update
This commit is contained in:
@@ -0,0 +1,134 @@
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import '../model/item.dart';
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class ItemTemplate {
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final String name;
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final String description;
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final int baseAtk;
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final int baseHp;
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final int baseArmor;
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final EquipmentSlot slot;
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const ItemTemplate({
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required this.name,
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required this.description,
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this.baseAtk = 0,
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this.baseHp = 0,
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this.baseArmor = 0,
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required this.slot,
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});
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// Create an instance of Item based on this template, optionally scaling with stage
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Item createItem({int stage = 1}) {
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// Simple scaling logic: add stage-1 to relevant stats
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// You can make this more complex (multiplier, tiering, etc.)
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int scaledAtk = baseAtk > 0 ? baseAtk + (stage - 1) : 0;
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int scaledHp = baseHp > 0 ? baseHp + (stage - 1) * 5 : 0;
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int scaledArmor = baseArmor > 0 ? baseArmor + (stage - 1) : 0;
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return Item(
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name: "$name${stage > 1 ? ' +${stage - 1}' : ''}", // Append +1, +2 etc.
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description: description,
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atkBonus: scaledAtk,
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hpBonus: scaledHp,
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armorBonus: scaledArmor,
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slot: slot,
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);
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}
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}
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class ItemTable {
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static const List<ItemTemplate> weapons = [
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ItemTemplate(
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name: "Rusty Dagger",
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description: "Old and rusty, but better than nothing.",
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baseAtk: 3,
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slot: EquipmentSlot.weapon,
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),
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ItemTemplate(
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name: "Iron Sword",
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description: "A standard soldier's sword.",
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baseAtk: 8,
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slot: EquipmentSlot.weapon,
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),
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ItemTemplate(
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name: "Battle Axe",
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description: "Heavy but powerful.",
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baseAtk: 12,
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slot: EquipmentSlot.weapon,
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),
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];
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static const List<ItemTemplate> armors = [
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ItemTemplate(
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name: "Torn Tunic",
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description: "Offers minimal protection.",
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baseHp: 10,
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slot: EquipmentSlot.armor,
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),
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ItemTemplate(
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name: "Leather Vest",
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description: "Light and flexible.",
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baseHp: 30,
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slot: EquipmentSlot.armor,
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),
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ItemTemplate(
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name: "Chainmail",
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description: "Reliable protection against cuts.",
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baseHp: 60,
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slot: EquipmentSlot.armor,
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),
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];
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static const List<ItemTemplate> shields = [
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ItemTemplate(
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name: "Pot Lid",
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description: "It was used for cooking.",
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baseArmor: 1,
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slot: EquipmentSlot.shield,
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),
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ItemTemplate(
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name: "Wooden Shield",
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description: "Sturdy oak wood.",
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baseArmor: 3,
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slot: EquipmentSlot.shield,
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),
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ItemTemplate(
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name: "Kite Shield",
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description: "Used by knights.",
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baseArmor: 6,
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slot: EquipmentSlot.shield,
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),
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];
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static const List<ItemTemplate> accessories = [
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ItemTemplate(
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name: "Old Ring",
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description: "A tarnished ring.",
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baseAtk: 1,
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baseHp: 5,
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slot: EquipmentSlot.accessory,
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),
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ItemTemplate(
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name: "Ruby Amulet",
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description: "Glows with a faint red light.",
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baseAtk: 3,
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baseHp: 15,
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slot: EquipmentSlot.accessory,
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),
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ItemTemplate(
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name: "Hero's Badge",
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description: "A badge of honor.",
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baseAtk: 5,
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baseHp: 25,
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baseArmor: 1,
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slot: EquipmentSlot.accessory,
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),
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];
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static List<ItemTemplate> get allItems => [
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...weapons,
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...armors,
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...shields,
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...accessories,
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];
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}
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@@ -1,42 +0,0 @@
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// lib/game/game_instance.dart
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/// 앱 실행 시 가장 먼저 생성되는 싱글톤 진입점.
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/// 게임의 핵심 데이터를 로드하고 관리한다.
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class GameInstance {
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// 싱글톤 인스턴스
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static final GameInstance _instance = GameInstance._internal();
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// 팩토리 생성자를 통해 싱글톤 인스턴스를 반환한다.
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factory GameInstance() {
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return _instance;
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}
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// 내부 생성자. 외부에서 직접 인스턴스 생성을 막는다.
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GameInstance._internal();
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bool _isInitialized = false;
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/// 게임이 초기화되었는지 여부를 반환한다.
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bool get isInitialized => _isInitialized;
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/// 게임 초기화 로직.
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/// 필요한 게임 데이터를 로드하고 시스템을 설정한다.
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Future<void> initialize() async {
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if (_isInitialized) {
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print('GameInstance already initialized.');
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return;
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}
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print('Initializing GameInstance...');
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// TODO: 여기에 실제 게임 데이터 로드 및 초기화 로직 구현
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// 예: 몬스터 데이터, 아이템 데이터, 플레이어 초기 데이터 등 로드
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await Future.delayed(const Duration(seconds: 1)); // 초기화 지연 시뮬레이션
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_isInitialized = true;
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print('GameInstance initialized successfully.');
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}
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// TODO: 게임 전역에서 공유될 데이터 및 유틸리티 메서드 추가
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}
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@@ -1,92 +0,0 @@
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// lib/game/game_manager.dart
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import 'package:flutter/foundation.dart'; // ChangeNotifier를 사용하기 위해 필요
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import 'package:game_test/game/model/entity.dart';
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import 'package:game_test/game/game_instance.dart';
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/// 게임의 상태(State)와 흐름을 관리하는 지휘자.
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/// ChangeNotifier를 상속받아 UI에 게임 상태 변경을 알릴 수 있다.
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class GameManager extends ChangeNotifier {
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Player? _player;
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List<Enemy> _currentEnemies = [];
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GameManager() {
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_init();
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}
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void _init() async {
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// GameInstance가 초기화되었는지 확인
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if (!GameInstance().isInitialized) {
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await GameInstance().initialize();
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}
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// TODO: 게임 시작 시 필요한 초기화 로직 구현
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// 예: 새로운 플레이어 생성, 첫 스테이지 몬스터 로드 등
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_player = Player(id: 'player_001', name: '용감한 검투사', baseHp: 100);
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_currentEnemies = [
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Enemy(id: 'goblin_001', name: '고블린', baseHp: 50),
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Enemy(id: 'goblin_002', name: '고블린', baseHp: 55),
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];
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print('GameManager initialized. Player: ${_player?.name}, Enemies: ${_currentEnemies.length}');
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notifyListeners(); // UI에 초기 상태 변경 알림
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}
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/// 현재 플레이어를 반환한다.
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Player? get player => _player;
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/// 현재 전투 중인 적 리스트를 반환한다.
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List<Enemy> get currentEnemies => _currentEnemies;
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/// 플레이어의 턴 로직.
