Signed-off-by: Matt Bruce <mbrucedogs@gmail.com>
This commit is contained in:
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117
Baccarat/Models/ChipDenomination.swift
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117
Baccarat/Models/ChipDenomination.swift
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//
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// ChipDenomination.swift
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// Baccarat
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//
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// The available chip denominations with their properties.
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//
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import SwiftUI
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/// The available chip denominations.
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enum ChipDenomination: Int, CaseIterable, Identifiable {
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case ten = 10
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case twentyFive = 25
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case fifty = 50
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case hundred = 100
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case fiveHundred = 500
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case thousand = 1_000
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case fiveThousand = 5_000
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case tenThousand = 10_000
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case twentyFiveThousand = 25_000
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case fiftyThousand = 50_000
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case hundredThousand = 100_000
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var id: Int { rawValue }
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/// The display text for this denomination.
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var displayText: String {
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switch self {
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case .ten: return "10"
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case .twentyFive: return "25"
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case .fifty: return "50"
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case .hundred: return "100"
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case .fiveHundred: return "500"
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case .thousand: return "1K"
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case .fiveThousand: return "5K"
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case .tenThousand: return "10K"
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case .twentyFiveThousand: return "25K"
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case .fiftyThousand: return "50K"
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case .hundredThousand: return "100K"
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}
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}
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/// The minimum balance required to show this chip in the selector.
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/// Higher chips unlock as you win more!
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var unlockBalance: Int {
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switch self {
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case .ten, .twentyFive, .fifty, .hundred: return 0 // Always available
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case .fiveHundred: return 500
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case .thousand: return 1_000
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case .fiveThousand: return 5_000
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case .tenThousand: return 10_000
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case .twentyFiveThousand: return 25_000
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case .fiftyThousand: return 50_000
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case .hundredThousand: return 100_000
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}
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}
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/// Whether this chip should be shown based on the player's balance.
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func isUnlocked(forBalance balance: Int) -> Bool {
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balance >= unlockBalance
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}
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/// Returns chips that should be visible for a given balance.
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static func availableChips(forBalance balance: Int) -> [ChipDenomination] {
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allCases.filter { $0.isUnlocked(forBalance: balance) }
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}
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/// The primary color for this chip.
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var primaryColor: Color {
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switch self {
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case .ten: return Color.Chip.tenBase
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case .twentyFive: return Color.Chip.twentyFiveBase
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case .fifty: return Color.Chip.fiftyBase
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case .hundred: return Color.Chip.hundredBase
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case .fiveHundred: return Color.Chip.fiveHundredBase
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case .thousand: return Color.Chip.thousandBase
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case .fiveThousand: return Color.Chip.fiveThousandBase
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case .tenThousand: return Color.Chip.tenThousandBase
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case .twentyFiveThousand: return Color.Chip.twentyFiveThousandBase
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case .fiftyThousand: return Color.Chip.fiftyThousandBase
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case .hundredThousand: return Color.Chip.hundredThousandBase
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}
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}
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/// The secondary/accent color for this chip.
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var secondaryColor: Color {
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switch self {
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case .ten: return Color.Chip.tenHighlight
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case .twentyFive: return Color.Chip.twentyFiveHighlight
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case .fifty: return Color.Chip.fiftyHighlight
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case .hundred: return Color.Chip.hundredHighlight
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case .fiveHundred: return Color.Chip.fiveHundredHighlight
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case .thousand: return Color.Chip.thousandHighlight
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case .fiveThousand: return Color.Chip.fiveThousandHighlight
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case .tenThousand: return Color.Chip.tenThousandHighlight
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case .twentyFiveThousand: return Color.Chip.twentyFiveThousandHighlight
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case .fiftyThousand: return Color.Chip.fiftyThousandHighlight
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case .hundredThousand: return Color.Chip.hundredThousandHighlight
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}
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}
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/// The edge stripe color for this chip.
