- adjust risky animation offset
 - show inventory in shop
This commit is contained in:
Horoli 2025-12-09 11:47:37 +09:00
parent d544f46766
commit ac4df02654
8 changed files with 726 additions and 649 deletions

View File

@ -2,7 +2,7 @@ import 'dart:async'; // StreamController 사용을 위해 import
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:provider/provider.dart'; // For context.read in _prepareNextStage
import '../game/model/entity.dart';
import '../game/model/item.dart';
import '../game/model/status_effect.dart';
@ -214,11 +214,10 @@ class BattleProvider with ChangeNotifier {
if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup)
return;
// 0. Apply Enemy Pre-emptive Defense - REMOVED (Standard Turn-Based Logic)
// Defense now happens on Enemy's Turn.
// 0. Ensure Pre-emptive Enemy Defense is applied (if not already via animation)
applyPendingEnemyDefense();
// Update Enemy Status Effects at the start of Player's turn (user request)
enemy.updateStatusEffects(); // 1. Check for Defense Forbidden status
if (type == ActionType.defend &&
player.hasStatus(StatusEffectType.defenseForbidden)) {
@ -375,23 +374,10 @@ class BattleProvider with ChangeNotifier {
}
// [New] Apply Pre-emptive Enemy Intent (Defense/Buffs)
// MOVED: Logic moved to applyPendingEnemyDefense() to sync with animation.
// We just check intent existence here but do NOT apply effects yet.
if (currentEnemyIntent != null) {
final intent = currentEnemyIntent!;
if (intent.type == EnemyActionType.defend) {
if (intent.isSuccess) {
enemy.armor += intent.finalValue;
_addLog(
"${enemy.name} assumes a defensive stance (+${intent.finalValue} Armor).",
);
} else {
_addLog("${enemy.name} tried to defend but failed.");
// Optional: Emit failed defense visual?
// For now, let's keep it simple as log only for failure, or add visual later.
}
intent.isApplied = true; // Mark as applied so we don't do it again
}
// Add other pre-emptive intent types here if needed (e.g., Buffs)
// Intent generated, waiting for player interaction or action to apply.
}
isPlayerTurn = true;
@ -774,6 +760,26 @@ class BattleProvider with ChangeNotifier {
notifyListeners();
}
/// Ensure the enemy's pending defense is applied.
/// Called manually by UI during animation, or auto-called by playerAction as fallback.
void applyPendingEnemyDefense() {
if (currentEnemyIntent != null &&
currentEnemyIntent!.type == EnemyActionType.defend &&
!currentEnemyIntent!.isApplied) {
final intent = currentEnemyIntent!;
if (intent.isSuccess) {
enemy.armor += intent.finalValue;
_addLog(
"${enemy.name} assumes a defensive stance (+${intent.finalValue} Armor).",
);
} else {
_addLog("${enemy.name} tried to defend but failed.");
}
intent.isApplied = true;
notifyListeners();
}
}
/// Applies the effects of the enemy's intent (specifically Defense)
/// This should be called just before the Player's turn starts.
void _applyEnemyIntentEffects() {
@ -806,52 +812,6 @@ class BattleProvider with ChangeNotifier {
return;
}
// Special Case: Enemy Defense (Phase 3 & Phase 1)
// - Phase 3 Defense: Logic applied in _applyEnemyIntentEffects. Event is Visual Only.
// - Phase 1 Defense: Logic applied in _startEnemyTurn (if we add it there) or here?
// Wait, Phase 1 Defense is distinct.
// However, currently Phase 1 Defense also uses _effectEventController.sink.add(event).
// BUT Phase 1 Defense Logic is NOT applied in _startEnemyTurn yet (it just emits event).
// So Phase 1 Defense SHOULD go through _processAttackImpact?
// NO, because Phase 1 Defense uses the same ActionType.defend.
// Let's look at _startEnemyTurn for Phase 1 Defense:
// It emits event with armorGained. It does NOT increase armor directly.
// So for Phase 1, we NEED handleImpact -> _processAttackImpact.
// Let's look at _applyEnemyIntentEffects for Phase 3 Defense:
// It increases armor DIRECTLY: "enemy.armor += intent.finalValue;"
// AND it emits event.
// This discrepancy is the root cause.
// We should standardize.
// DECISION: Phase 3 Defense event should be flagged or handled as visual-only.
// Since we can't easily add flags to EffectEvent without changing other files,
// let's rely on the context.
// Actually, simply removing the direct armor application in _applyEnemyIntentEffects
// and letting handleImpact do it is cleaner?
// NO, because Phase 3 needs armor applied BEFORE Player Turn starts, independent of UI speed.
// And _processMiddleTurn relies on the logic sequence.
// So, we MUST block handleImpact for Phase 3 Defense.
// Phase 1 Defense (Rare, usually Attack) needs to work too.
// BUT wait, _startEnemyTurn (Phase 1) code:
// if (intent.type == EnemyActionType.defend) { ... sink.add(event); ... }
// It does NOT apply armor. So Phase 1 relies on handleImpact.
// PROBLEM: handleImpact cannot distinguish Phase 1 vs Phase 3 event easily.
// FIX: Update _startEnemyTurn (Phase 1) to ALSO apply armor directly and make the event visual-only.
// Then we can globally block Enemy Defend in handleImpact.
// REMOVED: Blocking Enemy Defend. Now we want to process it.
// if (event.attacker == enemy && event.type == ActionType.defend) {
// return;
// }
// Only process actual attack or defend impacts here
_processAttackImpact(event);
@ -945,7 +905,7 @@ class BattleProvider with ChangeNotifier {
notifyListeners();
}
/// Tries to apply status effects from attacker's equipment to the target.
/// Tries to applyStatus effects from attacker's equipment to the target.
void _tryApplyStatusEffects(Character attacker, Character target) {
List<StatusEffect> effectsToApply = CombatCalculator.getAppliedEffects(
attacker,

