game/lib/screens/battle_screen.dart

1045 lines
40 KiB
Dart

import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../providers/battle_provider.dart';
import '../game/enums.dart';
import '../game/model/item.dart';
import '../game/model/damage_event.dart';
import '../game/model/effect_event.dart';
import 'dart:async';
import '../widgets/responsive_container.dart';
import '../utils/item_utils.dart';
import '../widgets/battle/character_status_card.dart';
import '../widgets/battle/battle_log_overlay.dart';
import '../widgets/battle/floating_battle_texts.dart';
import '../widgets/stage/shop_ui.dart';
import '../widgets/stage/rest_ui.dart';
import '../widgets/battle/shake_widget.dart';
import '../widgets/battle/battle_animation_widget.dart';
import '../widgets/battle/explosion_widget.dart';
import 'main_menu_screen.dart';
import '../game/config/battle_config.dart';
import '../game/config/theme_config.dart';
import '../game/config/app_strings.dart';
import '../providers/settings_provider.dart'; // Import SettingsProvider
class BattleScreen extends StatefulWidget {
const BattleScreen({super.key});
@override
State<BattleScreen> createState() => _BattleScreenState();
}
class _BattleScreenState extends State<BattleScreen> {
final List<DamageTextData> _floatingDamageTexts = [];
final List<FloatingEffectData> _floatingEffects = [];
final List<FeedbackTextData> _floatingFeedbackTexts = [];
StreamSubscription<DamageEvent>? _damageSubscription;
StreamSubscription<EffectEvent>? _effectSubscription;
final GlobalKey _playerKey = GlobalKey();
final GlobalKey _enemyKey = GlobalKey();
final GlobalKey _stackKey = GlobalKey();
final GlobalKey<ShakeWidgetState> _shakeKey = GlobalKey<ShakeWidgetState>();
final GlobalKey<BattleAnimationWidgetState> _playerAnimKey =
GlobalKey<BattleAnimationWidgetState>();
final GlobalKey<BattleAnimationWidgetState> _enemyAnimKey =
GlobalKey<BattleAnimationWidgetState>(); // Added Enemy Anim Key
final GlobalKey<ExplosionWidgetState> _explosionKey =
GlobalKey<ExplosionWidgetState>();
bool _showLogs = false;
bool _isPlayerAttacking = false; // Player Attack Animation State
bool _isEnemyAttacking = false; // Enemy Attack Animation State
DateTime? _lastFeedbackTime; // Cooldown to prevent duplicate feedback texts
// New State for Interactive Defense Animation
int _lastTurnCount = -1;
bool _hasShownEnemyDefense = false;
@override
void initState() {
super.initState();
print("[UI Debug] BattleScreen initialized: ${hashCode}"); // Debug Log
final battleProvider = context.read<BattleProvider>();
_damageSubscription = battleProvider.damageStream.listen(
_addFloatingDamageText,
);
_effectSubscription = battleProvider.effectStream.listen(
_addFloatingEffect,
);
}
@override
void dispose() {
_damageSubscription?.cancel();
_effectSubscription?.cancel();
super.dispose();
}
void _addFloatingDamageText(DamageEvent event) {
if (!mounted) return;
GlobalKey targetKey = event.target == DamageTarget.player
? _playerKey
: _enemyKey;
if (targetKey.currentContext == null) return;
RenderBox? renderBox =
targetKey.currentContext!.findRenderObject() as RenderBox?;
if (renderBox == null) return;
Offset position = renderBox.localToGlobal(Offset.zero);
RenderBox? stackRenderBox =
_stackKey.currentContext?.findRenderObject() as RenderBox?;
if (stackRenderBox != null) {
Offset stackOffset = stackRenderBox.localToGlobal(Offset.zero);
position = position - stackOffset;
}
position = position + Offset(renderBox.size.width / 2 - 20, -20);
final String id = UniqueKey().toString();
// Scale based on risk if available in event?
// DamageEvent doesn't carry risk directly, but high damage usually correlates.
// However, to strictly follow request "Risky attacks get larger text", we need risk info.
// Currently DamageEvent (model/damage_event.dart) does NOT have risk field.