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var stripeColor: Color {
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switch self {
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case .ten, .twentyFive, .fifty: return .white
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case .hundred: return Color.Chip.goldStripe
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case .fiveHundred: return .white
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case .thousand: return .black
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case .fiveThousand: return Color.Chip.goldStripe
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case .tenThousand: return .white
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case .twentyFiveThousand: return Color.Chip.goldStripe
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case .fiftyThousand: return Color.Chip.darkStripe
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case .hundredThousand: return Color.Chip.goldRubyStripe
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}
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}
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}
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@ -1,291 +0,0 @@
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//
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// ChipView.swift
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// Baccarat
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//
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// Casino-style betting chips with realistic design.
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//
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import SwiftUI
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/// The available chip denominations.
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enum ChipDenomination: Int, CaseIterable, Identifiable {
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case ten = 10
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case twentyFive = 25
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case fifty = 50
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case hundred = 100
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case fiveHundred = 500
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case thousand = 1_000
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case fiveThousand = 5_000
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case tenThousand = 10_000
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case twentyFiveThousand = 25_000
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case fiftyThousand = 50_000
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case hundredThousand = 100_000
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var id: Int { rawValue }
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/// The display text for this denomination.
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var displayText: String {
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switch self {
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case .ten: return "10"
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case .twentyFive: return "25"
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case .fifty: return "50"
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case .hundred: return "100"
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case .fiveHundred: return "500"
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case .thousand: return "1K"
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case .fiveThousand: return "5K"
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case .tenThousand: return "10K"
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case .twentyFiveThousand: return "25K"
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case .fiftyThousand: return "50K"
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case .hundredThousand: return "100K"
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}
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}
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/// The minimum balance required to show this chip in the selector.
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/// Higher chips unlock as you win more!
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var unlockBalance: Int {
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switch self {
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case .ten, .twentyFive, .fifty, .hundred: return 0 // Always available
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case .fiveHundred: return 500
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case .thousand: return 1_000
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case .fiveThousand: return 5_000
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case .tenThousand: return 10_000
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case .twentyFiveThousand: return 25_000
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case .fiftyThousand: return 50_000
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case .hundredThousand: return 100_000
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}
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}
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/// Whether this chip should be shown based on the player's balance.
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func isUnlocked(forBalance balance: Int) -> Bool {
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balance >= unlockBalance
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}
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/// Returns chips that should be visible for a given balance.
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static func availableChips(forBalance balance: Int) -> [ChipDenomination] {
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allCases.filter { $0.isUnlocked(forBalance: balance) }
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}
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/// The primary color for this chip.
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var primaryColor: Color {
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switch self {
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case .ten: return Color.Chip.tenBase
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case .twentyFive: return Color.Chip.twentyFiveBase
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case .fifty: return Color.Chip.fiftyBase
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case .hundred: return Color.Chip.hundredBase
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case .fiveHundred: return Color.Chip.fiveHundredBase
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case .thousand: return Color.Chip.thousandBase
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case .fiveThousand: return Color.Chip.fiveThousandBase
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case .tenThousand: return Color.Chip.tenThousandBase
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case .twentyFiveThousand: return Color.Chip.twentyFiveThousandBase
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case .fiftyThousand: return Color.Chip.fiftyThousandBase
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case .hundredThousand: return Color.Chip.hundredThousandBase
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}
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}
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/// The secondary/accent color for this chip.
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var secondaryColor: Color {
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switch self {
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case .ten: return Color.Chip.tenHighlight
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case .twentyFive: return Color.Chip.twentyFiveHighlight
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case .fifty: return Color.Chip.fiftyHighlight
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case .hundred: return Color.Chip.hundredHighlight
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case .fiveHundred: return Color.Chip.fiveHundredHighlight
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case .thousand: return Color.Chip.thousandHighlight
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case .fiveThousand: return Color.Chip.fiveThousandHighlight
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case .tenThousand: return Color.Chip.tenThousandHighlight
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case .twentyFiveThousand: return Color.Chip.twentyFiveThousandHighlight
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case .fiftyThousand: return Color.Chip.fiftyThousandHighlight
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case .hundredThousand: return Color.Chip.hundredThousandHighlight
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}
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}
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/// The edge stripe color for this chip.