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/// 선택된 행동(공격, 방어 등)과 강도(Risk)에 따라 게임 상태를 변경한다.
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void playerTurn({required String action, required double risk}) {
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// TODO: 행동 및 강도에 따른 로직 구현
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print('Player performs $action with risk $risk');
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// 예시: 간단한 공격 로직
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if (action == 'attack' && _currentEnemies.isNotEmpty) {
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final targetEnemy = _currentEnemies.first; // 첫 번째 적 공격
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double damage = _player!.attack.value * risk; // 플레이어의 공격력과 강도에 따라 피해량 계산
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targetEnemy.takeDamage(damage);
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print('${_player?.name} attacked ${targetEnemy.name} for ${damage.toInt()} damage.');
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print('${targetEnemy.name} HP: ${targetEnemy.hp.value.toInt()}');
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if (!targetEnemy.isAlive) {
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_currentEnemies.remove(targetEnemy);
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print('${targetEnemy.name} defeated!');
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}
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}
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notifyListeners(); // 게임 상태 변경 알림
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// TODO: 적 턴 시작 로직 호출
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if (_currentEnemies.isNotEmpty) {
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_enemyTurn();
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} else {
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print('All enemies defeated! Moving to next stage.');
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// TODO: 다음 스테이지 로직 구현
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}
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}
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/// 적의 턴 로직.
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void _enemyTurn() {
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print('Enemy turn...');
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for (var enemy in _currentEnemies) {
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if (enemy.isAlive && _player != null) {
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// TODO: 적 AI 로직 구현
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double damageToPlayer = enemy.attack.value; // 적의 공격력 사용
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_player!.takeDamage(damageToPlayer);
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print('${enemy.name} attacked ${_player!.name} for ${damageToPlayer.toInt()} damage.');
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print('${_player!.name} HP: ${_player!.hp.value.toInt()}');
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if (!_player!.isAlive) {
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print('Game Over!');
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// TODO: 게임 오버 로직 구현
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break;
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}
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}
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}
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notifyListeners(); // 게임 상태 변경 알림
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}
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// TODO: 추가적인 게임 흐름 관리 메서드 (예: 아이템 사용, 스킬 사용, 스테이지 전환 등)
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}
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+91
-105
@@ -1,126 +1,112 @@
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// lib/game/model/entity.dart
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import 'item.dart';
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import 'package:game_test/game/model/stat.dart';
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import 'package:game_test/game/model/item.dart'; // Add this import
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/// 모든 게임 엔티티의 기본 클래스.
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/// 고유 ID와 이름을 가진다.
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abstract class BaseEntity {
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final String id;
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class Character {
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String name;
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int hp;
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int baseMaxHp;
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int armor; // Current temporary shield/armor points in battle
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int baseAtk;
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int baseDefense; // Base defense stat
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Map<EquipmentSlot, Item> equipment = {};
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List<Item> inventory = [];
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final int maxInventorySize = 16;
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BaseEntity({required this.id, required this.name});
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Character({
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required this.name,
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int? hp,
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required int maxHp,
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required this.armor,
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required int atk,
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this.baseDefense = 0,
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}) : baseMaxHp = maxHp,
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baseAtk = atk,
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hp = hp ?? maxHp;
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@override
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String toString() => '$name (ID: $id)';
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}
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/// 생명력을 가진 엔티티 (플레이어, 적 등)의 추상 클래스.
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/// BaseEntity를 상속받고, 체력(HP)과 스탯 맵을 포함한다.
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abstract class LivingEntity extends BaseEntity {
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Stat hp; // Health Points
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final Map<String, Stat> stats = {}; // 다양한 스탯들을 관리하는 맵
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LivingEntity({
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required super.id,
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required super.name,
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required double baseHp,
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}) : hp = Stat(baseValue: baseHp);
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/// 특정 스탯을 추가한다.
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void addStat(String statName, Stat stat) {
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stats[statName] = stat;
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int get totalMaxHp {
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int bonus = equipment.values.fold(0, (sum, item) => sum + item.hpBonus);
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return baseMaxHp + bonus;
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}
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/// 특정 스탯을 가져온다.
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Stat? getStat(String statName) {
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return stats[statName];
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int get totalAtk {
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int bonus = equipment.values.fold(0, (sum, item) => sum + item.atkBonus);
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return baseAtk + bonus;
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}
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/// 엔티티가 살아있는지 여부를 반환한다.
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bool get isAlive => hp.value > 0;
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int get totalDefense {
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int bonus = equipment.values.fold(0, (sum, item) => sum + item.armorBonus);
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return baseDefense + bonus;
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}
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/// 엔티티에게 피해를 입힌다.
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void takeDamage(double amount) {
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hp.baseValue -= amount; // HP는 baseValue를 직접 감소시키는 것으로 처리.
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if (hp.baseValue < 0) {
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hp.baseValue = 0;
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bool get isDead => hp <= 0;
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// Adds an item to inventory, returns true if successful, false if inventory is full
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bool addToInventory(Item item) {
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if (inventory.length < maxInventorySize) {
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inventory.add(item);
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return true;
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}
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return false;
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}
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/// 엔티티를 치유한다.
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void heal(double amount) {
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hp.baseValue += amount;
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// TODO: 최대 HP 제한 로직 추가 필요
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}
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// Equips an item (swapping if necessary)
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// Returns true if successful
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bool equip(Item newItem) {
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if (!inventory.contains(newItem)) return false;
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@override
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String toString() {
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return '${super.toString()}, HP: ${hp.value.toInt()}/${hp.baseValue.toInt()}';
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}
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}
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// 1. Calculate current HP ratio before any changes
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double hpRatio = totalMaxHp > 0 ? hp / totalMaxHp : 0.0; // Avoid division by zero
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/// 플레이어 엔티티 클래스.
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/// LivingEntity를 상속받으며 플레이어 특유의 로직을 추가할 수 있다.
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||||
class Player extends LivingEntity {
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// 장비 슬롯 맵
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final Map<EquipmentSlot, Weapon> _equippedWeapons = {};
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/// 플레이어의 공격 스탯.
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||||
Stat attack;
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||||
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Player({
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required super.id,
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||||
required super.name,
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required super.baseHp,
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}) : attack = Stat(baseValue: 0.0) { // 공격 스탯 초기화
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||||
// 시작 시 맨손 무장
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equipWeapon(Weapon.unArmed);
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}
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/// 현재 장비된 무기를 반환한다.
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Weapon? get equippedWeapon => _equippedWeapons[EquipmentSlot.mainHand];
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/// 무기를 장비한다.
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/// 기존에 해당 슬롯에 장비된 무기가 있다면 해제하고 새로운 무기를 장비한다.
