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b6ba6264f7
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| 88d8c26865 |
@ -114,6 +114,19 @@ final class GameState: CasinoGameState {
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var isAnimating: Bool = false
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var showResultBanner: Bool = false
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// MARK: - Reveal State
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/// Whether the game is waiting for a user to reveal a card (Tap or Squeeze style).
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var isWaitingForReveal: Bool = false
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/// The index of the card currently being revealed (0-3 for initial, 4+ for others).
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var currentRevealIndex: Int = 0
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/// The progress of a squeeze reveal (0.0 to 1.0).
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var revealProgress: Double = 0.0
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/// Continuation to resume dealing after a manual reveal.
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private var revealContinuation: CheckedContinuation<Void, Never>?
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// MARK: - Computed Properties
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var totalBetAmount: Int {
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@ -607,6 +620,45 @@ final class GameState: CasinoGameState {
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return allBetTypes.map { betAmount(for: $0) }.min() ?? 0
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}
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func revealCurrentCard() {
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guard isWaitingForReveal else { return }
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isWaitingForReveal = false
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revealProgress = 1.0
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let continuation = revealContinuation
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revealContinuation = nil
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continuation?.resume()
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}
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/// Updates the progress of a squeeze reveal.
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func updateRevealProgress(_ progress: Double) {
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revealProgress = progress
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if progress >= 1.0 {
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revealCurrentCard()
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}
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}
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private func waitForReveal(index: Int) async {
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guard settings.showAnimations else { return }
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let isBottomSlot = index % 2 == 0
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let isInteractiveStyle = settings.revealStyle == .tap || settings.revealStyle == .squeeze
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if isInteractiveStyle && isBottomSlot {
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// Wait for user interaction only on Bottom (Home) cards
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currentRevealIndex = index
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revealProgress = 0.0
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isWaitingForReveal = true
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await withCheckedContinuation { continuation in
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revealContinuation = continuation
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}
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} else {
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// Auto-reveal for all cards in .auto style, and Top (Away) cards in interactive styles
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try? await Task.sleep(for: flipDelay)
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}
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}
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// MARK: - Betting Actions
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/// Places a bet of the specified amount on the given bet type.
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@ -666,6 +718,8 @@ final class GameState: CasinoGameState {
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func deal() async {
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guard canDeal else { return }
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let bottomIsPlayer = bettedOnPlayer ?? true
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isAnimating = true
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engine.prepareNewRound()
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@ -685,21 +739,34 @@ final class GameState: CasinoGameState {
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// Wait for layout animation to complete before dealing cards
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if settings.showAnimations {
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try? await Task.sleep(for: .seconds(1))
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// Increased from 1s to 1.25s for better stability on all devices
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try? await Task.sleep(for: .milliseconds(1250))
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}
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let initialCards = engine.dealInitialCards()
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// Check if animations are enabled
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if settings.showAnimations {
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// Animate dealing: P1, B1, P2, B2
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for (index, card) in initialCards.enumerated() {
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// Brief extra delay before the very first card deal starts
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try? await Task.sleep(for: .milliseconds(250))
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// Animate dealing: B1 (Bottom 1), T1 (Top 1), B2 (Bottom 2), T2 (Top 2)
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// Map slots to roles: (isPlayerRole, engineCardIndex)
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// engineCardIndex: 0=P1, 1=B1, 2=P2, 3=B2
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let dealSequence: [(isPlayer: Bool, cardIndex: Int)] = [
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(bottomIsPlayer, bottomIsPlayer ? 0 : 1), // B1
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(!bottomIsPlayer, bottomIsPlayer ? 1 : 0), // T1
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(bottomIsPlayer, bottomIsPlayer ? 2 : 3), // B2
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(!bottomIsPlayer, bottomIsPlayer ? 3 : 2) // T2
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]
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for (stepIndex, step) in dealSequence.enumerated() {
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try? await Task.sleep(for: dealDelay)
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// Play card deal sound
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sound.playCardDeal()
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if index % 2 == 0 {
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let card = initialCards[step.cardIndex]
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if step.isPlayer {
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visiblePlayerCards.append(card)
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playerCardsFaceUp.append(false)
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} else {
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@ -708,21 +775,29 @@ final class GameState: CasinoGameState {
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}
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}
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// Flip cards one by one instead of all at once
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for i in 0..<playerCardsFaceUp.count {
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// Flip player card
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try? await Task.sleep(for: flipDelay)
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sound.playCardFlip()
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playerCardsFaceUp[i] = true
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// Flip banker card
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try? await Task.sleep(for: flipDelay)
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sound.playCardFlip()
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bankerCardsFaceUp[i] = true
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// Reveal according to selected style
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switch settings.revealStyle {
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case .auto, .tap, .squeeze:
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// Sequential reveal: B1 -> T1 -> B2 -> T2
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for i in 0..<4 {
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await waitForReveal(index: i)
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sound.playCardFlip()
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let slotIndex = i / 2 // 0 for B1/T1, 1 for B2/T2
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let isBottom = i % 2 == 0
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if (isBottom && bottomIsPlayer) || (!isBottom && !bottomIsPlayer) {
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playerCardsFaceUp[slotIndex] = true
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} else {
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bankerCardsFaceUp[slotIndex] = true
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}
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}
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}
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// Pause to let user see initial totals
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try? await Task.sleep(for: resultDelay)
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if settings.revealStyle == .auto {
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try? await Task.sleep(for: resultDelay)
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}
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} else {
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// No animations - show all cards immediately
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for (index, card) in initialCards.enumerated() {
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@ -746,43 +821,89 @@ final class GameState: CasinoGameState {
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return
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}
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// Player third card
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currentPhase = .playerThirdCard
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if let playerThird = engine.drawPlayerThirdCard() {
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// --- THIRD CARD HANDLING ---
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// Slots: index 4 = B3, index 5 = T3
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let playerThird = engine.drawPlayerThirdCard()
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let bankerThird = engine.drawBankerThirdCard()
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// Slot B3
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let b3Card = bottomIsPlayer ? playerThird : bankerThird
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if let card = b3Card {
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if settings.showAnimations {
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try? await Task.sleep(for: dealDelay)
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sound.playCardDeal()
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visiblePlayerCards.append(playerThird)
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playerCardsFaceUp.append(false)
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try? await Task.sleep(for: flipDelay) // Using flipDelay for third card too
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sound.playCardFlip()
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playerCardsFaceUp[2] = true
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try? await Task.sleep(for: resultDelay)
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if bottomIsPlayer {
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visiblePlayerCards.append(card)
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playerCardsFaceUp.append(false)
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} else {
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visibleBankerCards.append(card)
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bankerCardsFaceUp.append(false)
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}
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} else {
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visiblePlayerCards.append(playerThird)
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playerCardsFaceUp.append(true)
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if bottomIsPlayer {
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visiblePlayerCards.append(card)
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playerCardsFaceUp.append(true)
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} else {
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visibleBankerCards.append(card)
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bankerCardsFaceUp.append(true)
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}
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}
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}
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// Banker third card
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currentPhase = .bankerThirdCard
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if let bankerThird = engine.drawBankerThirdCard() {
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// Slot T3
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let t3Card = bottomIsPlayer ? bankerThird : playerThird
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if let card = t3Card {
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if settings.showAnimations {
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try? await Task.sleep(for: dealDelay)
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sound.playCardDeal()
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visibleBankerCards.append(bankerThird)
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bankerCardsFaceUp.append(false)
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try? await Task.sleep(for: flipDelay) // Using flipDelay for third card too
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sound.playCardFlip()
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bankerCardsFaceUp[2] = true
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try? await Task.sleep(for: resultDelay)
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if bottomIsPlayer {
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visibleBankerCards.append(card)
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bankerCardsFaceUp.append(false)
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} else {
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visiblePlayerCards.append(card)
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playerCardsFaceUp.append(false)
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}
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} else {
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visibleBankerCards.append(bankerThird)
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bankerCardsFaceUp.append(true)
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if bottomIsPlayer {
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visibleBankerCards.append(card)
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bankerCardsFaceUp.append(true)
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} else {
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visiblePlayerCards.append(card)
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playerCardsFaceUp.append(true)
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}
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}
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}
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// Reveal 3rd cards in Slot order: B3 then T3
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if settings.showAnimations {
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// Reveal B3 (Reveal Index 4)
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if b3Card != nil {
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await waitForReveal(index: 4)
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sound.playCardFlip()
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if bottomIsPlayer {
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playerCardsFaceUp[2] = true
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} else {
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bankerCardsFaceUp[2] = true
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}
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if settings.revealStyle == .auto {
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try? await Task.sleep(for: resultDelay)
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}
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}
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// Reveal T3 (Reveal Index 5)
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if t3Card != nil {
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await waitForReveal(index: 5)
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sound.playCardFlip()
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if bottomIsPlayer {
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bankerCardsFaceUp[2] = true
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} else {
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playerCardsFaceUp[2] = true
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}
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if settings.revealStyle == .auto {
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try? await Task.sleep(for: resultDelay)
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}
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}
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}
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@ -34,6 +34,39 @@ enum DeckCount: Int, CaseIterable, Identifiable {
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}
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}
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/// The style used to reveal cards.