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var stripeColor: Color {
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switch self {
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case .ten, .twentyFive, .fifty: return .white
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case .hundred: return Color.Chip.goldStripe
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case .fiveHundred: return .white
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case .thousand: return .black
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case .fiveThousand: return Color.Chip.goldStripe
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case .tenThousand: return .white
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case .twentyFiveThousand: return Color.Chip.goldStripe
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case .fiftyThousand: return Color.Chip.darkStripe
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case .hundredThousand: return Color.Chip.goldRubyStripe
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}
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}
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}
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/// A realistic casino-style betting chip.
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struct ChipView: View {
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let denomination: ChipDenomination
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let size: CGFloat
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var isSelected: Bool = false
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init(denomination: ChipDenomination, size: CGFloat = 60, isSelected: Bool = false) {
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self.denomination = denomination
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self.size = size
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self.isSelected = isSelected
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}
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var body: some View {
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ZStack {
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// Base circle with gradient
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Circle()
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.fill(
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RadialGradient(
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colors: [
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denomination.secondaryColor,
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denomination.primaryColor,
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denomination.primaryColor.opacity(0.8)
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],
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center: .topLeading,
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startRadius: 0,
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endRadius: size
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)
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)
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// Edge stripes pattern
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ChipEdgePattern(stripeColor: denomination.stripeColor)
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.clipShape(.circle)
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// Inner circle
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Circle()
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.fill(
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RadialGradient(
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colors: [
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denomination.secondaryColor,
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denomination.primaryColor
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],
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center: .topLeading,
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startRadius: 0,
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endRadius: size * 0.4
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)
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)
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.frame(width: size * 0.65, height: size * 0.65)
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// Inner border
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Circle()
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.strokeBorder(
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denomination.stripeColor.opacity(0.8),
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lineWidth: 2
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)
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.frame(width: size * 0.65, height: size * 0.65)
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// Denomination text
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Text(denomination.displayText)
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.font(.system(size: size * 0.25, weight: .heavy, design: .rounded))
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.foregroundStyle(denomination.stripeColor)
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.shadow(color: .black.opacity(0.3), radius: 1, x: 1, y: 1)
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// Outer border
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Circle()
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.strokeBorder(
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LinearGradient(
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colors: [
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Color.white.opacity(0.4),
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Color.black.opacity(0.3)
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],
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startPoint: .topLeading,
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endPoint: .bottomTrailing
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),
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lineWidth: 2
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)
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// Selection glow
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if isSelected {
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Circle()
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.strokeBorder(Color.yellow, lineWidth: 3)
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.frame(width: size + 6, height: size + 6)
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}
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}
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.frame(width: size, height: size)
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.shadow(color: .black.opacity(0.4), radius: isSelected ? 8 : 4, x: 2, y: 3)
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.scaleEffect(isSelected ? 1.1 : 1.0)
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.animation(.spring(duration: 0.2), value: isSelected)
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}
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}
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/// The edge stripe pattern for chips.
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struct ChipEdgePattern: View {
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let stripeColor: Color
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var body: some View {
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Canvas { context, size in
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let center = CGPoint(x: size.width / 2, y: size.height / 2)
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let radius = min(size.width, size.height) / 2
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let stripeCount = 16
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let stripeWidth: CGFloat = 6
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for i in 0..<stripeCount {
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let angle = Double(i) * (360.0 / Double(stripeCount)) * .pi / 180
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let innerRadius = radius * 0.75
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let outerRadius = radius * 0.98
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let startX = center.x + cos(angle) * innerRadius
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let startY = center.y + sin(angle) * innerRadius
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let endX = center.x + cos(angle) * outerRadius
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let endY = center.y + sin(angle) * outerRadius
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var path = Path()
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path.move(to: CGPoint(x: startX, y: startY))
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path.addLine(to: CGPoint(x: endX, y: endY))
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context.stroke(
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path,
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with: .color(stripeColor),
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lineWidth: stripeWidth
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)
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}
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}
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}
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}
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/// A stack of chips showing a bet amount.
