- consumable items
This commit is contained in:
Horoli 2025-12-10 16:05:42 +09:00
parent 8f72b9a812
commit 09d8fdcfe9
24 changed files with 859 additions and 369 deletions

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@ -1,6 +1,6 @@
class GameConfig {
// Inventory
static const int maxInventorySize = 5;
static const int maxInventorySize = 8;
// Economy
static const int startingGold = 50;

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@ -89,6 +89,8 @@ class ThemeConfig {
// Status Effect Colors
static const Color effectBg = Colors.deepOrange;
static const Color effectBuffBg = Colors.green; // New: Buff
static const Color effectDebuffBg = Colors.deepOrange; // New: Debuff
static const Color effectText = Colors.white;
// Rarity Colors

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@ -83,8 +83,75 @@ class ItemTable {
static List<ItemTemplate> armors = [];
static List<ItemTemplate> shields = [];
static List<ItemTemplate> accessories = [];
static List<ItemTemplate> consumables = []; // New: Potions
static final Map<String, ItemTemplate> _items = {};
static void initialize() {
// 0. Consumables (Potions)
// Manually added for now, later move to JSON if preferred.
List<ItemTemplate> potionTemplates = [
ItemTemplate(
id: "potion_heal_small",
name: "Healing Potion",
description: "Restores 20 HP instantly.",
slot: EquipmentSlot.consumable,
atkBonus: 0,
hpBonus: 20, // Used as heal amount
armorBonus: 0,
effects: [],
price: 15,
rarity: ItemRarity.normal,
tier: ItemTier.tier1,
image: "assets/images/items/potion.png", // Valid placeholder
),
ItemTemplate(
id: "potion_armor_small",
name: "Iron Skin Potion",
description: "Grants +10 Armor instantly.",
slot: EquipmentSlot.consumable,
atkBonus: 0,
hpBonus: 0,
armorBonus: 10, // Used as armor amount
effects: [],
price: 20,
rarity: ItemRarity.normal,
tier: ItemTier.tier1,
image: "assets/images/items/potion.png",
),
ItemTemplate(
id: "potion_strength_small",
name: "Strength Potion",
description: "Increases Attack Power for 1 turn.",
slot: EquipmentSlot.consumable,
atkBonus: 0,
hpBonus: 0,
armorBonus: 0,
effects: [
ItemEffect(
type: StatusEffectType.attackUp,
probability: 100,
duration: 1,
value: 5, // Flat +5 Attack (simple implementation)
),
],
price: 25,
rarity: ItemRarity.magic,
tier: ItemTier.tier1,
image: "assets/images/items/potion.png",
),
];
consumables = potionTemplates;
for (var p in potionTemplates) {
_items[p.id] = p; // Register to map
}
}
static Future<void> load() async {
// Initialize Manual Items first
initialize();
final String jsonString = await rootBundle.loadString(
'assets/data/items.json',
);
@ -109,6 +176,7 @@ class ItemTable {
...armors,
...shields,
...accessories,
...consumables,
];
static ItemTemplate? get(String id) {

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@ -6,35 +6,93 @@ class NameGenerator {
// Adjectives suitable for powerful items
static const List<String> _adjectives = [
"Crimson", "Shadow", "Azure", "Burning", "Frozen", "Ancient",
"Cursed", "Blessed", "Savage", "Eternal", "Dark", "Holy",
"Storm", "Void", "Crystal", "Iron", "Blood", "Night"
"Crimson",
"Shadow",
"Azure",
"Burning",
"Frozen",
"Ancient",
"Cursed",
"Blessed",
"Savage",
"Eternal",
"Dark",
"Holy",
"Storm",
"Void",
"Crystal",
"Iron",
"Blood",
"Night",
];
// Nouns specifically for Weapons
static const List<String> _weaponNouns = [
"Fang", "Claw", "Reaper", "Breaker", "Slayer", "Edge",
"Blade", "Spike", "Crusher", "Whisper", "Howl", "Strike",
"Bane", "Fury", "Vengeance", "Thorn"
"Fang",
"Claw",
"Reaper",
"Breaker",
"Slayer",
"Edge",
"Blade",
"Spike",
"Crusher",
"Whisper",
"Howl",
"Strike",
"Bane",
"Fury",
"Vengeance",
"Thorn",
];
// Nouns specifically for Armor
static const List<String> _armorNouns = [
"Guard", "Wall", "Shelter", "Skin", "Scale", "Plate",
"Bulwark", "Veil", "Shroud", "Ward", "Barrier", "Bastion",
"Mantle", "Aegis", "Carapace"
"Guard",
"Wall",
"Shelter",
"Skin",
"Scale",
"Plate",
"Bulwark",
"Veil",
"Shroud",
"Ward",
"Barrier",
"Bastion",
"Mantle",
"Aegis",
"Carapace",
];
// Nouns specifically for Shields
static const List<String> _shieldNouns = [
"Wall", "Barrier", "Aegis", "Defender", "Blockade",
"Resolve", "Sanctuary", "Buckler", "Tower", "Gate"
"Wall",
"Barrier",
"Aegis",
"Defender",
"Blockade",
"Resolve",
"Sanctuary",
"Buckler",
"Tower",
"Gate",
];
// Nouns specifically for Accessories
static const List<String> _accessoryNouns = [
"Heart", "Soul", "Eye", "Tear", "Spark", "Ember",
"Drop", "Mark", "Sign", "Omen", "Wish", "Star"
"Heart",
"Soul",
"Eye",
"Tear",
"Spark",
"Ember",
"Drop",
"Mark",
"Sign",
"Omen",
"Wish",
"Star",
];
static String generateName(EquipmentSlot slot) {
@ -54,13 +112,19 @@ class NameGenerator {
case EquipmentSlot.accessory:
noun = _accessoryNouns[_random.nextInt(_accessoryNouns.length)];
break;
case EquipmentSlot.consumable:
noun = "Potion";
break;
}
// 20% Chance for "Noun of Noun" format (e.g. "Fang of Shadow")
if (_random.nextDouble() < 0.2) {
String suffixNoun = _adjectives[_random.nextInt(_adjectives.length)]; // Reuse adjectives as nouns sometimes works (e.g. "of Blood")
// Better: use a subset of adjectives that work as nouns or generic nouns
return "$noun of $suffixNoun";
String suffixNoun =
_adjectives[_random.nextInt(
_adjectives.length,
)]; // Reuse adjectives as nouns sometimes works (e.g. "of Blood")
// Better: use a subset of adjectives that work as nouns or generic nouns
return "$noun of $suffixNoun";
}
return "$adjective $noun";

