use ratatui::prelude::*;
use ratatui::buffer::Buffer;
use crate::app::App;
use crate::games::slots::*;
use crate::ui::theme;
pub fn draw_slots(f: &mut Frame, app: &App, game: &SlotsGame, area: Rect) {
let buf = f.buffer_mut();
let w = area.width as usize;
let h = area.height as usize;
for y in area.top()..area.bottom() {
for x in area.left()..area.right() {
buf[(x, y)].set_char(' ').set_bg(theme::BG);
}
}
match &game.phase {
SlotsPhase::Betting => draw_betting(buf, area, game, app, w, h),
SlotsPhase::Spinning | SlotsPhase::Revealing(_) => draw_reels(buf, area, game, app, w, h, false),
SlotsPhase::Result => draw_reels(buf, area, game, app, w, h, true),
}
}
fn draw_betting(buf: &mut Buffer, area: Rect, game: &SlotsGame, app: &App, w: usize, h: usize) {
draw_machine_frame(buf, area, w, h);
let cy = h / 2 - 3;
draw_str(buf, area, (w - 16) / 2, cy, "╔══════════════╗", theme::MAGENTA);
draw_str(buf, area, (w - 16) / 2, cy + 1, "║ INSERT BET ║", theme::MAGENTA);
draw_str(buf, area, (w - 16) / 2, cy + 2, "╚══════════════╝", theme::MAGENTA);
let bet_display = if game.bet_input.is_empty() { "_ ".to_string() } else { format!("{}_", game.bet_input) };
let bet_line = format!("◈ {} TOKENS", bet_display);
draw_str(buf, area, (w - bet_line.len()) / 2, cy + 4, &bet_line, theme::GREEN);
let balance = format!("Balance: {} tokens", app.tokens);
draw_str(buf, area, (w - balance.len()) / 2, cy + 6, &balance, theme::GRAY);
draw_payout_table(buf, area, w, h);
let hint = "[0-9] Amount · [ENTER] Spin · [A] All-in · [ESC] Back";
draw_str(buf, area, (w.saturating_sub(hint.len())) / 2, h - 2, hint, theme::DARK_GRAY);
}
fn draw_reels(buf: &mut Buffer, area: Rect, game: &SlotsGame, app: &App, w: usize, h: usize, show_result: bool) {
draw_machine_frame(buf, area, w, h);
let reel_w = 9;
let gap = 2;
let total_w = reel_w * 3 + gap * 2;
let start_x = (w.saturating_sub(total_w)) / 2;
let reel_y = h / 2 - 3;
for i in 0..3 {
let rx = start_x + i * (reel_w + gap);
let window = game.reel_window(i);
let is_stopped = match game.phase {
SlotsPhase::Revealing(s) => i < s as usize,
SlotsPhase::Result => true,
_ => false,
};
let is_stopping = match game.phase {
SlotsPhase::Revealing(s) => i == s as usize,
_ => false,
};
let border_color = if is_stopped && show_result && game.multiplier > 0.0 {
theme::GREEN
} else if is_stopping {
theme::AMBER
} else {
theme::MAGENTA
};
draw_str(buf, area, rx, reel_y, "╔═══════╗", border_color);
for dy in 0..3 {
let sym = window[dy];
let y = reel_y + 1 + dy;
let is_center = dy == 1;
draw_str(buf, area, rx, y, "║", border_color);
let sym_color = if is_center && is_stopped {
match sym {
Symbol::Skull => theme::RED,
Symbol::Diamond => theme::CYAN,
Symbol::Seven => theme::AMBER,
Symbol::Lightning => theme::CYAN,
Symbol::Fire => theme::RED,
Symbol::Wild => theme::MAGENTA,
_ => theme::WHITE,
}
} else if is_center {
theme::WHITE
} else {
theme::DARK_GRAY
};
let prefix = if is_center { "▸" } else { " " };
let suffix = if is_center { "◂" } else { " " };
let label = sym.label();
draw_str(buf, area, rx + 1, y, &format!("{}{}{}", prefix, label, suffix), sym_color);
draw_str(buf, area, rx + 8, y, "║", border_color);
}
draw_str(buf, area, rx, reel_y + 4, "╚═══════╝", border_color);
}
let bet_str = format!("BET: {}", game.bet);
draw_str(buf, area, (w - bet_str.len()) / 2, reel_y + 6, &bet_str, theme::AMBER_DIM);
if show_result {
if game.multiplier >= 50.0 {
draw_jackpot_takeover(buf, area, app, w, h, game);
} else {
let y = reel_y + 8;
if game.multiplier > 0.0 {
let msg = format!("WIN! {}x — +{} TOKENS", game.multiplier, game.last_payout);
draw_str(buf, area, (w - msg.len()) / 2, y, &msg, theme::GREEN);
} else {
draw_str(buf, area, (w - 10) / 2, y, "NO MATCH", theme::RED_DIM);
}
let payout_color = if game.last_payout > 0 { theme::GREEN } else { theme::RED };
let payout_str = if game.last_payout > 0 {
format!("+{}", game.last_payout)
} else {
