update
This commit is contained in:
+195
-21
@@ -21,6 +21,7 @@ class _BattleScreenState extends State<BattleScreen> {
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final ScrollController _scrollController = ScrollController();
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final List<_DamageTextData> _floatingDamageTexts = [];
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final List<_FloatingEffectData> _floatingEffects = [];
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final List<_FeedbackTextData> _floatingFeedbackTexts = [];
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StreamSubscription<DamageEvent>? _damageSubscription;
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StreamSubscription<EffectEvent>? _effectSubscription;
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final GlobalKey _playerKey = GlobalKey();
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@@ -131,6 +132,51 @@ class _BattleScreenState extends State<BattleScreen> {
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position +
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Offset(renderBox.size.width / 2 - 30, renderBox.size.height / 2 - 30);
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// feedbackType이 존재하면 해당 텍스트를 표시하고 기존 이펙트 아이콘은 건너뜜
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if (event.feedbackType != null) {
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String feedbackText;
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Color feedbackColor;
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switch (event.feedbackType) {
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case BattleFeedbackType.miss:
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feedbackText = "MISS";
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feedbackColor = Colors.grey;
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break;
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case BattleFeedbackType.failed:
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feedbackText = "FAILED";
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feedbackColor = Colors.redAccent;
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break;
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default:
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feedbackText = ""; // Should not happen with current enums
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feedbackColor = Colors.white;
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}
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final String id = UniqueKey().toString();
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setState(() {
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_floatingFeedbackTexts.add(
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_FeedbackTextData(
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id: id,
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widget: Positioned(
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left: position.dx,
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top: position.dy,
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child: _FloatingFeedbackText(
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key: ValueKey(id),
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feedback: feedbackText,
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color: feedbackColor,
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onRemove: () {
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if (mounted) {
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setState(() {
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_floatingFeedbackTexts.removeWhere((e) => e.id == id);
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});
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}
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},
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),
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),
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),
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);
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});
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return; // feedbackType이 있으면 아이콘 이펙트는 표시하지 않음
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}
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IconData icon;
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Color color;
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double size;
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@@ -321,29 +367,34 @@ class _BattleScreenState extends State<BattleScreen> {
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// Battle Area
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Expanded(
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child: Center(
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child: Row(
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mainAxisAlignment: MainAxisAlignment.spaceEvenly,
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child: Padding(
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// padding: const EdgeInsets.symmetric(horizontal: 40.0),
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padding: const EdgeInsets.all(70.0),
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child: Column(
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children: [
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_buildCharacterStatus(
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battleProvider.player,
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isPlayer: true,
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isTurn: battleProvider.isPlayerTurn,
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key: _playerKey,
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// 적 영역 (우측 상단)
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Expanded(
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child: Align(
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alignment: Alignment.topRight,
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child: _buildCharacterStatus(
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battleProvider.enemy,
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isPlayer: false,
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isTurn: !battleProvider.isPlayerTurn,
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key: _enemyKey,
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),
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),
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),
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// const Text(
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// "VS",
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// style: TextStyle(
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// color: Colors.red,
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// fontSize: 24,
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// fontWeight: FontWeight.bold,
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// ),
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// ),
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_buildCharacterStatus(
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battleProvider.enemy,
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isPlayer: false,
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isTurn: !battleProvider.isPlayerTurn,
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key: _enemyKey,
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// 플레이어 영역 (좌측 하단)
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Expanded(
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child: Align(
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alignment: Alignment.bottomLeft,
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child: _buildCharacterStatus(
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battleProvider.player,
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isPlayer: true,
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isTurn: battleProvider.isPlayerTurn,
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key: _playerKey,
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),
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),
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),
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],
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),
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@@ -470,6 +521,7 @@ class _BattleScreenState extends State<BattleScreen> {
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),
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..._floatingDamageTexts.map((e) => e.widget),
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..._floatingEffects.map((e) => e.widget),
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..._floatingFeedbackTexts.map((e) => e.widget), // 새로운 피드백 텍스트 추가
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],
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);
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},
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@@ -609,6 +661,31 @@ class _BattleScreenState extends State<BattleScreen> {
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),
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Text("ATK: ${character.totalAtk}"),
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Text("DEF: ${character.totalDefense}"),
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// 캐릭터 아이콘/이미지 영역 추가
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Container(
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width: 100, // 임시 크기
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height: 100, // 임시 크기
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decoration: BoxDecoration(
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color: isPlayer
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? Colors.lightBlue
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: Colors.deepOrange, // 플레이어/적 구분 색상
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borderRadius: BorderRadius.circular(8),
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),
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child: Center(
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child: isPlayer
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? const Icon(
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Icons.person,
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size: 60,
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color: Colors.white,
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) // 플레이어 아이콘
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: const Icon(
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Icons.psychology,
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size: 60,
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color: Colors.white,
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), // 적 아이콘 (몬스터 대신)
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),
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),
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const SizedBox(height: 8), // 아이콘과 정보 사이 간격
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if (!isPlayer)
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Consumer<BattleProvider>(
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@@ -863,3 +940,100 @@ class _FloatingEffectData {
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_FloatingEffectData({required this.id, required this.widget});
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}
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// 새로운 _FloatingFeedbackText 위젯
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class _FloatingFeedbackText extends StatefulWidget {
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final String feedback;
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final Color color;
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final VoidCallback onRemove;
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const _FloatingFeedbackText({
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Key? key,
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required this.feedback,
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required this.color,
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required this.onRemove,
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}) : super(key: key);
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@override
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__FloatingFeedbackTextState createState() => __FloatingFeedbackTextState();
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}
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class __FloatingFeedbackTextState extends State<_FloatingFeedbackText>
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with SingleTickerProviderStateMixin {
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late AnimationController _controller;
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late Animation<Offset> _offsetAnimation;
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late Animation<double> _opacityAnimation;
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@override
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void initState() {
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super.initState();
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_controller = AnimationController(
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duration: const Duration(milliseconds: 1000),
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vsync: this,
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);
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_offsetAnimation = Tween<Offset>(
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begin: const Offset(0.0, 0.0),
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end: const Offset(0.0, -1.5),
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).animate(CurvedAnimation(parent: _controller, curve: Curves.easeOut));
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_opacityAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
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CurvedAnimation(
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parent: _controller,
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curve: const Interval(0.5, 1.0, curve: Curves.easeOut),
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),
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);
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_controller.forward().then((_) {
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if (mounted) {
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widget.onRemove();
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}
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});
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}
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@override
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void dispose() {
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_controller.dispose();
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super.dispose();
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}
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@override
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Widget build(BuildContext context) {
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return AnimatedBuilder(
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animation: _controller,
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builder: (context, child) {
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return FractionalTranslation(
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translation: _offsetAnimation.value,
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child: Opacity(
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opacity: _opacityAnimation.value,
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child: Material(
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color: Colors.transparent,
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child: Text(
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widget.feedback,
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style: TextStyle(
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color: widget.color,
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fontSize: 20,
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fontWeight: FontWeight.bold,
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shadows: const [
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Shadow(
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blurRadius: 2.0,
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color: Colors.black,
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offset: Offset(1.0, 1.0),
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),
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],
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),
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),
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),
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),
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);
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},
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);
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}
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}
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class _FeedbackTextData {
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final String id;
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final Widget widget;
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_FeedbackTextData({required this.id, required this.widget});
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}
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