update
- adjust risky animation offset - show inventory in shop
This commit is contained in:
parent
d544f46766
commit
ac4df02654
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@ -2,7 +2,7 @@ import 'dart:async'; // StreamController 사용을 위해 import
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import 'dart:math';
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import 'package:flutter/material.dart';
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import 'package:provider/provider.dart'; // For context.read in _prepareNextStage
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import '../game/model/entity.dart';
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import '../game/model/item.dart';
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import '../game/model/status_effect.dart';
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@ -214,11 +214,10 @@ class BattleProvider with ChangeNotifier {
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if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup)
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return;
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// 0. Apply Enemy Pre-emptive Defense - REMOVED (Standard Turn-Based Logic)
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// Defense now happens on Enemy's Turn.
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// 0. Ensure Pre-emptive Enemy Defense is applied (if not already via animation)
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applyPendingEnemyDefense();
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// Update Enemy Status Effects at the start of Player's turn (user request)
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enemy.updateStatusEffects(); // 1. Check for Defense Forbidden status
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if (type == ActionType.defend &&
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player.hasStatus(StatusEffectType.defenseForbidden)) {
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@ -375,23 +374,10 @@ class BattleProvider with ChangeNotifier {
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}
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// [New] Apply Pre-emptive Enemy Intent (Defense/Buffs)
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// MOVED: Logic moved to applyPendingEnemyDefense() to sync with animation.
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// We just check intent existence here but do NOT apply effects yet.
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if (currentEnemyIntent != null) {
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final intent = currentEnemyIntent!;
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if (intent.type == EnemyActionType.defend) {
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if (intent.isSuccess) {
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enemy.armor += intent.finalValue;
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_addLog(
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"${enemy.name} assumes a defensive stance (+${intent.finalValue} Armor).",
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);
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} else {
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_addLog("${enemy.name} tried to defend but failed.");
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// Optional: Emit failed defense visual?
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// For now, let's keep it simple as log only for failure, or add visual later.
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}
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intent.isApplied = true; // Mark as applied so we don't do it again
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}
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// Add other pre-emptive intent types here if needed (e.g., Buffs)
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// Intent generated, waiting for player interaction or action to apply.
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}
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isPlayerTurn = true;
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@ -774,6 +760,26 @@ class BattleProvider with ChangeNotifier {
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notifyListeners();
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}
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/// Ensure the enemy's pending defense is applied.
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/// Called manually by UI during animation, or auto-called by playerAction as fallback.
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void applyPendingEnemyDefense() {
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if (currentEnemyIntent != null &&
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currentEnemyIntent!.type == EnemyActionType.defend &&
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!currentEnemyIntent!.isApplied) {
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final intent = currentEnemyIntent!;
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if (intent.isSuccess) {
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enemy.armor += intent.finalValue;
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_addLog(
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"${enemy.name} assumes a defensive stance (+${intent.finalValue} Armor).",
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);
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} else {
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_addLog("${enemy.name} tried to defend but failed.");
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}
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intent.isApplied = true;
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notifyListeners();
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}
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}
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/// Applies the effects of the enemy's intent (specifically Defense)
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/// This should be called just before the Player's turn starts.
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void _applyEnemyIntentEffects() {
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@ -806,52 +812,6 @@ class BattleProvider with ChangeNotifier {
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return;
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}
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// Special Case: Enemy Defense (Phase 3 & Phase 1)
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// - Phase 3 Defense: Logic applied in _applyEnemyIntentEffects. Event is Visual Only.
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// - Phase 1 Defense: Logic applied in _startEnemyTurn (if we add it there) or here?
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// Wait, Phase 1 Defense is distinct.
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// However, currently Phase 1 Defense also uses _effectEventController.sink.add(event).
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// BUT Phase 1 Defense Logic is NOT applied in _startEnemyTurn yet (it just emits event).
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// So Phase 1 Defense SHOULD go through _processAttackImpact?
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// NO, because Phase 1 Defense uses the same ActionType.defend.
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// Let's look at _startEnemyTurn for Phase 1 Defense:
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// It emits event with armorGained. It does NOT increase armor directly.
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// So for Phase 1, we NEED handleImpact -> _processAttackImpact.
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// Let's look at _applyEnemyIntentEffects for Phase 3 Defense:
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// It increases armor DIRECTLY: "enemy.armor += intent.finalValue;"
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// AND it emits event.
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// This discrepancy is the root cause.
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// We should standardize.
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// DECISION: Phase 3 Defense event should be flagged or handled as visual-only.
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// Since we can't easily add flags to EffectEvent without changing other files,
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// let's rely on the context.
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// Actually, simply removing the direct armor application in _applyEnemyIntentEffects
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// and letting handleImpact do it is cleaner?
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// NO, because Phase 3 needs armor applied BEFORE Player Turn starts, independent of UI speed.
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// And _processMiddleTurn relies on the logic sequence.
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// So, we MUST block handleImpact for Phase 3 Defense.
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// Phase 1 Defense (Rare, usually Attack) needs to work too.
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// BUT wait, _startEnemyTurn (Phase 1) code:
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// if (intent.type == EnemyActionType.defend) { ... sink.add(event); ... }
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// It does NOT apply armor. So Phase 1 relies on handleImpact.
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// PROBLEM: handleImpact cannot distinguish Phase 1 vs Phase 3 event easily.
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// FIX: Update _startEnemyTurn (Phase 1) to ALSO apply armor directly and make the event visual-only.
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// Then we can globally block Enemy Defend in handleImpact.
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// REMOVED: Blocking Enemy Defend. Now we want to process it.
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// if (event.attacker == enemy && event.type == ActionType.defend) {
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// return;
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// }
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// Only process actual attack or defend impacts here
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_processAttackImpact(event);
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@ -945,7 +905,7 @@ class BattleProvider with ChangeNotifier {
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notifyListeners();
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}
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/// Tries to apply status effects from attacker's equipment to the target.
