This commit is contained in:
2025-12-04 01:21:37 +09:00
parent a29dc50c4c
commit 0a7c50e6c9
10 changed files with 300 additions and 38 deletions
+7
View File
@@ -11,6 +11,12 @@ enum StatusEffectType {
defenseForbidden, // Cannot use Defend action
}
/// 공격 실패 시 이펙트 피드백 타입 정의
enum BattleFeedbackType {
miss, // 공격이 빗나감
failed, // 방어 실패
}
/// 스탯에 적용될 수 있는 수정자(Modifier)의 타입 정의.
/// Flat: 기본 값에 직접 더해지는 값.
/// Percent: 기본 값에 비율로 곱해지는 값.
@@ -26,3 +32,4 @@ enum StageType {
enum EquipmentSlot { weapon, armor, shield, accessory }
enum DamageType { normal, bleed, vulnerable }
+2
View File
@@ -6,10 +6,12 @@ class EffectEvent {
final ActionType type; // attack, defend
final RiskLevel risk;
final EffectTarget target; // 이펙트가 표시될 위치의 대상
final BattleFeedbackType? feedbackType; // 새로운 피드백 타입
EffectEvent({
required this.type,
required this.risk,
required this.target,
this.feedbackType, // feedbackType 필드를 생성자에 추가
});
}
+43 -15
View File
@@ -235,13 +235,14 @@ class BattleProvider with ChangeNotifier {
return;
// Update Enemy Status Effects at the start of Player's turn (user request)
enemy.updateStatusEffects();
// 1. Check for Defense Forbidden status
if (type == ActionType.defend &&
player.hasStatus(StatusEffectType.defenseForbidden)) {
_addLog("Cannot defend! You are under Defense Forbidden status.");
notifyListeners(); // 상태 변경을 알림
_endPlayerTurn();
return;
}
@@ -283,10 +284,9 @@ class BattleProvider with ChangeNotifier {
_effectEventController.sink.add(
EffectEvent(
type: ActionType.attack,
risk: risk,
target: EffectTarget.enemy,
feedbackType: null, // 공격 성공이므로 feedbackType 없음
),
);
@@ -313,27 +313,43 @@ class BattleProvider with ChangeNotifier {
}
// Try applying status effects from items
_tryApplyStatusEffects(player, enemy);
} else {
_effectEventController.sink.add(
EffectEvent(
type: ActionType.defend,
risk: risk,
target: EffectTarget.player,
feedbackType: null, // 방어 성공이므로 feedbackType 없음
),
);
int armorGained = (player.totalDefense * efficiency).toInt();
player.armor += armorGained;
_addLog("Player gained $armorGained armor.");
}
} else {
_addLog("Player's action missed!");
if (type == ActionType.attack) {
_addLog("Player's attack missed!");
_effectEventController.sink.add(
EffectEvent(
type: type,
risk: risk,
target: EffectTarget.enemy, // 공격 실패는 적 위치에 MISS
feedbackType: BattleFeedbackType.miss,
),
);
} else {
_addLog("Player's defense failed!");
_effectEventController.sink.add(
EffectEvent(
type: type,
risk: risk,
target: EffectTarget.player, // 방어 실패는 내 위치에 FAILED
feedbackType: BattleFeedbackType.failed,
),
);
}
}
if (enemy.isDead) {
@@ -394,6 +410,7 @@ class BattleProvider with ChangeNotifier {
type: ActionType.attack,
risk: intent.risk,
target: EffectTarget.player,
feedbackType: null, // 공격 성공이므로 feedbackType 없음
),
);
@@ -421,6 +438,14 @@ class BattleProvider with ChangeNotifier {
}
} else {
_addLog("Enemy's ${intent.risk.name} attack missed!");
_effectEventController.sink.add(
EffectEvent(
type: ActionType.attack, // 적의 공격이므로 ActionType.attack
risk: intent.risk,
target: EffectTarget.player, // 플레이어가 회피했으므로 플레이어 위치에 이펙트
feedbackType: BattleFeedbackType.miss, // 변경: MISS 피드백
),
);
}
}
} else if (!canAct) {
@@ -636,6 +661,10 @@ class BattleProvider with ChangeNotifier {
// Decide Action Type
// If baseDefense is 0, CANNOT defend.