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void equipWeapon(Weapon newWeapon) {
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// 기존 무기가 있다면 해제
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final currentWeapon = _equippedWeapons[newWeapon.slot];
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if (currentWeapon != null) {
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attack.removeModifier(currentWeapon.attackModifier);
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// 2. Handle Swap: If slot is occupied, unequip the old item first
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if (equipment.containsKey(newItem.slot)) {
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Item oldItem = equipment[newItem.slot]!;
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equipment.remove(newItem.slot);
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inventory.add(oldItem);
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}
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// 새로운 무기 장비 및 수정자 적용
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_equippedWeapons[newWeapon.slot] = newWeapon;
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attack.addModifier(newWeapon.attackModifier);
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// 3. Move new item: Inventory -> Equipment
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inventory.remove(newItem);
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equipment[newItem.slot] = newItem;
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// 4. Update current HP based on the new totalMaxHp and previous ratio
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hp = (totalMaxHp * hpRatio).toInt();
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if (hp < 0) hp = 0; // Ensure HP does not go below zero
|
||||
if (hp > totalMaxHp) {
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hp = totalMaxHp; // Final Safety Clamp, though hpRatio <= 1.0 should prevent this
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// 장비된 무기를 해제한다.
|
||||
/// 맨손 상태로 돌아간다.
|
||||
void unequipWeapon(EquipmentSlot slot) {
|
||||
final currentWeapon = _equippedWeapons[slot];
|
||||
if (currentWeapon != null && currentWeapon != Weapon.unArmed) {
|
||||
attack.removeModifier(currentWeapon.attackModifier);
|
||||
_equippedWeapons.remove(slot);
|
||||
// 맨손 상태로 복귀
|
||||
equipWeapon(Weapon.unArmed);
|
||||
// Unequips an item
|
||||
// Returns true if successful (inventory has space)
|
||||
bool unequip(Item item) {
|
||||
if (!equipment.containsValue(item)) return false;
|
||||
|
||||
// 1. Calculate current HP ratio before any changes
|
||||
double hpRatio = totalMaxHp > 0 ? hp / totalMaxHp : 0.0; // Avoid division by zero
|
||||
|
||||
if (inventory.length < maxInventorySize) {
|
||||
equipment.remove(item.slot);
|
||||
inventory.add(item);
|
||||
|
||||
// 2. Update current HP based on the new totalMaxHp and previous ratio
|
||||
hp = (totalMaxHp * hpRatio).toInt();
|
||||
if (hp < 0) hp = 0; // Ensure HP does not go below zero
|
||||
if (hp > totalMaxHp) {
|
||||
hp = totalMaxHp; // Final Safety Clamp, though hpRatio <= 1.0 should prevent this
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void heal(int amount) {
|
||||
if (isDead) return; // Cannot heal if dead
|
||||
|
||||
hp += amount;
|
||||
if (hp > totalMaxHp) {
|
||||
hp = totalMaxHp;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: 플레이어 고유의 인벤토리, 장비, 스킬 등의 시스템 추가
|
||||
}
|
||||
|
||||
/// 적 엔티티 클래스.
|
||||
/// LivingEntity를 상속받으며 적 특유의 로직을 추가할 수 있다.
|
||||
class Enemy extends LivingEntity {
|
||||
Stat attack; // 적도 공격 스탯을 가질 수 있도록 추가
|
||||
|
||||
Enemy({
|
||||
required super.id,
|
||||
required super.name,
|
||||
required super.baseHp,
|
||||
double baseAttack = 5.0, // 기본 공격력 설정
|
||||
}) : attack = Stat(baseValue: baseAttack);
|
||||
|
||||
// TODO: 적 고유의 AI, 드롭 아이템 등의 시스템 추가
|
||||
}
|
||||
|
||||
+24
-47
@@ -1,55 +1,32 @@
|
||||
// lib/game/model/item.dart
|
||||
enum EquipmentSlot { weapon, armor, shield, accessory }
|
||||
|
||||
import 'package:game_test/game/model/stat.dart';
|
||||
|
||||
/// 장비할 수 있는 슬롯의 종류.
|
||||
enum EquipmentSlot {
|
||||
mainHand,
|
||||
offHand,
|
||||
head,
|
||||
chest,
|
||||
legs,
|
||||
feet,
|
||||
accessory,
|
||||
}
|
||||
|
||||
/// 모든 게임 아이템의 기본 클래스.
|
||||
/// ID, 이름, 설명을 가진다.
|
||||
abstract class Item {
|
||||
final String id;
|
||||
class Item {
|
||||
final String name;
|
||||
final String description;
|
||||
|
||||
Item({
|
||||
required this.id,
|
||||
required this.name,
|
||||
this.description = '',
|
||||
});
|
||||
|
||||
@override
|
||||
String toString() => name;
|
||||
}
|
||||
|
||||
/// 무기 아이템 클래스.
|
||||
/// 공격 스탯에 영향을 주는 수정자를 포함할 수 있다.
|
||||
class Weapon extends Item {
|
||||
final Modifier attackModifier;
|
||||
final int atkBonus;
|
||||
final int hpBonus;
|
||||
final int armorBonus; // New stat for defense
|
||||
final EquipmentSlot slot;
|
||||
|
||||
Weapon({
|
||||
required super.id,
|
||||
required super.name,
|
||||
super.description,
|
||||
required this.attackModifier,
|
||||
this.slot = EquipmentSlot.mainHand,
|
||||
Item({
|
||||
required this.name,
|
||||
required this.description,
|
||||
required this.atkBonus,
|
||||
required this.hpBonus,
|
||||
this.armorBonus = 0, // Default to 0 for backward compatibility
|
||||
required this.slot,
|
||||
});
|
||||
|
||||
/// 플레이어가 무장하지 않았을 때의 기본 무기.
|
||||
/// 베이스 공격력 1을 제공한다.
|
||||
static Weapon get unArmed => Weapon(
|
||||
id: 'unarmed_weapon',
|
||||
name: '맨주먹',
|
||||
description: '아무것도 장비하지 않은 상태의 공격.',
|
||||
attackModifier: Modifier(type: ModifierType.flat, value: 1),
|
||||
);
|
||||
String get typeName {
|
||||
switch (slot) {
|
||||
case EquipmentSlot.weapon:
|
||||
return "Weapon";
|
||||
case EquipmentSlot.armor:
|
||||
return "Armor";
|
||||
case EquipmentSlot.shield:
|
||||
return "Shield";
|
||||
case EquipmentSlot.accessory:
|
||||
return "Accessory";
|
||||
}
|
||||
}
|
||||
}
|
||||
+12
-108
@@ -1,4 +1,7 @@
|
||||
import 'package:flutter/material.dart';
|
||||
import 'package:provider/provider.dart';
|
||||
import 'providers/battle_provider.dart';
|
||||
import 'screens/main_wrapper.dart';
|
||||
|
||||
void main() {
|
||||
runApp(const MyApp());
|
||||
@@ -7,116 +10,17 @@ void main() {
|
||||
class MyApp extends StatelessWidget {
|
||||
const MyApp({super.key});
|
||||
|
||||
// This widget is the root of your application.