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/// Tries to applyStatus effects from attacker's equipment to the target.
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void _tryApplyStatusEffects(Character attacker, Character target) {
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List<StatusEffect> effectsToApply = CombatCalculator.getAppliedEffects(
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attacker,
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@ -510,6 +510,9 @@ class _BattleScreenState extends State<BattleScreen> {
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// Trigger Animation
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_enemyAnimKey.currentState
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?.animateDefense(() {
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// [New] Apply Logic Synced with Animation
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battleProvider.applyPendingEnemyDefense();
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// Create a local visual-only event to trigger the effect (Icon or FAILED text)
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final bool isSuccess = enemyIntent.isSuccess;
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final BattleFeedbackType? feedbackType = isSuccess
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@ -701,20 +704,7 @@ class _BattleScreenState extends State<BattleScreen> {
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padding: const EdgeInsets.all(16.0),
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child: Stack(
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children: [
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// Enemy (Top Right)
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Positioned(
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top: 16, // Add some padding from top
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right: 16, // Add some padding from right
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child: CharacterStatusCard(
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character: 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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animationKey: _enemyAnimKey, // Direct Pass
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hideStats: _isEnemyAttacking,
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),
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),
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// Player (Bottom Left)
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// Player (Bottom Left) - Rendered First
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Positioned(
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bottom: 80, // Space for FABs
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left: 16, // Add some padding from left
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@ -727,6 +717,19 @@ class _BattleScreenState extends State<BattleScreen> {
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hideStats: _isPlayerAttacking,
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),
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),
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// Enemy (Top Right) - Rendered Last (On Top)
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Positioned(
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top: 16, // Add some padding from top
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right: 16, // Add some padding from right
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child: CharacterStatusCard(
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character: 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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animationKey: _enemyAnimKey, // Direct Pass
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hideStats: _isEnemyAttacking,
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),
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),
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], // Close children list
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), // Close Stack
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), // Close Padding
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@ -6,6 +6,8 @@ import '../game/enums.dart';
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import '../utils/item_utils.dart';
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import '../game/config/theme_config.dart';
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import '../game/config/app_strings.dart';
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import '../widgets/inventory/character_stats_widget.dart';
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import '../widgets/inventory/inventory_grid_widget.dart';
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class InventoryScreen extends StatelessWidget {
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const InventoryScreen({super.key});
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@ -20,57 +22,10 @@ class InventoryScreen extends StatelessWidget {
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return Column(
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children: [
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// Player Stats Header
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Card(
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margin: const EdgeInsets.all(16.0),
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child: Padding(
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padding: const EdgeInsets.all(16.0),
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child: Column(
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children: [
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Text(
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player.name,
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style: Theme.of(context).textTheme.headlineSmall,
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),
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const SizedBox(height: 8),
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Text("Stage: ${battleProvider.stage}"),
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const Divider(),
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Row(
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mainAxisAlignment: MainAxisAlignment.spaceAround,
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children: [
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_buildStatItem(
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AppStrings.hp,
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"${player.hp}/${player.totalMaxHp}",
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color: ThemeConfig.statHpColor,
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),
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_buildStatItem(
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AppStrings.atk,
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"${player.totalAtk}",
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color: ThemeConfig.statAtkColor,
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),
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_buildStatItem(
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AppStrings.def,
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"${player.totalDefense}",
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color: ThemeConfig.statDefColor,
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),
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_buildStatItem(AppStrings.armor, "${player.armor}"),
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_buildStatItem(
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AppStrings.luck,
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"${player.totalLuck}",
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color: ThemeConfig.statLuckColor,
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),
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_buildStatItem(
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AppStrings.gold,
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"${player.gold} G",
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color: ThemeConfig.statGoldColor,
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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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// 1. Modularized Stats Widget
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const CharacterStatsWidget(),
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// Equipped Items Section (Slot based)
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// 2. Equipped Items Section (Kept here for now)
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Padding(
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padding: const EdgeInsets.symmetric(
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horizontal: 16.0,
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@ -119,7 +74,7 @@ class InventoryScreen extends StatelessWidget {
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: null,
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child: Stack(
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children: [
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// Slot Name (Top Right)
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// Slot Name
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Positioned(
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right: 4,
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top: 4,
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@ -132,14 +87,12 @@ class InventoryScreen extends StatelessWidget {
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),
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),
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),
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// Faded Icon (Top Left)
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// Faded Icon
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Positioned(
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left: 4,
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top: 4,
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child: Opacity(
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opacity: item != null
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? 0.5
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: 0.2, // Increase opacity slightly for images
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opacity: item != null ? 0.5 : 0.2,
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child: Image.asset(
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ItemUtils.getIconPath(slot),
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width: 40,
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@ -157,13 +110,12 @@ class InventoryScreen extends StatelessWidget {
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mainAxisAlignment:
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MainAxisAlignment.center,
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children: [
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const SizedBox(
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height: 12,
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), // Spacing for top elements
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const SizedBox(height: 12),
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FittedBox(
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fit: BoxFit.scaleDown,
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child: Text(
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item?.name ?? AppStrings.emptySlot,
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item?.name ??