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enum RevealStyle: String, CaseIterable, Codable, Identifiable {
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case auto // Automatically reveal (original behavior)
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case tap // Tap each card to reveal
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case squeeze // Tap + Hold / Drag for pressure-based reveal
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var id: String { rawValue } // Keep Identifiable conformance for SwiftUI
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var displayName: String {
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switch self {
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case .auto: return String(localized: "Auto Reveal")
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case .tap: return String(localized: "Tap Reveal")
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case .squeeze: return String(localized: "Squeeze Reveal")
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}
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}
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var helpText: String {
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switch self {
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case .auto: return String(localized: "Cards flip automatically")
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case .tap: return String(localized: "Tap each card to reveal")
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case .squeeze: return String(localized: "Squeeze card to peek at value")
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}
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}
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var iconName: String {
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switch self {
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case .auto: return "bolt.fill"
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case .tap: return "hand.tap.fill"
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case .squeeze: return "hand.point.up.left.and.text"
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}
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}
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}
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// TableLimits is now provided by CasinoKit
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/// Observable settings class for Baccarat configuration.
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@ -74,6 +107,9 @@ final class GameSettings: GameSettingsProtocol {
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/// Speed of card dealing (uses CasinoDesign.DealingSpeed constants)
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var dealingSpeed: Double = CasinoDesign.DealingSpeed.normal
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/// The style used to reveal cards.
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var revealStyle: RevealStyle = .auto
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// MARK: - Display Settings
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/// Whether to show the cards remaining indicator.
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@ -110,6 +146,7 @@ final class GameSettings: GameSettingsProtocol {
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static let soundEnabled = "settings.soundEnabled"
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static let hapticsEnabled = "settings.hapticsEnabled"
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static let soundVolume = "settings.soundVolume"
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static let revealStyle = "settings.revealStyle"
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}
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// MARK: - iCloud
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@ -225,6 +262,11 @@ final class GameSettings: GameSettingsProtocol {
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if let volume = defaults.object(forKey: Keys.soundVolume) as? Float {
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self.soundVolume = volume
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}
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if let rawStyle = defaults.string(forKey: Keys.revealStyle),
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let style = RevealStyle(rawValue: rawStyle) {
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self.revealStyle = style
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}
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}
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/// Loads settings from iCloud.
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@ -276,6 +318,11 @@ final class GameSettings: GameSettingsProtocol {
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if let volume = store.object(forKey: Keys.soundVolume) as? Double {
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self.soundVolume = Float(volume)
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}
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if let rawStyle = store.string(forKey: Keys.revealStyle),
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let style = RevealStyle(rawValue: rawStyle) {
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self.revealStyle = style
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}
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}
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/// Saves settings to UserDefaults and iCloud.
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@ -293,6 +340,7 @@ final class GameSettings: GameSettingsProtocol {
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defaults.set(soundEnabled, forKey: Keys.soundEnabled)
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defaults.set(hapticsEnabled, forKey: Keys.hapticsEnabled)
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defaults.set(soundVolume, forKey: Keys.soundVolume)
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defaults.set(revealStyle.rawValue, forKey: Keys.revealStyle)
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// Also save to iCloud
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if iCloudAvailable, let store = iCloudStore {
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@ -307,6 +355,7 @@ final class GameSettings: GameSettingsProtocol {
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store.set(soundEnabled, forKey: Keys.soundEnabled)
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store.set(hapticsEnabled, forKey: Keys.hapticsEnabled)
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store.set(Double(soundVolume), forKey: Keys.soundVolume)
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store.set(revealStyle.rawValue, forKey: Keys.revealStyle)
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store.synchronize()
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}
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}
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@ -342,6 +391,7 @@ final class GameSettings: GameSettingsProtocol {
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soundEnabled = true
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hapticsEnabled = true
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soundVolume = 1.0
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revealStyle = .auto
|
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save()
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}
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}
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@ -723,6 +723,10 @@
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}
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}
|
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},
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"Auto Reveal" : {
|
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"comment" : "Name of the \"Auto Reveal\" card reveal style.",
|
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"isCommentAutoGenerated" : true
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},
|
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"Avoid the Tie bet — 14.4% house edge!" : {
|
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"comment" : "Tip for avoiding the Tie bet in baccarat, highlighting its low house edge.",
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"localizations" : {
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@ -1436,6 +1440,10 @@
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}
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}
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},
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"Cards flip automatically" : {
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"comment" : "Help text for the \"Auto Reveal\" reveal style.",
|
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"isCommentAutoGenerated" : true
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},
|