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@ -10,6 +10,7 @@ enum StatusEffectType {
bleed, // Takes damage at start/end of turn
defenseForbidden, // Cannot use Defend action
disarmed, // Attack strength reduced (e.g., 10%)
attackUp, // New: Increases Attack Power
}
///
@ -31,7 +32,7 @@ enum StageType {
rest, // Heal or repair
}
enum EquipmentSlot { weapon, armor, shield, accessory }
enum EquipmentSlot { weapon, armor, shield, accessory, consumable }
enum DamageType { normal, bleed, vulnerable }

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@ -167,6 +167,15 @@ class Character {
int bonus = equipment.values.fold(0, (sum, item) => sum + item.atkBonus);
int finalAtk = baseAtk + bonus;
// Apply Attack Up Buff
var attackBuff = statusEffects
.where((e) => e.type == StatusEffectType.attackUp)
.firstOrNull;
if (attackBuff != null) {
// Assuming value is Flat bonus based on ItemTemplate
finalAtk += attackBuff.value;
}
if (hasStatus(StatusEffectType.disarmed)) {
finalAtk = (finalAtk * GameConfig.disarmedDamageMultiplier).toInt();
}

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@ -79,6 +79,8 @@ class Item {
return "Shield";
case EquipmentSlot.accessory:
return "Accessory";
case EquipmentSlot.consumable:
return "Potion";
}
}
}

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@ -73,7 +73,7 @@ class BattleProvider with ChangeNotifier {
final Random _random; // Injected Random instance
BattleProvider({required this.shopProvider, Random? random})
: _random = random ?? Random() {
: _random = random ?? Random() {
// initializeBattle(); // Do not auto-start logic
}
@ -125,6 +125,15 @@ class BattleProvider with ChangeNotifier {
player.addToInventory(ItemTable.weapons[5].createItem()); // Sunderer Axe
player.addToInventory(ItemTable.shields[3].createItem()); // Cursed Shield
// Add Potions for Testing (Requested by User)
var healPotion = ItemTable.get('potion_heal_small');
var armorPotion = ItemTable.get('potion_armor_small');
var strPotion = ItemTable.get('potion_strength_small');
if (healPotion != null) player.addToInventory(healPotion.createItem());
if (armorPotion != null) player.addToInventory(armorPotion.createItem());
if (strPotion != null) player.addToInventory(strPotion.createItem());
_prepareNextStage();
_logManager.clear();
_addLog("Game Started! Stage 1");
@ -222,7 +231,7 @@ class BattleProvider with ChangeNotifier {
// _endPlayerTurn(); // Allow player to choose another action
return;
}
isPlayerTurn = false;
notifyListeners();
@ -257,7 +266,11 @@ class BattleProvider with ChangeNotifier {
if (result.success) {
if (type == ActionType.attack) {
// 1. Check for Dodge (Moved from _processAttackImpact)
if (CombatCalculator.calculateDodge(enemy.totalDodge, random: _random)) { // Pass injected random
if (CombatCalculator.calculateDodge(
enemy.totalDodge,
random: _random,
)) {
// Pass injected random
_addLog("${enemy.name} dodged the attack!");
final event = EffectEvent(
id:
@ -383,14 +396,22 @@ class BattleProvider with ChangeNotifier {
// Recalculate value based on current stats
if (intent.type == EnemyActionType.attack) {
newValue = (enemy.totalAtk *
CombatCalculator.getEfficiency(ActionType.attack, intent.risk))
.toInt();
newValue =
(enemy.totalAtk *
CombatCalculator.getEfficiency(
ActionType.attack,
intent.risk,
))
.toInt();
if (newValue < 1 && enemy.totalAtk > 0) newValue = 1;
} else {
newValue = (enemy.totalDefense *
CombatCalculator.getEfficiency(ActionType.defend, intent.risk))
.toInt();
newValue =
(enemy.totalDefense *
CombatCalculator.getEfficiency(
ActionType.defend,
intent.risk,
))
.toInt();
if (newValue < 1 && enemy.totalDefense > 0) newValue = 1;
}
@ -520,7 +541,11 @@ class BattleProvider with ChangeNotifier {
// Attack Action (Animating)
if (intent.isSuccess) {
// 1. Check for Dodge
if (CombatCalculator.calculateDodge(player.totalDodge, random: _random)) { // Pass injected random
if (CombatCalculator.calculateDodge(
player.totalDodge,
random: _random,
)) {
// Pass injected random
_addLog("${player.name} dodged the attack!");
final event = EffectEvent(
id:
@ -540,9 +565,13 @@ class BattleProvider with ChangeNotifier {
}
// Recalculate damage to account for status changes (like Disarmed)
int finalDamage = (enemy.totalAtk *
CombatCalculator.getEfficiency(ActionType.attack, intent.risk))
.toInt();
int finalDamage =
(enemy.totalAtk *
CombatCalculator.getEfficiency(
ActionType.attack,
intent.risk,
))
.toInt();
if (finalDamage < 1 && enemy.totalAtk > 0) finalDamage = 1;
final event = EffectEvent(
@ -579,17 +608,18 @@ class BattleProvider with ChangeNotifier {
_effectEventController.sink.add(event);
return;
}
}
} else if (!canAct) { // If cannot act (stunned)
_addLog("Enemy is stunned and cannot act!");
int tid = _turnTransactionId;
Future.delayed(const Duration(milliseconds: 500), () {
if (tid != _turnTransactionId) return;
_endEnemyTurn();
});
} else {
_addLog("Enemy did nothing.");
}
} else if (!canAct) {
// If cannot act (stunned)
_addLog("Enemy is stunned and cannot act!");
int tid = _turnTransactionId;
Future.delayed(const Duration(milliseconds: 500), () {
if (tid != _turnTransactionId) return;
_endEnemyTurn();
});
} else {
_addLog("Enemy did nothing.");
int tid = _turnTransactionId;
Future.delayed(const Duration(milliseconds: 500), () {
if (tid != _turnTransactionId) return;
@ -777,6 +807,68 @@ class BattleProvider with ChangeNotifier {
}
}
/// Use a consumable item during battle (Free Action)
void useConsumable(Item item) {
if (item.slot != EquipmentSlot.consumable) {
_addLog("Cannot use ${item.name}!");
return;
}
// 1. Apply Immediate Effects
bool effectApplied = false;
// Heal
if (item.hpBonus > 0) {
int currentHp = player.hp;
player.heal(item.hpBonus);
int healedAmount = player.hp - currentHp;
if (healedAmount > 0) {
_addLog("Used ${item.name}. Recovered $healedAmount HP.");
effectApplied = true;
} else {
_addLog("Used ${item.name}. HP is already full.");
// Still consume? Yes, usually potions are lost even if full HP if used.
// But maybe valid to just say "Recovered 0 HP".
effectApplied = true;
}
}
// Armor
if (item.armorBonus > 0) {
player.armor += item.armorBonus;
_addLog("Used ${item.name}. Gained ${item.armorBonus} Armor.");
effectApplied = true;
}
// 2. Apply Status Effects (Buffs)
if (item.effects.isNotEmpty) {
for (var effect in item.effects) {
player.addStatusEffect(
StatusEffect(
type: effect.type,
duration: effect.duration,
value: effect.value,
),
);
// Log handled? Character.addStatusEffect might need logging or we log here.
// Let's add specific logs for known buffs
if (effect.type == StatusEffectType.attackUp) {
_addLog(
"Used ${item.name}. Attack Up for ${effect.duration} turn(s)!",
);
} else {
_addLog("Used ${item.name}. Applied ${effect.type.name}!");
}
}
effectApplied = true;
}
if (effectApplied) {
player.inventory.remove(item);
notifyListeners();
}
}
/// Proceed to next stage from non-battle stages (Shop, Rest)
void proceedToNextStage() {
stage++;
@ -799,9 +891,11 @@ class BattleProvider with ChangeNotifier {
// Decide Action Type
// Check constraints
bool canDefend = enemy.baseDefense > 0 &&
bool canDefend =
enemy.baseDefense > 0 &&
!enemy.hasStatus(StatusEffectType.defenseForbidden);
bool canAttack = true; // Attack is always possible, but strength is affected by status.
bool canAttack =
true; // Attack is always possible, but strength is affected by status.
bool isAttack = true; // Default to attack
@ -981,7 +1075,7 @@ class BattleProvider with ChangeNotifier {
// Try applying status effects
_tryApplyStatusEffects(attacker, target);
// If target is enemy, update intent to reflect potential status changes (e.g. Disarmed)
if (target == enemy) {
updateEnemyIntent();