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AppStrings.emptySlot,
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textAlign: TextAlign.center,
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style: TextStyle(
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fontSize:
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@ -200,125 +152,8 @@ class InventoryScreen extends StatelessWidget {
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),
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),
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// Inventory (Bag) Section
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Padding(
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padding: const EdgeInsets.symmetric(
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horizontal: 16.0,
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vertical: 8.0,
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),
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child: Align(
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alignment: Alignment.centerLeft,
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child: Text(
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"${AppStrings.bag} (${player.inventory.length}/${player.maxInventorySize})",
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style: const TextStyle(
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fontSize: ThemeConfig.fontSizeHeader,
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fontWeight: ThemeConfig.fontWeightBold,
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),
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),
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),
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),
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Expanded(
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child: GridView.builder(
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padding: const EdgeInsets.all(16.0),
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gridDelegate: const SliverGridDelegateWithFixedCrossAxisCount(
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crossAxisCount: 4,
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crossAxisSpacing: 8.0,
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mainAxisSpacing: 8.0,
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),
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itemCount: player.maxInventorySize,
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itemBuilder: (context, index) {
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if (index < player.inventory.length) {
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final item = player.inventory[index];
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return InkWell(
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onTap: () {
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// Show Action Dialog instead of direct Equip
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_showItemActionDialog(context, battleProvider, item);
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},
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child: Card(
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color: ThemeConfig.inventoryCardBg,
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shape: item.rarity != ItemRarity.magic
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? RoundedRectangleBorder(
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side: BorderSide(
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color: ItemUtils.getRarityColor(
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item.rarity,
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),
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width: 2.0,
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),
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borderRadius: BorderRadius.circular(4.0),
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)
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: null,
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child: Stack(
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children: [
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// Faded Icon in Top-Left
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Positioned(
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left: 4,
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top: 4,
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child: Opacity(
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opacity:
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0.5, // Adjusted opacity for image visibility
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child: Image.asset(
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ItemUtils.getIconPath(item.slot),
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width: 40,
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height: 40,
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fit: BoxFit.contain,
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filterQuality: FilterQuality.high,
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),
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),
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),
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// Centered Content
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Center(
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child: Padding(
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padding: const EdgeInsets.all(4.0),
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child: Column(
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mainAxisAlignment: MainAxisAlignment.center,
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children: [
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FittedBox(
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fit: BoxFit.scaleDown,
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child: Text(
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item.name,
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textAlign: TextAlign.center,
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style: TextStyle(
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fontSize: ThemeConfig.fontSizeSmall,
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fontWeight:
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ThemeConfig.fontWeightBold,
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color: ItemUtils.getRarityColor(
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item.rarity,
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),
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),
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maxLines: 2,
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overflow: TextOverflow.ellipsis,