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"Change table limits and display options" : {
|
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"comment" : "Welcome screen feature description for customizing settings.",
|
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"localizations" : {
|
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@ -3665,6 +3673,10 @@
|
||||
}
|
||||
}
|
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},
|
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"REVEAL STYLE" : {
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"comment" : "The title of the section in the settings view related to the reveal style.",
|
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"isCommentAutoGenerated" : true
|
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},
|
||||
"Road maps show game history and trends" : {
|
||||
"comment" : "Welcome screen feature description for pattern tracking.",
|
||||
"localizations" : {
|
||||
@ -4218,6 +4230,14 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
"Squeeze card to peek at value" : {
|
||||
"comment" : "Help text for the \"Squeeze Reveal\" card reveal style.",
|
||||
"isCommentAutoGenerated" : true
|
||||
},
|
||||
"Squeeze Reveal" : {
|
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"comment" : "Name of the reveal style option that uses pressure-based card peeking.",
|
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"isCommentAutoGenerated" : true
|
||||
},
|
||||
"STARTING BALANCE" : {
|
||||
"comment" : "Section header for starting balance settings.",
|
||||
"localizations" : {
|
||||
@ -4447,6 +4467,14 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
"Tap each card to reveal" : {
|
||||
"comment" : "Help text for the \"Tap Reveal\" reveal style.",
|
||||
"isCommentAutoGenerated" : true
|
||||
},
|
||||
"Tap Reveal" : {
|
||||
"comment" : "Name of the icon representing the \"Tap Reveal\" card reveal style.",
|
||||
"isCommentAutoGenerated" : true
|
||||
},
|
||||
"The hand closest to 9 wins" : {
|
||||
"comment" : "Welcome screen feature description for betting explanation.",
|
||||
"localizations" : {
|
||||
|
||||
@ -305,35 +305,45 @@ struct GameTableView: View, SherpaDelegate {
|
||||
isTie: isTie,
|
||||
showAnimations: settings.showAnimations,
|
||||
dealingSpeed: settings.dealingSpeed,
|
||||
revealStyle: settings.revealStyle,
|
||||
isWaitingForReveal: state.isWaitingForReveal,
|
||||
currentRevealIndex: state.currentRevealIndex,
|
||||
revealProgress: state.revealProgress,
|
||||
bettedOnPlayer: state.bettedOnPlayer,
|
||||
isDealing: isDealing,
|
||||
screenSize: screenSize
|
||||
screenSize: screenSize,
|
||||
totalBetAmount: state.totalBetAmount,
|
||||
onReveal: { state.revealCurrentCard() },
|
||||
onUpdateProgress: { state.updateRevealProgress($0) }
|
||||
)
|
||||
.frame(maxWidth: maxContentWidth)
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.padding(.horizontal, isDealing ? 0 : Design.Spacing.medium)
|
||||
.debugBorder(showDebugBorders, color: .red, label: "CardsArea")
|
||||
|
||||
Spacer(minLength: 0)
|
||||
|
||||
// Betting table
|
||||
BettingTableView(
|
||||
gameState: state,
|
||||
selectedChip: selectedChip
|
||||
)
|
||||
.frame(maxWidth: maxContentWidth)
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
|
||||
|
||||
// Betting hint (static, below table, above chips)
|
||||
if let hintInfo = state.currentHintInfo {
|
||||
BettingHintView(
|
||||
hint: hintInfo.text,
|
||||
secondaryInfo: hintInfo.secondaryText,
|
||||
style: hintInfo.style
|
||||
// Betting table - completely hidden during dealing
|
||||
if !isDealing {
|
||||
BettingTableView(
|
||||
gameState: state,
|
||||
selectedChip: selectedChip
|
||||
)
|
||||
.frame(maxWidth: maxContentWidth)
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.transition(.opacity)
|
||||
.padding(.vertical, Design.Spacing.small)
|
||||
.debugBorder(showDebugBorders, color: .purple, label: "Hint")
|
||||
.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
|
||||
|
||||
// Betting hint (static, below table, above chips)
|
||||
if let hintInfo = state.currentHintInfo {
|
||||
BettingHintView(
|
||||
hint: hintInfo.text,
|
||||
secondaryInfo: hintInfo.secondaryText,
|
||||
style: hintInfo.style
|
||||
)
|
||||
.transition(.opacity)
|
||||
.padding(.vertical, Design.Spacing.small)
|
||||
.debugBorder(showDebugBorders, color: .purple, label: "Hint")
|
||||
}
|
||||
}
|
||||
|
||||
Spacer(minLength: Design.Spacing.xSmall)
|
||||
@ -408,12 +418,19 @@ struct GameTableView: View, SherpaDelegate {
|
||||
isTie: isTie,
|
||||
showAnimations: settings.showAnimations,
|
||||
dealingSpeed: settings.dealingSpeed,
|
||||
revealStyle: settings.revealStyle,
|
||||
isWaitingForReveal: state.isWaitingForReveal,
|
||||
currentRevealIndex: state.currentRevealIndex,
|
||||
revealProgress: state.revealProgress,
|
||||
bettedOnPlayer: state.bettedOnPlayer,
|
||||
isDealing: isDealing,
|
||||
screenSize: screenSize
|
||||
screenSize: screenSize,
|
||||
totalBetAmount: state.totalBetAmount,
|
||||
onReveal: { state.revealCurrentCard() },
|
||||
onUpdateProgress: { state.updateRevealProgress($0) }
|
||||
)
|
||||
.frame(maxWidth: isLargeScreen ? maxContentWidth : .infinity)
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.padding(.horizontal, isDealing ? 0 : Design.Spacing.medium)
|
||||
.debugBorder(showDebugBorders, color: .red, label: "CardsArea")
|
||||
|
||||
Spacer(minLength: smallSpacerHeight)
|
||||
@ -431,25 +448,28 @@ struct GameTableView: View, SherpaDelegate {
|
||||
.debugBorder(showDebugBorders, color: .yellow, label: "Spacer3")
|
||||
}
|
||||
|
||||
// Betting table
|
||||
BettingTableView(
|
||||
gameState: state,
|
||||
selectedChip: selectedChip
|
||||
)
|
||||
.frame(maxWidth: isLargeScreen ? maxContentWidth : .infinity)
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
|
||||
|
||||
// Betting hint (static, below table, above chips)
|
||||
if let hintInfo = state.currentHintInfo {
|
||||
BettingHintView(
|
||||
hint: hintInfo.text,
|
||||
secondaryInfo: hintInfo.secondaryText,
|
||||
style: hintInfo.style
|
||||
// Betting table - completely hidden during dealing
|
||||
if !isDealing {
|
||||
BettingTableView(
|
||||
gameState: state,
|
||||
selectedChip: selectedChip
|
||||
)
|
||||
.frame(maxWidth: isLargeScreen ? maxContentWidth : .infinity)
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.transition(.opacity)
|
||||
.padding(.vertical, Design.Spacing.small)
|
||||
.debugBorder(showDebugBorders, color: .purple, label: "Hint")
|
||||
.debugBorder(showDebugBorders, color: .blue, label: "BetTable")
|
||||
|
||||
// Betting hint (static, below table, above chips)
|
||||
if let hintInfo = state.currentHintInfo {
|
||||
BettingHintView(
|
||||
hint: hintInfo.text,
|
||||
secondaryInfo: hintInfo.secondaryText,
|
||||
style: hintInfo.style
|
||||
)
|
||||
.transition(.opacity)
|
||||
.padding(.vertical, Design.Spacing.small)
|
||||
.debugBorder(showDebugBorders, color: .purple, label: "Hint")
|
||||
}
|
||||
}
|
||||
|
||||
// Chip selector - only shown during betting phase
|
||||
|
||||
@ -71,6 +71,14 @@ struct SettingsView: View {
|
||||
.background(Color.white.opacity(Design.Opacity.subtle))
|
||||
|
||||
SpeedPicker(speed: $settings.dealingSpeed, accentColor: accent)
|
||||
|
||||
Divider()
|
||||
.background(Color.white.opacity(Design.Opacity.subtle))
|
||||
|
||||
RevealStylePicker(selection: $settings.revealStyle, accentColor: accent)
|
||||
.onChange(of: settings.revealStyle) { _, _ in
|
||||
hasChanges = true
|
||||
}
|
||||
}
|
||||
|
||||
Divider()
|
||||
@ -439,6 +447,35 @@ struct TableLimitsPicker: View {
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Reveal Style Picker (Baccarat-specific)
|
||||
|
||||
struct RevealStylePicker: View {
|
||||
@Binding var selection: RevealStyle
|
||||
let accentColor: Color
|
||||
|
||||
var body: some View {
|
||||
VStack(alignment: .leading, spacing: Design.Spacing.small) {
|
||||
Text(String(localized: "REVEAL STYLE"))
|
||||
.font(.system(size: Design.BaseFontSize.small, weight: .bold))
|
||||
.foregroundStyle(.white.opacity(Design.Opacity.medium))
|
||||
.padding(.bottom, Design.Spacing.xxSmall)
|
||||
|
||||
VStack(spacing: Design.Spacing.small) {
|
||||
ForEach(RevealStyle.allCases) { style in
|
||||
SelectableRow(
|
||||
title: style.displayName,
|
||||
subtitle: style.helpText,
|
||||
isSelected: selection == style,
|
||||
accentColor: accentColor,
|
||||
action: { selection = style }
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
.padding(.vertical, Design.Spacing.xSmall)
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
SettingsView(settings: GameSettings(), gameState: GameState()) { }
|
||||
}
|
||||
|
||||
@ -24,12 +24,20 @@ struct CardsDisplayArea: View {
|
||||
let isTie: Bool
|
||||
let showAnimations: Bool
|
||||
let dealingSpeed: Double
|
||||
let revealStyle: RevealStyle
|
||||
let isWaitingForReveal: Bool
|
||||
let currentRevealIndex: Int
|
||||
let revealProgress: Double
|
||||
/// Which main bet is placed - nil if no main bet, true if Player, false if Banker.
|
||||
let bettedOnPlayer: Bool?
|
||||
/// Whether the game is in dealing/result phase (vertical layout) or betting phase (horizontal).
