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Spinning Roulette Wheel

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  • G GenJerDan

    Would that be better than using BitBlt and 36 separate bitmaps in memory? Or maybe creating an AVI and using DirectX?

    Just like that old Carly Simon song... "You're so funny, You probably think this joke is about you" My Mu[sic] My Films My Windows Programs, etc.

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    MicroVirus
    wrote on last edited by
    #4

    DirectX would be overkill, as it would add a lot of complexity before getting anywhere. Whether 36 separate bitmaps are better mostly depends on how fast GDI+ (which is used by WinForms) can transform the image. If it is real-time enough, then it is fine to do the transform every time (don't forget to keep the original image in memory and do the transform on a copy every time). If the performance is too low, then you'll need to go for the multiple images (but this will use a lot more memory).

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    • S stephen darling

      Hi, I was just woundering if anyone knows how I would do this... I have an image of a roulette wheel, and I would like to animate it as it was spinning, faster to slower and then stop. How would I achive this using c# and winforms, as I am not ready to delve into WPF just yet? Thank you, Kind Regards, Steve

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      PIEBALDconsult
      wrote on last edited by
      #5

      Not entirely on-topic, but... I can't stand games that waste time doing crap like that. Just randomize the number already! I'll always remember that the Amstrad that my father bought (mid-80s) had a Wheel Of Fortune game installed, but the clock was much slower than the developers had intended -- waiting for the wheel to stop spinning was horrible. What I recommend is randomizing a number and displaying just that number. Do it a few (10?) times so the user sees the numbers flashing. That's what I do for a dice game I wrote; it's much quicker and easier.

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      • G GenJerDan

        Would that be better than using BitBlt and 36 separate bitmaps in memory? Or maybe creating an AVI and using DirectX?

        Just like that old Carly Simon song... "You're so funny, You probably think this joke is about you" My Mu[sic] My Films My Windows Programs, etc.

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        Luc Pattyn
        wrote on last edited by
        #6

        there are 37 numbers on a roulette wheel (without number zero the casino could be in trouble pretty soon); and you probably also want some intermediate positions, especially when the wheel slows down, so 37*5 images seems more like it. :)

        Luc Pattyn [My Articles] Nil Volentibus Arduum

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        • L Luc Pattyn

          there are 37 numbers on a roulette wheel (without number zero the casino could be in trouble pretty soon); and you probably also want some intermediate positions, especially when the wheel slows down, so 37*5 images seems more like it. :)

          Luc Pattyn [My Articles] Nil Volentibus Arduum

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          PIEBALDconsult
          wrote on last edited by
          #7

          38 in the U.S. -- 00 .

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          • P PIEBALDconsult

            Not entirely on-topic, but... I can't stand games that waste time doing crap like that. Just randomize the number already! I'll always remember that the Amstrad that my father bought (mid-80s) had a Wheel Of Fortune game installed, but the clock was much slower than the developers had intended -- waiting for the wheel to stop spinning was horrible. What I recommend is randomizing a number and displaying just that number. Do it a few (10?) times so the user sees the numbers flashing. That's what I do for a dice game I wrote; it's much quicker and easier.

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            stephen darling
            wrote on last edited by
            #8

            PIEBALDconsult wrote:

            I can't stand games that waste time doing crap like that.

            Maybee. I do see where your comming from, but the idea is to design a realistic and working mini roulette game, so the spinning wheel is a real big part of it. Also, this is just a fun app, and a doubt many other people will use it. The main idea for this is a learning curve for a beginner, and not so much the spinning wheel, but the fact that I can learn how to spin the wheel realisticaly, which may be usefull for other stuff. but thank you for your point of view! Steve

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            • R Rob Philpott

              Yes, WPF makes things like that considerably easier. No concern though. First thing to do is rotate the image, which is presumably represented as a bitmap in code. Get to the graphics object, and that's got two methods TranslateTransform and RotateTransform (as I recall) which should do the rotation. If everything's perfectly circular you may not need the translate transform. Then, create a method which rotates the image as needed. I'd probably create a custom control for just this purpose. You'll have to use the System.Windows.Forms timer to update the angle in such a way to make it look like real movement.

              Regards, Rob Philpott.

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              stephen darling
              wrote on last edited by
              #9

              Rob Philpott wrote:

              Yes, WPF makes things like that considerably easier.

              I am excited to get started with WPF, however, I think I should get through my "Head First C#" Book first, and learn C# properly. I will look into what you have sugested, and see if I can get something going. Thank you for the sugestion, Regards, Stephen

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              • P PIEBALDconsult

                38 in the U.S. -- 00 .

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                Marcus_2
                wrote on last edited by
                #10

                PIEBALDconsult wrote:

                38 in the U.S. -- 00 .

