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763 lines (690 loc) · 23.2 KB
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import CoreGraphics
import Foundation
import VeltoKit
/// Geometria tarczy w siatce 160×90 (telefon + kadr TV).
enum DartBoardLayout {
static let boardRadius = 35.0
static var centerX: Double { Double(GameContext.width) / 2 }
static var centerY: Double {
Double(GameContext.pixelTopInset) + boardRadius + 6
}
/// Pełna scena 160×90 — hala + tarcza (Kinect / TV).
static var tvCropRect: CGRect {
CGRect(
x: 0,
y: 0,
width: Double(GameContext.width),
height: Double(GameContext.height)
)
}
/// Kolejność jak na prawdziwej tarczy (góra = 20).
static let segmentValues = [20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5]
static func sectorIndex(dx: Double, dy: Double) -> Int {
let angle = atan2(dy, dx)
var angle01 = (angle + .pi / 2) / (2 * .pi)
if angle01 < 0 { angle01 += 1 }
if angle01 >= 1 { angle01 -= 1 }
return min(19, max(0, Int(angle01 * 20)))
}
/// Numery pól na pierścieniu (między triple a double).
static func drawSegmentNumbers(
context: GameContext,
centerX: Double,
centerY: Double,
boardRadius: Double
) {
let labelR = boardRadius * 0.76
for sector in 0..<20 {
let value = segmentValues[sector]
let angle = (Double(sector) + 0.5) / 20.0 * (.pi * 2) - .pi / 2
let x = centerX + labelR * cos(angle)
let y = centerY + labelR * sin(angle)
let label = "\(value)"
let tx = Int(x.rounded()) - (label.count > 1 ? 5 : 2)
let ty = Int(y.rounded()) - 3
let color: PixelColor = sector.isMultiple(of: 2) ? .black : .yellow
context.text(label, x: tx, y: ty, color: color)
}
let bullY = Int(centerY.rounded()) - 3
let bullX = Int(centerX.rounded()) - 5
context.text("25", x: bullX, y: bullY, color: .white)
}
}
/// Dart — logika rzutu; UI w `DartGameView`.
final class DartGame: Game {
/// Przechowuje wartość `name` wykorzystywaną przez dany komponent.
let name = "Dart"
/// Przechowuje wartość `inputProfile` wykorzystywaną przez dany komponent.
let inputProfile: GameInputProfile = .dart
/// Opisuje struct `HUD` używany przez warstwę UI i logikę gry.
struct HUD: Equatable {
var score: Int
var playerCount: Int
var playerScores: [Int]
var playerNames: [String]
var activePlayerIndex: Int
var activePlayerName: String
var dartsLeftInTurn: Int
var legStartScore: Int
var gameOver: Bool
var winnerName: String?
var lastHitLabel: String
var feedbackLabel: String?
var aimGridX: Double
var aimGridY: Double
var throwPrimed: Bool
var throwState: DartThrowController.ThrowState
var playZoneBand: DartPlayZone.Band
var playZoneLevel: Int
var playZoneHint: String
var turnAnnouncement: String?
var flightActive: Bool
var flightGridX: Double
var flightGridY: Double
var flightProgress: Double
var boardMarkers: [DartBoardMarker]
/// Odliczanie 5…1 przed pierwszym rzutem; `nil` = gra trwa.
var startCountdown: Int?
/// Czeka na przycisk Triki, żeby rozpocząć turę (multi).
var awaitingTurnStart: Bool
var mode: DartPlayMode { playerCount > 1 ? .duo : .solo }
var isMultiplayer: Bool { playerCount > 1 }
var player1Score: Int { playerScores.indices.contains(0) ? playerScores[0] : 0 }
var player2Score: Int { playerScores.indices.contains(1) ? playerScores[1] : 0 }
var player1Name: String { playerNames.indices.contains(0) ? playerNames[0] : "Gracz 1" }
var player2Name: String { playerNames.indices.contains(1) ? playerNames[1] : "Gracz 2" }
}
private struct ResolvedShot {
let hitX: Double
let hitY: Double
let points: Int
let label: String
let isDoubleHit: Bool
let onBoard: Bool
}
private let playerCount: Int
private let playerNames: [String]
private var grip: DartGripMapping
private var playerScores: [Int] = []
private var activePlayerIndex = 0
private var turnSwitchPending = false
private var dartsLeftInTurn = 3
private var turnStartScore = 501
private var gameOver = false
private var winnerName: String?
private var turnAnnouncement: String?
private var turnAnnouncementTimer: TimeInterval = 0
private var awaitingTurnStart = false
private var turnGate = TrikiTurnStartGate()
private let restoredMatch: DartMatchState?
