This commit is contained in:
2025-12-03 01:39:14 +09:00
parent 0e96aa4f7c
commit 36f93ccbcc
16 changed files with 691 additions and 89 deletions
+1 -1
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@@ -1,7 +1,7 @@
import 'dart:convert';
import 'package:flutter/services.dart';
import '../model/item.dart';
import '../model/status_effect.dart';
import '../enums.dart';
class ItemTemplate {
final String name;
+26
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@@ -0,0 +1,26 @@
enum ActionType { attack, defend }
enum RiskLevel { safe, normal, risky }
enum EnemyActionType { attack, defend }
enum StatusEffectType {
stun, // Cannot act this turn
vulnerable, // Takes 50% more damage
bleed, // Takes damage at start/end of turn
defenseForbidden, // Cannot use Defend action
}
/// 스탯에 적용될 수 있는 수정자(Modifier)의 타입 정의.
/// Flat: 기본 값에 직접 더해지는 값.
/// Percent: 기본 값에 비율로 곱해지는 값.
enum ModifierType { flat, percent }
enum StageType {
battle, // Normal battle
elite, // Stronger enemy
shop, // Buy/Sell items
rest, // Heal or repair
}
enum EquipmentSlot { weapon, armor, shield, accessory }
+15
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@@ -0,0 +1,15 @@
import 'package:flutter/material.dart'; // Color 사용을 위해 import
enum DamageTarget { player, enemy }
class DamageEvent {
final int damage;
final DamageTarget target;
final Color color; // 데미지 타입에 따른 색상 (예: 일반 공격, 치명타 등)
DamageEvent({
required this.damage,
required this.target,
this.color = Colors.red, // 기본 색상은 빨강
});
}
+15
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@@ -0,0 +1,15 @@
import '../enums.dart';
enum EffectTarget { player, enemy }
class EffectEvent {
final ActionType type; // attack, defend
final RiskLevel risk;
final EffectTarget target; // 이펙트가 표시될 위치의 대상
EffectEvent({
required this.type,
required this.risk,
required this.target,
});
}
+1
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@@ -1,5 +1,6 @@
import 'item.dart';
import 'status_effect.dart';
import '../enums.dart';
class Character {
String name;
+1 -3
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@@ -1,6 +1,4 @@
import 'status_effect.dart';
enum EquipmentSlot { weapon, armor, shield, accessory }
import '../enums.dart';
/// Defines an effect that an item can apply (e.g., 10% chance to Stun for 1 turn)
class ItemEffect {
+2 -11
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@@ -1,21 +1,12 @@
import 'entity.dart';
import 'item.dart';
enum StageType {
battle, // Normal battle
elite, // Stronger enemy
shop, // Buy/Sell items
rest, // Heal or repair
}
import '../enums.dart';
class StageModel {
final StageType type;
final Character? enemy; // For battle/elite
final List<Item> shopItems; // For shop
StageModel({
required this.type,
this.enemy,
this.shopItems = const [],
});
StageModel({required this.type, this.enemy, this.shopItems = const []});
}
+1 -7
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@@ -1,12 +1,6 @@
// lib/game/model/stat.dart
/// 스탯에 적용될 수 있는 수정자(Modifier)의 타입 정의.
/// Flat: 기본 값에 직접 더해지는 값.
/// Percent: 기본 값에 비율로 곱해지는 값.
enum ModifierType {
flat,
percent,
}
import '../enums.dart';
/// 스탯 수정자 클래스.
/// 특정 스탯에 적용되어 최종 값을 변경한다.
