feat: gambling (coinflip & slots)

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Face 2025-05-29 14:12:27 +03:00
parent 543a5a951c
commit 1cae171748
38 changed files with 5631 additions and 1 deletions

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<script lang="ts">
// https://github.com/gre/bezier-easing
// BezierEasing - use bezier curve for transition easing function
// by Gaëtan Renaudeau 2014 - 2015 MIT License
// These values are established by empiricism with tests (tradeoff: performance VS precision)
const NEWTON_ITERATIONS = 4;
const NEWTON_MIN_SLOPE = 0.001;
const SUBDIVISION_PRECISION = 0.0000001;
const SUBDIVISION_MAX_ITERATIONS = 10;
const kSplineTableSize = 11;
const kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);
const float32ArraySupported = typeof Float32Array === 'function';
function A(aA1: number, aA2: number) {
return 1.0 - 3.0 * aA2 + 3.0 * aA1;
}
function B(aA1: number, aA2: number) {
return 3.0 * aA2 - 6.0 * aA1;
}
function C(aA1: number) {
return 3.0 * aA1;
}
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
function calcBezier(aT: number, aA1: number, aA2: number) {
return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT;
}
// Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
function getSlope(aT: number, aA1: number, aA2: number) {
return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1);
}
function binarySubdivide(aX: number, aA: number, aB: number, mX1: number, mX2: number) {
let currentX,
currentT,
i = 0;
do {
currentT = aA + (aB - aA) / 2.0;
currentX = calcBezier(currentT, mX1, mX2) - aX;
if (currentX > 0.0) {
aB = currentT;
} else {
aA = currentT;
}
} while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS);
return currentT;
}
function newtonRaphsonIterate(aX: number, aGuessT: number, mX1: number, mX2: number) {
for (let i = 0; i < NEWTON_ITERATIONS; ++i) {
const currentSlope = getSlope(aGuessT, mX1, mX2);
if (currentSlope === 0.0) {
return aGuessT;
}
const currentX = calcBezier(aGuessT, mX1, mX2) - aX;
aGuessT -= currentX / currentSlope;
}
return aGuessT;
}
function LinearEasing(x: number) {
return x;
}
function bezier(mX1: number, mY1: number, mX2: number, mY2: number): (x: number) => number {
if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) {
throw new Error('bezier x values must be in [0, 1] range');
}
if (mX1 === mY1 && mX2 === mY2) {
return LinearEasing;
}
// Precompute samples table
const sampleValues: Float32Array | number[] = float32ArraySupported
? new Float32Array(kSplineTableSize)
: new Array(kSplineTableSize);
for (let i = 0; i < kSplineTableSize; ++i) {
sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
}
function getTForX(aX: number) {
let intervalStart = 0.0;
let currentSample = 1;
const lastSample = kSplineTableSize - 1;
for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) {
intervalStart += kSampleStepSize;
}
--currentSample;
// Interpolate to provide an initial guess for t
const dist =
(aX - sampleValues[currentSample]) /
(sampleValues[currentSample + 1] - sampleValues[currentSample]);
const guessForT = intervalStart + dist * kSampleStepSize;
const initialSlope = getSlope(guessForT, mX1, mX2);
if (initialSlope >= NEWTON_MIN_SLOPE) {
return newtonRaphsonIterate(aX, guessForT, mX1, mX2);
} else if (initialSlope === 0.0) {
return guessForT;
} else {
return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2);
}
}
return function BezierEasing(x: number) {
// Because JavaScript number are imprecise, we should guarantee the extremes are right.