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return MaterialApp(
|
||||
title: 'Flutter Demo',
|
||||
theme: ThemeData(
|
||||
// This is the theme of your application.
|
||||
//
|
||||
// TRY THIS: Try running your application with "flutter run". You'll see
|
||||
// the application has a purple toolbar. Then, without quitting the app,
|
||||
// try changing the seedColor in the colorScheme below to Colors.green
|
||||
// and then invoke "hot reload" (save your changes or press the "hot
|
||||
// reload" button in a Flutter-supported IDE, or press "r" if you used
|
||||
// the command line to start the app).
|
||||
//
|
||||
// Notice that the counter didn't reset back to zero; the application
|
||||
// state is not lost during the reload. To reset the state, use hot
|
||||
// restart instead.
|
||||
//
|
||||
// This works for code too, not just values: Most code changes can be
|
||||
// tested with just a hot reload.
|
||||
colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
|
||||
return MultiProvider(
|
||||
providers: [
|
||||
ChangeNotifierProvider(create: (_) => BattleProvider()),
|
||||
],
|
||||
child: MaterialApp(
|
||||
title: "Colosseum's Choice",
|
||||
theme: ThemeData.dark(),
|
||||
home: const MainWrapper(),
|
||||
),
|
||||
home: const MyHomePage(title: 'Flutter Demo Home Page'),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class MyHomePage extends StatefulWidget {
|
||||
const MyHomePage({super.key, required this.title});
|
||||
|
||||
// This widget is the home page of your application. It is stateful, meaning
|
||||
// that it has a State object (defined below) that contains fields that affect
|
||||
// how it looks.
|
||||
|
||||
// This class is the configuration for the state. It holds the values (in this
|
||||
// case the title) provided by the parent (in this case the App widget) and
|
||||
// used by the build method of the State. Fields in a Widget subclass are
|
||||
// always marked "final".
|
||||
|
||||
final String title;
|
||||
|
||||
@override
|
||||
State<MyHomePage> createState() => _MyHomePageState();
|
||||
}
|
||||
|
||||
class _MyHomePageState extends State<MyHomePage> {
|
||||
int _counter = 0;
|
||||
|
||||
void _incrementCounter() {
|
||||
setState(() {
|
||||
// This call to setState tells the Flutter framework that something has
|
||||
// changed in this State, which causes it to rerun the build method below
|
||||
// so that the display can reflect the updated values. If we changed
|
||||
// _counter without calling setState(), then the build method would not be
|
||||
// called again, and so nothing would appear to happen.
|
||||
_counter++;
|
||||
});
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
// This method is rerun every time setState is called, for instance as done
|
||||
// by the _incrementCounter method above.
|
||||
//
|
||||
// The Flutter framework has been optimized to make rerunning build methods
|
||||
// fast, so that you can just rebuild anything that needs updating rather
|
||||
// than having to individually change instances of widgets.
|
||||
return Scaffold(
|
||||
appBar: AppBar(
|
||||
// TRY THIS: Try changing the color here to a specific color (to
|
||||
// Colors.amber, perhaps?) and trigger a hot reload to see the AppBar
|
||||
// change color while the other colors stay the same.
|
||||
backgroundColor: Theme.of(context).colorScheme.inversePrimary,
|
||||
// Here we take the value from the MyHomePage object that was created by
|
||||
// the App.build method, and use it to set our appbar title.
|
||||
title: Text(widget.title),
|
||||
),
|
||||
body: Center(
|
||||
// Center is a layout widget. It takes a single child and positions it
|
||||
// in the middle of the parent.
|
||||
child: Column(
|
||||
// Column is also a layout widget. It takes a list of children and
|
||||
// arranges them vertically. By default, it sizes itself to fit its
|
||||
// children horizontally, and tries to be as tall as its parent.
|
||||
//
|
||||
// Column has various properties to control how it sizes itself and
|
||||
// how it positions its children. Here we use mainAxisAlignment to
|
||||
// center the children vertically; the main axis here is the vertical
|
||||
// axis because Columns are vertical (the cross axis would be
|
||||
// horizontal).
|
||||
//
|
||||
// TRY THIS: Invoke "debug painting" (choose the "Toggle Debug Paint"
|
||||
// action in the IDE, or press "p" in the console), to see the
|
||||
// wireframe for each widget.
|
||||
mainAxisAlignment: MainAxisAlignment.center,
|
||||
children: <Widget>[
|
||||
const Text('You have pushed the button this many times:'),
|
||||
Text(
|
||||
'$_counter',
|
||||
style: Theme.of(context).textTheme.headlineMedium,
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
floatingActionButton: FloatingActionButton(
|
||||
onPressed: _incrementCounter,
|
||||
tooltip: 'Increment',
|
||||
child: const Icon(Icons.add),
|
||||
), // This trailing comma makes auto-formatting nicer for build methods.
