CasinoGames/Baccarat/Views/GameTableView.swift

620 lines
22 KiB
Swift

//
// GameTableView.swift
// Baccarat
//
// The main baccarat table view with all game elements.
//
import SwiftUI
/// The main game table view containing all game elements.
struct GameTableView: View {
@State private var settings = GameSettings()
@State private var gameState: GameState?
@State private var selectedChip: ChipDenomination = .hundred
@State private var showSettings = false
private var state: GameState {
gameState ?? GameState(settings: settings)
}
private var playerIsWinner: Bool {
state.lastResult == .playerWins
}
private var bankerIsWinner: Bool {
state.lastResult == .bankerWins
}
private var isTie: Bool {
state.lastResult == .tie
}
var body: some View {
ZStack {
// Table background
TableBackgroundView()
// Main content
VStack(spacing: 0) {
// Top bar with balance and info
TopBarView(
balance: state.balance,
cardsRemaining: state.engine.shoe.cardsRemaining,
showCardsRemaining: settings.showCardsRemaining,
onReset: { state.resetGame() },
onSettings: { showSettings = true }
)
Spacer(minLength: 4)
// Cards display area
CardsDisplayArea(
playerCards: state.visiblePlayerCards,
bankerCards: state.visibleBankerCards,
playerCardsFaceUp: state.playerCardsFaceUp,
bankerCardsFaceUp: state.bankerCardsFaceUp,
playerValue: state.playerHandValue,
bankerValue: state.bankerHandValue,
playerIsWinner: playerIsWinner,
bankerIsWinner: bankerIsWinner,
isTie: isTie
)
Spacer(minLength: 4)
// Road map history
if settings.showHistory && !state.roundHistory.isEmpty {
RoadMapView(results: state.recentResults)
.padding(.horizontal)
}
Spacer(minLength: 8)
// Mini Baccarat betting table
MiniBaccaratTableView(
gameState: state,
selectedChip: selectedChip
)
.padding(.horizontal, 12)
Spacer(minLength: 8)
// Chip selector - shows higher chips as you win more!
ChipSelectorView(
selectedChip: $selectedChip,
balance: state.balance,
maxBet: state.maxBet
)
.padding(.bottom, 12)
// Action buttons
ActionButtonsView(
gameState: state,
onDeal: {
Task {
await state.deal()
}
},
onClear: { state.clearBets() },
onNewRound: { state.newRound() }
)
.padding(.horizontal)
.padding(.bottom, 4)
}
.safeAreaPadding(.bottom)
// Result banner overlay
if state.showResultBanner, let result = state.lastResult {
ResultBannerView(
result: result,
winnings: state.lastWinnings
)
.transition(.opacity)
// Confetti for wins
if state.lastWinnings > 0 {
ConfettiView()
}
}
// Game Over overlay when broke
if state.balance == 0 && state.currentBets.isEmpty && !state.isAnimating {
GameOverView(
roundsPlayed: state.roundHistory.count,
onPlayAgain: { state.resetGame() }
)
.transition(.opacity)
}
}
.onAppear {
if gameState == nil {
gameState = GameState(settings: settings)
}
}
.sheet(isPresented: $showSettings) {
SettingsView(settings: settings) {
// Apply settings when changed
gameState?.applySettings()
}
}
}
}
/// Game over screen shown when player runs out of money.
struct GameOverView: View {
let roundsPlayed: Int
let onPlayAgain: () -> Void
@State private var showContent = false
// MARK: - Layout Constants
private let iconSize = Design.FontSize.display
private let titleFontSize = Design.FontSize.largeTitle
private let messageFontSize = Design.FontSize.xLarge
private let statsFontSize: CGFloat = 17
private let buttonFontSize = Design.FontSize.xLarge
private let modalCornerRadius = Design.CornerRadius.xxxLarge
private let statsCornerRadius = Design.CornerRadius.large
private let cardPadding = Design.Spacing.xxxLarge
private let contentSpacing: CGFloat = 28
private let buttonHorizontalPadding: CGFloat = 48
private let buttonVerticalPadding: CGFloat = 18
// MARK: - Body
var body: some View {
ZStack {
// Solid dark backdrop - fully opaque
Color.black
.ignoresSafeArea()
// Modal card
VStack(spacing: contentSpacing) {
// Broke icon
Image(systemName: "creditcard.trianglebadge.exclamationmark")
.font(.system(size: iconSize))
.foregroundStyle(.red)
.symbolEffect(.pulse, options: .repeating)
// Title
Text("GAME OVER")
.font(.system(size: titleFontSize, weight: .black, design: .rounded))
.foregroundStyle(.white)
// Message
Text("You've run out of chips!")