/// Inicjalizuje instancję i ustawia wymagane zależności.
init(
playerCount: Int = 1,
playerNames: [String] = ["Gracz 1"],
grip: DartGripMapping = .overhead,
restoredMatch: DartMatchState? = nil
) {
let count = DartPlayers.clampCount(playerCount)
self.playerCount = count
self.playerNames = DartPlayers.normalizedNames(playerNames, count: count)
self.grip = grip
self.restoredMatch = restoredMatch
}
/// Kompatybilność wsteczna (2 graczy).
convenience init(
mode: DartPlayMode,
player1Name: String = "Gracz 1",
player2Name: String = "Gracz 2",
grip: DartGripMapping = .overhead,
restoredMatch: DartMatchState? = nil
) {
let count = mode == .solo ? 1 : 2
self.init(
playerCount: count,
playerNames: [player1Name, player2Name],
grip: grip,
restoredMatch: restoredMatch
)
}
/// Wykonuje operację `snapshot` w bieżącym kontekście gry/UI.
func snapshot() -> DartMatchState {
DartMatchState(
playerCount: playerCount,
playerScores: playerScores,
activePlayerIndex: activePlayerIndex,
dartsLeftInTurn: dartsLeftInTurn,
turnStartScore: turnStartScore,
gameOver: gameOver,
winnerName: winnerName,
lastHitLabel: lastHitLabel
)
}
/// Wykonuje operację `applyGrip` w bieżącym kontekście gry/UI.
func applyGrip(from axisMapping: MotionAxisMapping) {
grip = DartGripMapping.from(axisMapping: axisMapping)
}
private(set) var currentHUD = HUD(
score: 0,
playerCount: 1,
playerScores: [501],
playerNames: ["Gracz 1"],
activePlayerIndex: 0,
activePlayerName: "Gracz 1",
dartsLeftInTurn: 3,
legStartScore: 501,
gameOver: false,
winnerName: nil,
lastHitLabel: "",
feedbackLabel: nil,
aimGridX: DartBoardLayout.centerX,
aimGridY: DartBoardLayout.centerY,
throwPrimed: false,
throwState: .idle,
playZoneBand: .unknown,
playZoneLevel: 0,
playZoneHint: DartPlayZone.Band.unknown.hint,
turnAnnouncement: nil,
flightActive: false,
flightGridX: DartBoardLayout.centerX,
flightGridY: DartBoardLayout.centerY,
flightProgress: 0,
boardMarkers: [],
startCountdown: 5,
awaitingTurnStart: false
)
private var startCountdownRemaining: TimeInterval = 5
private var lastCountdownTick = -1
private var playZone = DartPlayZone()
private var boardMarkers: [DartBoardMarker] = []
private var activeFlight: DartFlightAnimation?
private var pendingShot: ResolvedShot?
private var aimX = 0.0
private var aimY = 0.0
private var aimNeutralX = 0.0
private var aimNeutralY = 0.0
private var throwNeutralTilt = 0.0
private var gyroBaselineY = 0.0
private var gyroBaselineX = 0.0
private var gyroBaselineZ = 0.0
private var centerX = 0.0
private var centerY = 0.0
private var shootHeld = false
private var lastHitLabel = ""
private var feedbackLabel: String?
private var feedbackTimer = 0.0
private var throwController = DartThrowController()
private var pointerDriver = TrikiPointerDriver()
private var velocityInput = TrikiGameInputManager(mode: .dart)
private var arenaAnimTick: UInt = 0
private let boardRadius = DartBoardLayout.boardRadius
private var aimReach: Double { boardRadius * 0.92 }
private var bullInnerR: Double { boardRadius * 5 / 45 }
private var bullOuterR: Double { boardRadius * 10 / 45 }
private var tripleInnerR: Double { boardRadius * 25 / 45 }
private var tripleOuterR: Double { boardRadius * 30 / 45 }
private var doubleInnerR: Double { boardRadius * 40 / 45 }
private var doubleOuterR: Double { boardRadius }
/// Wykonuje operację `start` w bieżącym kontekście gry/UI.