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),
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),
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FittedBox(
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fit: BoxFit.scaleDown,
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child: _buildItemStatText(item),
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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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} else {
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// Empty slot
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return Container(
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decoration: BoxDecoration(
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border: Border.all(color: ThemeConfig.textColorGrey),
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color: ThemeConfig.emptySlotBg,
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),
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child: const Center(
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child: Icon(
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Icons.add_box,
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color: ThemeConfig.textColorGrey,
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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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// 3. Modularized Inventory Grid
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const Expanded(child: InventoryGridWidget()),
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],
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);
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},
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@ -326,230 +161,7 @@ class InventoryScreen extends StatelessWidget {
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);
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}
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Widget _buildStatItem(String label, String value, {Color? color}) {
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return Column(
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children: [
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Text(
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label,
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style: const TextStyle(
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color: ThemeConfig.textColorGrey,
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fontSize: 12,
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),
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),
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Text(
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value,
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style: TextStyle(
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fontWeight: ThemeConfig.fontWeightBold,
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fontSize: 16,
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color: color,
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),
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),
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],
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);
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}
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/// Shows a menu with actions for the selected item (Equip, Discard, etc.)
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void _showItemActionDialog(
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BuildContext context,
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BattleProvider provider,
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Item item,
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) {
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bool isShop = provider.currentStage.type == StageType.shop;
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showDialog(
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context: context,
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builder: (ctx) => SimpleDialog(
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title: Text("${item.name} Actions"),
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children: [
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SimpleDialogOption(
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onPressed: () {
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Navigator.pop(ctx);
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_showEquipConfirmationDialog(context, provider, item);
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},
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child: const Padding(
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padding: EdgeInsets.symmetric(vertical: 8.0),
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child: Row(
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children: [
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Icon(Icons.shield, color: ThemeConfig.btnDefendActive),
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SizedBox(width: 10),
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Text(AppStrings.equip),
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],
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),
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),
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),
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if (isShop)
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SimpleDialogOption(
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onPressed: () {
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Navigator.pop(ctx);
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_showSellConfirmationDialog(context, provider, item);
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},
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child: Padding(
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padding: const EdgeInsets.symmetric(vertical: 8.0),
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child: Row(
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children: [
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||||
const Icon(
|
||||
Icons.attach_money,
|
||||
color: ThemeConfig.statGoldColor,
|
||||
),
|
||||
const SizedBox(width: 10),
|
||||
Text("${AppStrings.sell} (${item.price} G)"),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
SimpleDialogOption(
|
||||
onPressed: () {
|
||||
Navigator.pop(ctx);
|
||||
_showDiscardConfirmationDialog(context, provider, item);
|
||||
},
|
||||
child: const Padding(
|
||||
padding: EdgeInsets.symmetric(vertical: 8.0),
|
||||
child: Row(
|
||||
children: [
|
||||
Icon(Icons.delete, color: ThemeConfig.btnActionActive),
|
||||
SizedBox(width: 10),
|
||||