+2 -11
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@@ -1,18 +1,9 @@
enum StatusEffectType {
stun, // Cannot act this turn
vulnerable, // Takes 50% more damage
bleed, // Takes damage at start/end of turn
defenseForbidden, // Cannot use Defend action
}
import '../enums.dart';
class StatusEffect {
final StatusEffectType type;
int duration; // Turns remaining
final int value; // Intensity (e.g., bleed damage amount)
StatusEffect({
required this.type,
required this.duration,
this.value = 0,
});
StatusEffect({required this.type, required this.duration, this.value = 0});
}
+155 -46
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@@ -1,19 +1,17 @@
import 'dart:async'; // StreamController 사용을 위해 import
import 'dart:math';
import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart';
import '../game/model/entity.dart';
import '../game/model/item.dart';
import '../game/model/status_effect.dart';
import '../game/model/stage.dart'; // Import StageModel
import '../game/model/stage.dart';
import '../game/data/item_table.dart';
import '../game/data/enemy_table.dart';
import '../utils/game_math.dart';
enum ActionType { attack, defend }
enum RiskLevel { safe, normal, risky }
enum EnemyActionType { attack, defend }
import '../game/enums.dart';
import '../game/model/damage_event.dart'; // DamageEvent import
import '../game/model/effect_event.dart'; // EffectEvent import
class EnemyIntent {
final EnemyActionType type;
@@ -43,10 +41,25 @@ class BattleProvider with ChangeNotifier {
List<Item> rewardOptions = [];
bool showRewardPopup = false;
// Damage Event Stream
final _damageEventController = StreamController<DamageEvent>.broadcast();
Stream<DamageEvent> get damageStream => _damageEventController.stream;
// Effect Event Stream
final _effectEventController = StreamController<EffectEvent>.broadcast();
Stream<EffectEvent> get effectStream => _effectEventController.stream;
BattleProvider() {
// initializeBattle(); // Do not auto-start logic
}
@override
void dispose() {
_damageEventController.close(); // StreamController 닫기
_effectEventController.close();
super.dispose();
}
void initializeBattle() {
stage = 1;
player = Character(
@@ -254,20 +267,61 @@ class BattleProvider with ChangeNotifier {
break;
}
if (success) {
if (type == ActionType.attack) {
int damage = (player.totalAtk * efficiency).toInt();
_applyDamage(enemy, damage);
_addLog("Player dealt $damage damage to Enemy.");
if (success) {
// Try applying status effects from items
_tryApplyStatusEffects(player, enemy);
} else {
int armorGained = (player.totalDefense * efficiency).toInt();
player.armor += armorGained;
_addLog("Player gained $armorGained armor.");
}
} else {
if (type == ActionType.attack) {
int damage = (player.totalAtk * efficiency).toInt();
_effectEventController.sink.add(EffectEvent(
type: ActionType.attack,
risk: risk,
target: EffectTarget.enemy,
));
_applyDamage(enemy, damage, targetType: DamageTarget.enemy); // Add targetType
_addLog("Player dealt $damage damage to Enemy.");
// Try applying status effects from items
_tryApplyStatusEffects(player, enemy);
} else {
_effectEventController.sink.add(EffectEvent(
type: ActionType.defend,
risk: risk,
target: EffectTarget.player,
));
int armorGained = (player.totalDefense * efficiency).toInt();
player.armor += armorGained;
_addLog("Player gained $armorGained armor.");
}
}
else {
_addLog("Player's action missed!");
}
@@ -305,28 +359,38 @@ class BattleProvider with ChangeNotifier {
if (enemy.isDead) {
_onVictory();
return;
// return; // Already handled by _processStartTurnEffects if damage applied
}
if (canAct && currentEnemyIntent != null) {
final intent = currentEnemyIntent!;
// Check Success Rate based on Risk
final random = Random();
bool success = false;
switch (intent.risk) {
case RiskLevel.safe:
success = random.nextDouble() < 1.0;
break;
case RiskLevel.normal:
success = random.nextDouble() < 0.8;
break;
case RiskLevel.risky:
success = random.nextDouble() < 0.4;
break;
}
if (intent.type == EnemyActionType.defend) {
// Already handled in _generateEnemyIntent
_addLog("Enemy maintains defensive stance.");
} else {
// Attack Logic