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struct ChipStackView: View {
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let amount: Int
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let maxChips: Int = 5
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private var chipBreakdown: [(ChipDenomination, Int)] {
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var remaining = amount
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var result: [(ChipDenomination, Int)] = []
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for denom in ChipDenomination.allCases.reversed() {
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let count = remaining / denom.rawValue
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if count > 0 {
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result.append((denom, min(count, maxChips)))
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remaining -= count * denom.rawValue
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}
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}
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return result
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}
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var body: some View {
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ZStack {
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ForEach(chipBreakdown.indices, id: \.self) { index in
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let (denom, _) = chipBreakdown[index]
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ChipView(denomination: denom, size: 40)
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.offset(y: CGFloat(-index * 4))
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}
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}
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}
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}
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#Preview {
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ZStack {
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Color.Table.preview
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.ignoresSafeArea()
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VStack(spacing: Design.Spacing.xxxLarge) {
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HStack(spacing: Design.Spacing.xLarge) {
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ForEach(ChipDenomination.allCases) { denom in
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ChipView(denomination: denom, size: Design.Size.chipSelector)
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}
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}
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ChipView(denomination: .hundred, size: 80, isSelected: true)
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}
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}
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}
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62
Baccarat/Views/Chips/ChipEdgePattern.swift
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62
Baccarat/Views/Chips/ChipEdgePattern.swift
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//
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// ChipEdgePattern.swift
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// Baccarat
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//
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// The edge stripe pattern for casino chips.
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//
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import SwiftUI
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/// The edge stripe pattern for chips.
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struct ChipEdgePattern: View {
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let stripeColor: Color
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// MARK: - Layout Constants
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private let stripeCount = 16
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private let stripeWidth: CGFloat = 6
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private let innerRadiusRatio: CGFloat = 0.75
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private let outerRadiusRatio: CGFloat = 0.98
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var body: some View {
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Canvas { context, size in
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let center = CGPoint(x: size.width / 2, y: size.height / 2)
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let radius = min(size.width, size.height) / 2
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for i in 0..<stripeCount {
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let angle = Double(i) * (360.0 / Double(stripeCount)) * .pi / 180
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let innerRadius = radius * innerRadiusRatio
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let outerRadius = radius * outerRadiusRatio
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let startX = center.x + cos(angle) * innerRadius
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let startY = center.y + sin(angle) * innerRadius
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let endX = center.x + cos(angle) * outerRadius
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let endY = center.y + sin(angle) * outerRadius
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var path = Path()
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path.move(to: CGPoint(x: startX, y: startY))
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path.addLine(to: CGPoint(x: endX, y: endY))
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context.stroke(
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path,
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with: .color(stripeColor),
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lineWidth: stripeWidth
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)
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}
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}
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||||
}
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}
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#Preview {
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ZStack {
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Color.Table.preview
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.ignoresSafeArea()
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ChipEdgePattern(stripeColor: .white)
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.frame(width: 100, height: 100)
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.clipShape(.circle)
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.background(Circle().fill(.red))
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}
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}
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104
Baccarat/Views/Chips/ChipOnTable.swift
Normal file
104
Baccarat/Views/Chips/ChipOnTable.swift
Normal file
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//
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// ChipOnTable.swift
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// Baccarat
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//
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// A simplified chip display for showing bets on the table.
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//
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import SwiftUI
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/// A simplified chip for displaying bets on the table.
