- README.md with build/architecture overview - Game Center screen with at-bat timeline, pitch sequence, spray chart, and strike zone component views - VideoShuffle service: per-model bucketed random selection with no-back-to-back guarantee; replaces flat shuffle-bag approach - Refresh JWT token for authenticated NSFW feed; add josie-hamming-2 and dani-speegle-2 to the user list - MultiStreamView audio focus: remove redundant isMuted writes during startStream and playNextWerkoutClip so audio stops ducking during clip transitions; gate AVAudioSession.setCategory(.playback) behind a one-shot flag - GamesViewModel.attachPlayer: skip mute recalculation when the same player is re-attached (prevents toggle flicker on item replace) - mlbTVOSTests target wired through project.yml with GENERATE_INFOPLIST_FILE; VideoShuffleTests covers groupByModel, pickRandomFromBuckets, real-distribution no-back-to-back invariant, and uniform model distribution over 6000 picks Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
127 lines
4.6 KiB
Swift
127 lines
4.6 KiB
Swift
import SwiftUI
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struct SprayChartHit: Identifiable {
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let id: String
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let coordX: Double
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let coordY: Double
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let event: String?
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var color: Color {
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switch event?.lowercased() {
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case "single": return .blue
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case "double": return .green
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case "triple": return .orange
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case "home_run", "home run": return .red
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default: return .white.opacity(0.4)
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}
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}
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var label: String {
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switch event?.lowercased() {
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case "single": return "1B"
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case "double": return "2B"
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case "triple": return "3B"
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case "home_run", "home run": return "HR"
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default: return "Out"
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}
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}
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}
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struct SprayChartView: View {
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let hits: [SprayChartHit]
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var size: CGFloat = 280
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// MLB API coordinate system: home plate ~(125, 200), field extends upward
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// coordX: 0-250 (left to right), coordY: 0-250 (top to bottom, lower Y = deeper)
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private let coordRange: ClosedRange<Double> = 0...250
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private let homePlate = CGPoint(x: 125, y: 200)
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var body: some View {
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Canvas { context, canvasSize in
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let w = canvasSize.width
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let h = canvasSize.height
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let scale = min(w, h) / 250.0
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let homeX = homePlate.x * scale
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let homeY = homePlate.y * scale
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// Draw foul lines from home plate
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let foulLineLength: CGFloat = 200 * scale
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// Left field foul line (~135 degrees from horizontal)
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let leftEnd = CGPoint(
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x: homeX - foulLineLength * cos(.pi / 4),
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y: homeY - foulLineLength * sin(.pi / 4)
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)
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var leftLine = Path()
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leftLine.move(to: CGPoint(x: homeX, y: homeY))
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leftLine.addLine(to: leftEnd)
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context.stroke(leftLine, with: .color(.white.opacity(0.15)), lineWidth: 1)
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// Right field foul line
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let rightEnd = CGPoint(
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x: homeX + foulLineLength * cos(.pi / 4),
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y: homeY - foulLineLength * sin(.pi / 4)
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)
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var rightLine = Path()
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rightLine.move(to: CGPoint(x: homeX, y: homeY))
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rightLine.addLine(to: rightEnd)
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context.stroke(rightLine, with: .color(.white.opacity(0.15)), lineWidth: 1)
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// Outfield arc
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var arc = Path()
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arc.addArc(
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center: CGPoint(x: homeX, y: homeY),
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radius: foulLineLength,
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startAngle: .degrees(-135),
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endAngle: .degrees(-45),
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clockwise: false
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)
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context.stroke(arc, with: .color(.white.opacity(0.1)), lineWidth: 1)
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// Infield arc (smaller)
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var infieldArc = Path()
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let infieldRadius: CGFloat = 60 * scale
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infieldArc.addArc(
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center: CGPoint(x: homeX, y: homeY),
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radius: infieldRadius,
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startAngle: .degrees(-135),
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endAngle: .degrees(-45),
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clockwise: false
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)
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context.stroke(infieldArc, with: .color(.white.opacity(0.08)), lineWidth: 0.5)
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// Infield diamond
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let baseDistance: CGFloat = 40 * scale
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let first = CGPoint(x: homeX + baseDistance * cos(.pi / 4), y: homeY - baseDistance * sin(.pi / 4))
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let second = CGPoint(x: homeX, y: homeY - baseDistance * sqrt(2))
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let third = CGPoint(x: homeX - baseDistance * cos(.pi / 4), y: homeY - baseDistance * sin(.pi / 4))
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var diamond = Path()
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diamond.move(to: CGPoint(x: homeX, y: homeY))
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diamond.addLine(to: first)
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diamond.addLine(to: second)
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diamond.addLine(to: third)
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diamond.closeSubpath()
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context.stroke(diamond, with: .color(.white.opacity(0.12)), lineWidth: 0.5)
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// Home plate marker
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let plateSize: CGFloat = 4
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let plateRect = CGRect(x: homeX - plateSize, y: homeY - plateSize, width: plateSize * 2, height: plateSize * 2)
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context.fill(Path(plateRect), with: .color(.white.opacity(0.3)))
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// Draw hit dots
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for hit in hits {
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let x = hit.coordX * scale
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let y = hit.coordY * scale
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let dotRadius: CGFloat = 5
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let dotRect = CGRect(x: x - dotRadius, y: y - dotRadius, width: dotRadius * 2, height: dotRadius * 2)
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context.fill(Circle().path(in: dotRect), with: .color(hit.color))
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context.stroke(Circle().path(in: dotRect), with: .color(.white.opacity(0.2)), lineWidth: 0.5)
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}
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}
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.frame(width: size, height: size)
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}
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}
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