|
||||
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
|
||||
|
||||
// MARK: - State
|
||||
|
||||
@ -95,11 +103,11 @@ struct CardsDisplayArea: View {
|
||||
let percentage: CGFloat = isLandscape ? 0.175 : height < 700 ? 0.14 : 0.18
|
||||
let cardWidth = height * percentage
|
||||
|
||||
// CompactHandView: cardWidth = containerWidth / divisor
|
||||
let overlapRatio: CGFloat = -0.45
|
||||
// CompactHandView uses: cardWidth = (containerWidth - 2 * spacing) / 3
|
||||
// So: containerWidth = 3 * cardWidth + 2 * spacing
|
||||
let spacing = Design.Spacing.medium
|
||||
let maxCards: CGFloat = 3
|
||||
let divisor = 1 + (maxCards - 1) * (1 + overlapRatio)
|
||||
return cardWidth * divisor
|
||||
return (cardWidth * maxCards) + (2 * spacing)
|
||||
}
|
||||
|
||||
/// Current hand section width based on mode
|
||||
@ -158,6 +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)
|
||||
@ -167,6 +178,9 @@ struct CardsDisplayArea: View {
|
||||
|
||||
bankerHandSection(width: handSectionWidth)
|
||||
.matchedGeometryEffect(id: "banker", in: animation)
|
||||
|
||||
// Bet amount below the bottom hand
|
||||
betAmountDisplay
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@ -193,18 +207,39 @@ struct CardsDisplayArea: View {
|
||||
}
|
||||
}
|
||||
)
|
||||
// Only show background in betting phase (horizontal layout)
|
||||
.background(
|
||||
RoundedRectangle(cornerRadius: Design.CornerRadius.xLarge)
|
||||
.fill(Color.black.opacity(Design.Opacity.quarter))
|
||||
.accessibilityHidden(true)
|
||||
Group {
|
||||
if !isDealing {
|
||||
RoundedRectangle(cornerRadius: Design.CornerRadius.xLarge)
|
||||
.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 = {
|
||||
@ -238,10 +273,19 @@ struct CardsDisplayArea: View {
|
||||
isWinner: playerIsWinner,
|
||||
containerWidth: width,
|
||||
showAnimations: showAnimations,
|
||||
dealingSpeed: dealingSpeed
|
||||
dealingSpeed: dealingSpeed,
|
||||
revealStyle: revealStyle,
|
||||
isWaitingForReveal: isWaitingForReveal,
|
||||
currentRevealIndex: currentRevealIndex,
|
||||
revealProgress: revealProgress,
|
||||
isPlayerHand: true,
|
||||
isBottom: playerOnBottom,
|
||||
isDealing: isDealing,
|
||||
onReveal: onReveal,
|
||||
onUpdateProgress: onUpdateProgress
|
||||
)
|
||||
}
|
||||
.frame(width: width)
|
||||
.frame(maxWidth: isDealing ? .infinity : width)
|
||||
.accessibilityElement(children: .ignore)
|
||||
.accessibilityLabel(String(localized: "Player hand"))
|
||||
.accessibilityValue(playerHandDescription + (playerIsWinner ? ", " + String(localized: "Winner") : ""))
|
||||
@ -280,10 +324,19 @@ struct CardsDisplayArea: View {
|
||||
isWinner: bankerIsWinner,
|
||||
containerWidth: width,
|
||||
showAnimations: showAnimations,
|
||||
dealingSpeed: dealingSpeed
|
||||
dealingSpeed: dealingSpeed,
|
||||
revealStyle: revealStyle,
|
||||
isWaitingForReveal: isWaitingForReveal,
|
||||
currentRevealIndex: currentRevealIndex,
|
||||
revealProgress: revealProgress,
|
||||
isPlayerHand: false,
|
||||
isBottom: !playerOnBottom,
|
||||
isDealing: isDealing,
|
||||
onReveal: onReveal,
|
||||
onUpdateProgress: onUpdateProgress
|
||||
)
|
||||
}
|
||||
.frame(width: width)
|
||||
.frame(maxWidth: isDealing ? .infinity : width)
|
||||
.accessibilityElement(children: .ignore)
|
||||
.accessibilityLabel(String(localized: "Banker hand"))
|
||||
.accessibilityValue(bankerHandDescription + (bankerIsWinner ? ", " + String(localized: "Winner") : ""))
|
||||
@ -307,9 +360,16 @@ struct CardsDisplayArea: View {
|
||||
isTie: false,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
bettedOnPlayer: nil,
|
||||
isDealing: false,
|
||||
screenSize: CGSize(width: 400, height: 800)
|
||||
screenSize: CGSize(width: 400, height: 800),
|
||||
totalBetAmount: 0,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -335,9 +395,16 @@ struct CardsDisplayArea: View {
|
||||
isTie: false,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
bettedOnPlayer: true,
|
||||
isDealing: true,
|
||||
screenSize: CGSize(width: 400, height: 800)
|
||||
screenSize: CGSize(width: 400, height: 800),
|
||||
totalBetAmount: 150,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -365,9 +432,16 @@ struct CardsDisplayArea: View {
|
||||
isTie: false,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
bettedOnPlayer: false,
|
||||
isDealing: true,
|
||||
screenSize: CGSize(width: 400, height: 800)
|
||||
screenSize: CGSize(width: 400, height: 800),
|
||||
totalBetAmount: 250,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,23 +2,33 @@
|
||||
// CompactHandView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A compact view showing cards in a horizontal row with overlap.
|
||||
// A compact view showing cards in a horizontal row.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
import CasinoKit
|
||||
|
||||
/// A compact hand view showing cards in a row with overlap.
|
||||
/// A compact hand view showing cards in a row.
|
||||
struct CompactHandView: View {
|
||||
let cards: [Card]
|
||||
let cardsFaceUp: [Bool]
|
||||
let isWinner: Bool
|
||||
/// Container width passed from parent for sizing
|
||||
let containerWidth: CGFloat
|
||||
/// Whether to show dealing animations
|
||||
let showAnimations: Bool
|
||||
/// Speed multiplier for dealing animations
|
||||
let dealingSpeed: Double
|
||||
let revealStyle: RevealStyle
|
||||
let isWaitingForReveal: Bool
|
||||
let currentRevealIndex: Int
|
||||
let revealProgress: Double
|
||||
/// Whether this is the player hand (used to calculate reveal index)
|
||||
let isPlayerHand: Bool
|
||||
/// Whether this hand is currently displayed at the bottom of the screen (Home hand)
|
||||
let isBottom: Bool
|
||||
/// Whether the game is in dealing phase (vertical layout) vs betting phase (horizontal layout)
|
||||
let isDealing: Bool
|
||||
let onReveal: () -> Void
|
||||
let onUpdateProgress: (Double) -> Void
|
||||
|
||||
// MARK: - Environment
|
||||
|
||||
@ -26,14 +36,14 @@ struct CompactHandView: View {
|
||||
|
||||
// MARK: - Constants
|
||||
|
||||
/// Overlap ratio relative to card width (negative = overlap)
|
||||
private let overlapRatio: CGFloat = -0.45
|
||||
|
||||
/// Maximum number of cards in baccarat hand
|
||||
private let maxCards: Int = 3
|
||||
|
||||
/// Placeholder spacing when no cards
|
||||
private let placeholderSpacing: CGFloat = Design.Spacing.small
|
||||
|
||||
/// Spacing between cards
|
||||
private let cardSpacing: CGFloat = Design.Spacing.medium
|
||||
|
||||
// MARK: - Computed Properties
|
||||
|
||||
@ -47,52 +57,124 @@ struct CompactHandView: View {
|
||||
isLargeScreen ? 14 : 10
|
||||
}
|
||||
|
||||
/// Card width calculated from container width
|
||||
/// Formula: containerWidth = cardWidth + (cardWidth + overlap) * 2
|
||||
/// Where overlap = cardWidth * overlapRatio
|
||||
/// Card width for dealt cards - sized to fit 3 cards with spacing