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,222 @@
|
||||
import 'dart:math';
|
||||
|
||||
import 'package:flutter/foundation.dart';
|
||||
import '../game/model/entity.dart';
|
||||
import '../game/model/item.dart';
|
||||
import '../game/data/item_table.dart'; // Import ItemTable
|
||||
import '../utils/game_math.dart'; // Import GameMath
|
||||
|
||||
enum ActionType { attack, defend }
|
||||
enum RiskLevel { safe, normal, risky }
|
||||
|
||||
class BattleProvider with ChangeNotifier {
|
||||
late Character player;
|
||||
late Character enemy;
|
||||
List<String> battleLogs = [];
|
||||
bool isPlayerTurn = true;
|
||||
|
||||
int stage = 1;
|
||||
List<Item> rewardOptions = [];
|
||||
bool showRewardPopup = false;
|
||||
|
||||
BattleProvider() {
|
||||
initializeBattle();
|
||||
}
|
||||
|
||||
void initializeBattle() {
|
||||
stage = 1;
|
||||
player = Character(name: "Player", maxHp: 100, armor: 0, atk: 10, baseDefense: 5); // Added baseDefense 5
|
||||
|
||||
// Provide starter equipment
|
||||
final starterSword = Item(name: "Wooden Sword", description: "A basic sword", atkBonus: 5, hpBonus: 0, slot: EquipmentSlot.weapon);
|
||||
final starterArmor = Item(name: "Leather Armor", description: "Basic protection", atkBonus: 0, hpBonus: 20, slot: EquipmentSlot.armor);
|
||||
final starterShield = Item(name: "Wooden Shield", description: "A small shield", atkBonus: 0, hpBonus: 0, armorBonus: 3, slot: EquipmentSlot.shield);
|
||||
final starterRing = Item(name: "Copper Ring", description: "A simple ring", atkBonus: 1, hpBonus: 5, slot: EquipmentSlot.accessory);
|
||||
|
||||
player.addToInventory(starterSword);
|
||||
player.equip(starterSword);
|
||||
|
||||
player.addToInventory(starterArmor);
|
||||
player.equip(starterArmor);
|
||||
|
||||
player.addToInventory(starterShield);
|
||||
player.equip(starterShield);
|
||||
|
||||
player.addToInventory(starterRing);
|
||||
player.equip(starterRing);
|
||||
|
||||
_spawnEnemy();
|
||||
battleLogs.clear();
|
||||
_addLog("Battle started! Stage $stage");
|
||||
isPlayerTurn = true;
|
||||
showRewardPopup = false;
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
void _spawnEnemy() {
|
||||
int enemyHp = 5 + (stage - 1) * 20;
|
||||
int enemyAtk = 8 + (stage - 1) * 2;
|
||||
enemy = Character(name: "Enemy", maxHp: enemyHp, armor: 0, atk: enemyAtk);
|
||||
}
|
||||
|
||||
void playerAction(ActionType type, RiskLevel risk) {
|
||||
if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup) return;
|
||||
|
||||
isPlayerTurn = false;
|
||||
notifyListeners();
|
||||
|
||||
_addLog("Player chose to ${type.name} with ${risk.name} risk.");
|
||||
|
||||
final random = Random();
|
||||
bool success = false;
|
||||
double efficiency = 1.0;
|
||||
|
||||
switch (risk) {
|
||||
case RiskLevel.safe:
|
||||
success = random.nextDouble() < 1.0; // 100%
|
||||
efficiency = 0.5; // 50%
|
||||
break;
|
||||
case RiskLevel.normal:
|
||||
success = random.nextDouble() < 0.8; // 80%
|
||||
efficiency = 1.0; // 100%
|
||||
break;
|
||||
case RiskLevel.risky:
|
||||
success = random.nextDouble() < 0.4; // 40%
|
||||
efficiency = 2.0; // 200%
|
||||
break;
|
||||
}
|
||||
|
||||
if (success) {
|
||||
if (type == ActionType.attack) {
|
||||
int damage = (player.totalAtk * efficiency).toInt();
|
||||
_applyDamage(enemy, damage);
|
||||
_addLog("Player dealt $damage damage to Enemy.");
|
||||
} else {
|
||||
int armorGained = (player.totalDefense * efficiency).toInt(); // Changed to totalDefense
|
||||
player.armor += armorGained;
|
||||
_addLog("Player gained $armorGained armor.");
|
||||
}
|
||||
} else {
|
||||
_addLog("Player's action missed!");
|
||||
}
|
||||
|
||||
if (enemy.isDead) {
|
||||
_onVictory();
|
||||
return;
|
||||
}
|
||||
|
||||
Future.delayed(const Duration(seconds: 1), () => _enemyTurn());
|
||||
}
|
||||
|
||||
Future<void> _enemyTurn() async {
|
||||
if (!isPlayerTurn && (player.isDead || enemy.isDead)) return; // Check if it's the enemy's turn and battle is over
|
||||
|
||||
_addLog("Enemy's turn...");
|
||||
|
||||
// Enemy attacks player
|
||||
await Future.delayed(const Duration(seconds: 1)); // Simulating thinking time
|
||||
|
||||
int incomingDamage = enemy.totalAtk;
|
||||
int damageToHp = 0;
|
||||
|
||||
if (player.armor > 0) {
|
||||
if (player.armor >= incomingDamage) {
|
||||
player.armor -= incomingDamage;
|
||||
damageToHp = 0;
|
||||
_addLog("Armor absorbed all $incomingDamage damage.");
|
||||
} else {
|
||||
damageToHp = incomingDamage - player.armor;
|
||||
_addLog("Armor absorbed ${player.armor} damage.");
|
||||
player.armor = 0;
|
||||
}
|
||||
} else {
|
||||
damageToHp = incomingDamage;
|
||||
}
|
||||
|
||||
if (damageToHp > 0) {
|
||||
_applyDamage(player, damageToHp);
|
||||
_addLog("Enemy dealt $damageToHp damage to Player HP.");
|
||||
}
|
||||
|
||||
// Player's turn starts, armor decays
|
||||
if (player.armor > 0) {
|
||||
player.armor = (player.armor * 0.5).toInt();
|
||||
_addLog("Player's armor decayed to ${player.armor}.");
|
||||
}
|
||||
|
||||
if (player.isDead) {
|
||||
_addLog("Player defeated! Enemy wins!");
|
||||
}
|
||||
|
||||
isPlayerTurn = true;
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
void _applyDamage(Character target, int damage) {
|
||||
target.hp -= damage;
|
||||
if (target.hp < 0) target.hp = 0;
|
||||
}
|
||||
|
||||
void _addLog(String message) {
|
||||
battleLogs.add(message);
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
void _onVictory() {
|
||||
_addLog("Enemy defeated! Choose a reward.");
|
||||
|
||||
final random = Random();
|
||||
List<ItemTemplate> allTemplates = List.from(ItemTable.allItems);
|
||||
allTemplates.shuffle(random); // Shuffle to randomize selection
|
||||
|
||||
// Take first 3 items (ensure distinct templates if possible, though list is small now)
|
||||
int count = min(3, allTemplates.length);
|
||||
rewardOptions = allTemplates.sublist(0, count).map((template) {
|
||||
return template.createItem(stage: stage);
|
||||
}).toList();
|
||||
|
||||
showRewardPopup = true;
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
void selectReward(Item item) {
|
||||
bool added = player.addToInventory(item);
|
||||
if (added) {
|
||||
_addLog("Added ${item.name} to inventory.");
|
||||
} else {
|
||||
_addLog("Inventory is full! ${item.name} discarded.");
|
||||
}
|
||||
|
||||
// Heal player after selecting reward
|
||||
int healAmount = GameMath.floor(player.totalMaxHp * 0.5);
|
||||