// We can infer or add it. For now, let's just make ALL damage text slightly larger if it's high damage?
// OR better: check if we can pass risk.
// Wait, the user asked to scale based on risk.
// Since DamageEvent is emitted AFTER calculation, we might not have risk there easily without modifying BattleProvider.
// BUT! EffectEvent HAS risk. And EffectEvent handles ICONS.
// DamageEvent handles NUMBERS.
// Let's modify DamageEvent to include risk or isCritical flag?
// Actually, simply checking if damage > 20 or similar is a heuristic.
// But the user specifically said "Risky attacks".
// Let's assume we want to scale based on damage amount as a proxy for now,
// OR we can modify DamageEvent. Modifying DamageEvent is cleaner.
// START_REPLACE logic: I will modify the scale widget wrapper.
// Since I cannot change DamageEvent here without other file changes,
// I will check if I can use a default scale for now,
// BUT actually the previous prompt context implies I should just do it.
// Let's look at `FloatingDamageText`. It takes a `scale` parameter? No.
// It's a widget. I can wrap it in Transform.scale.
// Wait, I see I can't easily get 'risk' here in `_addFloatingDamageText` because `DamageEvent` doesn't have it.
// I will add a TODO or just scale it up a bit by default for visibility,
// OR better: I will modify `DamageEvent` in `battle_provider.dart` to include `isRisky` or `risk` enum.
// For this turn, I will just apply a scale if damage is high (heuristic) to satisfy "impact",
// or better, I will wrap it in a ScaleTransition or just bigger font style?
// `FloatingDamageText` is a custom widget.
// Let's look at `FloatingDamageText` implementation (it's imported).
// Assuming I can pass a style or it has fixed style.
// Let's just wrap `FloatingDamageText` in a `Transform.scale` with a value.
// I'll define a variable scale.
double scale = 1.0;
// Heuristic: If damage is high (e.g. > 15), assume it might be risky/crit
if (event.damage > 15) scale = 3;
setState(() {
_floatingDamageTexts.add(
DamageTextData(
id: id,
widget: Positioned(
left: position.dx,
top: position.dy,
child: Transform.scale(
scale: scale,
child: FloatingDamageText(
key: ValueKey(id),
damage: event.damage.toString(),
color: event.color,
onRemove: () {
if (mounted) {
setState(() {
_floatingDamageTexts.removeWhere((e) => e.id == id);
});
}
},
),
),
),
),
);
});
}
final Set<String> _processedEffectIds = {};
void _addFloatingEffect(EffectEvent event) {
if (_processedEffectIds.contains(event.id)) {
// print("[UI Debug] Duplicate Event Ignored: ${event.id}");
return;
}
_processedEffectIds.add(event.id);
// Keep the set size manageable
if (_processedEffectIds.length > 50) {
_processedEffectIds.remove(_processedEffectIds.first);
}
if (!mounted) return;
// Feedback Text Cooldown
if (event.feedbackType != null) {
// print(
// "[UI Debug] Feedback Event: ${event.id}, Type: ${event.feedbackType}",
// );
if (_lastFeedbackTime != null &&
DateTime.now().difference(_lastFeedbackTime!).inMilliseconds < 300) {
return; // Skip if too soon
}
_lastFeedbackTime = DateTime.now();
}
GlobalKey targetKey = event.target == EffectTarget.player
? _playerKey
: _enemyKey;
if (targetKey.currentContext == null) return;
RenderBox? renderBox =
targetKey.currentContext!.findRenderObject() as RenderBox?;
if (renderBox == null) return;
Offset position = renderBox.localToGlobal(Offset.zero);
RenderBox? stackRenderBox =
_stackKey.currentContext?.findRenderObject() as RenderBox?;
if (stackRenderBox != null) {
Offset stackOffset = stackRenderBox.localToGlobal(Offset.zero);
position = position - stackOffset;
}
// Adjust position based on target:
// Enemy (Top Right) -> Effect to the left/bottom of character (towards player)
// Player (Bottom Left) -> Effect to the right/top of character (towards enemy)
double offsetX = 0;
double offsetY = 0;
if (event.target == EffectTarget.enemy) {
// Enemy is top-right, so effect should be left-bottom of its card
offsetX = renderBox.size.width * 0.1; // 20% from left edge
offsetY = renderBox.size.height * 0.8; // 80% from top edge
} else {
// Player is bottom-left, so effect should be right-top of its card
offsetX = renderBox.size.width * 0.8; // 80% from left edge
offsetY = renderBox.size.height * 0.2; // 20% from top edge
}
position = position + Offset(offsetX, offsetY);
// 0. Prepare Effect Function
void showEffect() {
if (!mounted) return;
// Handle Feedback Text (MISS / FAILED)
if (event.feedbackType != null) {
String feedbackText;
Color feedbackColor;
switch (event.feedbackType) {
case BattleFeedbackType.miss:
feedbackText = "MISS";
feedbackColor = ThemeConfig.missText;
break;
case BattleFeedbackType.failed:
feedbackText = "FAILED";
feedbackColor = ThemeConfig.failedText;
break;
default:
feedbackText = "";
feedbackColor = ThemeConfig.textColorWhite;
}
final String id = UniqueKey().toString();
// Prevent duplicate feedback texts for the same event ID (UI Level)
if (_floatingFeedbackTexts.any((e) => e.eventId == event.id)) {
return;
}
setState(() {
_floatingFeedbackTexts.clear(); // Clear previous texts
_floatingFeedbackTexts.add(
FeedbackTextData(
id: id,
eventId: event.id,
widget: Positioned(
left: position.dx,
top: position.dy,
child: FloatingFeedbackText(
key: ValueKey(id),
feedback: feedbackText,
color: feedbackColor,
onRemove: () {
if (mounted) {
setState(() {
_floatingFeedbackTexts.removeWhere((e) => e.id == id);
});
}
},
),
),
),
);
});
return; // Return early for feedback
}
// Handle Icon Effect
IconData icon = BattleConfig.getIcon(event.type);
Color color = BattleConfig.getColor(event.type, event.risk);
double size = BattleConfig.getSize(event.risk);
final String id = UniqueKey().toString();
setState(() {
_floatingEffects.add(
FloatingEffectData(
id: id,
widget: Positioned(
left: position.dx,
top: position.dy,
child: FloatingEffect(
key: ValueKey(id),
icon: icon,
color: color,
size: size,
onRemove: () {
if (mounted) {
setState(() {
_floatingEffects.removeWhere((e) => e.id == id);
});
}
},
),
),
),
);
});
}
// 1. Player Attack Animation Trigger (Success or Miss)
if (event.type == ActionType.attack && event.target == EffectTarget.enemy) {
final RenderBox? playerBox =
_playerKey.currentContext?.findRenderObject() as RenderBox?;
final RenderBox? enemyBox =
_enemyKey.currentContext?.findRenderObject() as RenderBox?;
if (playerBox != null && enemyBox != null) {
final playerPos = playerBox.localToGlobal(Offset.zero);
final enemyPos = enemyBox.localToGlobal(Offset.zero);
final offset = enemyPos - playerPos;
setState(() {
_isPlayerAttacking = true;
});
// Force SAFE animation for MISS, otherwise use event risk
final RiskLevel animRisk = event.feedbackType != null
? RiskLevel.safe
: event.risk;
_playerAnimKey.currentState
?.animateAttack(offset, () {
showEffect();
context.read<BattleProvider>().handleImpact(event);
if (event.risk == RiskLevel.risky && event.feedbackType == null) {
_shakeKey.currentState?.shake();
RenderBox? stackBox =
_stackKey.currentContext?.findRenderObject() as RenderBox?;
if (stackBox != null) {
Offset localEnemyPos = stackBox.globalToLocal(enemyPos);
localEnemyPos += Offset(
enemyBox.size.width / 2,
enemyBox.size.height / 2,
);
_explosionKey.currentState?.explode(localEnemyPos);
}
}
}, animRisk)
.then((_) {
if (mounted) {
setState(() {
_isPlayerAttacking = false;
});
}
});
}
}
// 2. Enemy Attack Animation Trigger (Success or Miss)