View File

@ -510,6 +510,9 @@ class _BattleScreenState extends State<BattleScreen> {
// Trigger Animation
_enemyAnimKey.currentState
?.animateDefense(() {
// [New] Apply Logic Synced with Animation
battleProvider.applyPendingEnemyDefense();
// Create a local visual-only event to trigger the effect (Icon or FAILED text)
final bool isSuccess = enemyIntent.isSuccess;
final BattleFeedbackType? feedbackType = isSuccess
@ -701,20 +704,7 @@ class _BattleScreenState extends State<BattleScreen> {
padding: const EdgeInsets.all(16.0),
child: Stack(
children: [
// Enemy (Top Right)
Positioned(
top: 16, // Add some padding from top
right: 16, // Add some padding from right
child: CharacterStatusCard(
character: battleProvider.enemy,
isPlayer: false,
isTurn: !battleProvider.isPlayerTurn,
key: _enemyKey,
animationKey: _enemyAnimKey, // Direct Pass
hideStats: _isEnemyAttacking,
),
),
// Player (Bottom Left)
// Player (Bottom Left) - Rendered First
Positioned(
bottom: 80, // Space for FABs
left: 16, // Add some padding from left
@ -727,6 +717,19 @@ class _BattleScreenState extends State<BattleScreen> {
hideStats: _isPlayerAttacking,
),
),
// Enemy (Top Right) - Rendered Last (On Top)
Positioned(
top: 16, // Add some padding from top
right: 16, // Add some padding from right
child: CharacterStatusCard(
character: battleProvider.enemy,
isPlayer: false,
isTurn: !battleProvider.isPlayerTurn,
key: _enemyKey,
animationKey: _enemyAnimKey, // Direct Pass
hideStats: _isEnemyAttacking,
),
),
], // Close children list
), // Close Stack
), // Close Padding