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struct ChipOnTable: View {
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let amount: Int
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var showMax: Bool = false
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// MARK: - Layout Constants
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// Fixed sizes: chip face has strict space constraints
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private let chipSize = Design.Size.chipSmall
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private let innerRingSize: CGFloat = 26
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private let gradientEndRadius: CGFloat = 20
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private let maxBadgeFontSize = Design.BaseFontSize.xxSmall
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private let maxBadgeOffsetX: CGFloat = 6
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private let maxBadgeOffsetY: CGFloat = -4
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||||
// MARK: - Computed Properties
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private var chipColor: Color {
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switch amount {
|
||||
case 0..<50: return .blue
|
||||
case 50..<100: return .orange
|
||||
case 100..<500: return .black
|
||||
case 500..<1000: return .purple
|
||||
default: return Color.Chip.gold
|
||||
}
|
||||
}
|
||||
|
||||
private var displayText: String {
|
||||
amount >= 1000 ? "\(amount / 1000)K" : "\(amount)"
|
||||
}
|
||||
|
||||
private var textFontSize: CGFloat {
|
||||
amount >= 1000 ? Design.BaseFontSize.small : 11
|
||||
}
|
||||
|
||||
// MARK: - Body
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
Circle()
|
||||
.fill(
|
||||
RadialGradient(
|
||||
colors: [chipColor.opacity(0.9), chipColor],
|
||||
center: .topLeading,
|
||||
startRadius: 0,
|
||||
endRadius: gradientEndRadius
|
||||
)
|
||||
)
|
||||
.frame(width: chipSize, height: chipSize)
|
||||
|
||||
Circle()
|
||||
.strokeBorder(Color.white.opacity(Design.Opacity.heavy), lineWidth: Design.LineWidth.medium)
|
||||
.frame(width: chipSize, height: chipSize)
|
||||
|
||||
Circle()
|
||||
.strokeBorder(Color.white.opacity(Design.Opacity.light), lineWidth: Design.LineWidth.thin)
|
||||
.frame(width: innerRingSize, height: innerRingSize)
|
||||
|
||||
Text(displayText)
|
||||
.font(.system(size: textFontSize, weight: .bold))
|
||||
.foregroundStyle(.white)
|
||||
}
|
||||
.shadow(color: .black.opacity(Design.Opacity.light), radius: Design.Shadow.radiusSmall, x: 1, y: 2)
|
||||
.overlay(alignment: .topTrailing) {
|
||||
if showMax {
|
||||
Text("MAX")
|
||||
.font(.system(size: maxBadgeFontSize, weight: .black))
|
||||
.foregroundStyle(.white)
|
||||
.padding(.horizontal, Design.Spacing.xSmall)
|
||||
.padding(.vertical, Design.Spacing.xxSmall)
|
||||
.background(
|
||||
Capsule()
|
||||
.fill(Color.red)
|
||||
)
|
||||
.offset(x: maxBadgeOffsetX, y: maxBadgeOffsetY)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
ZStack {
|
||||
Color.Table.preview
|
||||
.ignoresSafeArea()
|
||||
|
||||
HStack(spacing: Design.Spacing.xLarge) {
|
||||
ChipOnTable(amount: 25)
|
||||
ChipOnTable(amount: 100)
|
||||
ChipOnTable(amount: 500)
|
||||
ChipOnTable(amount: 1000)
|
||||
ChipOnTable(amount: 5000, showMax: true)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
64
Baccarat/Views/Chips/ChipStackView.swift
Normal file
64
Baccarat/Views/Chips/ChipStackView.swift
Normal file
@ -0,0 +1,64 @@
|
||||
//
|
||||
// ChipStackView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A stacked display of chips representing a bet amount.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
|
||||
/// A stack of chips showing a bet amount.
|
||||
struct ChipStackView: View {
|
||||
let amount: Int
|
||||
let maxChips: Int
|
||||
|
||||
// MARK: - Layout Constants
|
||||
|
||||
private let chipSize: CGFloat = 40
|
||||
private let stackOffset: CGFloat = 4
|
||||
|
||||
init(amount: Int, maxChips: Int = 5) {
|
||||
self.amount = amount
|
||||
self.maxChips = maxChips
|
||||
}
|
||||
|
||||
private var chipBreakdown: [(ChipDenomination, Int)] {
|
||||
var remaining = amount
|
||||
var result: [(ChipDenomination, Int)] = []
|
||||
|
||||
for denom in ChipDenomination.allCases.reversed() {
|
||||
let count = remaining / denom.rawValue
|
||||
if count > 0 {
|
||||
result.append((denom, min(count, maxChips)))
|
||||
remaining -= count * denom.rawValue
|
||||
}
|
||||
}
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
ForEach(chipBreakdown.indices, id: \.self) { index in
|
||||
let (denom, _) = chipBreakdown[index]
|
||||
ChipView(denomination: denom, size: chipSize)
|
||||
.offset(y: CGFloat(-index) * stackOffset)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
ZStack {
|
||||
Color.Table.preview
|
||||
.ignoresSafeArea()
|
||||
|
||||
HStack(spacing: Design.Spacing.xxxLarge) {
|
||||
ChipStackView(amount: 100)
|
||||
ChipStackView(amount: 550)
|
||||
ChipStackView(amount: 1500)
|
||||
ChipStackView(amount: 10_000)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
116
Baccarat/Views/Chips/ChipView.swift
Normal file
116
Baccarat/Views/Chips/ChipView.swift
Normal file
@ -0,0 +1,116 @@
|
||||
//
|
||||
// ChipView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A realistic casino-style betting chip.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
|
||||
/// A realistic casino-style betting chip.