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@ -3,10 +3,13 @@ import 'package:shared_preferences/shared_preferences.dart';
class SettingsProvider with ChangeNotifier {
static const String _keyEnemyAnim = 'settings_enemy_anim';
static const String _keyAttackAnimScale = 'settings_attack_anim_scale';
bool _enableEnemyAnimations = true; // Default: Enabled
double _attackAnimScale = 5.0; // Default: 5.0
bool get enableEnemyAnimations => _enableEnemyAnimations;
double get attackAnimScale => _attackAnimScale;
SettingsProvider() {
_loadSettings();
@ -15,6 +18,7 @@ class SettingsProvider with ChangeNotifier {
Future<void> _loadSettings() async {
final prefs = await SharedPreferences.getInstance();
_enableEnemyAnimations = prefs.getBool(_keyEnemyAnim) ?? true;
_attackAnimScale = prefs.getDouble(_keyAttackAnimScale) ?? 5.0;
notifyListeners();
}
@ -24,4 +28,11 @@ class SettingsProvider with ChangeNotifier {
final prefs = await SharedPreferences.getInstance();
await prefs.setBool(_keyEnemyAnim, value);
}
Future<void> setAttackAnimScale(double value) async {
_attackAnimScale = value;
notifyListeners();
final prefs = await SharedPreferences.getInstance();
await prefs.setDouble(_keyAttackAnimScale, value);
}
}