View File

@ -6,6 +6,8 @@ import '../game/enums.dart';
import '../utils/item_utils.dart';
import '../game/config/theme_config.dart';
import '../game/config/app_strings.dart';
import '../widgets/inventory/character_stats_widget.dart';
import '../widgets/inventory/inventory_grid_widget.dart';
class InventoryScreen extends StatelessWidget {
const InventoryScreen({super.key});
@ -20,57 +22,10 @@ class InventoryScreen extends StatelessWidget {
return Column(
children: [
// Player Stats Header
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,
),
],
),
],
),
),
),
// 1. Modularized Stats Widget
const CharacterStatsWidget(),
// Equipped Items Section (Slot based)
// 2. Equipped Items Section (Kept here for now)
Padding(
padding: const EdgeInsets.symmetric(
horizontal: 16.0,
@ -119,7 +74,7 @@ class InventoryScreen extends StatelessWidget {
: null,
child: Stack(
children: [
// Slot Name (Top Right)
// Slot Name
Positioned(
right: 4,
top: 4,
@ -132,14 +87,12 @@ class InventoryScreen extends StatelessWidget {
),
),
),
// Faded Icon (Top Left)
// Faded Icon
Positioned(
left: 4,
top: 4,
child: Opacity(
opacity: item != null
? 0.5
: 0.2, // Increase opacity slightly for images
opacity: item != null ? 0.5 : 0.2,
child: Image.asset(
ItemUtils.getIconPath(slot),
width: 40,
@ -157,13 +110,12 @@ class InventoryScreen extends StatelessWidget {
mainAxisAlignment:
MainAxisAlignment.center,
children: [
const SizedBox(
height: 12,
), // Spacing for top elements
const SizedBox(height: 12),
FittedBox(
fit: BoxFit.scaleDown,
child: Text(
item?.name ?? AppStrings.emptySlot,
item?.name ??
AppStrings.emptySlot,
textAlign: TextAlign.center,
style: TextStyle(
fontSize:
@ -200,125 +152,8 @@ class InventoryScreen extends StatelessWidget {
),
),
// Inventory (Bag) Section
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: () {
// Show Action Dialog instead of direct Equip
_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: [
// Faded Icon in Top-Left
Positioned(
left: 4,
top: 4,
child: Opacity(
opacity:
0.5, // Adjusted opacity for image visibility
child: Image.asset(
ItemUtils.getIconPath(item.slot),
width: 40,
height: 40,
fit: BoxFit.contain,
filterQuality: FilterQuality.high,
),
),
),
// Centered Content
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 {
// Empty slot
return Container(
decoration: BoxDecoration(
border: Border.all(color: ThemeConfig.textColorGrey),
color: ThemeConfig.emptySlotBg,
),
child: const Center(
child: Icon(
Icons.add_box,
color: ThemeConfig.textColorGrey,
),
),
);
}
},
),
),
// 3. Modularized Inventory Grid
const Expanded(child: InventoryGridWidget()),
],
);
},
@ -326,230 +161,7 @@ class InventoryScreen extends StatelessWidget {
);
}
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,
),
),
],
);
}
/// Shows a menu with actions for the selected item (Equip, Discard, etc.)
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 ${item.name}?"),
actions: [
TextButton(
onPressed: () => Navigator.pop(ctx),
child: const Text(AppStrings.cancel),
),
ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: ThemeConfig.btnActionActive,
),
onPressed: () {
provider.discardItem(item);
Navigator.pop(ctx);
},
child: const Text(AppStrings.discard),
),
],
),
);
}
void _showEquipConfirmationDialog(
BuildContext context,
BattleProvider provider,
Item newItem,
) {
final player = provider.player;
final oldItem = player.equipment[newItem.slot];
// Calculate predicted stats
final currentMaxHp = player.totalMaxHp;
final currentAtk = player.totalAtk;
final currentDef = player.totalDefense;
final currentHp = player.hp;
// Predict new stats
int newMaxHp = currentMaxHp - (oldItem?.hpBonus ?? 0) + newItem.hpBonus;
int newAtk = currentAtk - (oldItem?.atkBonus ?? 0) + newItem.atkBonus;
int newDef = currentDef - (oldItem?.armorBonus ?? 0) + newItem.armorBonus;
// Predict HP (Percentage Logic)
double ratio = currentMaxHp > 0 ? currentHp / currentMaxHp : 0.0;
int newHp = (newMaxHp * ratio).toInt();
if (newHp < 0) newHp = 0;
if (newHp > newMaxHp) newHp = newMaxHp;
showDialog(
context: context,
builder: (ctx) => AlertDialog(
title: const Text("Change Equipment"),
content: Column(
mainAxisSize: MainAxisSize.min,
children: [
Text(
"${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,

