Signed-off-by: Matt Bruce <mbrucedogs@gmail.com>

This commit is contained in:
Matt Bruce 2026-01-24 16:06:36 -06:00
parent 833841dcdd
commit b08acb9012
6 changed files with 161 additions and 74 deletions

View File

@ -4443,10 +4443,6 @@
}
}
},
"TAP" : {
"comment" : "Text displayed as an overlay on the card during the interactive reveal state, instructing the user to tap.",
"isCommentAutoGenerated" : true
},
"Tap Deal to start the round" : {
"comment" : "Instructional text for new players.",
"extractionState" : "stale",

View File

@ -312,6 +312,7 @@ struct GameTableView: View, SherpaDelegate {
bettedOnPlayer: state.bettedOnPlayer,
isDealing: isDealing,
screenSize: screenSize,
totalBetAmount: state.totalBetAmount,
onReveal: { state.revealCurrentCard() },
onUpdateProgress: { state.updateRevealProgress($0) }
)
@ -321,16 +322,15 @@ struct GameTableView: View, SherpaDelegate {
Spacer(minLength: 0)
// Betting table
// Betting table - completely hidden during dealing
if !isDealing {
BettingTableView(
gameState: state,
selectedChip: selectedChip
)
.frame(maxWidth: maxContentWidth)
.padding(.horizontal, Design.Spacing.medium)
.opacity(isDealing ? (state.isWaitingForReveal ? 0.1 : 0.3) : 1.0)
.blur(radius: isDealing ? (state.isWaitingForReveal ? 3 : 1.5) : 0)
.scaleEffect(isDealing && state.isWaitingForReveal ? 0.95 : 1.0)
.transition(.opacity)
.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
// Betting hint (static, below table, above chips)
@ -344,6 +344,7 @@ struct GameTableView: View, SherpaDelegate {
.padding(.vertical, Design.Spacing.small)
.debugBorder(showDebugBorders, color: .purple, label: "Hint")
}
}
Spacer(minLength: Design.Spacing.xSmall)
@ -424,6 +425,7 @@ struct GameTableView: View, SherpaDelegate {
bettedOnPlayer: state.bettedOnPlayer,
isDealing: isDealing,
screenSize: screenSize,
totalBetAmount: state.totalBetAmount,
onReveal: { state.revealCurrentCard() },
onUpdateProgress: { state.updateRevealProgress($0) }
)
@ -446,16 +448,15 @@ struct GameTableView: View, SherpaDelegate {
.debugBorder(showDebugBorders, color: .yellow, label: "Spacer3")
}
// Betting table
// Betting table - completely hidden during dealing
if !isDealing {
BettingTableView(
gameState: state,
selectedChip: selectedChip
)
.frame(maxWidth: isLargeScreen ? maxContentWidth : .infinity)
.padding(.horizontal, Design.Spacing.medium)
.opacity(isDealing ? (state.isWaitingForReveal ? 0.1 : 0.3) : 1.0)
.blur(radius: isDealing ? (state.isWaitingForReveal ? 3 : 1.5) : 0)
.scaleEffect(isDealing && state.isWaitingForReveal ? 0.95 : 1.0)
.transition(.opacity)
.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
// Betting hint (static, below table, above chips)
@ -469,6 +470,7 @@ struct GameTableView: View, SherpaDelegate {
.padding(.vertical, Design.Spacing.small)
.debugBorder(showDebugBorders, color: .purple, label: "Hint")
}
}
// Chip selector - only shown during betting phase
if state.currentPhase == .betting && !state.showResultBanner {