func start(context: GameContext) {
centerX = DartBoardLayout.centerX
centerY = DartBoardLayout.centerY
aimX = centerX
aimY = centerY
turnSwitchPending = false
shootHeld = false
feedbackLabel = nil
feedbackTimer = 0
turnAnnouncement = nil
turnAnnouncementTimer = 0
awaitingTurnStart = false
turnGate.reset()
boardMarkers = []
activeFlight = nil
pendingShot = nil
pointerDriver.reset()
velocityInput.reset()
startCountdownRemaining = 5
lastCountdownTick = -1
if let match = restoredMatch, match.playerCount == playerCount, match.canResume {
playerScores = match.playerScores
activePlayerIndex = min(match.activePlayerIndex, playerCount - 1)
dartsLeftInTurn = match.dartsLeftInTurn
turnStartScore = match.turnStartScore
gameOver = match.gameOver
winnerName = match.winnerName
lastHitLabel = match.lastHitLabel
playZone.reset()
applyPlayerProfile(index: activePlayerIndex)
turnGate.confirm(playerIndex: activePlayerIndex)
} else {
playerScores = DartPlayers.freshScores(count: playerCount)
activePlayerIndex = 0
dartsLeftInTurn = 3
turnStartScore = activePlayerScore
gameOver = false
winnerName = nil
lastHitLabel = ""
playZone.reset()
applyPlayerProfile(index: 0)
}
publishHUD()
}
/// Wykonuje operację `applyPlayerProfile` w bieżącym kontekście gry/UI.
func applyPlayerProfile(index: Int) {
guard let profile = DartPlayerProfileStore.profile(for: index) else {
playZone.applySessionCalibration()
throwController.applyDefaultCalibration()
throwController.reset(tiltAxis: 0)
return
}
aimNeutralX = profile.aimNeutralX
aimNeutralY = profile.aimNeutralY
throwNeutralTilt = profile.throwNeutralTilt
gyroBaselineX = profile.gyroBaselineX
gyroBaselineY = profile.gyroBaselineY
gyroBaselineZ = profile.gyroBaselineZ
playZone.applyProfile(profile)
throwController.applyCalibration(
pullDepth: profile.calibratedPullDepth,
throwGyroPeak: profile.calibratedThrowGyroPeak
)
throwController.reset(tiltAxis: 0)
}
/// Wykonuje operację `calibratePlayZone` w bieżącym kontekście gry/UI.
func calibratePlayZone(sensors: TrikiSensors) {
playZone.calibrate(with: sensors)
calibrateAimNeutral(sensors: sensors)
}
/// Wykonuje operację `calibrateAimNeutral` w bieżącym kontekście gry/UI.
func calibrateAimNeutral(sensors: TrikiSensors) {
let neutral = grip.calibrateNeutrals(from: sensors)
aimNeutralX = neutral.aimX
aimNeutralY = neutral.aimY
throwNeutralTilt = neutral.throwTilt
gyroBaselineX = sensors.gyroX
gyroBaselineY = sensors.gyroY
gyroBaselineZ = sensors.gyroZ
}
/// Wykonuje operację `update` w bieżącym kontekście gry/UI.