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@ -23,11 +23,50 @@ class ShopProvider with ChangeNotifier {
currentTier = ItemTier.tier2;
availableItems = [];
availableItems = [];
// 1. Generate 4 Random Equipment Items
for (int i = 0; i < 4; i++) {
// Generate 4 items
ItemTemplate? template = ItemTable.getRandomItem(tier: currentTier);
if (template != null) {
availableItems.add(template.createItem(stage: stage));
// Exclude consumables from this pool if getRandomItem includes them by default (it does if we don't filter)
// We need to implement slot exclusion or explicit slot inclusion in getRandomItem?
// Or simply cycle slots?
// ItemTable.getRandomItem picks from allItems which now includes consumables.
// We should add filtering to getRandomItem logic OR filter here.
// Let's filter here by retrying or explicitly asking for non-consumables.
// Actually, ItemTable.getRandomItem accepts 'slot'. But we want ANY equipment.
// Let's rely on type checking or add 'excludeSlot' to getRandomItem (too much change).
// Simpler: Just pick random, if consumable, reroll? Or better:
// Let's update getRandomItem to support multiple allowed slots? No.
// Let's just pick strictly by slot rotation or random filtering.
// Let's try simple filtering loop.
while (true) {
ItemTemplate? template = ItemTable.getRandomItem(tier: currentTier);
if (template != null && template.slot != EquipmentSlot.consumable) {
availableItems.add(template.createItem(stage: stage));
break;
}
}
}
// 2. Generate 2 Random Consumables
// Consumables might always be Tier 1 for now, or match current tier?
// Let's match current tier (though we only defined Tier 1 potions).
// If no potions at current tier, fallback to Tier 1?
// ItemTable.consumables currently only has items.
// Let's just pick from ItemTable.consumables directly for simplicity and safety.
if (ItemTable.consumables.isNotEmpty) {
for (int i = 0; i < 2; i++) {
ItemTemplate? consTemplate = ItemTable.getRandomItem(
tier: ItemTier.tier1, // Potions are Tier 1 for now
slot: EquipmentSlot.consumable,
);
if (consTemplate != null) {
availableItems.add(consTemplate.createItem(stage: stage));
}
}
}
notifyListeners();

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@ -250,7 +250,8 @@ class _BattleScreenState extends State<BattleScreen> {
break;
case BattleFeedbackType.dodge:
feedbackText = "DODGE";
feedbackColor = ThemeConfig.statLuckColor; // Use Luck color (Greenish)
feedbackColor =
ThemeConfig.statLuckColor; // Use Luck color (Greenish)
break;
default:
feedbackText = "";
@ -564,6 +565,70 @@ class _BattleScreenState extends State<BattleScreen> {
return false;
}
void _showInventoryDialog(BuildContext context) {
final battleProvider = context.read<BattleProvider>();
final List<Item> consumables = battleProvider.player.inventory
.where((item) => item.slot == EquipmentSlot.consumable)
.toList();
if (consumables.isEmpty) {
ToastUtils.showTopToast(context, "No consumable items!");
return;
}
showDialog(
context: context,
builder: (context) {
return SimpleDialog(
title: const Text("Use Item"),
children: consumables.map((item) {
return SimpleDialogOption(
onPressed: () {
battleProvider.useConsumable(item);
Navigator.pop(context);
},
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Row(
children: [
Container(
padding: const EdgeInsets.all(4),
decoration: BoxDecoration(
color: ThemeConfig.rewardItemBg,
borderRadius: BorderRadius.circular(4),
border: Border.all(
color: ItemUtils.getRarityColor(item.rarity),
),
),
child: Image.asset(
ItemUtils.getIconPath(item.slot),
width: ThemeConfig.itemIconSizeMedium,
height: ThemeConfig.itemIconSizeMedium,
fit: BoxFit.contain,
),
),
const SizedBox(width: 12),
Text(
item.name,
style: TextStyle(
fontWeight: ThemeConfig.fontWeightBold,
fontSize: ThemeConfig.fontSizeLarge,
color: ItemUtils.getRarityColor(item.rarity),
),
),
],
),
_buildItemStatText(item),
],
),
);
}).toList(),
);
},
);
}
@override
Widget build(BuildContext context) {
// Sync animation setting to provider logic
@ -661,11 +726,14 @@ class _BattleScreenState extends State<BattleScreen> {
!battleProvider.showRewardPopup &&
!_isPlayerAttacking &&
!_isEnemyAttacking &&
!battleProvider.player.hasStatus(StatusEffectType.defenseForbidden), // Disable if defense is forbidden
!battleProvider.player.hasStatus(
StatusEffectType.defenseForbidden,
), // Disable if defense is forbidden
onAttackPressed: () =>
_showRiskLevelSelection(context, ActionType.attack),
onDefendPressed: () =>
_showRiskLevelSelection(context, ActionType.defend),
onItemPressed: () => _showInventoryDialog(context),
),
),