                0 for the casino. 00 for the government? :confused: ;)

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                • S stephen darling

                  Hi, I was just woundering if anyone knows how I would do this... I have an image of a roulette wheel, and I would like to animate it as it was spinning, faster to slower and then stop. How would I achive this using c# and winforms, as I am not ready to delve into WPF just yet? Thank you, Kind Regards, Steve

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                  SledgeHammer01
                  wrote on last edited by
                  #11

                  You should just bite the bullet and learn WPF. Doing this in, well, GDI/GDI+ is the correct term here since Winforms has nothing to do with your question, will require you to worry about such silly things as multi-threading, timers, double buffering, geometry, etc and you'll have to write a lot of code. In WPF, you just attach an animation that animates the rotation angle from 0 to 360 degrees and you're done. 5 minute job max. ZERO code as it can all be done with one line of XAML.

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                  • S SledgeHammer01

                    You should just bite the bullet and learn WPF. Doing this in, well, GDI/GDI+ is the correct term here since Winforms has nothing to do with your question, will require you to worry about such silly things as multi-threading, timers, double buffering, geometry, etc and you'll have to write a lot of code. In WPF, you just attach an animation that animates the rotation angle from 0 to 360 degrees and you're done. 5 minute job max. ZERO code as it can all be done with one line of XAML.

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                    stephen darling
                    wrote on last edited by
                    #12

                    SledgeHammer01 wrote:

                    You should just bite the bullet and learn WPF.

                    What? While learning C#?

                    SledgeHammer01 wrote:

                    one line of XAML.

                    Could you show one line that does this? Either way, I am starting to lean toward the idea of WPF. Thank you, Steve

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                    • S stephen darling

                      SledgeHammer01 wrote:

                      You should just bite the bullet and learn WPF.

                      What? While learning C#?

                      SledgeHammer01 wrote:

                      one line of XAML.

                      Could you show one line that does this? Either way, I am starting to lean toward the idea of WPF. Thank you, Steve

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                      SledgeHammer01
                      wrote on last edited by
                      #13

                      See DoubleAnimation http://msdn.microsoft.com/en-us/library/system.windows.media.animation.doubleanimation.aspx[^]. Ok, its a little more then one line :), but here is an easy example of animating the rotation transform http://www.galasoft.ch/mydotnet/articles/article-2006102701.aspx[^]

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                      • M Marcus_2

                        PIEBALDconsult wrote:

                        38 in the U.S. -- 00 .

                        0 for the casino. 00 for the government? :confused: ;)

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                        PIEBALDconsult
                        wrote on last edited by
                        #14

                        Heck no, the guv'mint takes more than that.

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                        • S SledgeHammer01

                          See DoubleAnimation http://msdn.microsoft.com/en-us/library/system.windows.media.animation.doubleanimation.aspx[^]. Ok, its a little more then one line :), but here is an easy example of animating the rotation transform http://www.galasoft.ch/mydotnet/articles/article-2006102701.aspx[^]

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                          stephen darling
                          wrote on last edited by
                          #15

                          Thank you, That has gave me something to look over the weekend. Regards, Stephen

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                          • S stephen darling

                            Hi, I was just woundering if anyone knows how I would do this... I have an image of a roulette wheel, and I would like to animate it as it was spinning, faster to slower and then stop. How would I achive this using c# and winforms, as I am not ready to delve into WPF just yet? Thank you, Kind Regards, Steve

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                            Alan Balkany
                            wrote on last edited by
                            #16

                            For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

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                            • A Alan Balkany

                              For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

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                              stephen darling
                              wrote on last edited by
                              #17

                              Alan Balkany wrote:

                              For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

                              This sounds like a very interesting idea, however, I would not have a clue where to start by doing this. Would you possibly be able to provide a little more information please? Thank you, Regards, Stephen

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                              • S stephen darling

                                Alan Balkany wrote:

                                For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

                                This sounds like a very interesting idea, however, I would not have a clue where to start by doing this. Would you possibly be able to provide a little more information please? Thank you, Regards, Stephen

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                                Alan Balkany
                                wrote on last edited by
                                #18

                                This http://www.blackpawn.com/texts/blur/default.html[^] gives basic blurring algorithms, but they're rectangle-oriented, and you need to adapt them for rotation. So, instead of averaging in a rectangular region for each pixel, you'd use an arc representing a fraction of the roulette wheel's rotation, at the pixel's distance from the center +/- a delta constant.

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                                • A Alan Balkany

                                  This http://www.blackpawn.com/texts/blur/default.html[^] gives basic blurring algorithms, but they're rectangle-oriented, and you need to adapt them for rotation. So, instead of averaging in a rectangular region for each pixel, you'd use an arc representing a fraction of the roulette wheel's rotation, at the pixel's distance from the center +/- a delta constant.

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                                  stephen darling
                                  wrote on last edited by
                                  #19

                                  Thank you, I will look into this. Regards, Stephen

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