View File

@ -34,6 +34,8 @@ struct CardsDisplayArea: View {
let isDealing: Bool
/// Full screen size for calculating card width in dealing mode.
let screenSize: CGSize
/// Total bet amount to display below the bottom hand during dealing.
let totalBetAmount: Int
let onReveal: () -> Void
let onUpdateProgress: (Double) -> Void
@ -164,6 +166,9 @@ struct CardsDisplayArea: View {
playerHandSection(width: handSectionWidth)
.matchedGeometryEffect(id: "player", in: animation)
// Bet amount below the bottom hand
betAmountDisplay
} else {
playerHandSection(width: handSectionWidth)
.matchedGeometryEffect(id: "player", in: animation)
@ -173,6 +178,9 @@ struct CardsDisplayArea: View {
bankerHandSection(width: handSectionWidth)
.matchedGeometryEffect(id: "banker", in: animation)
// Bet amount below the bottom hand
betAmountDisplay
}
}
} else {
@ -199,18 +207,39 @@ struct CardsDisplayArea: View {
}
}
)
// Only show background in betting phase (horizontal layout)
.background(
Group {
if !isDealing {
RoundedRectangle(cornerRadius: Design.CornerRadius.xLarge)
.fill(Color.black.opacity(isWaitingForReveal ? 0.05 : Design.Opacity.quarter))
.fill(Color.black.opacity(Design.Opacity.quarter))
.accessibilityHidden(true)
}
}
)
.debugBorder(showDebugBorders, color: .mint, label: "HandsContainer")
.animation(.spring(duration: 0.6, bounce: 0.2), value: isDealing)
.animation(.spring(duration: 0.5, bounce: 0.15), value: playerOnBottom)
.animation(.easeOut(duration: 0.5), value: isDealing)
.animation(.easeOut(duration: 0.4), value: playerOnBottom)
}
// MARK: - Private Views
/// Bet amount display shown below the bottom hand during dealing.
@ViewBuilder
private var betAmountDisplay: some View {
if totalBetAmount > 0 {
HStack(spacing: Design.Spacing.xSmall) {
Image(systemName: "dollarsign.circle.fill")
.font(.system(size: Design.BaseFontSize.xLarge))
.foregroundStyle(.yellow)
Text("\(totalBetAmount)")
.font(.system(size: Design.BaseFontSize.medium, weight: .bold, design: .rounded))
.foregroundStyle(.yellow)
}
.padding(.top, Design.Spacing.medium)
}
}
private func playerHandSection(width: CGFloat) -> some View {
// Calculate value from face-up cards
let visibleValue: Int = {
@ -336,6 +365,7 @@ struct CardsDisplayArea: View {
bettedOnPlayer: nil,
isDealing: false,
screenSize: CGSize(width: 400, height: 800),
totalBetAmount: 0,
onReveal: {},
onUpdateProgress: { _ in }
)
@ -370,6 +400,7 @@ struct CardsDisplayArea: View {
bettedOnPlayer: true,
isDealing: true,
screenSize: CGSize(width: 400, height: 800),
totalBetAmount: 150,
onReveal: {},
onUpdateProgress: { _ in }
)
@ -406,6 +437,7 @@ struct CardsDisplayArea: View {
bettedOnPlayer: false,
isDealing: true,
screenSize: CGSize(width: 400, height: 800),
totalBetAmount: 250,
onReveal: {},
onUpdateProgress: { _ in }
)

View File

@ -148,6 +148,7 @@ struct CompactHandView: View {
}
.frame(height: cardHeight)
.frame(maxWidth: .infinity)
.padding(.vertical, isWinner ? Design.Spacing.small : 0)
.background(winnerBorder)
.overlay(alignment: .bottom) {
winBadge
@ -184,6 +185,7 @@ struct CompactHandView: View {
revealStyle: revealStyle,
isWaiting: isWaitingForReveal && currentRevealIndex == revealIndex,
progress: currentRevealIndex == revealIndex ? revealProgress : 0.0,
isBottomHand: isBottom,
onReveal: onReveal,
onUpdateProgress: onUpdateProgress
)