|
||||
private var cardWidth: CGFloat {
|
||||
let divisor = 1 + CGFloat(maxCards - 1) * (1 + overlapRatio)
|
||||
return containerWidth / divisor
|
||||
// containerWidth = 3 * cardWidth + 2 * spacing
|
||||
// cardWidth = (containerWidth - 2 * spacing) / 3
|
||||
return max(50, (containerWidth - 2 * cardSpacing) / CGFloat(maxCards))
|
||||
}
|
||||
|
||||
/// Card overlap based on card width
|
||||
private var cardOverlap: CGFloat {
|
||||
cardWidth * overlapRatio
|
||||
/// Card width for placeholders in horizontal betting view - uses original larger sizing
|
||||
private var bettingPlaceholderWidth: CGFloat {
|
||||
// Original formula: containerWidth / 2.1 (from overlap ratio of -0.45)
|
||||
containerWidth / 2.1
|
||||
}
|
||||
|
||||
/// Card width to use for placeholders - larger in betting view, regular in dealing view
|
||||
private var placeholderWidth: CGFloat {
|
||||
isDealing ? cardWidth : bettingPlaceholderWidth
|
||||
}
|
||||
|
||||
/// Card height based on aspect ratio
|
||||
private var cardHeight: CGFloat {
|
||||
cardWidth * CasinoDesign.Size.cardAspectRatio
|
||||
let width = cards.isEmpty ? placeholderWidth : cardWidth
|
||||
return width * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
/// The effective spacing for the card stack
|
||||
private var effectiveSpacing: CGFloat {
|
||||
cards.isEmpty ? placeholderSpacing : cardSpacing
|
||||
}
|
||||
|
||||
// MARK: - Body
|
||||
|
||||
var body: some View {
|
||||
cardsContent
|
||||
.frame(width: containerWidth, height: cardHeight)
|
||||
.background(winnerBorder)
|
||||
.overlay(alignment: .bottom) {
|
||||
winBadge
|
||||
GeometryReader { geometry in
|
||||
let availableWidth = geometry.size.width
|
||||
|
||||
if isLargeScreen {
|
||||
// iPad: Simple centered layout - no scrolling needed
|
||||
cardsContent
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.frame(width: availableWidth, alignment: .center)
|
||||
} else {
|
||||
// iPhone: Use ScrollView for 3rd card
|
||||
ScrollViewReader { proxy in
|
||||
ScrollView(.horizontal, showsIndicators: false) {
|
||||
cardsContent
|
||||
.padding(.horizontal, Design.Spacing.medium)
|
||||
.frame(minWidth: availableWidth, alignment: .center)
|
||||
.id("cards_container")
|
||||
}
|
||||
.scrollDisabled(cards.count < 3)
|
||||
.scrollClipDisabled(true) // Prevent clipping during deal animations
|
||||
.background(Color.clear)
|
||||
.onChange(of: cards.count) { _, newCount in
|
||||
// When 3rd card is dealt, wait for animation then scroll
|
||||
if newCount == 3 {
|
||||
let lastIndex = isBottom ? 4 : 5
|
||||
DispatchQueue.main.asyncAfter(deadline: .now() + 0.8) {
|
||||
withAnimation(.spring(duration: 0.5)) {
|
||||
proxy.scrollTo(lastIndex, anchor: .center)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
.onChange(of: currentRevealIndex) { _, newIndex in
|
||||
// Scroll to the active card during interaction
|
||||
if newIndex >= 4 {
|
||||
withAnimation(.spring(duration: 0.5)) {
|
||||
proxy.scrollTo(newIndex, anchor: .center)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
.frame(height: cardHeight)
|
||||
.frame(maxWidth: .infinity)
|
||||
.padding(.vertical, isWinner ? Design.Spacing.small : 0)
|
||||
.background(winnerBorder)
|
||||
.overlay(alignment: .bottom) {
|
||||
winBadge
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Private Views
|
||||
|
||||
private var cardsContent: some View {
|
||||
HStack(spacing: cards.isEmpty ? placeholderSpacing : cardOverlap) {
|
||||
HStack(spacing: effectiveSpacing) {
|
||||
if cards.isEmpty {
|
||||
// Placeholders - no overlap, just side by side
|
||||
ForEach(0..<2, id: \.self) { _ in
|
||||
CardPlaceholderView(width: cardWidth)
|
||||
CardPlaceholderView(width: placeholderWidth)
|
||||
}
|
||||
} else {
|
||||
ForEach(cards.indices, id: \.self) { index in
|
||||
let isFaceUp = index < cardsFaceUp.count ? cardsFaceUp[index] : false
|
||||
CardView(
|
||||
|
||||
// Reveal Index logic:
|
||||
// Generic Slot-Based: B1=0, T1=1, B2=2, T2=3, B3=4, T3=5
|
||||
let revealIndex: Int = {
|
||||
if index < 2 {
|
||||
return isBottom ? index * 2 : index * 2 + 1
|
||||
} else {
|
||||
return isBottom ? 4 : 5
|
||||
}
|
||||
}()
|
||||
|
||||
InteractiveCardView(
|
||||
card: cards[index],
|
||||
isFaceUp: isFaceUp,
|
||||
cardWidth: cardWidth
|
||||
cardWidth: cardWidth,
|
||||
revealStyle: revealStyle,
|
||||
isWaiting: isWaitingForReveal && currentRevealIndex == revealIndex,
|
||||
progress: currentRevealIndex == revealIndex ? revealProgress : 0.0,
|
||||
isBottomHand: isBottom,
|
||||
onReveal: onReveal,
|
||||
onUpdateProgress: onUpdateProgress
|
||||
)
|
||||
.id(revealIndex)
|
||||
.zIndex(Double(index))
|
||||
.transition(
|
||||
showAnimations
|
||||
@ -142,7 +224,7 @@ struct CompactHandView: View {
|
||||
|
||||
// MARK: - Previews
|
||||
|
||||
#Preview("Empty Hand") {
|
||||
#Preview("Empty Hand - Betting") {
|
||||
ZStack {
|
||||
TableBackgroundView()
|
||||
CompactHandView(
|
||||
@ -151,12 +233,21 @@ struct CompactHandView: View {
|
||||
isWinner: false,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
isBottom: true,
|
||||
isDealing: false,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
#Preview("Two Cards") {
|
||||
#Preview("Two Cards - Dealing") {
|
||||
ZStack {
|
||||
TableBackgroundView()
|
||||
CompactHandView(
|
||||
@ -168,7 +259,16 @@ struct CompactHandView: View {
|
||||
isWinner: false,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
isBottom: true,
|
||||
isDealing: true,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -186,7 +286,16 @@ struct CompactHandView: View {
|
||||
isWinner: true,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
isBottom: true,
|
||||
isDealing: true,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
@ -203,7 +312,16 @@ struct CompactHandView: View {
|
||||
isWinner: false,
|
||||
containerWidth: 160,
|
||||
showAnimations: true,
|
||||
dealingSpeed: 1.0
|
||||
dealingSpeed: 1.0,
|
||||
revealStyle: .auto,
|
||||
isWaitingForReveal: false,
|
||||
currentRevealIndex: 0,
|
||||
revealProgress: 0,
|
||||
isPlayerHand: true,
|
||||
isBottom: true,
|
||||
isDealing: true,
|
||||
onReveal: {},
|
||||
onUpdateProgress: { _ in }
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
204
Baccarat/Baccarat/Views/Table/InteractiveCardView.swift
Normal file
204
Baccarat/Baccarat/Views/Table/InteractiveCardView.swift
Normal file
@ -0,0 +1,204 @@
|
||||
//
|
||||
// InteractiveCardView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A wrapper around card views that adds interaction logic for Tap and Squeeze reveal styles.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
import CasinoKit
|
||||
|
||||
struct InteractiveCardView: View {
|
||||
let card: Card
|
||||
let isFaceUp: Bool
|
||||
let cardWidth: CGFloat
|
||||
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 user is currently interacting with the card (peeling)