final random = Random();
bool success = false;
switch (intent.risk) {
case RiskLevel.safe:
success = random.nextDouble() < 1.0;
break;
case RiskLevel.normal:
success = random.nextDouble() < 0.8;
break;
case RiskLevel.risky:
success = random.nextDouble() < 0.4;
break;
}
if (success) {
_effectEventController.sink.add(EffectEvent(
type: ActionType.attack,
risk: intent.risk,
target: EffectTarget.player,
));
if (success) {
if (intent.type == EnemyActionType.attack) {
int incomingDamage = intent.value;
int damageToHp = 0;
@@ -346,16 +410,12 @@ class BattleProvider with ChangeNotifier {
}
if (damageToHp > 0) {
_applyDamage(player, damageToHp);
_applyDamage(player, damageToHp, targetType: DamageTarget.player);
_addLog("Enemy dealt $damageToHp damage to Player HP.");
}
} else if (intent.type == EnemyActionType.defend) {
int armorGained = intent.value;
enemy.armor += armorGained;
_addLog("Enemy gained $armorGained armor.");
} else {
_addLog("Enemy's ${intent.risk.name} attack missed!");
}
} else {
_addLog("Enemy's ${intent.risk.name} action missed!");
}
} else if (!canAct) {
_addLog("Enemy is stunned and cannot act!");
@@ -394,9 +454,25 @@ class BattleProvider with ChangeNotifier {
.toList();
if (bleedEffects.isNotEmpty) {
int totalBleed = bleedEffects.fold(0, (sum, e) => sum + e.value);
int previousHp = character.hp; // Record HP before damage
character.hp -= totalBleed;
if (character.hp < 0) character.hp = 0;
_addLog("${character.name} takes $totalBleed bleed damage!");
// Emit DamageEvent for bleed
if (character == player) {
_damageEventController.sink.add(DamageEvent(
damage: totalBleed,
target: DamageTarget.player,
color: Colors.purpleAccent, // Bleed damage color
));
} else if (character == enemy) {
_damageEventController.sink.add(DamageEvent(
damage: totalBleed,
target: DamageTarget.enemy,
color: Colors.purpleAccent, // Bleed damage color
));
}
}
// 2. Stun Check
@@ -429,15 +505,22 @@ class BattleProvider with ChangeNotifier {
}
}
void _applyDamage(Character target, int damage) {
void _applyDamage(Character target, int damage, {required DamageTarget targetType, Color color = Colors.red}) {
// Check Vulnerable
if (target.hasStatus(StatusEffectType.vulnerable)) {
damage = (damage * 1.5).toInt();
_addLog("Vulnerable! Damage increased to $damage.");
color = Colors.orange; // Vulnerable damage color
}
target.hp -= damage;
if (target.hp < 0) target.hp = 0;
_damageEventController.sink.add(DamageEvent(
damage: damage,
target: targetType,
color: color,
));
}
void _addLog(String message) {
@@ -589,7 +672,33 @@ class BattleProvider with ChangeNotifier {
risk: risk,
description: "Defends for $armor (${risk.name})",
);
// [Changed] Apply defense immediately for pre-emptive defense
bool success = false;
switch (risk) {
case RiskLevel.safe:
success = random.nextDouble() < 1.0;
break;
case RiskLevel.normal:
success = random.nextDouble() < 0.8;
break;
case RiskLevel.risky:
success = random.nextDouble() < 0.4;
break;
}
if (success) {
enemy.armor += armor;
_addLog("Enemy prepares defense! (+$armor Armor)");
_effectEventController.sink.add(EffectEvent(
type: ActionType.defend,
risk: risk,
target: EffectTarget.enemy,
));
} else {
_addLog("Enemy tried to defend but fumbled!");
}
}
notifyListeners();
}
}
}
+367 -2
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@@ -1,9 +1,13 @@
import 'package:flutter/material.dart';
import 'package:game_test/game/model/item.dart';
import 'package:game_test/game/model/stage.dart'; // Import StageModel
import 'package:provider/provider.dart';
import '../providers/battle_provider.dart';
import '../game/model/entity.dart';
import '../game/enums.dart';
import '../game/model/damage_event.dart';
import '../game/model/effect_event.dart';
import 'dart:async'; // StreamSubscription
class BattleScreen extends StatefulWidget {
const BattleScreen({super.key});
@@ -14,6 +18,12 @@ class BattleScreen extends StatefulWidget {
class _BattleScreenState extends State<BattleScreen> {
final ScrollController _scrollController = ScrollController();
final List<_DamageTextData> _floatingDamageTexts = [];
final List<_FloatingEffectData> _floatingEffects = [];