Text(AppStrings.discard),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _showSellConfirmationDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item item,
|
||||
) {
|
||||
showDialog(
|
||||
context: context,
|
||||
builder: (ctx) => AlertDialog(
|
||||
title: const Text("Sell Item"),
|
||||
content: Text("Sell ${item.name} for ${item.price} G?"),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text(AppStrings.cancel),
|
||||
),
|
||||
ElevatedButton(
|
||||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: ThemeConfig.statGoldColor,
|
||||
),
|
||||
onPressed: () {
|
||||
provider.sellItem(item);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text(AppStrings.sell, style: TextStyle(color: Colors.black)),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _showDiscardConfirmationDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item item,
|
||||
) {
|
||||
showDialog(
|
||||
context: context,
|
||||
builder: (ctx) => AlertDialog(
|
||||
title: const Text("Discard Item"),
|
||||
content: Text("Are you sure you want to discard ${item.name}?"),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text(AppStrings.cancel),
|
||||
),
|
||||
ElevatedButton(
|
||||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: ThemeConfig.btnActionActive,
|
||||
),
|
||||
onPressed: () {
|
||||
provider.discardItem(item);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text(AppStrings.discard),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _showEquipConfirmationDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item newItem,
|
||||
) {
|
||||
final player = provider.player;
|
||||
final oldItem = player.equipment[newItem.slot];
|
||||
|
||||
// Calculate predicted stats
|
||||
final currentMaxHp = player.totalMaxHp;
|
||||
final currentAtk = player.totalAtk;
|
||||
final currentDef = player.totalDefense;
|
||||
final currentHp = player.hp;
|
||||
|
||||
// Predict new stats
|
||||
int newMaxHp = currentMaxHp - (oldItem?.hpBonus ?? 0) + newItem.hpBonus;
|
||||
int newAtk = currentAtk - (oldItem?.atkBonus ?? 0) + newItem.atkBonus;
|
||||
int newDef = currentDef - (oldItem?.armorBonus ?? 0) + newItem.armorBonus;
|
||||
|
||||
// Predict HP (Percentage Logic)
|
||||
double ratio = currentMaxHp > 0 ? currentHp / currentMaxHp : 0.0;
|
||||
int newHp = (newMaxHp * ratio).toInt();
|
||||
if (newHp < 0) newHp = 0;
|
||||
if (newHp > newMaxHp) newHp = newMaxHp;
|
||||
|
||||
showDialog(
|
||||
context: context,
|
||||
builder: (ctx) => AlertDialog(
|
||||
title: const Text("Change Equipment"),
|
||||
content: Column(
|
||||
mainAxisSize: MainAxisSize.min,
|
||||
children: [
|
||||
Text(
|
||||
"${AppStrings.equip} ${newItem.name}?",
|
||||
style: const TextStyle(fontWeight: ThemeConfig.fontWeightBold),
|
||||
),
|
||||
if (oldItem != null)
|
||||
Text(
|
||||
"Replaces ${oldItem.name}",
|
||||
style: const TextStyle(
|
||||
fontSize: 12,
|
||||
color: ThemeConfig.textColorGrey,
|
||||
),
|
||||
),
|
||||
const SizedBox(height: 16),
|
||||
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
|
||||
_buildStatChangeRow("Current HP", currentHp, newHp),
|
||||
_buildStatChangeRow(AppStrings.atk, currentAtk, newAtk),
|
||||
_buildStatChangeRow(AppStrings.def, currentDef, newDef),
|
||||
_buildStatChangeRow(
|
||||
"LUCK",
|
||||
player.totalLuck,
|
||||
player.totalLuck - (oldItem?.luck ?? 0) + newItem.luck,
|
||||
),
|
||||
],
|
||||
),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text(AppStrings.cancel),
|
||||
),
|
||||
ElevatedButton(
|
||||
onPressed: () {
|
||||
provider.equipItem(newItem);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text(AppStrings.confirm),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
// --- Helper Methods for Equipped Items Section ---
|
||||
|
||||
void _showUnequipConfirmationDialog(
|
||||
BuildContext context,
|
||||
|
|
|
|||
|
|
@ -85,8 +85,11 @@ class BattleAnimationWidgetState extends State<BattleAnimationWidget>
|
|||
if (!mounted) return;
|
||||
|
||||
// 2. Dash to Target (Impact)
|
||||
_translateAnimation = Tween<Offset>(begin: Offset.zero, end: targetOffset)
|
||||
.animate(
|
||||
// Adjust offset to prevent complete overlap (stop slightly short) since both share the same layer stack
|
||||
final adjustedOffset = targetOffset * 0.5;
|
||||
|
||||
_translateAnimation =
|
||||
Tween<Offset>(begin: Offset.zero, end: adjustedOffset).animate(
|
||||
CurvedAnimation(
|
||||
parent: _translateController,
|
||||
curve: Curves.easeInExpo, // Heavy impact curve
|
||||
|
|
|
|||
|
|
@ -0,0 +1,88 @@
|
|||
import 'package:flutter/material.dart';
|
||||
import 'package:provider/provider.dart';
|
||||
import '../../providers/battle_provider.dart';
|
||||
import '../../game/config/theme_config.dart';
|
||||
import '../../game/config/app_strings.dart';
|
||||
|
||||
class CharacterStatsWidget extends StatelessWidget {
|
||||
const CharacterStatsWidget({super.key});
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Consumer<BattleProvider>(
|
||||
builder: (context, battleProvider, child) {
|
||||
final player = battleProvider.player;
|
||||
return Card(
|
||||
margin: const EdgeInsets.all(16.0),
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(16.0),
|
||||
child: Column(
|
||||
children: [
|
||||
Text(
|
||||
player.name,
|
||||
style: Theme.of(context).textTheme.headlineSmall,
|
||||
),
|
||||
const SizedBox(height: 8),
|
||||
Text("Stage: ${battleProvider.stage}"),
|
||||
const Divider(),
|
||||
Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceAround,
|
||||
children: [
|
||||
_buildStatItem(
|
||||
AppStrings.hp,
|
||||
"${player.hp}/${player.totalMaxHp}",
|
||||
color: ThemeConfig.statHpColor,
|
||||
),
|
||||
_buildStatItem(
|
||||
AppStrings.atk,
|
||||
"${player.totalAtk}",
|
||||
color: ThemeConfig.statAtkColor,
|
||||
),
|
||||
_buildStatItem(
|
||||
AppStrings.def,
|
||||
"${player.totalDefense}",
|
||||
color: ThemeConfig.statDefColor,
|
||||
),
|
||||
_buildStatItem(AppStrings.armor, "${player.armor}"),
|
||||
_buildStatItem(
|
||||
AppStrings.luck,
|
||||
"${player.totalLuck}",
|
||||
color: ThemeConfig.statLuckColor,
|
||||
),
|
||||
_buildStatItem(
|
||||
AppStrings.gold,
|
||||
"${player.gold} G",
|
||||
color: ThemeConfig.statGoldColor,
|
||||
),
|
||||
],
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildStatItem(String label, String value, {Color? color}) {
|
||||
return Column(
|
||||
children: [
|
||||
Text(
|
||||
label,
|
||||
style: const TextStyle(
|
||||
color: ThemeConfig.textColorGrey,
|
||||
fontSize: 12,
|
||||
),
|
||||
),
|
||||
Text(
|
||||
value,
|
||||
style: TextStyle(
|
||||
fontWeight: ThemeConfig.fontWeightBold,
|
||||
fontSize: 16,
|
||||
color: color,
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,424 @@
|
|||
import 'package:flutter/material.dart';
|
||||
import 'package:provider/provider.dart';
|
||||
import '../../providers/battle_provider.dart';
|
||||
import '../../game/model/item.dart';
|
||||
import '../../game/enums.dart';