player.heal(healAmount);
|
||||
_addLog("Stage Cleared! Recovered $healAmount HP.");
|
||||
|
||||
stage++;
|
||||
showRewardPopup = false;
|
||||
|
||||
_spawnEnemy();
|
||||
_addLog("Stage $stage started! A wild ${enemy.name} appeared.");
|
||||
|
||||
isPlayerTurn = true;
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
void equipItem(Item item) {
|
||||
if (player.equip(item)) {
|
||||
_addLog("Equipped ${item.name}.");
|
||||
} else {
|
||||
_addLog("Failed to equip ${item.name}."); // Should not happen if logic is correct
|
||||
}
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
void unequipItem(Item item) {
|
||||
if (player.unequip(item)) {
|
||||
_addLog("Unequipped ${item.name}.");
|
||||
} else {
|
||||
_addLog("Failed to unequip ${item.name} (Inventory might be full).");
|
||||
}
|
||||
notifyListeners();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,313 @@
|
||||
import 'package:flutter/material.dart';
|
||||
import 'package:game_test/game/model/item.dart';
|
||||
import 'package:provider/provider.dart';
|
||||
import '../providers/battle_provider.dart';
|
||||
import '../game/model/entity.dart';
|
||||
|
||||
class BattleScreen extends StatefulWidget {
|
||||
const BattleScreen({super.key});
|
||||
|
||||
@override
|
||||
State<BattleScreen> createState() => _BattleScreenState();
|
||||
}
|
||||
|
||||
class _BattleScreenState extends State<BattleScreen> {
|
||||
final ScrollController _scrollController = ScrollController();
|
||||
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
// Scroll to the bottom of the log when new messages are added
|
||||
WidgetsBinding.instance.addPostFrameCallback((_) {
|
||||
_scrollController.jumpTo(_scrollController.position.maxScrollExtent);
|
||||
});
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_scrollController.dispose();
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
void _showRiskLevelSelection(BuildContext context, ActionType actionType) {
|
||||
final player = context.read<BattleProvider>().player;
|
||||
final baseValue = actionType == ActionType.attack
|
||||
? player.totalAtk
|
||||
: player.totalDefense;
|
||||
|
||||
showDialog(
|
||||
context: context,
|
||||
builder: (BuildContext context) {
|
||||
return SimpleDialog(
|
||||
title: Text("Select Risk Level for ${actionType.name}"),
|
||||
children: RiskLevel.values.map((risk) {
|
||||
String infoText = "";
|
||||
Color infoColor = Colors.black;
|
||||
double efficiency = 0.0;
|
||||
int expectedValue = 0;
|
||||
|
||||
switch (risk) {
|
||||
case RiskLevel.safe:
|
||||
efficiency = 0.5;
|
||||
infoColor = Colors.green;
|
||||
break;
|
||||
case RiskLevel.normal:
|
||||
efficiency = 1.0;
|
||||
infoColor = Colors.blue;
|
||||
break;
|
||||
case RiskLevel.risky:
|
||||
efficiency = 2.0;
|
||||
infoColor = Colors.red;
|
||||
break;
|
||||
}
|
||||
|
||||
expectedValue = (baseValue * efficiency).toInt();
|
||||
String valueUnit = actionType == ActionType.attack
|
||||
? "Dmg"
|
||||
: "Armor";
|
||||
String successRate = "";
|
||||
|
||||
switch (risk) {
|
||||
case RiskLevel.safe:
|
||||
successRate = "100%";
|
||||
break;
|
||||
case RiskLevel.normal:
|
||||
successRate = "80%";
|
||||
break;
|
||||
case RiskLevel.risky:
|
||||
successRate = "40%";
|
||||
break;
|
||||
}
|
||||
|
||||
infoText =
|
||||
"Success: $successRate, Eff: ${(efficiency * 100).toInt()}% ($expectedValue $valueUnit)";
|
||||
|
||||
return SimpleDialogOption(
|
||||
onPressed: () {
|
||||
context.read<BattleProvider>().playerAction(actionType, risk);
|
||||
Navigator.pop(context);
|
||||
// Ensure the log scrolls to the bottom after action
|
||||
WidgetsBinding.instance.addPostFrameCallback((_) {
|
||||
_scrollController.animateTo(
|
||||
_scrollController.position.maxScrollExtent,
|
||||
duration: const Duration(milliseconds: 300),
|
||||
curve: Curves.easeOut,
|
||||
);
|
||||
});
|
||||
},
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Text(
|
||||
risk.name,
|
||||
style: const TextStyle(fontWeight: FontWeight.bold),
|
||||
),
|
||||
Text(
|
||||
infoText,
|
||||
style: TextStyle(fontSize: 12, color: infoColor),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}).toList(),
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Scaffold(
|
||||
appBar: AppBar(
|
||||
title: Consumer<BattleProvider>(
|
||||
builder: (context, provider, child) =>
|
||||
Text("Colosseum's Choice - Stage ${provider.stage}"),
|
||||
),
|
||||
actions: [
|
||||
IconButton(
|
||||
icon: const Icon(Icons.refresh),
|
||||
onPressed: () => context.read<BattleProvider>().initializeBattle(),
|
||||
),
|
||||
],
|
||||
),
|
||||
body: Consumer<BattleProvider>(
|
||||
builder: (context, battleProvider, child) {
|
||||
return Stack(
|
||||
children: [
|
||||
Column(
|
||||
children: [
|
||||
// Top (Status Area)
|
||||
Padding(
|
||||
padding: const EdgeInsets.all(8.0),
|
||||
child: Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceAround,
|
||||
children: [
|
||||
_buildCharacterStatus(
|
||||
battleProvider.enemy,
|
||||
isEnemy: true,
|
||||
),
|
||||
_buildCharacterStatus(
|
||||
battleProvider.player,
|
||||
isEnemy: false,
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
// Middle (Log Area)
|
||||
Expanded(
|
||||
child: Container(
|
||||
color: Colors.black87,
|
||||
padding: const EdgeInsets.all(8.0),
|
||||
child: ListView.builder(
|
||||
controller: _scrollController,
|
||||
itemCount: battleProvider.battleLogs.length,
|
||||
itemBuilder: (context, index) {
|
||||
return Text(
|
||||
battleProvider.battleLogs[index],
|
||||
style: const TextStyle(
|
||||
color: Colors.white,
|
||||
fontFamily: 'Monospace',
|
||||
fontSize: 12,
|
||||
),
|
||||
);
|
||||
},
|
||||
),
|
||||
),
|
||||
),
|
||||
// Bottom (Control Area)
|
||||
Padding(
|
||||
padding: const EdgeInsets.all(8.0),
|
||||
child: Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceAround,
|
||||
children: [
|
||||
_buildActionButton(
|
||||
context,
|
||||
"ATTACK",
|
||||
ActionType.attack,
|
||||
battleProvider.isPlayerTurn &&
|
||||
!battleProvider.player.isDead &&
|
||||
!battleProvider.enemy.isDead &&
|
||||
!battleProvider.showRewardPopup,
|
||||
),
|
||||
_buildActionButton(
|
||||
context,
|
||||
"DEFEND",
|
||||
ActionType.defend,
|
||||
battleProvider.isPlayerTurn &&
|
||||
!battleProvider.player.isDead &&
|
||||
!battleProvider.enemy.isDead &&
|
||||
!battleProvider.showRewardPopup,
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
if (battleProvider.showRewardPopup)