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@ -1,10 +1,6 @@
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../providers.dart';
import '../game/models.dart';
import '../game/enums.dart';
import '../utils.dart';
import '../game/config.dart';
import '../widgets.dart';
class InventoryScreen extends StatelessWidget {
@ -16,139 +12,13 @@ class InventoryScreen extends StatelessWidget {
appBar: AppBar(title: const Text("Inventory & Stats")),
body: Consumer<BattleProvider>(
builder: (context, battleProvider, child) {
final player = battleProvider.player;
return Column(
children: [
// 1. Modularized Stats Widget
const CharacterStatsWidget(),
// 2. Equipped Items Section (Kept here for now)
Padding(
padding: const EdgeInsets.symmetric(
horizontal: 16.0,
vertical: 8.0,
),
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
const Text(
"Equipped Items",
style: TextStyle(
fontSize: ThemeConfig.fontSizeHeader,
fontWeight: ThemeConfig.fontWeightBold,
),
),
const SizedBox(height: 8),
Row(
mainAxisAlignment: MainAxisAlignment.spaceAround,
children: EquipmentSlot.values.map((slot) {
final item = player.equipment[slot];
return Expanded(
child: InkWell(
onTap: item != null
? () => _showUnequipConfirmationDialog(
context,
battleProvider,
item,
)
: null,
child: Card(
color: item != null
? ThemeConfig.equipmentCardBg
: ThemeConfig.emptySlotBg,
shape:
item != null &&
item.rarity != ItemRarity.magic
? RoundedRectangleBorder(
side: BorderSide(
color: ItemUtils.getRarityColor(
item.rarity,
),
width: 2.0,
),
borderRadius: BorderRadius.circular(4.0),
)
: null,
child: Stack(
children: [
// Slot Name
Positioned(
right: 4,
top: 4,
child: Text(
slot.name.toUpperCase(),
style: const TextStyle(
fontSize: ThemeConfig.fontSizeTiny,
fontWeight: ThemeConfig.fontWeightBold,
color: Colors.white30,
),
),
),
// Faded Icon
Positioned(
left: 4,
top: 4,
child: Opacity(
opacity: item != null ? 0.5 : 0.2,
child: Image.asset(
ItemUtils.getIconPath(slot),
width: 40,
height: 40,
fit: BoxFit.contain,
filterQuality: FilterQuality.high,
),
),
),
// Content
Center(
child: Padding(
padding: const EdgeInsets.all(4.0),
child: Column(
mainAxisAlignment:
MainAxisAlignment.center,
children: [
const SizedBox(height: 12),
FittedBox(
fit: BoxFit.scaleDown,
child: Text(
item?.name ??
AppStrings.emptySlot,
textAlign: TextAlign.center,
style: TextStyle(
fontSize:
ThemeConfig.fontSizeSmall,
fontWeight:
ThemeConfig.fontWeightBold,
color: item != null
? ItemUtils.getRarityColor(
item.rarity,
)
: ThemeConfig.textColorGrey,
),
maxLines: 2,
overflow: TextOverflow.ellipsis,
),
),
if (item != null)
FittedBox(
fit: BoxFit.scaleDown,
child: _buildItemStatText(item),
),
],
),
),
),
],
),
),
),
);
}).toList(),
),
],
),
),
// 2. Modularized Equipped Items Section
const EquippedItemsWidget(),
// 3. Modularized Inventory Grid
const Expanded(child: InventoryGridWidget()),
@ -158,152 +28,4 @@ class InventoryScreen extends StatelessWidget {
),
);
}
// --- Helper Methods for Equipped Items Section ---
void _showUnequipConfirmationDialog(
BuildContext context,
BattleProvider provider,
Item itemToUnequip,
) {
final player = provider.player;
// Calculate predicted stats
final currentMaxHp = player.totalMaxHp;
final currentAtk = player.totalAtk;
final currentDef = player.totalDefense;
final currentHp = player.hp;
// Predict new stats (Subtract item bonuses)
int newMaxHp = currentMaxHp - itemToUnequip.hpBonus;
int newAtk = currentAtk - itemToUnequip.atkBonus;
int newDef = currentDef - itemToUnequip.armorBonus;
// Predict HP (Percentage Logic)
double ratio = currentMaxHp > 0 ? currentHp / currentMaxHp : 0.0;
int newHp = (newMaxHp * ratio).toInt();
if (newHp < 0) newHp = 0;
if (newHp > newMaxHp) newHp = newMaxHp;
showDialog(
context: context,
builder: (ctx) => AlertDialog(
title: const Text("Unequip Item"),
content: Column(
mainAxisSize: MainAxisSize.min,
children: [
Text(
"${AppStrings.unequip} ${itemToUnequip.name}?",
style: const TextStyle(fontWeight: ThemeConfig.fontWeightBold),
),
const SizedBox(height: 16),
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
_buildStatChangeRow("Current HP", currentHp, newHp),
_buildStatChangeRow(AppStrings.atk, currentAtk, newAtk),
_buildStatChangeRow(AppStrings.def, currentDef, newDef),
],
),
actions: [
TextButton(
onPressed: () => Navigator.pop(ctx),
child: const Text(AppStrings.cancel),
),
ElevatedButton(
onPressed: () {
provider.unequipItem(itemToUnequip);
Navigator.pop(ctx);
},
child: const Text(AppStrings.confirm),
),
],
),
);
}
Widget _buildStatChangeRow(String label, int oldVal, int newVal) {
int diff = newVal - oldVal;
Color color = diff > 0
? ThemeConfig.statDiffPositive
: (diff < 0
? ThemeConfig.statDiffNegative
: ThemeConfig.statDiffNeutral);
String diffText = diff > 0 ? "(+$diff)" : (diff < 0 ? "($diff)" : "");
return Padding(
padding: const EdgeInsets.symmetric(vertical: 4.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
Text(label),
Row(
children: [
Text(
"$oldVal",
style: const TextStyle(color: ThemeConfig.textColorGrey),
),
const Icon(
Icons.arrow_right,
size: 16,
color: ThemeConfig.textColorGrey,
),
Text(
"$newVal",
style: const TextStyle(fontWeight: ThemeConfig.fontWeightBold),
),
const SizedBox(width: 4),
Text(
diffText,
style: TextStyle(
color: color,
fontSize: 12,
fontWeight: ThemeConfig.fontWeightBold,
),
),
],
),
],
),
);
}
Widget _buildItemStatText(Item item) {
List<String> stats = [];
if (item.atkBonus > 0) stats.add("+${item.atkBonus} ${AppStrings.atk}");
if (item.hpBonus > 0) stats.add("+${item.hpBonus} ${AppStrings.hp}");
if (item.armorBonus > 0) stats.add("+${item.armorBonus} ${AppStrings.def}");
if (item.luck > 0) stats.add("+${item.luck} ${AppStrings.luck}");
// Include effects
List<String> effectTexts = item.effects.map((e) => e.description).toList();
if (stats.isEmpty && effectTexts.isEmpty) return const SizedBox.shrink();
return Column(
children: [
if (stats.isNotEmpty)
Padding(
padding: const EdgeInsets.only(top: 2.0, bottom: 2.0),
child: Text(
stats.join(", "),
style: const TextStyle(
fontSize: ThemeConfig.fontSizeSmall,
color: ThemeConfig.statAtkColor,
),
textAlign: TextAlign.center,
),
),
if (effectTexts.isNotEmpty)
Padding(
padding: const EdgeInsets.only(bottom: 2.0),
child: Text(
effectTexts.join("\n"),
style: const TextStyle(
fontSize: ThemeConfig.fontSizeTiny,
color: ThemeConfig.rarityLegendary,
),
),
),
],
);
}
}