.font(.system(size: messageFontSize, weight: .medium))
.foregroundStyle(.white.opacity(Design.Opacity.strong))
// Stats card
VStack(spacing: Design.Spacing.medium) {
HStack {
Text("Rounds Played")
.foregroundStyle(.white.opacity(Design.Opacity.medium))
Spacer()
Text("\(roundsPlayed)")
.bold()
.foregroundStyle(.white)
}
}
.font(.system(size: statsFontSize))
.padding()
.background(
RoundedRectangle(cornerRadius: statsCornerRadius)
.fill(Color.white.opacity(0.08))
.overlay(
RoundedRectangle(cornerRadius: statsCornerRadius)
.strokeBorder(Color.white.opacity(Design.Opacity.subtle), lineWidth: Design.LineWidth.thin)
)
)
.padding(.horizontal, Design.Spacing.xLarge)
// Play Again button
Button {
onPlayAgain()
} label: {
HStack(spacing: Design.Spacing.small) {
Image(systemName: "arrow.counterclockwise")
Text("Play Again")
}
.font(.system(size: buttonFontSize, weight: .bold))
.foregroundStyle(.black)
.padding(.horizontal, buttonHorizontalPadding)
.padding(.vertical, buttonVerticalPadding)
.background(
Capsule()
.fill(
LinearGradient(
colors: [Color.Button.goldLight, Color.Button.goldDark],
startPoint: .top,
endPoint: .bottom
)
)
)
.shadow(color: .yellow.opacity(Design.Opacity.light), radius: Design.Shadow.radiusXLarge)
}
.padding(.top, Design.Spacing.medium)
}
.padding(cardPadding)
.background(
RoundedRectangle(cornerRadius: modalCornerRadius)
.fill(
LinearGradient(
colors: [Color.Modal.backgroundLight, Color.Modal.backgroundDark],
startPoint: .top,
endPoint: .bottom
)
)
.overlay(
RoundedRectangle(cornerRadius: modalCornerRadius)
.strokeBorder(
LinearGradient(
colors: [
Color.red.opacity(Design.Opacity.medium),
Color.red.opacity(0.2)
],
startPoint: .topLeading,
endPoint: .bottomTrailing
),
lineWidth: Design.LineWidth.medium
)
)
)
.shadow(color: .red.opacity(0.2), radius: Design.Shadow.radiusXXLarge)
.padding(.horizontal, Design.Spacing.xxLarge)
.scaleEffect(showContent ? 1.0 : 0.8)
.opacity(showContent ? 1.0 : 0)
}
.onAppear {
withAnimation(.spring(duration: Design.Animation.springDuration, bounce: Design.Animation.springBounce)) {
showContent = true
}
}
}
}
/// The cards display area showing both hands.