if (x === 0 || x === 1) {
return x;
}
return calcBezier(getTForX(x), mY1, mY2);
};
}
function getNormalizedTimeForProgress(
targetProgress: number,
easingFunction: (t: number) => number,
tolerance = 0.0001,
maxIterations = 100
): number {
if (targetProgress <= 0) return 0;
if (targetProgress >= 1) return 1;
let minT = 0;
let maxT = 1;
let t = 0.5;
for (let i = 0; i < maxIterations; i++) {
const currentProgress = easingFunction(t);
const error = currentProgress - targetProgress;
if (Math.abs(error) < tolerance) {
return t;
}
if (error < 0) {
minT = t;
} else {
maxT = t;
}
t = (minT + maxT) / 2;
}
return t;
}
// --- End of bezier-easing code ---
import { Button } from '$lib/components/ui/button';
import { Input } from '$lib/components/ui/input';
import {
Card,
CardContent,
CardDescription,
CardHeader,
CardTitle
} from '$lib/components/ui/card';
import confetti from 'canvas-confetti';
import { toast } from 'svelte-sonner';
import { formatValue, playSound, showConfetti } from '$lib/utils';
interface CoinflipResult {
won: boolean;
result: 'heads' | 'tails';
newBalance: number;
payout: number;
amountWagered: number;
}
const cssEaseInOut = bezier(0.42, 0, 0.58, 1.0);
let {
balance = $bindable(),
onBalanceUpdate
}: {
balance: number;
onBalanceUpdate?: (newBalance: number) => void;
} = $props();
let betAmount = $state(10);
let selectedSide = $state('heads');
let isFlipping = $state(false);
let coinRotation = $state(0);
let lastResult = $state<CoinflipResult | null>(null);
let activeSoundTimeouts = $state<NodeJS.Timeout[]>([]);
let canBet = $derived(betAmount > 0 && betAmount <= balance && !isFlipping);
function selectSide(side: string) {
if (!isFlipping) {
selectedSide = side;
}
}
function setBetAmount(amount: number) {
if (amount >= 0 && amount <= balance) {
betAmount = amount;
}
}
async function flipCoin() {
if (!canBet) return;
isFlipping = true;
lastResult = null;
activeSoundTimeouts.forEach(clearTimeout);
activeSoundTimeouts = [];
try {
const response = await fetch('/api/gambling/coinflip', {
method: 'POST',
headers: {
'Content-Type': 'application/json'
},
body: JSON.stringify({
side: selectedSide,
amount: betAmount
})
});
if (!response.ok) {
const errorData = await response.json();
throw new Error(errorData.error || 'Failed to place bet');
}
const resultData: CoinflipResult = await response.json();
const baseSpinsDegrees = 1800;
const currentRotationValue = coinRotation;
let rotationDeltaForThisFlip = baseSpinsDegrees;
const faceAfterBaseSpins =
(currentRotationValue + baseSpinsDegrees) % 360 < 180 ? 'heads' : 'tails';
if (faceAfterBaseSpins !== resultData.result) {
rotationDeltaForThisFlip += 180;
}
if (rotationDeltaForThisFlip === 0) {
rotationDeltaForThisFlip = 360;
}
coinRotation = currentRotationValue + rotationDeltaForThisFlip;
const animationDuration = 2000;
if (rotationDeltaForThisFlip >= 180) {
const numHalfSpins = Math.floor(rotationDeltaForThisFlip / 180);
for (let i = 1; i <= numHalfSpins; i++) {
const targetEasedProgress = (i * 180) / rotationDeltaForThisFlip;
const normalizedTime = getNormalizedTimeForProgress(targetEasedProgress, cssEaseInOut);
const timeToPlaySound = normalizedTime * animationDuration;
const timeoutId = setTimeout(() => {
playSound('flip');
}, timeToPlaySound);
activeSoundTimeouts.push(timeoutId);
}
}
setTimeout(() => {
balance = resultData.newBalance;
lastResult = resultData;
onBalanceUpdate?.(resultData.newBalance);
if (resultData.won) {
showConfetti(confetti);
}
setTimeout(() => {
isFlipping = false;
if (!resultData.won) {
playSound('lose');
}
}, 500);
}, animationDuration);
} catch (error) {
console.error('Coinflip error:', error);
toast.error('Bet failed', {
description: error instanceof Error ? error.message : 'Unknown error occurred'
});
isFlipping = false;
activeSoundTimeouts.forEach(clearTimeout);
activeSoundTimeouts = [];
}
}
</script>
<Card>
<CardHeader>
<CardTitle>Coinflip</CardTitle>
<CardDescription>Choose heads or tails and double your money!</CardDescription>