View File

@ -28,16 +28,58 @@ class SettingsScreen extends StatelessWidget {
builder: (context, settings, child) {
return SizedBox(
width: 300,
child: SwitchListTile(
title: const Text(
AppStrings.enemyAnimations,
style: TextStyle(color: ThemeConfig.textColorWhite),
),
value: settings.enableEnemyAnimations,
onChanged: (value) {
settings.toggleEnemyAnimations(value);
},
activeColor: ThemeConfig.btnActionActive,
child: Column(
children: [
SwitchListTile(
title: const Text(
AppStrings.enemyAnimations,
style: TextStyle(color: ThemeConfig.textColorWhite),
),
value: settings.enableEnemyAnimations,
onChanged: (value) {
settings.toggleEnemyAnimations(value);
},
activeColor: ThemeConfig.btnActionActive,
),
const SizedBox(height: 20),
const Text(
'Attack Animation Scale',
style: TextStyle(color: ThemeConfig.textColorWhite),
),
Row(
children: [
const Text(
'2.0',
style: TextStyle(color: ThemeConfig.textColorGrey),
),
Expanded(
child: Slider(
value: settings.attackAnimScale,
min: 2.0,
max: 9.9,
divisions: 79,
label: settings.attackAnimScale.toStringAsFixed(1),
activeColor: ThemeConfig.btnActionActive,
inactiveColor: ThemeConfig.textColorGrey,
onChanged: (value) {
settings.setAttackAnimScale(value);
},
),
),
const Text(
'9.9',
style: TextStyle(color: ThemeConfig.textColorGrey),
),
],
),
Text(
'Current: ${settings.attackAnimScale.toStringAsFixed(1)}',
style: const TextStyle(
color: ThemeConfig.textColorWhite,
fontSize: 12,
),
),
],
),
);
},

View File

@ -28,6 +28,8 @@ class ItemUtils {
return 'assets/data/icon/icon_armor.png';
case EquipmentSlot.accessory:
return 'assets/data/icon/icon_accessory.png';
case EquipmentSlot.consumable:
return 'assets/data/icon/icon_accessory.png'; // Todo: Add potion icon
}
}
}

View File

@ -1,4 +1,6 @@
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../../providers/settings_provider.dart';
import '../../game/enums.dart';
class BattleAnimationWidget extends StatefulWidget {
@ -77,6 +79,11 @@ class BattleAnimationWidgetState extends State<BattleAnimationWidget>
await _translateController.reverse();
} else {
// Risky: Scale + Heavy Dash
final attackScale = context.read<SettingsProvider>().attackAnimScale;
_scaleAnimation = Tween<double>(begin: 1.0, end: attackScale).animate(
CurvedAnimation(parent: _scaleController, curve: Curves.easeOut),
);
_scaleController.duration = const Duration(milliseconds: 600);
_translateController.duration = const Duration(milliseconds: 500);

View File

@ -1,5 +1,5 @@
import 'package:flutter/material.dart';
import '../../game/enums.dart';
import '../../game/config.dart';
class BattleControls extends StatelessWidget {
@ -7,6 +7,7 @@ class BattleControls extends StatelessWidget {
final bool isDefendEnabled;
final VoidCallback onAttackPressed;
final VoidCallback onDefendPressed;
final VoidCallback onItemPressed; // New
const BattleControls({
super.key,
@ -14,22 +15,16 @@ class BattleControls extends StatelessWidget {
required this.isDefendEnabled,
required this.onAttackPressed,
required this.onDefendPressed,
required this.onItemPressed, // New
});
Widget _buildFloatingActionButton({
required String label,
required Color color,
required ActionType actionType,
required String iconPath, // Changed from ActionType to String
required bool isEnabled,
required VoidCallback onPressed,
}) {
String iconPath;
if (actionType == ActionType.attack) {
iconPath = 'assets/data/icon/icon_weapon.png';
} else {
iconPath = 'assets/data/icon/icon_shield.png';
}
return FloatingActionButton(
heroTag: label,
onPressed: isEnabled ? onPressed : null,
@ -53,7 +48,7 @@ class BattleControls extends StatelessWidget {
_buildFloatingActionButton(
label: "ATK",
color: ThemeConfig.btnActionActive,
actionType: ActionType.attack,
iconPath: 'assets/data/icon/icon_weapon.png',
isEnabled: isAttackEnabled,
onPressed: onAttackPressed,
),
@ -61,10 +56,20 @@ class BattleControls extends StatelessWidget {
_buildFloatingActionButton(
label: "DEF",
color: ThemeConfig.btnDefendActive,
actionType: ActionType.defend,
iconPath: 'assets/data/icon/icon_shield.png',
isEnabled: isDefendEnabled,
onPressed: onDefendPressed,
),
const SizedBox(height: 16),
_buildFloatingActionButton(
label: "ITEM",
color: Colors.indigoAccent, // Distinct color for Item
iconPath:
'assets/data/icon/icon_accessory.png', // Placeholder for Bag
isEnabled:
isAttackEnabled, // Enabled when it's player turn (same as attack)
onPressed: onItemPressed,
),
],
);
}

View File

@ -68,13 +68,16 @@ class CharacterStatusCard extends StatelessWidget {
child: Wrap(
spacing: 4.0,
children: character.statusEffects.map((effect) {
final isBuff = effect.type == StatusEffectType.attackUp;
return Container(
padding: const EdgeInsets.symmetric(
horizontal: 6,
vertical: 2,
),
decoration: BoxDecoration(
color: ThemeConfig.effectBg,
color: isBuff
? ThemeConfig.effectBuffBg
: ThemeConfig.effectDebuffBg,
borderRadius: BorderRadius.circular(4),
),
child: Text(

View File

@ -79,7 +79,7 @@ class RiskSelectionDialog extends StatelessWidget {
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
risk.name,
risk.name.toUpperCase(),
style: const TextStyle(fontWeight: FontWeight.bold),
),
Text(infoText, style: TextStyle(fontSize: 12, color: infoColor)),