bool canDefend = enemy.baseDefense > 0;
// Check for DefenseForbidden status
if (enemy.hasStatus(StatusEffectType.defenseForbidden)) {
canDefend = false;
}
bool isAttack = true;
if (canDefend) {
@@ -662,9 +691,8 @@ class BattleProvider with ChangeNotifier {
if (isAttack) {
// Attack Intent
// Variance: +/- 20%
double variance = 0.8 + random.nextDouble() * 0.4;
int damage = (enemy.totalAtk * efficiency * variance).toInt();
// Variance removed as per request
int damage = (enemy.totalAtk * efficiency).toInt();
if (damage < 1) damage = 1;
// Calculate success immediately
@@ -692,9 +720,8 @@ class BattleProvider with ChangeNotifier {
} else {
// Defend Intent
int baseDef = enemy.totalDefense;
// Variance
double variance = 0.8 + random.nextDouble() * 0.4;
int armor = (baseDef * 2 * efficiency * variance).toInt();
// Variance removed
int armor = (baseDef * 2 * efficiency).toInt();
// Calculate success immediately
bool success = false;
@@ -728,6 +755,7 @@ class BattleProvider with ChangeNotifier {
type: ActionType.defend,
risk: risk,
target: EffectTarget.enemy,
feedbackType: null, // 방어 성공이므로 feedbackType 없음
),
);
} else {
+195 -21
View File
@@ -21,6 +21,7 @@ class _BattleScreenState extends State<BattleScreen> {
final ScrollController _scrollController = ScrollController();
final List<_DamageTextData> _floatingDamageTexts = [];
final List<_FloatingEffectData> _floatingEffects = [];
final List<_FeedbackTextData> _floatingFeedbackTexts = [];
StreamSubscription<DamageEvent>? _damageSubscription;
StreamSubscription<EffectEvent>? _effectSubscription;
final GlobalKey _playerKey = GlobalKey();
@@ -131,6 +132,51 @@ class _BattleScreenState extends State<BattleScreen> {
position +
Offset(renderBox.size.width / 2 - 30, renderBox.size.height / 2 - 30);
// feedbackType이 존재하면 해당 텍스트를 표시하고 기존 이펙트 아이콘은 건너뜜
if (event.feedbackType != null) {
String feedbackText;
Color feedbackColor;
switch (event.feedbackType) {
case BattleFeedbackType.miss:
feedbackText = "MISS";
feedbackColor = Colors.grey;
break;
case BattleFeedbackType.failed:
feedbackText = "FAILED";
feedbackColor = Colors.redAccent;
break;
default:
feedbackText = ""; // Should not happen with current enums
feedbackColor = Colors.white;
}
final String id = UniqueKey().toString();
setState(() {
_floatingFeedbackTexts.add(
_FeedbackTextData(
id: id,
widget: Positioned(
left: position.dx,
top: position.dy,
child: _FloatingFeedbackText(
key: ValueKey(id),
feedback: feedbackText,
color: feedbackColor,
onRemove: () {
if (mounted) {
setState(() {
_floatingFeedbackTexts.removeWhere((e) => e.id == id);
});
}
},
),
),
),
);
});
return; // feedbackType이 있으면 아이콘 이펙트는 표시하지 않음
}
IconData icon;
Color color;
double size;
@@ -321,29 +367,34 @@ class _BattleScreenState extends State<BattleScreen> {
// Battle Area
Expanded(
child: Center(
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
child: Padding(
// padding: const EdgeInsets.symmetric(horizontal: 40.0),
padding: const EdgeInsets.all(70.0),
child: Column(
children: [
_buildCharacterStatus(
battleProvider.player,
isPlayer: true,
isTurn: battleProvider.isPlayerTurn,
key: _playerKey,
// 적 영역 (우측 상단)
Expanded(
child: Align(
alignment: Alignment.topRight,
child: _buildCharacterStatus(
battleProvider.enemy,
isPlayer: false,