|
||||
struct ChipView: View {
|
||||
let denomination: ChipDenomination
|
||||
let size: CGFloat
|
||||
var isSelected: Bool = false
|
||||
|
||||
init(denomination: ChipDenomination, size: CGFloat = 60, isSelected: Bool = false) {
|
||||
self.denomination = denomination
|
||||
self.size = size
|
||||
self.isSelected = isSelected
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
// Base circle with gradient
|
||||
Circle()
|
||||
.fill(
|
||||
RadialGradient(
|
||||
colors: [
|
||||
denomination.secondaryColor,
|
||||
denomination.primaryColor,
|
||||
denomination.primaryColor.opacity(0.8)
|
||||
],
|
||||
center: .topLeading,
|
||||
startRadius: 0,
|
||||
endRadius: size
|
||||
)
|
||||
)
|
||||
|
||||
// Edge stripes pattern
|
||||
ChipEdgePattern(stripeColor: denomination.stripeColor)
|
||||
.clipShape(.circle)
|
||||
|
||||
// Inner circle
|
||||
Circle()
|
||||
.fill(
|
||||
RadialGradient(
|
||||
colors: [
|
||||
denomination.secondaryColor,
|
||||
denomination.primaryColor
|
||||
],
|
||||
center: .topLeading,
|
||||
startRadius: 0,
|
||||
endRadius: size * 0.4
|
||||
)
|
||||
)
|
||||
.frame(width: size * 0.65, height: size * 0.65)
|
||||
|
||||
// Inner border
|
||||
Circle()
|
||||
.strokeBorder(
|
||||
denomination.stripeColor.opacity(0.8),
|
||||
lineWidth: Design.LineWidth.medium
|
||||
)
|
||||
.frame(width: size * 0.65, height: size * 0.65)
|
||||
|
||||
// Denomination text
|
||||
Text(denomination.displayText)
|
||||
.font(.system(size: size * 0.25, weight: .heavy, design: .rounded))
|
||||
.foregroundStyle(denomination.stripeColor)
|
||||
.shadow(color: .black.opacity(Design.Opacity.light), radius: 1, x: 1, y: 1)
|
||||
|
||||
// Outer border
|
||||
Circle()
|
||||
.strokeBorder(
|
||||
LinearGradient(
|
||||
colors: [
|
||||
Color.white.opacity(Design.Opacity.overlay),
|
||||
Color.black.opacity(Design.Opacity.light)
|
||||
],
|
||||
startPoint: .topLeading,
|
||||
endPoint: .bottomTrailing
|
||||
),
|
||||
lineWidth: Design.LineWidth.medium
|
||||
)
|
||||
|
||||
// Selection glow
|
||||
if isSelected {
|
||||
Circle()
|
||||
.strokeBorder(Color.yellow, lineWidth: Design.LineWidth.thick)
|
||||
.frame(width: size + 6, height: size + 6)
|
||||
}
|
||||
}
|
||||
.frame(width: size, height: size)
|
||||
.shadow(color: .black.opacity(Design.Opacity.overlay), radius: isSelected ? 8 : 4, x: 2, y: 3)
|
||||
.scaleEffect(isSelected ? 1.1 : 1.0)
|
||||
.animation(.spring(duration: 0.2), value: isSelected)
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
ZStack {
|
||||
Color.Table.preview
|
||||
.ignoresSafeArea()
|
||||
|
||||
VStack(spacing: Design.Spacing.xxxLarge) {
|
||||
HStack(spacing: Design.Spacing.xLarge) {
|
||||
ForEach(ChipDenomination.allCases) { denom in
|
||||
ChipView(denomination: denom, size: Design.Size.chipSelector)
|
||||
}
|
||||
}
|
||||
|
||||
ChipView(denomination: .hundred, size: 80, isSelected: true)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -450,86 +450,6 @@ struct PlayerBettingZone: View {
|
||||
}
|
||||
}
|
||||
|
||||
/// A chip displayed on the table showing bet amount.