</CardHeader>
<CardContent>
<!-- Main Layout: Coin/Balance Left, Controls Right -->
<div class="grid grid-cols-1 gap-8 md:grid-cols-2">
<!-- Left Side: Coin, Balance, and Result -->
<div class="flex flex-col space-y-4">
<!-- Balance Display -->
<div class="text-center">
<p class="text-muted-foreground text-sm">Balance</p>
<p class="text-2xl font-bold">{formatValue(balance)}</p>
</div>
<!-- Coin Animation -->
<div class="flex justify-center">
<div class="coin-container">
<div class="coin" style="transform: rotateY({coinRotation}deg)">
<div class="coin-face coin-heads">
<img
src="/facedev/avif/bliptext.avif"
alt="Heads"
class="h-32 w-32 object-contain"
/>
</div>
<div class="coin-face coin-tails">
<img
src="/facedev/avif/wattesigma.avif"
alt="Tails"
class="h-32 w-32 object-contain"
/>
</div>
</div>
</div>
</div>
<!-- Result Display (Reserve Space) -->
<div class="flex items-center justify-center text-center">
{#if lastResult && !isFlipping}
<div class="bg-muted/50 w-full rounded-lg p-3">
{#if lastResult.won}
<p class="text-success font-semibold">WIN</p>
<p class="text-sm">
Won {formatValue(lastResult.payout)} on {lastResult.result}
</p>
{:else}
<p class="text-destructive font-semibold">LOSS</p>
<p class="text-sm">
Lost {formatValue(lastResult.amountWagered)} on {lastResult.result}
</p>
{/if}
</div>
{/if}
</div>
</div>
<!-- Right Side: Betting Controls -->
<div class="space-y-4">
<!-- Side Selection (Inline) -->
<div>
<div class="mb-2 block text-sm font-medium">Choose Side</div>
<div class="flex gap-3">
<Button
variant={selectedSide === 'heads' ? 'default' : 'outline'}
onclick={() => selectSide('heads')}
disabled={isFlipping}
class="side-button h-16 flex-1"
>
<div class="text-center">
<img
src="/facedev/avif/bliptext.avif"
alt="Heads"
class="mx-auto mb-1 h-8 w-8 object-contain"
/>
<div>Heads</div>
</div>
</Button>
<Button
variant={selectedSide === 'tails' ? 'default' : 'outline'}
onclick={() => selectSide('tails')}
disabled={isFlipping}
class="side-button h-16 flex-1"
>
<div class="text-center">
<img
src="/facedev/avif/wattesigma.avif"
alt="Tails"
class="mx-auto mb-1 h-8 w-8 object-contain"
/>
<div>Tails</div>
</div>
</Button>
</div>
</div>
<!-- Bet Amount -->
<div>
<label for="bet-amount" class="mb-2 block text-sm font-medium">Bet Amount</label>
<Input
id="bet-amount"
type="number"
bind:value={betAmount}
min="1"
max={balance}
disabled={isFlipping}
/>
</div>
<!-- Percentage Quick Actions -->
<div>
<div class="grid grid-cols-4 gap-2">
<Button
size="sm"
variant="outline"
onclick={() => setBetAmount(Math.floor((balance || 0) * 0.25))}
disabled={isFlipping}>25%</Button
>
<Button
size="sm"
variant="outline"
onclick={() => setBetAmount(Math.floor((balance || 0) * 0.5))}
disabled={isFlipping}>50%</Button
>
<Button
size="sm"
variant="outline"
onclick={() => setBetAmount(Math.floor((balance || 0) * 0.75))}
disabled={isFlipping}>75%</Button
>
<Button
size="sm"
variant="outline"
onclick={() => setBetAmount(Math.floor(balance || 0))}
disabled={isFlipping}>Max</Button
>
</div>
</div>
<!-- Flip Button -->
<Button class="h-12 w-full text-lg" onclick={flipCoin} disabled={!canBet}>
{isFlipping ? 'Flipping...' : 'Flip'}
</Button>
</div>
</div>
</CardContent>
</Card>
<style>
.coin-container {
position: relative;
width: 8rem; /* 128px */
height: 8rem; /* 128px */
perspective: 1000px;
}
.coin {
width: 100%;
height: 100%;
position: relative;
transform-style: preserve-3d;
transition: transform 2s ease-in-out;
}
.coin-face {
position: absolute;
width: 100%;
height: 100%;
backface-visibility: hidden;
display: flex;
align-items: center;
justify-content: center;
}
.coin-heads {
transform: rotateY(0deg);
}
.coin-tails {
transform: rotateY(180deg);
}
:global(.side-button) {
box-sizing: border-box !important;
border: 2px solid transparent !important;
}
:global(.side-button[data-variant='outline']) {
border-color: hsl(var(--border)) !important;
}
:global(.side-button[data-variant='default']) {
border-color: hsl(var(--primary)) !important;
}
</style>