format!("{}", game.last_payout)
};
draw_str(buf, area, (w - payout_str.len()) / 2, y + 1, &payout_str, payout_color);
draw_str(buf, area, (w - 30) / 2, h - 2, "[ENTER] Spin Again · [ESC] Back", theme::DARK_GRAY);
}
}
draw_payout_table(buf, area, w, h);
}
fn draw_machine_frame(buf: &mut Buffer, area: Rect, w: usize, h: usize) {
for y in 2..(h.saturating_sub(2)) {
let ay = area.top() + y as u16;
if ay >= area.bottom() { continue; }
let left = area.left() + 1;
let right = area.left() + (w - 2) as u16;
if left < area.right() {
let ch = if y % 3 == 0 { '│' } else { '┊' };
buf[(left, ay)].set_char(ch).set_fg(theme::MAGENTA);
}
if right < area.right() {
let ch = if y % 3 == 0 { '│' } else { '┊' };
buf[(right, ay)].set_char(ch).set_fg(theme::MAGENTA);
}
}
let title = "═══ S L O T S ═══";
draw_str(buf, area, (w - title.len()) / 2, 1, title, theme::MAGENTA);
}
fn draw_payout_table(buf: &mut Buffer, area: Rect, w: usize, h: usize) {
let table = payout_table();
let tx = w.saturating_sub(22).max(2);
let ty = 3;
draw_str(buf, area, tx, ty, "┌──────────────────┐", theme::DARK_GRAY);
draw_str(buf, area, tx, ty + 1, "│ PAYOUT TABLE │", theme::GRAY);
draw_str(buf, area, tx, ty + 2, "├──────────────────┤", theme::DARK_GRAY);
for (i, (name, mult, note)) in table.iter().enumerate() {
let y = ty + 3 + i;
if y >= h.saturating_sub(2) { break; }
let color = if *note == "JACKPOT" { theme::RED } else { theme::GRAY };
let line = format!("│ {:8} {:>4} │", name, mult);
draw_str(buf, area, tx, y, &line, color);
}
let bot_y = ty + 3 + table.len().min(h.saturating_sub(ty + 5));
draw_str(buf, area, tx, bot_y, "└──────────────────┘", theme::DARK_GRAY);
}
fn draw_str(buf: &mut Buffer, area: Rect, x: usize, y: usize, s: &str, fg: Color) {
let mut cx = area.left() + x as u16;
let cy = area.top() + y as u16;
if cy >= area.bottom() { return; }
for ch in s.chars() {
if cx >= area.right() { break; }
buf[(cx, cy)].set_char(ch).set_fg(fg);
cx += 1;
}
}
fn draw_jackpot_takeover(buf: &mut Buffer, area: Rect, app: &App, w: usize, h: usize, game: &SlotsGame) {
let phase = (app.frame / 4) % 6;
let bg_color = match phase {
0 => Color::Rgb(40, 0, 40),
1 => Color::Rgb(0, 0, 40),
2 => Color::Rgb(40, 40, 0),
3 => Color::Rgb(40, 0, 0),
4 => Color::Rgb(0, 40, 0),
_ => Color::Rgb(20, 0, 30),
};
for y in area.top()..area.bottom() {
for x in area.left()..area.right() {
buf[(x, y)].set_bg(bg_color);
}
}
let spark_chars = ['★', '✦', '✧', '◆', '◇', '⬥', '·', '✶'];
let spark_colors = [theme::MAGENTA, theme::AMBER, theme::CYAN, theme::GREEN, theme::RED, theme::WHITE];
for i in 0..30 {
let seed = (app.frame as usize).wrapping_add(i * 997);
let px = (seed * 31 + i * 17) % w;
let py = (seed * 13 + i * 23) % h;
let ch = spark_chars[seed % spark_chars.len()];
let color = spark_colors[(seed / 3) % spark_colors.len()];
let ax = area.left() + px as u16;
let ay = area.top() + py as u16;
if ax < area.right() && ay < area.bottom() {
buf[(ax, ay)].set_char(ch).set_fg(color);
}
}
let cy = h / 2 - 3;
let blink1 = (app.frame / 6) % 2 == 0;
let blink2 = (app.frame / 4) % 2 == 0;
let j1 = "╔══════════════════════════════╗";
let j2 = "║ ★ J A C K P O T ★ ║";
let j3 = "╚══════════════════════════════╝";
let color1 = if blink1 { theme::MAGENTA } else { theme::AMBER };
let color2 = if blink2 { theme::AMBER } else { theme::MAGENTA };
draw_str(buf, area, (w - j1.len()) / 2, cy, j1, color1);
draw_str(buf, area, (w - j2.len()) / 2, cy + 1, j2, color2);
draw_str(buf, area, (w - j3.len()) / 2, cy + 2, j3, color1);
let payout_str = format!("+{} TOKENS!", game.last_payout);
let payout_color = if blink1 { theme::GREEN } else { theme::CYAN };
draw_str(buf, area, (w - payout_str.len()) / 2, cy + 4, &payout_str, payout_color);
let mult = format!("{}x MULTIPLIER", game.multiplier);
draw_str(buf, area, (w - mult.len()) / 2, cy + 5, &mult, theme::WHITE);
draw_str(buf, area, (w - 30) / 2, h - 2, "[ENTER] Spin Again · [ESC] Back", theme::GRAY);
}