|
||||
import '../../utils/item_utils.dart';
|
||||
import '../../game/config/theme_config.dart';
|
||||
import '../../game/config/app_strings.dart';
|
||||
|
||||
class InventoryGridWidget extends StatelessWidget {
|
||||
const InventoryGridWidget({super.key});
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Consumer<BattleProvider>(
|
||||
builder: (context, battleProvider, child) {
|
||||
final player = battleProvider.player;
|
||||
return Column(
|
||||
children: [
|
||||
Padding(
|
||||
padding: const EdgeInsets.symmetric(
|
||||
horizontal: 16.0,
|
||||
vertical: 8.0,
|
||||
),
|
||||
child: Align(
|
||||
alignment: Alignment.centerLeft,
|
||||
child: Text(
|
||||
"${AppStrings.bag} (${player.inventory.length}/${player.maxInventorySize})",
|
||||
style: const TextStyle(
|
||||
fontSize: ThemeConfig.fontSizeHeader,
|
||||
fontWeight: ThemeConfig.fontWeightBold,
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
Expanded(
|
||||
child: GridView.builder(
|
||||
padding: const EdgeInsets.all(16.0),
|
||||
gridDelegate: const SliverGridDelegateWithFixedCrossAxisCount(
|
||||
crossAxisCount: 4,
|
||||
crossAxisSpacing: 8.0,
|
||||
mainAxisSpacing: 8.0,
|
||||
),
|
||||
itemCount: player.maxInventorySize,
|
||||
itemBuilder: (context, index) {
|
||||
if (index < player.inventory.length) {
|
||||
final item = player.inventory[index];
|
||||
return InkWell(
|
||||
onTap: () {
|
||||
_showItemActionDialog(context, battleProvider, item);
|
||||
},
|
||||
child: Card(
|
||||
color: ThemeConfig.inventoryCardBg,
|
||||
shape: item.rarity != ItemRarity.magic
|
||||
? RoundedRectangleBorder(
|
||||
side: BorderSide(
|
||||
color: ItemUtils.getRarityColor(item.rarity),
|
||||
width: 2.0,
|
||||
),
|
||||
borderRadius: BorderRadius.circular(4.0),
|
||||
)
|
||||
: null,
|
||||
child: Stack(
|
||||
children: [
|
||||
Positioned(
|
||||
left: 4,
|
||||
top: 4,
|
||||
child: Opacity(
|
||||
opacity: 0.5,
|
||||
child: Image.asset(
|
||||
ItemUtils.getIconPath(item.slot),
|
||||
width: 40,
|
||||
height: 40,
|
||||
fit: BoxFit.contain,
|
||||
filterQuality: FilterQuality.high,
|
||||
),
|
||||
),
|
||||
),
|
||||
Center(
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(4.0),
|
||||
child: Column(
|
||||
mainAxisAlignment: MainAxisAlignment.center,
|
||||
children: [
|
||||
FittedBox(
|
||||
fit: BoxFit.scaleDown,
|
||||
child: Text(
|
||||
item.name,
|
||||
textAlign: TextAlign.center,
|
||||
style: TextStyle(
|
||||
fontSize: ThemeConfig.fontSizeSmall,
|
||||
fontWeight:
|
||||
ThemeConfig.fontWeightBold,
|
||||
color: ItemUtils.getRarityColor(
|
||||
item.rarity,
|
||||
),
|
||||
),
|
||||
maxLines: 2,
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
),
|
||||
FittedBox(
|
||||
fit: BoxFit.scaleDown,
|
||||
child: _buildItemStatText(item),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
} else {
|
||||
return Container(
|
||||
decoration: BoxDecoration(
|
||||
border: Border.all(color: ThemeConfig.textColorGrey),
|
||||
color: ThemeConfig.emptySlotBg,
|
||||
),
|
||||
child: const Center(
|
||||
child: Icon(
|
||||
Icons.add_box,
|
||||
color: ThemeConfig.textColorGrey,
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
},
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
void _showItemActionDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item item,
|
||||
) {
|
||||
bool isShop = provider.currentStage.type == StageType.shop;
|
||||
|
||||
showDialog(
|
||||
context: context,
|
||||
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 (isShop)
|
||||
SimpleDialogOption(
|
||||
onPressed: () {
|
||||
Navigator.pop(ctx);
|
||||
_showSellConfirmationDialog(context, provider, item);
|
||||
},
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.symmetric(vertical: 8.0),
|
||||
child: Row(
|
||||
children: [
|
||||
const Icon(
|
||||
Icons.attach_money,
|
||||
color: ThemeConfig.statGoldColor,
|
||||
),
|
||||
const SizedBox(width: 10),
|
||||
Text("${AppStrings.sell} (${item.price} G)"),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
SimpleDialogOption(
|
||||
onPressed: () {
|
||||
Navigator.pop(ctx);
|
||||
_showDiscardConfirmationDialog(context, provider, item);
|
||||
},
|
||||
child: const Padding(
|
||||
padding: EdgeInsets.symmetric(vertical: 8.0),
|
||||
child: Row(
|
||||
children: [
|
||||
Icon(Icons.delete, color: ThemeConfig.btnActionActive),
|
||||
SizedBox(width: 10),
|
||||
Text(AppStrings.discard),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _showSellConfirmationDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item item,
|
||||
) {
|
||||
showDialog(
|
||||
context: context,
|
||||
builder: (ctx) => AlertDialog(
|
||||
title: const Text("Sell Item"),
|
||||
content: Text("Sell ${item.name} for ${item.price} G?"),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text(AppStrings.cancel),
|
||||
),
|
||||
ElevatedButton(
|
||||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: ThemeConfig.statGoldColor,
|
||||
),
|
||||
onPressed: () {
|
||||
provider.sellItem(item);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text(
|
||||
AppStrings.sell,
|
||||
style: TextStyle(color: Colors.black),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _showDiscardConfirmationDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item item,
|
||||
) {
|
||||
showDialog(
|
||||
context: context,
|
||||
builder: (ctx) => AlertDialog(
|
||||
title: const Text("Discard Item"),
|
||||
content: Text("Are you sure you want to discard ${item.name}?"),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text(AppStrings.cancel),
|
||||
),
|
||||
ElevatedButton(
|
||||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: ThemeConfig.btnActionActive,
|
||||
),
|
||||
onPressed: () {
|
||||
provider.discardItem(item);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text(AppStrings.discard),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _showEquipConfirmationDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item newItem,
|
||||
) {
|
||||
final player = provider.player;
|
||||
final oldItem = player.equipment[newItem.slot];
|
||||
|
||||
final currentMaxHp = player.totalMaxHp;
|
||||
final currentAtk = player.totalAtk;
|
||||
final currentDef = player.totalDefense;
|
||||
final currentHp = player.hp;
|
||||
|
||||
int newMaxHp = currentMaxHp - (oldItem?.hpBonus ?? 0) + newItem.hpBonus;
|
||||
int newAtk = currentAtk - (oldItem?.atkBonus ?? 0) + newItem.atkBonus;
|
||||
int newDef = currentDef - (oldItem?.armorBonus ?? 0) + newItem.armorBonus;
|
||||
|
||||
double ratio = currentMaxHp > 0 ? currentHp / currentMaxHp : 0.0;
|
||||
int newHp = (newMaxHp * ratio).toInt();
|
||||
if (newHp < 0) newHp = 0;
|
||||
if (newHp > newMaxHp) newHp = newMaxHp;
|
||||
|
||||
showDialog(
|
||||
context: context,
|
||||
builder: (ctx) => AlertDialog(
|
||||
title: const Text("Change Equipment"),
|
||||
content: Column(
|
||||
mainAxisSize: MainAxisSize.min,
|
||||
children: [
|