isTurn: !battleProvider.isPlayerTurn,
key: _enemyKey,
),
),
),
// const Text(
// "VS",
// style: TextStyle(
// color: Colors.red,
// fontSize: 24,
// fontWeight: FontWeight.bold,
// ),
// ),
_buildCharacterStatus(
battleProvider.enemy,
isPlayer: false,
isTurn: !battleProvider.isPlayerTurn,
key: _enemyKey,
// 플레이어 영역 (좌측 하단)
Expanded(
child: Align(
alignment: Alignment.bottomLeft,
child: _buildCharacterStatus(
battleProvider.player,
isPlayer: true,
isTurn: battleProvider.isPlayerTurn,
key: _playerKey,
),
),
),
],
),
@@ -470,6 +521,7 @@ class _BattleScreenState extends State<BattleScreen> {
),
..._floatingDamageTexts.map((e) => e.widget),
..._floatingEffects.map((e) => e.widget),
..._floatingFeedbackTexts.map((e) => e.widget), // 새로운 피드백 텍스트 추가
],
);
},
@@ -609,6 +661,31 @@ class _BattleScreenState extends State<BattleScreen> {
),
Text("ATK: ${character.totalAtk}"),
Text("DEF: ${character.totalDefense}"),
// 캐릭터 아이콘/이미지 영역 추가
Container(
width: 100, // 임시 크기
height: 100, // 임시 크기
decoration: BoxDecoration(
color: isPlayer
? Colors.lightBlue
: Colors.deepOrange, // 플레이어/적 구분 색상
borderRadius: BorderRadius.circular(8),
),
child: Center(
child: isPlayer
? const Icon(
Icons.person,
size: 60,
color: Colors.white,
) // 플레이어 아이콘
: const Icon(
Icons.psychology,
size: 60,
color: Colors.white,
), // 적 아이콘 (몬스터 대신)
),
),
const SizedBox(height: 8), // 아이콘과 정보 사이 간격
if (!isPlayer)
Consumer<BattleProvider>(
@@ -863,3 +940,100 @@ class _FloatingEffectData {
_FloatingEffectData({required this.id, required this.widget});
}
// 새로운 _FloatingFeedbackText 위젯
class _FloatingFeedbackText extends StatefulWidget {
final String feedback;
final Color color;
final VoidCallback onRemove;
const _FloatingFeedbackText({
Key? key,
required this.feedback,
required this.color,
required this.onRemove,
}) : super(key: key);
@override
__FloatingFeedbackTextState createState() => __FloatingFeedbackTextState();
}
class __FloatingFeedbackTextState extends State<_FloatingFeedbackText>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
late Animation<Offset> _offsetAnimation;
late Animation<double> _opacityAnimation;
@override
void initState() {
super.initState();
_controller = AnimationController(
duration: const Duration(milliseconds: 1000),
vsync: this,
);
_offsetAnimation = Tween<Offset>(
begin: const Offset(0.0, 0.0),
end: const Offset(0.0, -1.5),
).animate(CurvedAnimation(parent: _controller, curve: Curves.easeOut));
_opacityAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
CurvedAnimation(
parent: _controller,
curve: const Interval(0.5, 1.0, curve: Curves.easeOut),
),
);
_controller.forward().then((_) {
if (mounted) {
widget.onRemove();
}
});
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: _controller,
builder: (context, child) {
return FractionalTranslation(
translation: _offsetAnimation.value,
child: Opacity(
opacity: _opacityAnimation.value,
child: Material(
color: Colors.transparent,
child: Text(
widget.feedback,
style: TextStyle(
color: widget.color,
fontSize: 20,
fontWeight: FontWeight.bold,
shadows: const [
Shadow(
blurRadius: 2.0,
color: Colors.black,
offset: Offset(1.0, 1.0),
),
],
),
),
),
),
);
},
);
}
}
class _FeedbackTextData {
final String id;
final Widget widget;
_FeedbackTextData({required this.id, required this.widget});
}