func update(input: GameInput, deltaTime: TimeInterval) {
arenaAnimTick &+= 1
guard !gameOver else {
publishHUD()
return
}
if startCountdownRemaining > 0 {
let tick = Int(ceil(startCountdownRemaining))
if tick != lastCountdownTick, (1...5).contains(tick) {
QuizSFX.menuFocus()
lastCountdownTick = tick
}
startCountdownRemaining = max(0, startCountdownRemaining - deltaTime)
if startCountdownRemaining == 0 {
QuizSFX.roundStart()
lastCountdownTick = -1
if playerCount > 1 {
beginAwaitingTurnStart()
}
}
publishHUD()
return
}
if awaitingTurnStart {
if input.trikiButtonPressed {
confirmTurnStart()
}
playZone.update(sensors: input.sensors)
let aimZoneGain = playZone.band == .good ? 1.0 : (playZone.band == .far ? 1.12 : 0.95)
updateAim(input: input, zoneGain: aimZoneGain, deltaTime: deltaTime)
publishHUD()
return
}
if turnAnnouncementTimer > 0 {
turnAnnouncementTimer = max(0, turnAnnouncementTimer - deltaTime)
if turnAnnouncementTimer == 0 {
turnAnnouncement = nil
}
}
if feedbackTimer > 0 {
feedbackTimer = max(0, feedbackTimer - deltaTime)
if feedbackTimer == 0 {
feedbackLabel = nil
if turnSwitchPending {
turnSwitchPending = false
advanceTurn()
}
}
}
if var flight = activeFlight {
flight.advance(deltaTime: deltaTime)
activeFlight = flight
if flight.isFinished, let shot = pendingShot {
completeFlight(shot: shot)
activeFlight = nil
pendingShot = nil
}
publishHUD()
return
}
playZone.update(sensors: input.sensors)
let zoneFactor = playZone.distanceFactor
let aimZoneGain = playZone.band == .good ? 1.0 : (playZone.band == .far ? 1.12 : 0.95)
if feedbackTimer <= 0, activeFlight == nil {
let velFrame = velocityInput.process(input: input, deltaTime: deltaTime)
if velFrame.dartThrowTriggered {
if !shootHeld {
shoot(power: max(0.4, velFrame.dartThrowPower))
}
shootHeld = true
} else {
let tiltAxis = grip.throwTiltAxis(from: input.sensors, neutral: throwNeutralTilt)
let throwState = throwController.state
let adaptGyroBaseline = throwState == .idle || throwState == .throwing
let gyroForward = grip.throwGyroImpulse(
from: input.sensors,
baselineX: &gyroBaselineX,
baselineY: &gyroBaselineY,
baselineZ: &gyroBaselineZ,
adaptBaseline: adaptGyroBaseline
)
if let power = throwController.update(
tiltAxis: tiltAxis,
gyroForward: gyroForward,
deltaTime: deltaTime,
distanceFactor: zoneFactor
) {
if !shootHeld {
shoot(power: power)
}
shootHeld = true
} else {
shootHeld = false
}
}
} else {
shootHeld = false
}
if activeFlight == nil {
updateAim(input: input, zoneGain: aimZoneGain, deltaTime: deltaTime)
}
publishHUD()
}
private func advanceTurn() {
boardMarkers = []
ArcadeAudio.turnChange()
if playerCount > 1 {
activePlayerIndex = (activePlayerIndex + 1) % playerCount
applyPlayerProfile(index: activePlayerIndex)
beginAwaitingTurnStart()
}
turnStartScore = activePlayerScore
dartsLeftInTurn = 3
throwController.reset(tiltAxis: 0)
}
private func beginAwaitingTurnStart() {
awaitingTurnStart = true
turnAnnouncement = activeName()
turnAnnouncementTimer = 0
throwController.reset(tiltAxis: 0)
}
private func confirmTurnStart() {
turnGate.confirm(playerIndex: activePlayerIndex)
awaitingTurnStart = false
turnAnnouncement = nil
turnAnnouncementTimer = 0
throwController.reset(tiltAxis: 0)
QuizSFX.menuConfirm()
}
private var activePlayerScore: Int {
guard playerScores.indices.contains(activePlayerIndex) else { return 0 }
return playerScores[activePlayerIndex]
}
private func addScore(_ points: Int) {
let hit = max(0, points)
let candidate = activePlayerScore - hit
let validCheckout = candidate == 0 && isCheckoutDart
let bust = candidate < 0 || candidate == 1 || (candidate == 0 && !validCheckout)