struct CardsDisplayArea: View {
let playerCards: [Card]
let bankerCards: [Card]
let playerCardsFaceUp: [Bool]
let bankerCardsFaceUp: [Bool]
let playerValue: Int
let bankerValue: Int
let playerIsWinner: Bool
let bankerIsWinner: Bool
let isTie: Bool
var body: some View {
HStack(spacing: 32) {
// Player side
VStack(spacing: 10) {
// Label with value
HStack(spacing: 8) {
Text("PLAYER")
.font(.system(size: 14, weight: .bold, design: .rounded))
.foregroundStyle(.white)
if !playerCards.isEmpty && playerCardsFaceUp.contains(true) {
ValueBadge(value: playerValue, color: .blue)
}
}
.frame(height: 30)
// Cards
CompactHandView(
cards: playerCards,
cardsFaceUp: playerCardsFaceUp,
isWinner: playerIsWinner
)
}
// Banker side
VStack(spacing: 10) {
// Label with value
HStack(spacing: 8) {
Text("BANKER")
.font(.system(size: 14, weight: .bold, design: .rounded))
.foregroundStyle(.white)
if !bankerCards.isEmpty && bankerCardsFaceUp.contains(true) {
ValueBadge(value: bankerValue, color: .red)
}
}
.frame(height: 30)
// Cards
CompactHandView(
cards: bankerCards,
cardsFaceUp: bankerCardsFaceUp,
isWinner: bankerIsWinner
)
}
}
.padding(.top, 16)
.padding(.bottom, 14)
.padding(.horizontal, 20)
.background(
RoundedRectangle(cornerRadius: 14)
.fill(Color.black.opacity(0.25))
)
.padding(.horizontal)
}
}
/// A compact hand view showing cards in a row.
struct CompactHandView: View {
let cards: [Card]
let cardsFaceUp: [Bool]
let isWinner: Bool
var body: some View {
HStack(spacing: -12) {
if cards.isEmpty {
// Placeholders
ForEach(0..<2, id: \.self) { _ in
CardPlaceholderView(width: 45)
}
} else {
ForEach(cards.indices, id: \.self) { index in
let isFaceUp = index < cardsFaceUp.count ? cardsFaceUp[index] : false
CardView(
card: cards[index],
isFaceUp: isFaceUp,
cardWidth: 45
)
.zIndex(Double(index))
}
}
}
.padding(6)
.background(
RoundedRectangle(cornerRadius: 8)
.strokeBorder(
isWinner ? Color.yellow : Color.clear,
lineWidth: 2
)
)
.overlay(alignment: .bottom) {
if isWinner {
Text("WIN")
.font(.system(size: 10, weight: .black))
.foregroundStyle(.black)
.padding(.horizontal, 8)
.padding(.vertical, 2)
.background(
Capsule()
.fill(Color.yellow)
)
.offset(y: 10)
}
}
}
}
/// A small badge showing the hand value.
struct ValueBadge: View {
let value: Int
let color: Color
var body: some View {
Text("\(value)")
.font(.system(size: 15, weight: .black, design: .rounded))
.foregroundStyle(.white)
.frame(width: 26, height: 26)
.background(
Circle()
.fill(color)
)
}
}
/// The casino table background.
struct TableBackgroundView: View {
var body: some View {
ZStack {
// Base dark green
Color(red: 0.02, green: 0.15, blue: 0.08)
// Radial gradient for depth
RadialGradient(
colors: [
Color(red: 0.03, green: 0.25, blue: 0.12),
Color(red: 0.01, green: 0.12, blue: 0.06)
],
center: .center,
startRadius: 50,
endRadius: 500
)
// Subtle felt texture
FeltPatternView()
.opacity(0.03)
}
.ignoresSafeArea()
}
}
/// Subtle felt texture pattern.
struct FeltPatternView: View {
var body: some View {
Canvas { context, size in
for _ in 0..<2000 {
let x = Double.random(in: 0...size.width)
let y = Double.random(in: 0...size.height)
let dotSize = Double.random(in: 1...2)
let rect = CGRect(x: x, y: y, width: dotSize, height: dotSize)
context.fill(Path(ellipseIn: rect), with: .color(.white))
}
}
}
}
/// Top bar showing balance and game info.