StreamSubscription<DamageEvent>? _damageSubscription;
StreamSubscription<EffectEvent>? _effectSubscription;
final GlobalKey _playerKey = GlobalKey();
final GlobalKey _enemyKey = GlobalKey();
@override
void initState() {
@@ -24,14 +34,163 @@ class _BattleScreenState extends State<BattleScreen> {
_scrollController.jumpTo(_scrollController.position.maxScrollExtent);
}
});
// Subscribe to Damage Stream
final battleProvider = context.read<BattleProvider>();
_damageSubscription = battleProvider.damageStream.listen(
_addFloatingDamageText,
);
_effectSubscription = battleProvider.effectStream.listen(
_addFloatingEffect,
);
}
@override
void dispose() {
_scrollController.dispose();
_damageSubscription?.cancel();
_effectSubscription?.cancel();
super.dispose();
}
void _addFloatingDamageText(DamageEvent event) {
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted) return;
GlobalKey targetKey = event.target == DamageTarget.player
? _playerKey
: _enemyKey;
if (targetKey.currentContext == null) return;
RenderBox? renderBox =
targetKey.currentContext!.findRenderObject() as RenderBox?;
if (renderBox == null) return;
Offset position = renderBox.localToGlobal(Offset.zero);
RenderBox? stackRenderBox = context.findRenderObject() as RenderBox?;
if (stackRenderBox != null) {
Offset stackOffset = stackRenderBox.localToGlobal(Offset.zero);
position = position - stackOffset;
}
// 중앙 정렬 보정 및 위쪽으로 이동
position = position + Offset(renderBox.size.width / 2 - 20, -20);
final String id = UniqueKey().toString();
setState(() {
_floatingDamageTexts.add(
_DamageTextData(
id: id,
widget: Positioned(
left: position.dx,
top: position.dy,
child: _FloatingDamageText(
key: ValueKey(id),
damage: event.damage.toString(),
color: event.color,
onRemove: () {
if (mounted) {
setState(() {
_floatingDamageTexts.removeWhere((e) => e.id == id);
});
}
},
),
),
),
);
});
});
}
void _addFloatingEffect(EffectEvent event) {
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted) return;
GlobalKey targetKey = event.target == EffectTarget.player
? _playerKey
: _enemyKey;
if (targetKey.currentContext == null) return;
RenderBox? renderBox =
targetKey.currentContext!.findRenderObject() as RenderBox?;
if (renderBox == null) return;
Offset position = renderBox.localToGlobal(Offset.zero);
RenderBox? stackRenderBox = context.findRenderObject() as RenderBox?;
if (stackRenderBox != null) {
Offset stackOffset = stackRenderBox.localToGlobal(Offset.zero);
position = position - stackOffset;
}
// 중앙 정렬
position =
position +
Offset(renderBox.size.width / 2 - 30, renderBox.size.height / 2 - 30);
IconData icon;
Color color;
double size;
if (event.type == ActionType.attack) {
if (event.risk == RiskLevel.risky) {
icon = Icons.whatshot;
color = Colors.redAccent;
size = 60.0;
} else if (event.risk == RiskLevel.normal) {
icon = Icons.flash_on;
color = Colors.orangeAccent;
size = 40.0;
} else {
icon = Icons.close;
color = Colors.grey;
size = 30.0;
}
} else {
icon = Icons.shield;
if (event.risk == RiskLevel.risky) {
color = Colors.deepPurpleAccent;
size = 60.0;
} else if (event.risk == RiskLevel.normal) {
color = Colors.blueAccent;
size = 40.0;
} else {
color = Colors.greenAccent;
size = 30.0;
}
}
final String id = UniqueKey().toString();
setState(() {
_floatingEffects.add(
_FloatingEffectData(
id: id,
widget: Positioned(
left: position.dx,
top: position.dy,
child: _FloatingEffect(
key: ValueKey(id),
icon: icon,
color: color,
size: size,
onRemove: () {
if (mounted) {
setState(() {
_floatingEffects.removeWhere((e) => e.id == id);
});
}
},
),
),
),
);
});
});
}
void _showRiskLevelSelection(BuildContext context, ActionType actionType) {
final player = context.read<BattleProvider>().player;
final baseValue = actionType == ActionType.attack
@@ -192,10 +351,12 @@ class _BattleScreenState extends State<BattleScreen> {
_buildCharacterStatus(
battleProvider.enemy,
isEnemy: true,
key: _enemyKey,
),
_buildCharacterStatus(
battleProvider.player,
isEnemy: false,
key: _playerKey,
),
],
),
@@ -285,6 +446,8 @@ class _BattleScreenState extends State<BattleScreen> {
),
),
),
..._floatingDamageTexts.map((e) => e.widget),
..._floatingEffects.map((e) => e.widget),