|
||||
struct ChipOnTable: View {
|
||||
let amount: Int
|
||||
var showMax: Bool = false
|
||||
|
||||
// MARK: - Layout Constants
|
||||
// Fixed sizes: chip face has strict space constraints
|
||||
|
||||
private let chipSize = Design.Size.chipSmall
|
||||
private let innerRingSize: CGFloat = 26
|
||||
private let gradientEndRadius: CGFloat = 20
|
||||
private let maxBadgeFontSize = Design.BaseFontSize.xxSmall
|
||||
private let maxBadgeOffsetX: CGFloat = 6
|
||||
private let maxBadgeOffsetY: CGFloat = -4
|
||||
|
||||
// MARK: - Computed Properties
|
||||
|
||||
private var chipColor: Color {
|
||||
switch amount {
|
||||
case 0..<50: return .blue
|
||||
case 50..<100: return .orange
|
||||
case 100..<500: return .black
|
||||
case 500..<1000: return .purple
|
||||
default: return Color.Chip.gold
|
||||
}
|
||||
}
|
||||
|
||||
private var displayText: String {
|
||||
amount >= 1000 ? "\(amount / 1000)K" : "\(amount)"
|
||||
}
|
||||
|
||||
private var textFontSize: CGFloat {
|
||||
amount >= 1000 ? Design.BaseFontSize.small : 11
|
||||
}
|
||||
|
||||
// MARK: - Body
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
Circle()
|
||||
.fill(
|
||||
RadialGradient(
|
||||
colors: [chipColor.opacity(0.9), chipColor],
|
||||
center: .topLeading,
|
||||
startRadius: 0,
|
||||
endRadius: gradientEndRadius
|
||||
)
|
||||
)
|
||||
.frame(width: chipSize, height: chipSize)
|
||||
|
||||
Circle()
|
||||
.strokeBorder(Color.white.opacity(Design.Opacity.heavy), lineWidth: Design.LineWidth.medium)
|
||||
.frame(width: chipSize, height: chipSize)
|
||||
|
||||
Circle()
|
||||
.strokeBorder(Color.white.opacity(Design.Opacity.light), lineWidth: Design.LineWidth.thin)
|
||||
.frame(width: innerRingSize, height: innerRingSize)
|
||||
|
||||
Text(displayText)
|
||||
.font(.system(size: textFontSize, weight: .bold))
|
||||
.foregroundStyle(.white)
|
||||
}
|
||||
.shadow(color: .black.opacity(Design.Opacity.light), radius: Design.Shadow.radiusSmall, x: 1, y: 2)
|
||||
.overlay(alignment: .topTrailing) {
|
||||
if showMax {
|
||||
Text("MAX")
|
||||
.font(.system(size: maxBadgeFontSize, weight: .black))
|
||||
.foregroundStyle(.white)
|
||||
.padding(.horizontal, Design.Spacing.xSmall)
|
||||
.padding(.vertical, Design.Spacing.xxSmall)
|
||||
.background(
|
||||
Capsule()
|
||||
.fill(Color.red)
|
||||
)
|
||||
.offset(x: maxBadgeOffsetX, y: maxBadgeOffsetY)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
ZStack {
|
||||
Color.Table.baseDark
|
||||
|
||||
Loading…
Reference in New Issue
Block a user