if bust {
setActiveScore(turnStartScore)
lastHitLabel = "BUST"
feedbackLabel = "BUST"
ArcadeAudio.dartBust()
feedbackTimer = 1.1
turnSwitchPending = true
return
}
setActiveScore(candidate)
if candidate == 0 {
gameOver = true
winnerName = activeName()
lastHitLabel = "\(activeName()) WINS"
feedbackLabel = "WIN"
feedbackTimer = 2.2
ArcadeAudio.dartWin()
return
}
dartsLeftInTurn = max(0, dartsLeftInTurn - 1)
if dartsLeftInTurn == 0 {
turnSwitchPending = true
}
}
private var isCheckoutDart = false
private func setActiveScore(_ value: Int) {
guard playerScores.indices.contains(activePlayerIndex) else { return }
playerScores[activePlayerIndex] = value
}
private func activeName() -> String {
guard playerNames.indices.contains(activePlayerIndex) else {
return DartPlayers.defaultName(index: activePlayerIndex)
}
let name = playerNames[activePlayerIndex].trimmingCharacters(in: .whitespacesAndNewlines)
return name.isEmpty ? DartPlayers.defaultName(index: activePlayerIndex) : name
}
private func updateAim(input: GameInput, zoneGain: Double, deltaTime: TimeInterval) {
let reach = aimReach
let aimSlow = throwController.isAimSlowed
let aimGain = (aimSlow ? 0.38 : 0.88) * zoneGain
let aim = grip.aimDelta(
from: input,
sensors: input.sensors,
neutralX: aimNeutralX,
neutralY: aimNeutralY
)
let targetX = centerX + min(reach, max(-reach, aim.x * reach * aimGain))
let targetY = centerY + min(reach, max(-reach, aim.y * reach * aimGain))
let stepped = pointerDriver.step(
aimX: aimX,
aimY: aimY,
input: input,
rawTargetX: targetX,
rawTargetY: targetY,
deltaTime: deltaTime
)
aimX = stepped.x
aimY = stepped.y
}
private func publishHUD() {
currentHUD = HUD(
score: activePlayerScore,
playerCount: playerCount,
playerScores: playerScores,
playerNames: playerNames,
activePlayerIndex: activePlayerIndex,
activePlayerName: activeName(),
dartsLeftInTurn: dartsLeftInTurn,
legStartScore: turnStartScore,
gameOver: gameOver,
winnerName: winnerName,
lastHitLabel: lastHitLabel,
feedbackLabel: feedbackLabel,
aimGridX: aimX,
aimGridY: aimY,
throwPrimed: throwController.isPrimed && feedbackTimer <= 0,
throwState: feedbackTimer > 0 ? .idle : throwController.state,
playZoneBand: playZone.band,
playZoneLevel: playZone.level,
playZoneHint: playZone.band.hint,
turnAnnouncement: turnAnnouncement,
flightActive: activeFlight != nil,
flightGridX: flightPosition.x,
flightGridY: flightPosition.y,
flightProgress: activeFlight?.progress ?? 0,
boardMarkers: boardMarkers,
startCountdown: startCountdownRemaining > 0 ? max(1, Int(ceil(startCountdownRemaining))) : nil,
awaitingTurnStart: awaitingTurnStart
)
}
private var flightPosition: (x: Double, y: Double) {
if let flight = activeFlight {
return flight.currentPosition
}
return (aimX, aimY)
}
private func shoot(power: Double) {
let shot = resolveShot(power: power)
pendingShot = shot
let launchY = centerY + boardRadius + 14
activeFlight = DartFlightAnimation(
fromX: centerX,
fromY: launchY,
toX: shot.hitX,
toY: shot.hitY,
duration: 0.42,
elapsed: 0
)
ArcadeAudio.dartThrowWhoosh()
}
private func completeFlight(shot: ResolvedShot) {
if shot.onBoard {
boardMarkers.append(DartBoardMarker(gridX: shot.hitX, gridY: shot.hitY))
}
lastHitLabel = shot.label
isCheckoutDart = shot.isDoubleHit
addScore(shot.points)
isCheckoutDart = false
if gameOver || feedbackLabel == "BUST" { return }
if shot.points > 0 {
feedbackLabel = "-\(shot.points)"
ArcadeAudio.dartHit(points: shot.points)
} else {
feedbackLabel = "MISS"
ArcadeAudio.dartHit(points: 0)
}
feedbackTimer = 1.45
}
private func resolveShot(power: Double) -> ResolvedShot {