],
);
},
@@ -325,8 +488,13 @@ class _BattleScreenState extends State<BattleScreen> {
);
}
Widget _buildCharacterStatus(Character character, {bool isEnemy = false}) {
Widget _buildCharacterStatus(
Character character, {
bool isEnemy = false,
Key? key,
}) {
return Column(
key: key,
children: [
Text(
"${character.name}: HP ${character.hp}/${character.totalMaxHp}",
@@ -454,3 +622,200 @@ class _BattleScreenState extends State<BattleScreen> {
);
}
}
class _FloatingDamageText extends StatefulWidget {
final String damage;
final Color color;
final VoidCallback onRemove;
const _FloatingDamageText({
Key? key,
required this.damage,
required this.color,
required this.onRemove,
}) : super(key: key);
@override
__FloatingDamageTextState createState() => __FloatingDamageTextState();
}
class __FloatingDamageTextState extends State<_FloatingDamageText>
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), // 위로 띄울 높이
).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,
), // 절반 이후부터 투명도 감소
),
);
_controller.forward().then((_) {
if (mounted) {
widget.onRemove(); // 애니메이션 완료 후 콜백 호출하여 위젯 제거 요청
// _controller.dispose(); // 제거: dispose() 메서드에서 처리됨
}
});
}
@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.damage,
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 _DamageTextData {
final String id;
final Widget widget;
_DamageTextData({required this.id, required this.widget});
}
class _FloatingEffect extends StatefulWidget {
final IconData icon;
final Color color;
final double size;
final VoidCallback onRemove;
const _FloatingEffect({
Key? key,
required this.icon,
required this.color,
required this.size,
required this.onRemove,
}) : super(key: key);
@override
__FloatingEffectState createState() => __FloatingEffectState();
}
class __FloatingEffectState extends State<_FloatingEffect>
with SingleTickerProviderStateMixin {
late AnimationController _controller;
late Animation<double> _scaleAnimation;
late Animation<double> _opacityAnimation;
@override
void initState() {
super.initState();
_controller = AnimationController(
duration: const Duration(milliseconds: 800),
vsync: this,
);
_scaleAnimation = Tween<double>(
begin: 0.5,
end: 1.5,
).animate(CurvedAnimation(parent: _controller, curve: Curves.elasticOut));
_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 Transform.scale(
scale: _scaleAnimation.value,
child: Opacity(
opacity: _opacityAnimation.value,
child: Icon(widget.icon, color: widget.color, size: widget.size),
),
);
},
);
}
}
class _FloatingEffectData {
final String id;
final Widget widget;
_FloatingEffectData({required this.id, required this.widget});
}
+17 -8
View File
@@ -2,8 +2,7 @@ import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../providers/battle_provider.dart';
import '../game/model/item.dart';
import '../game/model/entity.dart';
import '../game/model/stage.dart'; // Import StageModel
import '../game/enums.dart';
class InventoryScreen extends StatelessWidget {
const InventoryScreen({super.key});
@@ -41,8 +40,12 @@ class InventoryScreen extends StatelessWidget {
),
_buildStatItem("ATK", "${player.totalAtk}"),
_buildStatItem("DEF", "${player.totalDefense}"),
_buildStatItem("Shield", "${player.armor}"),
_buildStatItem("Gold", "${player.gold} G", color: Colors.amber),
_buildStatItem("Shield", "${player.armor}"),
_buildStatItem(
"Gold",
"${player.gold} G",
color: Colors.amber,
),
],
),
],
@@ -74,7 +77,11 @@ class InventoryScreen extends StatelessWidget {
return Expanded(
child: InkWell(
onTap: item != null
? () => _showUnequipConfirmationDialog(context, battleProvider, item)
? () => _showUnequipConfirmationDialog(
context,
battleProvider,
item,
)
: null,
child: Card(
color: item != null
@@ -232,8 +239,10 @@ class InventoryScreen extends StatelessWidget {
/// Shows a menu with actions for the selected item (Equip, Discard, etc.)
void _showItemActionDialog(
BuildContext context, BattleProvider provider, Item item) {
BuildContext context,
BattleProvider provider,
Item item,
) {
bool isShop = provider.currentStage.type == StageType.shop;
showDialog(
@@ -546,4 +555,4 @@ class InventoryScreen extends StatelessWidget {
],
);
}
}
}