View File

@ -1,2 +1,3 @@
export 'inventory/character_stats_widget.dart';
export 'inventory/inventory_grid_widget.dart';
export 'inventory/equipped_items_widget.dart';

View File

@ -0,0 +1,289 @@
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../../providers.dart';
import '../../game/models.dart';
import '../../game/enums.dart';
import '../../utils.dart';
import '../../game/config.dart';
class EquippedItemsWidget extends StatelessWidget {
const EquippedItemsWidget({super.key});
@override
Widget build(BuildContext context) {
return Consumer<BattleProvider>(
builder: (context, battleProvider, child) {
final player = battleProvider.player;
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 16.0, vertical: 8.0),
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
const Text(
"Equipped Items",
style: TextStyle(
fontSize: ThemeConfig.fontSizeHeader,
fontWeight: ThemeConfig.fontWeightBold,
),
),
const SizedBox(height: 8),
Row(
mainAxisAlignment: MainAxisAlignment.spaceAround,
children: EquipmentSlot.values
.where((slot) => slot != EquipmentSlot.consumable)
.map((slot) {
final item = player.equipment[slot];
return Expanded(
child: InkWell(
onTap: item != null
? () => _showUnequipConfirmationDialog(
context,
battleProvider,
item,
)
: null,
child: Card(
color: item != null
? ThemeConfig.equipmentCardBg
: ThemeConfig.emptySlotBg,
shape:
item != null && item.rarity != ItemRarity.magic
? RoundedRectangleBorder(
side: BorderSide(
color: ItemUtils.getRarityColor(
item.rarity,
),
width: 2.0,
),
borderRadius: BorderRadius.circular(4.0),
)
: null,
child: Stack(
children: [
// Slot Name
Positioned(
right: 4,
top: 4,
child: Text(
slot.name.toUpperCase(),
style: const TextStyle(
fontSize: ThemeConfig.fontSizeTiny,
fontWeight: ThemeConfig.fontWeightBold,
color: Colors.white30,
),
),
),
// Faded Icon
Positioned(
left: 4,
top: 4,
child: Opacity(
opacity: item != null ? 0.5 : 0.2,
child: Image.asset(
ItemUtils.getIconPath(slot),
width: 40,
height: 40,
fit: BoxFit.contain,
filterQuality: FilterQuality.high,
),
),
),
// Content
Center(
child: Padding(
padding: const EdgeInsets.all(4.0),
child: Column(
mainAxisAlignment:
MainAxisAlignment.center,
children: [
const SizedBox(height: 12),
FittedBox(
fit: BoxFit.scaleDown,
child: Text(
item?.name ?? AppStrings.emptySlot,
textAlign: TextAlign.center,
style: TextStyle(
fontSize:
ThemeConfig.fontSizeSmall,
fontWeight:
ThemeConfig.fontWeightBold,
color: item != null
? ItemUtils.getRarityColor(
item.rarity,
)
: ThemeConfig.textColorGrey,
),
maxLines: 2,
overflow: TextOverflow.ellipsis,
),
),
if (item != null)
FittedBox(
fit: BoxFit.scaleDown,
child: _buildItemStatText(item),
),
],
),
),
),
],
),
),
),
);
})
.toList(),
),
],
),
);
},
);
}
void _showUnequipConfirmationDialog(
BuildContext context,
BattleProvider provider,
Item itemToUnequip,
) {
final player = provider.player;
// Calculate predicted stats
final currentMaxHp = player.totalMaxHp;
final currentAtk = player.totalAtk;
final currentDef = player.totalDefense;
final currentHp = player.hp;
// Predict new stats (Subtract item bonuses)
int newMaxHp = currentMaxHp - itemToUnequip.hpBonus;
int newAtk = currentAtk - itemToUnequip.atkBonus;
int newDef = currentDef - itemToUnequip.armorBonus;
// Predict HP (Percentage Logic)
double ratio = currentMaxHp > 0 ? currentHp / currentMaxHp : 0.0;
int newHp = (newMaxHp * ratio).toInt();
if (newHp < 0) newHp = 0;
if (newHp > newMaxHp) newHp = newMaxHp;
showDialog(
context: context,
builder: (ctx) => AlertDialog(
title: const Text("Unequip Item"),
content: Column(
mainAxisSize: MainAxisSize.min,
children: [
Text(
"${AppStrings.unequip} ${itemToUnequip.name}?",
style: const TextStyle(fontWeight: ThemeConfig.fontWeightBold),
),
const SizedBox(height: 16),
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
_buildStatChangeRow("Current HP", currentHp, newHp),
_buildStatChangeRow(AppStrings.atk, currentAtk, newAtk),
_buildStatChangeRow(AppStrings.def, currentDef, newDef),
],
),
actions: [
TextButton(
onPressed: () => Navigator.pop(ctx),
child: const Text(AppStrings.cancel),
),
ElevatedButton(
onPressed: () {
provider.unequipItem(itemToUnequip);
Navigator.pop(ctx);
},
child: const Text(AppStrings.confirm),
),
],
),
);
}
Widget _buildStatChangeRow(String label, int oldVal, int newVal) {
int diff = newVal - oldVal;
Color color = diff > 0
? ThemeConfig.statDiffPositive
: (diff < 0
? ThemeConfig.statDiffNegative
: ThemeConfig.statDiffNeutral);
String diffText = diff > 0 ? "(+$diff)" : (diff < 0 ? "($diff)" : "");
return Padding(
padding: const EdgeInsets.symmetric(vertical: 4.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
Text(label),
Row(
children: [
Text(
"$oldVal",
style: const TextStyle(color: ThemeConfig.textColorGrey),
),
const Icon(
Icons.arrow_right,
size: 16,
color: ThemeConfig.textColorGrey,
),
Text(
"$newVal",
style: const TextStyle(fontWeight: ThemeConfig.fontWeightBold),
),
const SizedBox(width: 4),
Text(
diffText,
style: TextStyle(
color: color,
fontSize: 12,
fontWeight: ThemeConfig.fontWeightBold,
),
),
],
),
],
),
);
}
Widget _buildItemStatText(Item item) {
List<String> stats = [];
if (item.atkBonus > 0) stats.add("+${item.atkBonus} ${AppStrings.atk}");
if (item.hpBonus > 0) stats.add("+${item.hpBonus} ${AppStrings.hp}");
if (item.armorBonus > 0) stats.add("+${item.armorBonus} ${AppStrings.def}");
if (item.luck > 0) stats.add("+${item.luck} ${AppStrings.luck}");
// Include effects
List<String> effectTexts = item.effects.map((e) => e.description).toList();
if (stats.isEmpty && effectTexts.isEmpty) return const SizedBox.shrink();
return Column(
children: [
if (stats.isNotEmpty)
Padding(
padding: const EdgeInsets.only(top: 2.0, bottom: 2.0),
child: Text(
stats.join(", "),
style: const TextStyle(
fontSize: ThemeConfig.fontSizeSmall,
color: ThemeConfig.statAtkColor,
),
textAlign: TextAlign.center,
),
),
if (effectTexts.isNotEmpty)
Padding(
padding: const EdgeInsets.only(bottom: 2.0),
child: Text(
effectTexts.join("\n"),
style: const TextStyle(
fontSize: ThemeConfig.fontSizeTiny,
color: ThemeConfig.rarityLegendary,
),
),
),
],
);
}
}