|
||||
@State private var isInteracting = false
|
||||
|
||||
/// Whether to show the glowing animation around this card
|
||||
/// Only show when waiting, face down, bottom hand, not auto mode, AND not currently being touched
|
||||
private var showGlow: Bool {
|
||||
isWaiting && !isFaceUp && isBottomHand && revealStyle != .auto && !isInteracting
|
||||
}
|
||||
|
||||
/// Animation state for the pulsing glow
|
||||
@State private var glowPulse = false
|
||||
|
||||
/// Tracks if we just completed a squeeze reveal (to skip flip animation)
|
||||
@State private var squeezeJustCompleted = false
|
||||
|
||||
private var cardHeight: CGFloat {
|
||||
cardWidth * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
// Glow layer - completely separate from the card, sits underneath
|
||||
GlowBackgroundView(
|
||||
isActive: showGlow,
|
||||
glowPulse: glowPulse,
|
||||
cardWidth: cardWidth
|
||||
)
|
||||
|
||||
// Card layer - completely independent, no glow modifiers
|
||||
cardContent
|
||||
}
|
||||
.onAppear {
|
||||
if showGlow {
|
||||
glowPulse = true
|
||||
}
|
||||
}
|
||||
.onChange(of: showGlow) { _, newValue in
|
||||
glowPulse = newValue
|
||||
}
|
||||
.onChange(of: isWaiting) { _, newValue in
|
||||
// Reset interaction state when this card is no longer waiting
|
||||
if !newValue {
|
||||
isInteracting = false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The card content - completely isolated from glow state
|
||||
@ViewBuilder
|
||||
private var cardContent: some View {
|
||||
if revealStyle == .squeeze && !isFaceUp && isWaiting {
|
||||
PageCurlView(
|
||||
card: card,
|
||||
width: cardWidth,
|
||||
onReveal: {
|
||||
// Mark that squeeze just completed to skip flip animation
|
||||
squeezeJustCompleted = true
|
||||
onReveal()
|
||||
// Reset after a short delay
|
||||
DispatchQueue.main.asyncAfter(deadline: .now() + 0.4) {
|
||||
squeezeJustCompleted = false
|
||||
}
|
||||
}
|
||||
)
|
||||
// Detect touch to hide glow without interfering with page curl gesture
|
||||
.simultaneousGesture(
|
||||
DragGesture(minimumDistance: 0)
|
||||
.onChanged { _ in
|
||||
if !isInteracting {
|
||||
isInteracting = true
|
||||
}
|
||||
}
|
||||
)
|
||||
} else if squeezeJustCompleted && isFaceUp {
|
||||
// After squeeze reveal: animate vertical flip to continue upward motion
|
||||
VerticalFlipCardView(card: card, cardWidth: cardWidth)
|
||||
} else {
|
||||
// Standard CardView with flip animation
|
||||
CardView(card: card, isFaceUp: isFaceUp, cardWidth: cardWidth)
|
||||
.onTapGesture {
|
||||
if !isFaceUp && isWaiting && revealStyle == .tap {
|
||||
// Hide glow immediately before flip starts
|
||||
isInteracting = true
|
||||
onReveal()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Vertical Flip Card View
|
||||
|
||||
/// A card view that animates a vertical flip (X-axis rotation) to reveal the card face.
|
||||
/// Used after the page curl peel completes to smoothly continue the upward flip motion.
|
||||
private struct VerticalFlipCardView: View {
|
||||
let card: Card
|
||||
let cardWidth: CGFloat
|
||||
|
||||
/// Rotation angle - starts slightly tilted and settles to flat
|
||||
/// The page curl ends with the card nearly revealed, so we just do a small settling animation
|
||||
@State private var rotationAngle: Double = -15
|
||||
|
||||
/// Opacity for smooth fade-in
|
||||
@State private var opacity: Double = 0.8
|
||||
|
||||
private var cardHeight: CGFloat {
|
||||
cardWidth * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
CardFrontView(card: card, width: cardWidth, height: cardHeight)
|
||||
.rotation3DEffect(
|
||||
.degrees(rotationAngle),
|
||||
axis: (x: 1, y: 0, z: 0),
|
||||
anchor: .bottom,
|
||||
perspective: 0.4
|
||||
)
|
||||
.opacity(opacity)
|
||||
.onAppear {
|
||||
// Smooth settling animation
|
||||
withAnimation(.easeOut(duration: 0.2)) {
|
||||
rotationAngle = 0
|
||||
opacity = 1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Glow Background View
|
||||
|
||||
/// A standalone glow view that sits underneath the card.
|
||||
/// Completely separate from the card view to avoid any state changes affecting the card.
|
||||
private struct GlowBackgroundView: View {
|
||||
let isActive: Bool
|
||||
let glowPulse: Bool
|
||||
let cardWidth: CGFloat
|
||||
|
||||
/// Corner radius matching CasinoKit's CardView
|
||||
private var cornerRadius: CGFloat {
|
||||
cardWidth * 0.08
|
||||
}
|
||||
|
||||
private var cardHeight: CGFloat {
|
||||
cardWidth * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
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
|
||||
)
|
||||
}
|
||||
.frame(width: cardWidth, height: cardHeight)
|
||||
.scaleEffect(isActive && glowPulse ? 1.02 : 1.0)
|
||||
.opacity(isActive ? 1.0 : 0.0)
|
||||
.animation(.easeOut(duration: 0.15), value: isActive)
|
||||
.animation(
|
||||
isActive ? .easeInOut(duration: 0.7).repeatForever(autoreverses: true) : .easeOut(duration: 0.15),
|
||||
value: glowPulse
|
||||
)
|
||||
}
|
||||
}
|
||||
142
Baccarat/Baccarat/Views/Table/PageCurlView.swift
Normal file
142
Baccarat/Baccarat/Views/Table/PageCurlView.swift
Normal file
@ -0,0 +1,142 @@
|
||||
//
|
||||
// PageCurlView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A SwiftUI wrapper around UIPageViewController to provide native iBooks-style
|
||||
// page curl transitions for card reveals, treated as a single double-sided sheet.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
import UIKit
|
||||
import CasinoKit
|
||||
|
||||
struct PageCurlView: View {
|
||||
let card: Card
|
||||
let width: CGFloat
|
||||
let onReveal: () -> Void
|
||||
/// Called when user starts interacting with the page curl
|
||||
var onInteractionStarted: (() -> Void)? = nil
|
||||
|
||||
@State private var currentIndex = 0
|
||||
|
||||
private var height: CGFloat {
|
||||
width * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
PageCurlRepresentable(
|
||||
currentIndex: $currentIndex,
|
||||
onReveal: onReveal,
|
||||
onInteractionStarted: onInteractionStarted,
|
||||
pages: [
|
||||
// Page 0: Card Back (Top side)
|
||||
AnyView(
|
||||
CardBackView(width: width, height: height)
|
||||
.tag(0)
|
||||
.contentShape(Rectangle())
|
||||
),
|
||||
// Page 1: Card Front (Underside/Reveal side)
|
||||
AnyView(
|
||||
CardFrontView(card: card, width: width, height: height)
|
||||
.tag(1)
|
||||
),
|
||||
// Page 2: Empty space behind the card
|
||||
AnyView(
|
||||
Color.clear
|
||||
.frame(width: width, height: height)
|
||||
.tag(2)
|
||||
)
|
||||
])
|
||||
.frame(width: width, height: height)
|
||||
.id("page-curl-\(card.id)")
|
||||
}
|
||||
}
|
||||
|
||||
private struct PageCurlRepresentable: UIViewControllerRepresentable {
|
||||
@Binding var currentIndex: Int
|
||||
let onReveal: () -> Void
|
||||
let onInteractionStarted: (() -> Void)?