View File

@ -15,9 +15,19 @@ struct InteractiveCardView: View {
let revealStyle: RevealStyle
let isWaiting: Bool
let progress: Double
/// Whether this card is in the bottom (Home) hand - used for glow effect
let isBottomHand: Bool
let onReveal: () -> Void
let onUpdateProgress: (Double) -> Void
/// Whether to show the glowing animation around this card
private var showGlow: Bool {
isWaiting && !isFaceUp && isBottomHand && revealStyle != .auto
}
/// Animation state for the pulsing glow
@State private var glowPulse = false
var body: some View {
ZStack {
if revealStyle == .squeeze && !isFaceUp && isWaiting {
@ -26,14 +36,11 @@ struct InteractiveCardView: View {
width: cardWidth,
onReveal: onReveal
)
.modifier(GlowModifier(isActive: showGlow, glowPulse: glowPulse, cardWidth: cardWidth))
} else {
// Standard CardView (handles its own flip animation)
CardView(card: card, isFaceUp: isFaceUp, cardWidth: cardWidth)
.overlay {
if !isFaceUp && isWaiting && revealStyle == .tap {
revealInstructionOverlay(text: String(localized: "TAP"))
}
}
.modifier(GlowModifier(isActive: showGlow, glowPulse: glowPulse, cardWidth: cardWidth))
.onTapGesture {
if !isFaceUp && isWaiting && revealStyle == .tap {
onReveal()
@ -41,25 +48,68 @@ struct InteractiveCardView: View {
}
}
}
.onAppear {
if showGlow {
glowPulse = true
}
}
.onChange(of: showGlow) { _, newValue in
glowPulse = newValue
}
}
}
// MARK: - Glow Modifier
/// A view modifier that adds a pulsing glow effect around a card.
private struct GlowModifier: ViewModifier {
let isActive: Bool
let glowPulse: Bool
let cardWidth: CGFloat
/// Corner radius matching CasinoKit's CardView
private var cornerRadius: CGFloat {
cardWidth * 0.08
}
func body(content: Content) -> some View {
if isActive {
content
.overlay {
// Glow effect using multiple stroke layers
ZStack {
// Outer glow strokes (largest to smallest for layered glow)
RoundedRectangle(cornerRadius: cornerRadius)
.stroke(Color.orange.opacity(glowPulse ? 0.6 : 0.2), lineWidth: glowPulse ? 20 : 10)
.blur(radius: 10)
RoundedRectangle(cornerRadius: cornerRadius)
.stroke(Color.yellow.opacity(glowPulse ? 0.8 : 0.3), lineWidth: glowPulse ? 12 : 6)
.blur(radius: 6)
RoundedRectangle(cornerRadius: cornerRadius)
.stroke(Color.yellow.opacity(glowPulse ? 1.0 : 0.5), lineWidth: glowPulse ? 6 : 3)
.blur(radius: 3)
// Bright animated border (sharp, on top)
RoundedRectangle(cornerRadius: cornerRadius)
.strokeBorder(
LinearGradient(
colors: [.yellow, .white, .yellow],
startPoint: .topLeading,
endPoint: .bottomTrailing
),
lineWidth: glowPulse ? 4 : 3
)
}
}
.scaleEffect(glowPulse ? 1.02 : 1.0)
.animation(
.easeInOut(duration: 0.7).repeatForever(autoreverses: true),
value: glowPulse
)
} else {
content
}
private func revealInstructionOverlay(text: String) -> some View {
Text(text)
.font(.system(size: Design.BaseFontSize.small, weight: .black, design: .rounded))
.foregroundStyle(.white)
.padding(.horizontal, Design.Spacing.small)
.padding(.vertical, Design.Spacing.xxSmall)
.background(
Capsule()
.fill(Color.black.opacity(Design.Opacity.heavy))
.overlay(
Capsule()
.strokeBorder(.white.opacity(Design.Opacity.medium), lineWidth: 1)
)
)
.scaleEffect(isWaiting ? 1.0 : 0.8)
.opacity(isWaiting ? 1.0 : 0)
.animation(.interactiveSpring().repeatForever(), value: isWaiting)
.allowsHitTesting(false)
}
}

View File

@ -21,6 +21,11 @@ A feature-rich Baccarat (Punto Banco) app for iOS built with SwiftUI. Experience
- Animated card dealing with sound effects and haptics
- Automatic shoe reshuffling with burn card
### ⚙️ Settings & Customization
- Dealing animations toggle and adjustable dealing speed
- Card reveal style: Auto (instant flip), Tap (per-card), Squeeze (peek/drag reveal)
- Persistent preferences via iCloud sync
### 💰 Betting Options
#### Main Bets