||||
Text(
|
||||
"${AppStrings.equip} ${newItem.name}?",
|
||||
style: const TextStyle(fontWeight: ThemeConfig.fontWeightBold),
|
||||
),
|
||||
if (oldItem != null)
|
||||
Text(
|
||||
"Replaces ${oldItem.name}",
|
||||
style: const TextStyle(
|
||||
fontSize: 12,
|
||||
color: ThemeConfig.textColorGrey,
|
||||
),
|
||||
),
|
||||
const SizedBox(height: 16),
|
||||
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
|
||||
_buildStatChangeRow("Current HP", currentHp, newHp),
|
||||
_buildStatChangeRow(AppStrings.atk, currentAtk, newAtk),
|
||||
_buildStatChangeRow(AppStrings.def, currentDef, newDef),
|
||||
_buildStatChangeRow(
|
||||
"LUCK",
|
||||
player.totalLuck,
|
||||
player.totalLuck - (oldItem?.luck ?? 0) + newItem.luck,
|
||||
),
|
||||
],
|
||||
),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text(AppStrings.cancel),
|
||||
),
|
||||
ElevatedButton(
|
||||
onPressed: () {
|
||||
provider.equipItem(newItem);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text(AppStrings.confirm),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildStatChangeRow(String label, int oldVal, int newVal) {
|
||||
int diff = newVal - oldVal;
|
||||
Color color = diff > 0
|
||||
? ThemeConfig.statDiffPositive
|
||||
: (diff < 0
|
||||
? ThemeConfig.statDiffNegative
|
||||
: ThemeConfig.statDiffNeutral);
|
||||
String diffText = diff > 0 ? "(+$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}");
|
||||
|
||||
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,
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
@ -8,6 +8,7 @@ import '../../../game/enums.dart';
|
|||
import '../../../game/config/theme_config.dart';
|
||||
import '../../../game/config/game_config.dart';
|
||||
import '../../../game/model/entity.dart';
|
||||
import '../inventory/inventory_grid_widget.dart';
|
||||
|
||||
class ShopUI extends StatelessWidget {
|
||||
final BattleProvider battleProvider;
|
||||
|
|
@ -26,6 +27,7 @@ class ShopUI extends StatelessWidget {
|
|||
padding: const EdgeInsets.all(16.0),
|
||||
child: Column(
|
||||
children: [
|
||||
// Header
|
||||
Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceBetween,
|
||||
children: [
|
||||
|
|
@ -67,8 +69,23 @@ class ShopUI extends StatelessWidget {
|
|||
],
|
||||
),
|
||||
const Divider(color: ThemeConfig.textColorGrey),
|
||||
const SizedBox(height: 16),
|
||||
const SizedBox(height: 8),
|
||||
|
||||
// Shop Items Grid (Top Half)
|
||||
Expanded(
|
||||
flex: 5,
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
const Text(
|
||||
"Shop Items",
|
||||
style: TextStyle(
|
||||
fontSize: 18,
|
||||
fontWeight: FontWeight.bold,
|
||||
color: ThemeConfig.textColorWhite,
|
||||
),
|
||||
),
|
||||
const SizedBox(height: 8),
|
||||
Expanded(
|
||||
child: shopItems.isEmpty
|
||||
? const Center(
|
||||
|
|
@ -83,9 +100,9 @@ class ShopUI extends StatelessWidget {
|
|||
: GridView.builder(
|
||||
gridDelegate:
|
||||
const SliverGridDelegateWithFixedCrossAxisCount(
|
||||
crossAxisCount: 2,
|
||||
crossAxisSpacing: 16.0,
|
||||
mainAxisSpacing: 16.0,
|
||||
crossAxisCount: 4,
|
||||
crossAxisSpacing: 8.0,
|
||||
mainAxisSpacing: 8.0,
|
||||
childAspectRatio: 0.8,
|
||||
),
|
||||
itemCount: shopItems.length,
|
||||
|
|
@ -110,76 +127,43 @@ class ShopUI extends StatelessWidget {
|
|||
),
|
||||
width: 2.0,
|
||||
),
|
||||
borderRadius: BorderRadius.circular(8.0),
|
||||
borderRadius: BorderRadius.circular(
|
||||
8.0,
|
||||
),
|
||||
)
|
||||
: null,
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(8.0),
|
||||
padding: const EdgeInsets.all(4.0),
|
||||
child: Column(
|
||||
crossAxisAlignment:
|
||||
CrossAxisAlignment.stretch,
|
||||
mainAxisAlignment:
|
||||
MainAxisAlignment.center,
|
||||
children: [
|
||||
Expanded(
|
||||
flex: 2,
|
||||
child: Center(
|
||||
child: Image.asset(
|
||||
ItemUtils.getIconPath(item.slot),
|
||||
width: 48,
|
||||
height: 48,
|
||||
fit: BoxFit.contain,
|
||||
filterQuality: FilterQuality.high,
|
||||
),
|
||||
),
|
||||
),
|
||||
Expanded(
|
||||
flex: 1,
|
||||
child: Center(
|
||||
child: Text(
|
||||
Text(
|
||||
item.name,
|
||||
textAlign: TextAlign.center,
|
||||
maxLines: 1,
|
||||
overflow: TextOverflow.ellipsis,
|
||||
style: TextStyle(
|
||||
fontWeight:
|
||||
ThemeConfig.fontWeightBold,
|
||||
fontWeight: FontWeight.bold,
|
||||
color: ItemUtils.getRarityColor(
|
||||
item.rarity,
|
||||
),
|
||||
fontSize:
|
||||
ThemeConfig.fontSizeMedium,
|
||||
),
|
||||
maxLines: 2,
|
||||
overflow: TextOverflow.ellipsis,
|
||||
fontSize: 12,
|
||||
),
|
||||
),
|
||||
),
|
||||
Expanded(
|
||||
flex: 1,
|
||||
child: _buildItemStatText(item),
|
||||
),
|
||||
SizedBox(
|
||||
height: 32,
|
||||
child: ElevatedButton(
|
||||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: canBuy
|
||||
? ThemeConfig.statGoldColor
|
||||
: ThemeConfig.btnDisabled,
|
||||
foregroundColor: Colors.black,
|
||||
padding: EdgeInsets.zero,
|
||||
),
|
||||
onPressed: canBuy
|
||||
? () => _showBuyConfirmation(
|
||||
context,
|
||||
item,
|
||||
shopProvider,
|
||||
player,
|
||||
)
|
||||
: null,
|
||||
child: Text(
|
||||
Text(
|
||||
"${item.price} G",
|
||||
style: const TextStyle(
|
||||
fontWeight:
|
||||
ThemeConfig.fontWeightBold,
|
||||
),
|
||||
),
|
||||
style: TextStyle(
|
||||
color: canBuy
|
||||
? ThemeConfig.statGoldColor
|
||||
: ThemeConfig.textColorGrey,
|
||||
fontWeight: FontWeight.bold,
|
||||
fontSize: 12,
|
||||
),
|
||||
),
|
||||
],
|
||||
|
|
@ -190,9 +174,18 @@ class ShopUI extends StatelessWidget {
|
|||
},
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
|
||||
const SizedBox(height: 16),
|
||||
const Divider(color: ThemeConfig.textColorGrey),
|
||||
|
||||
// Player Inventory (Bottom Half)
|
||||
const Expanded(flex: 5, child: InventoryGridWidget()),
|
||||
|
||||
const SizedBox(height: 8),
|
||||
|
||||
// Action Buttons
|
||||
Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
|
||||
children: [
|
||||
|
|
@ -200,7 +193,7 @@ class ShopUI extends StatelessWidget {
|
|||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: ThemeConfig.btnRerollBg,
|
||||
padding: const EdgeInsets.symmetric(
|
||||
horizontal: 24,
|
||||
horizontal: 16,
|
||||
vertical: 12,
|
||||
),
|
||||
),
|
||||
|
|
@ -233,7 +226,7 @@ class ShopUI extends StatelessWidget {
|
|||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: ThemeConfig.btnLeaveBg,
|
||||
padding: const EdgeInsets.symmetric(
|
||||
horizontal: 24,
|
||||
horizontal: 16,
|
||||
vertical: 12,
|
||||
),
|
||||
),
|
||||
|
|
@ -288,18 +281,10 @@ class ShopUI extends StatelessWidget {
|
|||
),
|
||||
onPressed: () {
|
||||
bool success = shopProvider.buyItem(item, player);
|
||||
Navigator.pop(ctx); // Close dialog first
|
||||
Navigator.pop(ctx);
|
||||
|
||||
if (success) {
|
||||
// Refresh BattleProvider to update UI (Gold, Inventory) since player object is owned by BattleProvider
|
||||
// and ShopProvider modifies it directly without BattleProvider knowing.