|
||||
let pages: [AnyView]
|
||||
|
||||
func makeUIViewController(context: Context) -> UIPageViewController {
|
||||
let pageVC = UIPageViewController(
|
||||
transitionStyle: .pageCurl,
|
||||
navigationOrientation: .vertical,
|
||||
options: [UIPageViewController.OptionsKey.spineLocation: UIPageViewController.SpineLocation.min.rawValue]
|
||||
)
|
||||
|
||||
pageVC.isDoubleSided = true
|
||||
pageVC.dataSource = context.coordinator
|
||||
pageVC.delegate = context.coordinator
|
||||
|
||||
let vc = UIHostingController(rootView: pages[0])
|
||||
vc.view.tag = 0
|
||||
vc.view.backgroundColor = .clear
|
||||
pageVC.setViewControllers([vc], direction: .forward, animated: false)
|
||||
|
||||
// Disable internal tap gesture recognizers to ensure purely gestural interaction
|
||||
for gesture in pageVC.gestureRecognizers {
|
||||
if gesture is UITapGestureRecognizer {
|
||||
gesture.isEnabled = false
|
||||
}
|
||||
}
|
||||
|
||||
return pageVC
|
||||
}
|
||||
|
||||
func updateUIViewController(_ pageVC: UIPageViewController, context: Context) { }
|
||||
|
||||
func makeCoordinator() -> Coordinator {
|
||||
Coordinator(self)
|
||||
}
|
||||
|
||||
class Coordinator: NSObject, UIPageViewControllerDataSource, UIPageViewControllerDelegate {
|
||||
let parent: PageCurlRepresentable
|
||||
|
||||
init(_ parent: PageCurlRepresentable) {
|
||||
self.parent = parent
|
||||
}
|
||||
|
||||
func pageViewController(_ pageVC: UIPageViewController,
|
||||
viewControllerBefore vc: UIViewController) -> UIViewController? {
|
||||
let index = vc.view.tag
|
||||
guard index > 0 else { return nil }
|
||||
|
||||
let prevVC = UIHostingController(rootView: parent.pages[index - 1])
|
||||
prevVC.view.tag = index - 1
|
||||
prevVC.view.backgroundColor = .clear
|
||||
return prevVC
|
||||
}
|
||||
|
||||
func pageViewController(_ pageVC: UIPageViewController,
|
||||
viewControllerAfter vc: UIViewController) -> UIViewController? {
|
||||
let index = vc.view.tag
|
||||
guard index < parent.pages.count - 1 else { return nil }
|
||||
|
||||
let nextVC = UIHostingController(rootView: parent.pages[index + 1])
|
||||
nextVC.view.tag = index + 1
|
||||
nextVC.view.backgroundColor = .clear
|
||||
return nextVC
|
||||
}
|
||||
|
||||
func pageViewController(_ pageVC: UIPageViewController,
|
||||
willTransitionTo pendingViewControllers: [UIViewController]) {
|
||||
// User started interacting with the page curl
|
||||
parent.onInteractionStarted?()
|
||||
}
|
||||
|
||||
func pageViewController(_ pageVC: UIPageViewController,
|
||||
didFinishAnimating finished: Bool,
|
||||
previousViewControllers: [UIViewController],
|
||||
transitionCompleted completed: Bool) {
|
||||
guard completed,
|
||||
let visibleVC = pageVC.viewControllers?.first else { return }
|
||||
|
||||
let newIndex = visibleVC.view.tag
|
||||
parent.currentIndex = newIndex
|
||||
if newIndex >= 1 {
|
||||
parent.onReveal()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
191
Baccarat/Baccarat/Views/Table/SqueezeCardView.swift
Normal file
191
Baccarat/Baccarat/Views/Table/SqueezeCardView.swift
Normal file
@ -0,0 +1,191 @@
|
||||
//
|
||||
// SqueezeCardView.swift
|
||||
// Baccarat
|
||||
//
|
||||
// A premium card view that allows for a gestural "squeeze" or "peel" reveal,
|
||||
// mimicking a real-world page flip from the corners.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
import CasinoKit
|
||||
|
||||
enum SqueezeCorner {
|
||||
case bottomLeft
|
||||
case bottomRight
|
||||
}
|
||||
|
||||
struct SqueezeCardView: View {
|
||||
let card: Card
|
||||
let width: CGFloat
|
||||
let progress: Double // 0.0 to 1.0
|
||||
let corner: SqueezeCorner
|
||||
|
||||
private var height: CGFloat {
|
||||
width * CasinoDesign.Size.cardAspectRatio
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
// 1. The front is always at the bottom
|
||||
CardFrontView(card: card, width: width, height: height)
|
||||
|
||||
// 2. The back is on top, masked by the "unpeeled" area
|
||||
CardBackView(width: width, height: height)
|
||||
.mask(
|
||||
SqueezeMask(progress: progress, corner: corner)
|
||||
.fill(Style.maskFill)
|
||||
)
|
||||
|
||||
// 3. The "Fold" - visual affordance of the peeled corner
|
||||
if progress > 0 && progress < 1.0 {
|
||||
FoldEffect(progress: progress, corner: corner, width: width, height: height)
|
||||
}
|
||||
}
|
||||
.frame(width: width, height: height)
|
||||
.clipShape(RoundedRectangle(cornerRadius: width * 0.05))
|
||||
}
|
||||
|
||||
private enum Style {
|
||||
static let maskFill = Color.black
|
||||
}
|
||||
}
|
||||
|
||||
/// A mask that represents the part of the card back that is NOT yet peeled.
|
||||
struct SqueezeMask: Shape {
|
||||
var progress: Double
|
||||
var corner: SqueezeCorner
|
||||
|
||||
var animatableData: Double {
|
||||
get { progress }
|
||||
set { progress = newValue }
|
||||
}
|
||||
|
||||
func path(in rect: CGRect) -> Path {
|
||||
var path = Path()
|
||||
let p = CGFloat(progress)
|
||||
|
||||
// Initial state: Full rectangle
|
||||
path.addRect(rect)
|
||||
|
||||
// Subtraction: The "peeled away" triangle
|
||||
var peelPath = Path()
|
||||
let size = rect.width * p * 2.0 // Scaling factor for the peel area
|
||||
|
||||
switch corner {
|
||||
case .bottomRight:
|
||||
peelPath.move(to: CGPoint(x: rect.width, y: rect.height))
|
||||
peelPath.addLine(to: CGPoint(x: rect.width - size, y: rect.height))
|
||||
peelPath.addLine(to: CGPoint(x: rect.width, y: rect.height - size))
|
||||
peelPath.closeSubpath()
|
||||
case .bottomLeft:
|
||||
peelPath.move(to: CGPoint(x: 0, y: rect.height))
|
||||
peelPath.addLine(to: CGPoint(x: size, y: rect.height))
|
||||
peelPath.addLine(to: CGPoint(x: 0, y: rect.height - size))
|
||||
peelPath.closeSubpath()
|
||||
}
|
||||
|
||||
// We use a "subtract" logic by drawing the full rect then "erasing" the peel
|
||||
// In SwiftUI Shape, we just return the "remaining" area.
|
||||
// For simplicity, we'll construct the remaining polygon.
|
||||
|
||||
var remainingPath = Path()
|
||||
switch corner {
|
||||
case .bottomRight:
|
||||
remainingPath.move(to: .zero)
|
||||
remainingPath.addLine(to: CGPoint(x: rect.width, y: 0))
|
||||
remainingPath.addLine(to: CGPoint(x: rect.width, y: max(0, rect.height - size)))
|
||||
remainingPath.addLine(to: CGPoint(x: max(0, rect.width - size), y: rect.height))
|
||||
remainingPath.addLine(to: CGPoint(x: 0, y: rect.height))
|
||||
remainingPath.closeSubpath()
|
||||
case .bottomLeft:
|
||||
remainingPath.move(to: .zero)
|
||||
remainingPath.addLine(to: CGPoint(x: rect.width, y: 0))
|
||||
remainingPath.addLine(to: CGPoint(x: rect.width, y: rect.height))
|
||||
remainingPath.addLine(to: CGPoint(x: min(rect.width, size), y: rect.height))
|
||||
remainingPath.addLine(to: CGPoint(x: 0, y: max(0, rect.height - size)))
|
||||
remainingPath.closeSubpath()
|
||||
}
|
||||
|
||||
return remainingPath
|
||||
}
|
||||
}
|
||||
|
||||
/// The visual effect of the folded corner, including shadows and highlight.