View File

@ -92,22 +92,40 @@ class InventoryGridWidget extends StatelessWidget {
builder: (ctx) => SimpleDialog(
title: Text("${item.name} Actions"),
children: [
SimpleDialogOption(
onPressed: () {
Navigator.pop(ctx);
_showEquipConfirmationDialog(context, provider, item);
},
child: const Padding(
padding: EdgeInsets.symmetric(vertical: 8.0),
child: Row(
children: [
Icon(Icons.shield, color: ThemeConfig.btnDefendActive),
SizedBox(width: 10),
Text(AppStrings.equip),
],
if (item.slot == EquipmentSlot.consumable)
SimpleDialogOption(
onPressed: () {
Navigator.pop(ctx);
provider.useConsumable(item);
},
child: const Padding(
padding: EdgeInsets.symmetric(vertical: 8.0),
child: Row(
children: [
Icon(Icons.science, color: ThemeConfig.btnActionActive),
SizedBox(width: 10),
Text("Use"),
],
),
),
)
else
SimpleDialogOption(
onPressed: () {
Navigator.pop(ctx);
_showEquipConfirmationDialog(context, provider, item);
},
child: const Padding(
padding: EdgeInsets.symmetric(vertical: 8.0),
child: Row(
children: [
Icon(Icons.shield, color: ThemeConfig.btnDefendActive),
SizedBox(width: 10),
Text(AppStrings.equip),
],
),
),
),
),
if (isShop)
SimpleDialogOption(
onPressed: () {

View File

@ -125,10 +125,11 @@
- **[UI] Top-Aligned Toast:** SnackBar를 상단 토스트 알림으로 교체하여 하단 네비게이션 가림 현상 해결 및 애니메이션 버그 수정.
- **[Fix] Asset 404 Error:** 적 이미지 누락 문제 해결(Placeholder 적용) 및 `pubspec.yaml` 경로 업데이트.
- **[Refactor] ShopUI:** 상점 UI의 문법 및 로직 오류 수정.
- **[Feature] Consumable Items:** 체력/방어/공격버프 물약 구현. 전투 중 사용 가능하며, 사용 시 턴을 소모하지 않음(Free Action). 상점에서 판매.
- **[Feature] Enhanced Enemy Display:** 적 이미지 동적 로딩 및 크기 확대, 스테이지 헤더에 Boss/Tier 정보 상세 표시.
## 5. 다음 단계 (Next Steps)
1. **밸런싱:** 현재 몬스터 및 아이템 스탯 미세 조정.
2. **콘텐츠 확장:** 더 많은 아이템, 적, 스킬 패턴 추가.
3. **튜토리얼:** 신규 유저를 위한 가이드 추가.
3. **튜토리얼:** 신규 유저를 위한 가이드 추가.

View File

@ -0,0 +1,42 @@
# Consumable Items (Potions) Implementation
## Objective
Implement a consumable item system to provide immediate effects or short-term buffs during battle.
## Features
### 1. New Item Type: Consumables
- Category: `EquipmentSlot.consumable`
- Items:
1. **Healing Potion**: Restores HP immediately.
2. **Ironskin Potion (Armor)**: Grants Armor immediately.
3. **Strength Potion**: Grants "Attack Up" buff for 1 turn.
### 2. Battle Mechanics
- **Usage**: Consumables can be used from the inventory during the player's turn.
- **Action Cost**: Usage is a **Free Action** (does not consume the turn). Players can use a potion and then Attack/Defend in the same turn.
- **Effects**:
- **Heal**: `hp += value` (capped at maxHp)
- **Armor**: `armor += value`
- **Buff**: Apply `StatusEffectType.attackUp` (increases damage by 20% or flat amount).
### 3. Shop Update
- Shop now stocks **6 items** total:
- 4 Equipment (Weapons/Shields/Armor/Accessories)
- 2 Consumables (Potions)
### 4. UI Updates
- **Battle Controls**: Added an "Items" button (Bag icon) to open the battle inventory.
- **Shop UI**: Updated to display and sell consumable items.
- **Battle Inventory**: A dialog to view and use owned consumable items.
## Technical Details
- `Item` model updated to handle `hpBonus` (Heal), `armorBonus` (Armor), and `effects` (Buffs) for consumables.
- `BattleProvider.useItem(Item)` implements the application logic.
- `CombatCalculator` logic handles the `Attack Up` status effect multiplier.