|
||||
Container(
|
||||
color: Colors.black54,
|
||||
child: Center(
|
||||
child: SimpleDialog(
|
||||
title: const Text("Victory! Choose a Reward"),
|
||||
children: battleProvider.rewardOptions.map((item) {
|
||||
return SimpleDialogOption(
|
||||
onPressed: () {
|
||||
battleProvider.selectReward(item);
|
||||
},
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Text(
|
||||
item.name,
|
||||
style: const TextStyle(
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
_buildItemStatText(item), // Display stats here
|
||||
Text(
|
||||
item.description,
|
||||
style: const TextStyle(
|
||||
fontSize: 12,
|
||||
color: Colors.grey,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}).toList(),
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
},
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildItemStatText(Item item) {
|
||||
List<String> stats = [];
|
||||
if (item.atkBonus > 0) stats.add("+${item.atkBonus} ATK");
|
||||
if (item.hpBonus > 0) stats.add("+${item.hpBonus} HP");
|
||||
if (item.armorBonus > 0) stats.add("+${item.armorBonus} DEF");
|
||||
|
||||
if (stats.isEmpty) return const SizedBox.shrink(); // Hide if no stats
|
||||
|
||||
return Padding(
|
||||
padding: const EdgeInsets.only(top: 4.0, bottom: 4.0),
|
||||
child: Text(
|
||||
stats.join(", "),
|
||||
style: const TextStyle(fontSize: 12, color: Colors.blueAccent),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildCharacterStatus(Character character, {bool isEnemy = false}) {
|
||||
return Column(
|
||||
children: [
|
||||
Text(
|
||||
"${character.name}: HP ${character.hp}/${character.totalMaxHp}",
|
||||
style: TextStyle(
|
||||
color: character.isDead ? Colors.red : Colors.white,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
SizedBox(
|
||||
width: 100,
|
||||
child: LinearProgressIndicator(
|
||||
value: character.totalMaxHp > 0
|
||||
? character.hp / character.totalMaxHp
|
||||
: 0,
|
||||
color: isEnemy ? Colors.red : Colors.green,
|
||||
backgroundColor: Colors.grey,
|
||||
),
|
||||
),
|
||||
if (!isEnemy) ...[
|
||||
Text("Armor: ${character.armor}"),
|
||||
Text("ATK: ${character.totalAtk}"),
|
||||
Text("DEF: ${character.totalDefense}"),
|
||||
],
|
||||
],
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildActionButton(
|
||||
BuildContext context,
|
||||
String text,
|
||||
ActionType actionType,
|
||||
bool isEnabled,
|
||||
) {
|
||||
return ElevatedButton(
|
||||
onPressed: isEnabled
|
||||
? () => _showRiskLevelSelection(context, actionType)
|
||||
: null,
|
||||
style: ElevatedButton.styleFrom(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 30, vertical: 15),
|
||||
backgroundColor: Colors.blueGrey,
|
||||
foregroundColor: Colors.white,
|
||||
textStyle: const TextStyle(fontSize: 18, fontWeight: FontWeight.bold),
|
||||
),
|
||||
child: Text(text),
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,408 @@
|
||||
import 'package:flutter/material.dart';
|
||||
import 'package:provider/provider.dart';
|
||||
import '../providers/battle_provider.dart';
|
||||
import '../game/model/item.dart';
|
||||
import '../game/model/entity.dart';
|
||||
|
||||
class InventoryScreen extends StatelessWidget {
|
||||
const InventoryScreen({super.key});
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Scaffold(
|
||||
appBar: AppBar(title: const Text("Inventory & Stats")),
|
||||
body: Consumer<BattleProvider>(
|
||||
builder: (context, battleProvider, child) {
|
||||
final player = battleProvider.player;
|
||||
|
||||
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: ${battleProvider.stage}"),
|
||||
const Divider(),
|
||||
Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceAround,
|
||||
children: [
|
||||
_buildStatItem(
|
||||
"HP",
|
||||
"${player.hp}/${player.totalMaxHp}",
|
||||
),
|
||||
_buildStatItem("ATK", "${player.totalAtk}"),
|
||||
_buildStatItem("DEF", "${player.totalDefense}"),
|
||||
_buildStatItem("Shield", "${player.armor}"), // Temporary armor points
|
||||
],
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
|
||||
// Equipped Items Section (Slot based)
|
||||
Padding(
|
||||
padding: const EdgeInsets.symmetric(
|
||||
horizontal: 16.0,
|
||||
vertical: 8.0,
|
||||
),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
const Text(
|
||||
"Equipped Items",
|
||||
style: TextStyle(
|
||||
fontSize: 18,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
const SizedBox(height: 8),
|
||||
Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceAround,
|
||||
children: EquipmentSlot.values.map((slot) {
|
||||
final item = player.equipment[slot];
|
||||
return Expanded(
|
||||
child: InkWell(
|
||||
onTap: item != null
|
||||
? () => _showUnequipConfirmationDialog(context, battleProvider, item)
|
||||
: null,
|
||||
child: Card(
|
||||
color: item != null
|
||||
? Colors.blueGrey[600]
|
||||
: Colors.grey[800],
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(8.0),
|
||||
child: Column(
|
||||
children: [
|
||||
Text(
|
||||
slot.name.toUpperCase(),
|
||||
style: const TextStyle(
|
||||
fontSize: 10,
|
||||
fontWeight: FontWeight.bold,
|
||||
color: Colors.grey,
|
||||
),
|
||||
),
|
||||
const SizedBox(height: 4),
|
||||
Icon(
|
||||
_getIconForSlot(slot),
|
||||
size: 24,
|
||||
color: item != null
|
||||
? Colors.white
|
||||
: Colors.grey,
|
||||
),
|
||||
const SizedBox(height: 4),
|
||||
Text(
|
||||
item?.name ?? "Empty",
|
||||
textAlign: TextAlign.center,
|
||||
style: TextStyle(
|
||||
fontSize: 12,
|
||||
color: item != null
|
||||
? Colors.white
|
||||
: Colors.grey,
|
||||
),
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
if (item != null) _buildItemStatText(item),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
}).toList(),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
|
||||
// Inventory (Bag) Section
|
||||
Padding(
|
||||
padding: const EdgeInsets.symmetric(
|
||||
horizontal: 16.0,
|
||||
vertical: 8.0,
|
||||
),
|
||||
child: Align(
|
||||
alignment: Alignment.centerLeft,
|
||||
child: Text(
|
||||
"Bag (${player.inventory.length}/${player.maxInventorySize})",
|
||||
style: const TextStyle(
|
||||
fontSize: 18,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
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 confirmation dialog before equipping
|
||||
_showEquipConfirmationDialog(
|
||||
context,
|
||||
battleProvider,
|
||||
item,
|
||||
);
|
||||
},
|
||||
child: Card(
|
||||
color: Colors.blueGrey[700],
|
||||
child: Column(
|
||||