|
||||
struct FoldEffect: View {
|
||||
let progress: Double
|
||||
let corner: SqueezeCorner
|
||||
let width: CGFloat
|
||||
let height: CGFloat
|
||||
|
||||
var body: some View {
|
||||
let size = width * CGFloat(progress) * 2.0
|
||||
let foldWidth = size * 0.5
|
||||
|
||||
ZStack {
|
||||
// Fold shadow cast on the front of the card
|
||||
FoldShadow(size: size, corner: corner)
|
||||
.opacity(0.3 * (1.0 - progress))
|
||||
|
||||
// The fold itself (the "back" of the peel)
|
||||
FoldShape(size: size, corner: corner)
|
||||
.fill(
|
||||
LinearGradient(
|
||||
colors: [.white.opacity(0.8), .gray.opacity(0.3)],
|
||||
startPoint: corner == .bottomRight ? .bottomTrailing : .bottomLeading,
|
||||
endPoint: corner == .bottomRight ? .topLeading : .topTrailing
|
||||
)
|
||||
)
|
||||
.overlay(
|
||||
FoldShape(size: size, corner: corner)
|
||||
.stroke(Color.white.opacity(0.5), lineWidth: 0.5)
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct FoldShape: Shape {
|
||||
let size: CGFloat
|
||||
let corner: SqueezeCorner
|
||||
|
||||
func path(in rect: CGRect) -> Path {
|
||||
var path = Path()
|
||||
// A triangle representing the folded over piece
|
||||
switch corner {
|
||||
case .bottomRight:
|
||||
path.move(to: CGPoint(x: rect.width - size/2, y: rect.height - size/2))
|
||||
path.addLine(to: CGPoint(x: rect.width - size, y: rect.height))
|
||||
path.addLine(to: CGPoint(x: rect.width, y: rect.height - size))
|
||||
path.closeSubpath()
|
||||
case .bottomLeft:
|
||||
path.move(to: CGPoint(x: size/2, y: rect.height - size/2))
|
||||
path.addLine(to: CGPoint(x: size, y: rect.height))
|
||||
path.addLine(to: CGPoint(x: 0, y: rect.height - size))
|
||||
path.closeSubpath()
|
||||
}
|
||||
return path
|
||||
}
|
||||
}
|
||||
|
||||
struct FoldShadow: View {
|
||||
let size: CGFloat
|
||||
let corner: SqueezeCorner
|
||||
|
||||
var body: some View {
|
||||
FoldShape(size: size * 1.1, corner: corner)
|
||||
.fill(Color.black)
|
||||
.blur(radius: 4)
|
||||
.offset(x: corner == .bottomRight ? -2 : 2, y: -2)
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
ZStack {
|
||||
Color.CasinoTable.backgroundDark.ignoresSafeArea()
|
||||
|
||||
VStack(spacing: 60) {
|
||||
SqueezeCardView(card: Card(suit: .spades, rank: .ace), width: 140, progress: 0.1, corner: .bottomRight)
|
||||
SqueezeCardView(card: Card(suit: .hearts, rank: .king), width: 140, progress: 0.3, corner: .bottomRight)
|
||||
SqueezeCardView(card: Card(suit: .diamonds, rank: .seven), width: 140, progress: 0.5, corner: .bottomLeft)
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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
|
||||
|
||||
583
CardSamples/CardSamples.xcodeproj/project.pbxproj
Normal file
583
CardSamples/CardSamples.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,583 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
remoteGlobalIDString = EAC048FE2F21739F007F87EA;
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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6
CardSamples/CardSamples/Assets.xcassets/Contents.json
Normal file
6
CardSamples/CardSamples/Assets.xcassets/Contents.json
Normal file
@ -0,0 +1,6 @@
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||||
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17
CardSamples/CardSamples/CardSamplesApp.swift
Normal file
17
CardSamples/CardSamples/CardSamplesApp.swift
Normal file
@ -0,0 +1,17 @@
|
||||
//
|
||||
// CardSamplesApp.swift
|
||||
// CardSamples
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
|
||||
@main
|
||||
struct CardSamplesApp: App {
|
||||
var body: some Scene {
|
||||
WindowGroup {
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||||
ContentView()
|
||||
}
|
||||
}
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||||
}
|
||||
24
CardSamples/CardSamples/ContentView.swift
Normal file
24
CardSamples/CardSamples/ContentView.swift
Normal file
@ -0,0 +1,24 @@
|
||||
//
|
||||
// ContentView.swift
|
||||
// CardSamples
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import SwiftUI
|
||||
|
||||
struct ContentView: View {
|
||||
var body: some View {
|
||||
VStack {
|
||||
Image(systemName: "globe")
|
||||
.imageScale(.large)
|
||||
.foregroundStyle(.tint)
|
||||
Text("Hello, world!")
|
||||
}
|
||||
.padding()
|
||||
}
|
||||
}
|
||||
|
||||
#Preview {
|
||||
ContentView()
|
||||
}
|
||||
17
CardSamples/CardSamplesTests/CardSamplesTests.swift
Normal file
17
CardSamples/CardSamplesTests/CardSamplesTests.swift
Normal file
@ -0,0 +1,17 @@
|
||||
//
|
||||
// CardSamplesTests.swift
|
||||
// CardSamplesTests
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import Testing
|
||||
@testable import CardSamples
|
||||
|
||||
struct CardSamplesTests {
|
||||
|
||||
@Test func example() async throws {
|
||||
// Write your test here and use APIs like `#expect(...)` to check expected conditions.
|
||||
}
|
||||
|
||||
}
|
||||
41
CardSamples/CardSamplesUITests/CardSamplesUITests.swift
Normal file
41
CardSamples/CardSamplesUITests/CardSamplesUITests.swift
Normal file
@ -0,0 +1,41 @@
|
||||
//
|
||||
// CardSamplesUITests.swift
|
||||
// CardSamplesUITests
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import XCTest
|
||||
|
||||
final class CardSamplesUITests: XCTestCase {
|
||||
|
||||
override func setUpWithError() throws {
|
||||
// Put setup code here. This method is called before the invocation of each test method in the class.
|
||||
|
||||
// In UI tests it is usually best to stop immediately when a failure occurs.
|
||||
continueAfterFailure = false
|
||||
|
||||
// In UI tests it’s important to set the initial state - such as interface orientation - required for your tests before they run. The setUp method is a good place to do this.
|
||||
}
|
||||
|
||||
override func tearDownWithError() throws {
|
||||
// Put teardown code here. This method is called after the invocation of each test method in the class.
|
||||
}
|
||||
|
||||
@MainActor
|
||||
func testExample() throws {
|
||||
// UI tests must launch the application that they test.
|
||||
let app = XCUIApplication()
|
||||
app.launch()
|
||||
|
||||
// Use XCTAssert and related functions to verify your tests produce the correct results.
|
||||
}
|
||||
|
||||
@MainActor
|
||||
func testLaunchPerformance() throws {
|
||||
// This measures how long it takes to launch your application.
|
||||
measure(metrics: [XCTApplicationLaunchMetric()]) {
|
||||
XCUIApplication().launch()
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,33 @@
|
||||
//
|
||||
// CardSamplesUITestsLaunchTests.swift
|
||||
// CardSamplesUITests
|
||||
//
|
||||
// Created by Matt Bruce on 1/21/26.
|
||||
//
|
||||
|
||||
import XCTest
|
||||
|
||||
final class CardSamplesUITestsLaunchTests: XCTestCase {
|
||||
|
||||
override class var runsForEachTargetApplicationUIConfiguration: Bool {
|
||||
true
|
||||
}
|
||||
|
||||
override func setUpWithError() throws {
|
||||
continueAfterFailure = false
|
||||
}
|
||||
|
||||
@MainActor
|
||||
func testLaunch() throws {
|
||||
let app = XCUIApplication()
|
||||
app.launch()
|
||||
|
||||
// Insert steps here to perform after app launch but before taking a screenshot,
|
||||
// such as logging into a test account or navigating somewhere in the app
|
||||
|
||||
let attachment = XCTAttachment(screenshot: app.screenshot())
|
||||
attachment.name = "Launch Screen"
|
||||
attachment.lifetime = .keepAlways
|
||||
add(attachment)
|
||||
}
|
||||
}
|
||||
3
CasinoGames.xcworkspace/contents.xcworkspacedata
generated
3
CasinoGames.xcworkspace/contents.xcworkspacedata
generated
@ -1,6 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<Workspace
|
||||
version = "1.0">
|
||||
<FileRef
|
||||
location = "group:CardSamples/CardSamples.xcodeproj">
|
||||
</FileRef>
|
||||
<FileRef
|
||||
location = "group:Baccarat/Baccarat.xcodeproj">
|
||||
</FileRef>
|
||||
|
||||
Loading…
Reference in New Issue
Block a user