|
||||
// Ideally, ShopProvider should notify, but since we don't have a direct link back or a shared PlayerProvider,
|
||||
// we trigger it from the UI.
|
||||
// Alternatively, we could add refreshUI to BattleProvider.
|
||||
// Assuming BattleProvider has refreshUI or we can just use notifyListeners if we had access, but we don't.
|
||||
// Wait, we have battleProvider instance passed to ShopUI.
|
||||
battleProvider.refreshUI();
|
||||
|
||||
battleProvider.refreshUI(); // Update UI
|
||||
ScaffoldMessenger.of(context).showSnackBar(
|
||||
SnackBar(
|
||||
content: Text("Bought ${item.name}"),
|
||||
|
|
@ -321,38 +306,4 @@ class ShopUI extends StatelessWidget {
|
|||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildItemStatText(Item item) {
|
||||
List<String> stats = [];
|
||||
if (item.atkBonus > 0) stats.add("ATK +${item.atkBonus}");
|
||||
if (item.hpBonus > 0) stats.add("HP +${item.hpBonus}");
|
||||
if (item.armorBonus > 0) stats.add("DEF +${item.armorBonus}");
|
||||
if (item.luck > 0) stats.add("LUCK +${item.luck}");
|
||||
|
||||
return Column(
|
||||
mainAxisAlignment: MainAxisAlignment.center,
|
||||
children: [
|
||||
if (stats.isNotEmpty)
|
||||
Text(
|
||||
stats.join(", "),
|
||||
style: const TextStyle(
|
||||
fontSize: ThemeConfig.fontSizeSmall,
|
||||
color: Colors.white70,
|
||||
),
|
||||
textAlign: TextAlign.center,
|
||||
maxLines: 2,
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
if (item.effects.isNotEmpty)
|
||||
Text(
|
||||
item.effects.first.type.name.toUpperCase(),
|
||||
style: const TextStyle(
|
||||
fontSize: ThemeConfig.fontSizeTiny,
|
||||
color: ThemeConfig.rarityLegendary,
|
||||
),
|
||||
textAlign: TextAlign.center,
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,36 @@
|
|||
# 63. 인벤토리/스탯 모듈화 및 상점 UI, 전투 Z-Index 수정
|
||||
|
||||
## 1. 작업 개요
|
||||
|
||||
- **InventoryScreen 모듈화**: 스탯 표시부와 인벤토리 그리드/리스트를 별도 위젯으로 분리하여 재사용성 확보.
|
||||
- **Shop UI 개선**: 상점 화면 하단에 분리한 인벤토리 위젯을 배치하여 보유 아이템 확인 및 판매 용이성 증대.
|
||||
- **Battle Z-Index 수정**: 적 캐릭터 카드가 플레이어 카드보다 **상위 레이어(Z-Index)**에 위치하도록 수정.
|
||||
- 단, 적의 Risky Attack 등 이동 폭이 큰 애니메이션 시, 플레이어 카드를 과도하게 가리지 않도록 오프셋(Offset) 조정 함께 진행.
|
||||
|
||||
## 2. 세부 작업 항목
|
||||
|
||||
### 2.1. 인벤토리/스탯 모듈화
|
||||
|
||||
- `InventoryScreen.dart` 분석 후 다음 위젯 추출:
|
||||
- `CharacterStatsWidget`: 플레이어 스탯 정보 표시.
|
||||
- `InventoryGridWidget` (또는 List): 아이템 목록 표시. (클릭 시 동작 등 콜백 처리).
|
||||
- `lib/widgets/inventory/` 폴더에 생성.
|
||||
|
||||
### 2.2. 상점 UI (ShopUI) 수정
|
||||
|
||||
- `ShopUI.dart` 하단에 `InventoryGridWidget` 배치.
|
||||
- 상점 모드일 경우 아이템 클릭 시 '판매' 팝업 또는 동작 연결.
|
||||
|
||||
### 2.3. BattleScreen Z-Index 및 애니메이션
|
||||
|
||||
- `BattleScreen.dart`의 `Stack` 구조에서 `Positioned` 순서 변경 (Enemy를 Player보다 뒤에 배치하여 위로 오게 함).
|
||||
- `BattleAnimationWidget` 또는 `BattleScreen` 내 애니메이션 오프셋 로직 점검.
|
||||
- Enemy Risky Attack 시 이동 거리가 너무 길어 플레이어를 완전히 덮어버린다면 오프셋 줄이기.
|
||||
|
||||
## 3. 진행 상황
|
||||
|
||||
- [ ] 모듈화 설계 및 위젯 분리
|
||||
- [ ] InventoryScreen 리팩토링 적용
|
||||
- [ ] ShopUI 인벤토리 추가
|
||||
- [ ] BattleScreen Z-Index 수정
|
||||
- [ ] 애니메이션 오프셋 조정 및 테스트
|
||||
Loading…
Reference in New Issue