struct TopBarView: View {
let balance: Int
let cardsRemaining: Int
let showCardsRemaining: Bool
let onReset: () -> Void
let onSettings: () -> Void
var body: some View {
HStack {
// Balance display
VStack(alignment: .leading, spacing: 2) {
Text("BALANCE")
.font(.system(size: 9, weight: .medium, design: .rounded))
.foregroundStyle(.white.opacity(0.6))
.tracking(1)
HStack(spacing: 4) {
Text("$")
.font(.system(size: 14, weight: .bold))
.foregroundStyle(.yellow.opacity(0.8))
Text(balance, format: .number)
.font(.system(size: 20, weight: .black, design: .rounded))
.foregroundStyle(.white)
.contentTransition(.numericText())
.animation(.spring(duration: 0.3), value: balance)
}
}
.padding(.horizontal, 14)
.padding(.vertical, 6)
.background(
Capsule()
.fill(Color.black.opacity(0.4))
)
Spacer()
// Cards remaining indicator (if enabled)
if showCardsRemaining {
HStack(spacing: 4) {
Image(systemName: "rectangle.portrait.on.rectangle.portrait.fill")
.font(.system(size: 12))
Text("\(cardsRemaining)")
.font(.system(size: 12, weight: .medium))
}
.foregroundStyle(.white.opacity(0.5))
Spacer()
}
// Settings button
Button("Settings", systemImage: "gearshape.fill", action: onSettings)
.labelStyle(.iconOnly)
.font(.system(size: 16))
.foregroundStyle(.white.opacity(0.6))
.padding(8)
.background(
Circle()
.fill(Color.black.opacity(0.4))
)
// Reset button
Button("Reset", systemImage: "arrow.counterclockwise", action: onReset)
.font(.system(size: 12, weight: .medium))
.foregroundStyle(.white.opacity(0.6))
.padding(.horizontal, 10)
.padding(.vertical, 6)
.background(
Capsule()
.fill(Color.black.opacity(0.4))
)
}
.padding(.horizontal)
.padding(.top, 4)
}
}
/// Action buttons for deal, clear, and new round.
struct ActionButtonsView: View {
@Bindable var gameState: GameState
let onDeal: () -> Void
let onClear: () -> Void
let onNewRound: () -> Void
var body: some View {
HStack(spacing: 12) {
if gameState.currentPhase == .betting {
// Clear bets button
Button("Clear", systemImage: "xmark.circle", action: onClear)
.font(.system(size: 14, weight: .semibold))
.foregroundStyle(.white)
.padding(.horizontal, 20)
.padding(.vertical, 12)
.background(
Capsule()
.fill(Color(red: 0.6, green: 0.2, blue: 0.2))
)
.opacity(gameState.currentBets.isEmpty ? 0.5 : 1.0)
.disabled(gameState.currentBets.isEmpty)
// Deal button
Button("Deal", systemImage: "play.fill", action: onDeal)
.font(.system(size: 16, weight: .bold))
.foregroundStyle(.black)
.padding(.horizontal, 32)
.padding(.vertical, 12)
.background(
Capsule()
.fill(
LinearGradient(
colors: [
Color(red: 1.0, green: 0.85, blue: 0.3),
Color(red: 0.9, green: 0.7, blue: 0.2)
],
startPoint: .top,
endPoint: .bottom
)
)
)
.shadow(color: .yellow.opacity(0.3), radius: 6)
.opacity(gameState.canDeal ? 1.0 : 0.5)
.disabled(!gameState.canDeal)
} else if gameState.currentPhase == .roundComplete {
// New round button
Button("New Round", systemImage: "arrow.right.circle", action: onNewRound)
.font(.system(size: 16, weight: .bold))
.foregroundStyle(.black)
.padding(.horizontal, 32)
.padding(.vertical, 12)
.background(
Capsule()
.fill(
LinearGradient(
colors: [
Color(red: 1.0, green: 0.85, blue: 0.3),
Color(red: 0.9, green: 0.7, blue: 0.2)
],
startPoint: .top,
endPoint: .bottom
)
)
)
.shadow(color: .yellow.opacity(0.3), radius: 6)
} else {
// Playing indicator
HStack(spacing: 6) {
ProgressView()
.tint(.white)
.scaleEffect(0.8)
Text("Dealing...")
.font(.system(size: 14, weight: .medium))
.foregroundStyle(.white.opacity(0.8))
}
.padding(.horizontal, 20)
.padding(.vertical, 12)
}
}
}
}
#Preview {
GameTableView()
}