let spread = max(0.6, 3.4 - power * 0.14)
let hitX = aimX + Double.random(in: -spread ... spread)
let hitY = aimY + Double.random(in: -spread ... spread)
let dx = hitX - centerX
let dy = hitY - centerY
let distance = sqrt(dx * dx + dy * dy)
var points = 0
var isDoubleHit = false
var label = "MISS"
if distance < bullInnerR {
points = 50
label = "BULL 50"
isDoubleHit = true
} else if distance < bullOuterR {
points = 25
label = "BULL 25"
} else if distance <= boardRadius {
let sector = DartBoardLayout.sectorIndex(dx: dx, dy: dy)
let segmentValue = DartBoardLayout.segmentValues[sector]
points = segmentValue
if distance >= tripleInnerR, distance < tripleOuterR {
points *= 3
label = "T\(segmentValue)×3"
} else if distance >= doubleInnerR, distance < doubleOuterR {
points *= 2
label = "D\(segmentValue)×2"
isDoubleHit = true
} else {
label = "\(segmentValue)"
}
}
let onBoard = distance <= boardRadius
return ResolvedShot(
hitX: hitX,
hitY: hitY,
points: points,
label: label,
isDoubleHit: isDoubleHit,
onBoard: onBoard
)
}
/// Wykonuje operację `render` w bieżącym kontekście gry/UI.
func render(context: GameContext) {
DartArenaScene.render(
context: context,
boardCenterX: centerX,
boardCenterY: centerY,
boardRadius: boardRadius,
animTick: arenaAnimTick
)
drawBoard(context: context)
DartBoardLayout.drawSegmentNumbers(
context: context,
centerX: centerX,
centerY: centerY,
boardRadius: boardRadius
)
drawStartCountdown(context: context)
drawBoardMarkers(context: context)
if let flight = activeFlight {
let pos = flight.currentPosition
drawDartTip(context: context, x: pos.x, y: pos.y, color: .white)
}
}
private func drawStartCountdown(context: GameContext) {
guard startCountdownRemaining > 0 else { return }
let value = max(1, Int(ceil(startCountdownRemaining)))
let label = "\(value)"
let tx = Int(centerX.rounded()) - (label.count > 1 ? 8 : 4)
let ty = Int(centerY.rounded()) - 6
context.text(label, x: tx, y: ty, color: .yellow)
}
private func drawBoardMarkers(context: GameContext) {
for marker in boardMarkers {
drawDartTip(context: context, x: marker.gridX, y: marker.gridY, color: .yellow)
}
}
private func drawDartTip(context: GameContext, x: Double, y: Double, color: PixelColor) {
let px = Int(x.rounded())
let py = Int(y.rounded())
for ox in -1...1 {
for oy in -1...1 {
let gx = px + ox
let gy = py + oy
guard gx >= 0, gx < GameContext.width, gy >= GameContext.pixelTopInset, gy < GameContext.height else { continue }
context.rect(x: gx, y: gy, width: 1, height: 1, color: color)
}
}
}
private func drawBoard(context: GameContext) {
let cx = Int(centerX.rounded())
let cy = Int(centerY.rounded())
let rMax = Int(boardRadius.rounded(.up))
for py in (cy - rMax)...(cy + rMax) {
guard py >= GameContext.pixelTopInset, py < GameContext.height else { continue }
for px in (cx - rMax)...(cx + rMax) {
guard px >= 0, px < GameContext.width else { continue }
let dx = Double(px - cx)
let dy = Double(py - cy)
let dist = sqrt(dx * dx + dy * dy)
guard dist <= boardRadius else { continue }
let color = boardPixelColor(dx: dx, dy: dy, distance: dist)
context.rect(x: px, y: py, width: 1, height: 1, color: color)
}
}
}
private func boardPixelColor(dx: Double, dy: Double, distance: Double) -> PixelColor {
if distance < bullInnerR { return .red }
if distance < bullOuterR { return .green }
if distance >= tripleInnerR, distance < tripleOuterR { return .red }
if distance >= doubleInnerR, distance < doubleOuterR { return .green }
let sector = DartBoardLayout.sectorIndex(dx: dx, dy: dy)
return sector.isMultiple(of: 2) ? .white : .darkGray
}
}