) -- Normalize velocity to visible range (-300 → 300 deg/s) local maxVel = 300 local clampedVel = math.max(-maxVel, math.min(maxVel, crankVelocity)) local filled = (clampedVel / maxVel) * (barH / 2) -- Draw filled velocity segment gfx.fillRect(barX + 1, CY - filled, barW - 2, filled) -- Numeric info local angleText = string.format("Angle: %.1f°", crank) local dirText = "Direction: " .. (direction == 1 and "clockwise" or (direction == -1 and "counterclockwise" or "still")) local velText = string.format("Velocity: %.1f°/s", crankVelocity) gfx.setFont(gfx.getSystemFont()) gfx.drawTextAligned(angleText, CX, CY + RADIUS + 10, kTextAlignment.center) gfx.drawTextAligned(dirText, CX, CY + RADIUS + 30, kTextAlignment.center) gfx.drawTextAligned(velText, CX, CY + RADIUS + 50, kTextAlignment.center) gfx.drawTextAligned("Turn the crank to see velocity and direction", CX, 10, kTextAlignment.center) playdate.drawFPS(2, 2) end </syntaxhighlight> ===== - A velocity bar to the left of the dial: - Moves up for clockwise motion. - Moves down for counterclockwise motion. - Returns toward center when crank stops. ===== * Velocity value in degrees/second shown as text. * Wraparound handling ensures smooth movement across 0°/360° boundary. Would you like me to make the velocity bar fade or ease back to zero smoothly when you stop cranking (for a more physical “momentum” feel)?
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