mainAxisAlignment: MainAxisAlignment.center,
|
||||
children: [
|
||||
const Icon(Icons.backpack, size: 32),
|
||||
Padding(
|
||||
padding: const EdgeInsets.all(4.0),
|
||||
child: Text(
|
||||
item.name,
|
||||
textAlign: TextAlign.center,
|
||||
style: const TextStyle(fontSize: 10),
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
),
|
||||
_buildItemStatText(item),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
} else {
|
||||
// Empty slot
|
||||
return Container(
|
||||
decoration: BoxDecoration(
|
||||
border: Border.all(color: Colors.grey),
|
||||
color: Colors.grey[800],
|
||||
),
|
||||
child: const Center(
|
||||
child: Icon(Icons.add_box, color: Colors.grey),
|
||||
),
|
||||
);
|
||||
}
|
||||
},
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
},
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
IconData _getIconForSlot(EquipmentSlot slot) {
|
||||
switch (slot) {
|
||||
case EquipmentSlot.weapon:
|
||||
return Icons.g_mobiledata; // Using a generic 'game' icon for weapon
|
||||
case EquipmentSlot.armor:
|
||||
return Icons.checkroom;
|
||||
case EquipmentSlot.shield:
|
||||
return Icons.shield;
|
||||
case EquipmentSlot.accessory:
|
||||
return Icons.diamond;
|
||||
}
|
||||
}
|
||||
|
||||
Widget _buildStatItem(String label, String value) {
|
||||
return Column(
|
||||
children: [
|
||||
Text(label, style: const TextStyle(color: Colors.grey, fontSize: 12)),
|
||||
Text(
|
||||
value,
|
||||
style: const TextStyle(fontWeight: FontWeight.bold, fontSize: 16),
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
|
||||
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(
|
||||
"Equip ${newItem.name}?",
|
||||
style: const TextStyle(fontWeight: FontWeight.bold),
|
||||
),
|
||||
if (oldItem != null)
|
||||
Text(
|
||||
"Replaces ${oldItem.name}",
|
||||
style: const TextStyle(fontSize: 12, color: Colors.grey),
|
||||
),
|
||||
const SizedBox(height: 16),
|
||||
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
|
||||
_buildStatChangeRow("Current HP", currentHp, newHp),
|
||||
_buildStatChangeRow("ATK", currentAtk, newAtk),
|
||||
_buildStatChangeRow("DEF", currentDef, newDef),
|
||||
],
|
||||
),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text("Cancel"),
|
||||
),
|
||||
ElevatedButton(
|
||||
onPressed: () {
|
||||
provider.equipItem(newItem);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text("Confirm"),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _showUnequipConfirmationDialog(
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item itemToUnequip,
|
||||
) {
|
||||
final player = provider.player;
|
||||
|
||||
// Calculate predicted stats
|
||||
final currentMaxHp = player.totalMaxHp;
|
||||
final currentAtk = player.totalAtk;
|
||||
final currentDef = player.totalDefense;
|
||||
final currentHp = player.hp;
|
||||
|
||||
// Predict new stats (Subtract item bonuses)
|
||||
int newMaxHp = currentMaxHp - itemToUnequip.hpBonus;
|
||||
int newAtk = currentAtk - itemToUnequip.atkBonus;
|
||||
int newDef = currentDef - itemToUnequip.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("Unequip Item"),
|
||||
content: Column(
|
||||
mainAxisSize: MainAxisSize.min,
|
||||
children: [
|
||||
Text(
|
||||
"Unequip ${itemToUnequip.name}?",
|
||||
style: const TextStyle(fontWeight: FontWeight.bold),
|
||||
),
|
||||
const SizedBox(height: 16),
|
||||
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
|
||||
_buildStatChangeRow("Current HP", currentHp, newHp),
|
||||
_buildStatChangeRow("ATK", currentAtk, newAtk),
|
||||
_buildStatChangeRow("DEF", currentDef, newDef),
|
||||
],
|
||||
),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.pop(ctx),
|
||||
child: const Text("Cancel"),
|
||||
),
|
||||
ElevatedButton(
|
||||
onPressed: () {
|
||||
provider.unequipItem(itemToUnequip);
|
||||
Navigator.pop(ctx);
|
||||
},
|
||||
child: const Text("Confirm"),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildStatChangeRow(String label, int oldVal, int newVal) {
|
||||
int diff = newVal - oldVal;
|
||||
Color color = diff > 0
|
||||
? Colors.green
|
||||
: (diff < 0 ? Colors.red : Colors.grey);
|
||||
String diffText = diff > 0 ? "(+$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: Colors.grey)),
|
||||
const Icon(Icons.arrow_right, size: 16, color: Colors.grey),
|
||||
Text(
|
||||
"$newVal",
|
||||
style: const TextStyle(fontWeight: FontWeight.bold),
|
||||
),
|
||||
const SizedBox(width: 4),
|
||||
Text(
|
||||
diffText,
|
||||
style: TextStyle(
|
||||
color: color,
|
||||
fontSize: 12,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildItemStatText(Item item) {
|
||||
List<String> stats = [];
|
||||
if (item.atkBonus > 0) stats.add("+${item.atkBonus} ATK");
|
||||
if (item.hpBonus > 0) stats.add("+${item.hpBonus} HP");
|
||||
if (item.armorBonus > 0) stats.add("+${item.armorBonus} DEF");
|
||||
|
||||
if (stats.isEmpty) return const SizedBox.shrink(); // Hide if no stats
|
||||
|
||||
return Padding(
|
||||
padding: const EdgeInsets.only(top: 2.0, bottom: 2.0),
|
||||
child: Text(
|
||||
stats.join(", "),
|
||||
style: const TextStyle(fontSize: 10, color: Colors.blueAccent),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
import 'package:flutter/material.dart';
|
||||
import 'battle_screen.dart';
|
||||
import 'inventory_screen.dart';
|
||||
|
||||
class MainWrapper extends StatefulWidget {
|
||||
const MainWrapper({super.key});
|
||||
|
||||
@override
|
||||
State<MainWrapper> createState() => _MainWrapperState();
|
||||
}
|
||||
|
||||
class _MainWrapperState extends State<MainWrapper> {
|
||||
int _currentIndex = 0;
|
||||
|
||||
final List<Widget> _screens = [
|
||||
const BattleScreen(),
|
||||
const InventoryScreen(),
|
||||
];
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Scaffold(
|
||||
body: IndexedStack(
|
||||
index: _currentIndex,
|
||||
children: _screens,
|
||||
),
|
||||
bottomNavigationBar: BottomNavigationBar(
|
||||
currentIndex: _currentIndex,
|
||||
onTap: (index) {
|
||||
setState(() {
|
||||
_currentIndex = index;
|
||||
});
|
||||
},
|
||||
items: const [
|
||||
BottomNavigationBarItem(
|
||||
icon: Icon(Icons.flash_on),
|
||||
label: 'Battle',
|
||||
),
|
||||
BottomNavigationBarItem(
|
||||
icon: Icon(Icons.backpack),
|
||||
label: 'Inventory',
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
class GameMath {
|
||||
static int floor(double value) {
|
||||
return value.floor();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user