View File

@ -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

View File

@ -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,
),
),
],
);
}
}

View File

@ -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,
),
),
),
],
);
}
}

View File

@ -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: [
@ -67,132 +69,123 @@ class ShopUI extends StatelessWidget {
],
),
const Divider(color: ThemeConfig.textColorGrey),
const SizedBox(height: 16),
const SizedBox(height: 8),
// Shop Items Grid (Top Half)
Expanded(
child: shopItems.isEmpty
? const Center(
child: Text(
"Sold Out",
style: TextStyle(
color: ThemeConfig.textColorGrey,
fontSize: 24,
),
),
)
: GridView.builder(
gridDelegate:
const SliverGridDelegateWithFixedCrossAxisCount(
crossAxisCount: 2,
crossAxisSpacing: 16.0,
mainAxisSpacing: 16.0,
childAspectRatio: 0.8,
),
itemCount: shopItems.length,
itemBuilder: (context, index) {
final item = shopItems[index];
final canBuy = player.gold >= item.price;
return InkWell(
onTap: () => _showBuyConfirmation(
context,
item,
shopProvider,
player,
),
child: Card(
color: ThemeConfig.shopItemCardBg,
shape: item.rarity != ItemRarity.magic
? RoundedRectangleBorder(
side: BorderSide(
color: ItemUtils.getRarityColor(
item.rarity,
),
width: 2.0,
),
borderRadius: BorderRadius.circular(8.0),
)
: null,
child: Padding(
padding: const EdgeInsets.all(8.0),
child: Column(
crossAxisAlignment:
CrossAxisAlignment.stretch,
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(
item.name,
textAlign: TextAlign.center,
style: TextStyle(
fontWeight:
ThemeConfig.fontWeightBold,
color: ItemUtils.getRarityColor(
item.rarity,
),
fontSize:
ThemeConfig.fontSizeMedium,
),
maxLines: 2,
overflow: TextOverflow.ellipsis,
),
),
),
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(
"${item.price} G",
style: const TextStyle(
fontWeight:
ThemeConfig.fontWeightBold,
),
),
),
),
],
flex: 5,
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
const Text(
"Shop Items",
style: TextStyle(
fontSize: 18,
fontWeight: FontWeight.bold,
color: ThemeConfig.textColorWhite,
),
),
const SizedBox(height: 8),
Expanded(
child: shopItems.isEmpty
? const Center(
child: Text(
"Sold Out",
style: TextStyle(
color: ThemeConfig.textColorGrey,
fontSize: 24,
),
),
)
: GridView.builder(
gridDelegate:
const SliverGridDelegateWithFixedCrossAxisCount(
crossAxisCount: 4,
crossAxisSpacing: 8.0,
mainAxisSpacing: 8.0,
childAspectRatio: 0.8,
),
itemCount: shopItems.length,
itemBuilder: (context, index) {
final item = shopItems[index];
final canBuy = player.gold >= item.price;
return InkWell(
onTap: () => _showBuyConfirmation(
context,
item,
shopProvider,
player,
),
child: Card(
color: ThemeConfig.shopItemCardBg,
shape: item.rarity != ItemRarity.magic
? RoundedRectangleBorder(
side: BorderSide(
color: ItemUtils.getRarityColor(
item.rarity,
),
width: 2.0,
),
borderRadius: BorderRadius.circular(
8.0,
),
)
: null,
child: Padding(
padding: const EdgeInsets.all(4.0),
child: Column(
mainAxisAlignment:
MainAxisAlignment.center,
children: [
Expanded(
child: Image.asset(
ItemUtils.getIconPath(item.slot),
fit: BoxFit.contain,
),
),
Text(
item.name,
maxLines: 1,
overflow: TextOverflow.ellipsis,
style: TextStyle(
fontWeight: FontWeight.bold,
color: ItemUtils.getRarityColor(
item.rarity,
),
fontSize: 12,
),
),
Text(
"${item.price} G",
style: TextStyle(
color: canBuy
? ThemeConfig.statGoldColor
: ThemeConfig.textColorGrey,
fontWeight: FontWeight.bold,
fontSize: 12,
),
),
],
),
),
),
);
},
),
);
},
),
),
],
),
),
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,
),
],
);
}
}

View File

@ -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``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