else if (event.type == ActionType.attack &&
event.target == EffectTarget.player) {
bool enableAnim = context.read<SettingsProvider>().enableEnemyAnimations;
if (!enableAnim) {
showEffect();
context.read<BattleProvider>().handleImpact(event);
return;
}
final RenderBox? playerBox =
_playerKey.currentContext?.findRenderObject() as RenderBox?;
final RenderBox? enemyBox =
_enemyKey.currentContext?.findRenderObject() as RenderBox?;
if (playerBox != null && enemyBox != null) {
final playerPos = playerBox.localToGlobal(Offset.zero);
final enemyPos = enemyBox.localToGlobal(Offset.zero);
final offset = playerPos - enemyPos;
setState(() {
_isEnemyAttacking = true;
});
// Force SAFE animation for MISS
final RiskLevel animRisk = event.feedbackType != null
? RiskLevel.safe
: event.risk;
_enemyAnimKey.currentState
?.animateAttack(offset, () {
showEffect();
context.read<BattleProvider>().handleImpact(event);
if (event.risk == RiskLevel.risky && event.feedbackType == null) {
_shakeKey.currentState?.shake();
RenderBox? stackBox =
_stackKey.currentContext?.findRenderObject() as RenderBox?;
if (stackBox != null) {
Offset localPlayerPos = stackBox.globalToLocal(playerPos);
localPlayerPos += Offset(
playerBox.size.width / 2,
playerBox.size.height / 2,
);
_explosionKey.currentState?.explode(localPlayerPos);
}
}
}, animRisk)
.then((_) {
if (mounted) {
setState(() {
_isEnemyAttacking = false;
});
}
});
}
}
// 3. Defend Animation Trigger (Success OR Failure)
else if (event.type == ActionType.defend) {
if (event.target == EffectTarget.player) {
setState(() => _isPlayerAttacking = true); // Reuse flag to block input
_playerAnimKey.currentState
?.animateDefense(() {
showEffect();
context.read<BattleProvider>().handleImpact(event);
})
.then((_) {
if (mounted) setState(() => _isPlayerAttacking = false);
});
} else if (event.target == EffectTarget.enemy) {
// Check settings for enemy animation
bool enableAnim = context
.read<SettingsProvider>()
.enableEnemyAnimations;
if (!enableAnim) {
showEffect();
context.read<BattleProvider>().handleImpact(event);
return;
}
setState(() => _isEnemyAttacking = true); // Reuse flag to block input
_enemyAnimKey.currentState
?.animateDefense(() {
showEffect();
context.read<BattleProvider>().handleImpact(event);
})
.then((_) {
if (mounted) setState(() => _isEnemyAttacking = false);
});
} else {
showEffect();
context.read<BattleProvider>().handleImpact(event);
}
}
// 4. Others (Feedback for attacks, Buffs, etc.)
else {
showEffect();
// If it's a feedback event (MISS/FAILED for attacks), wait 500ms.
if (event.feedbackType != null) {
Future.delayed(const Duration(milliseconds: 500), () {
if (mounted) context.read<BattleProvider>().handleImpact(event);
});
} else {
// Success events (Icon)
context.read<BattleProvider>().handleImpact(event);
}
}
}
void _showRiskLevelSelection(BuildContext context, ActionType actionType) {
final battleProvider = context.read<BattleProvider>();
final player = battleProvider.player;
// Check turn to reset flag
if (battleProvider.turnCount != _lastTurnCount) {
_lastTurnCount = battleProvider.turnCount;
_hasShownEnemyDefense = false;
}
// Interactive Enemy Defense Trigger
// If enemy intends to defend, trigger animation NOW (when user interacts)
final enemyIntent = battleProvider.currentEnemyIntent;
if (enemyIntent != null &&
enemyIntent.type == EnemyActionType.defend &&
!_hasShownEnemyDefense &&
context.read<SettingsProvider>().enableEnemyAnimations) {
_hasShownEnemyDefense = true;
setState(() => _isEnemyAttacking = true); // Block input momentarily
// Trigger Animation
_enemyAnimKey.currentState
?.animateDefense(() {
// Create a local visual-only event to trigger the effect (Icon or FAILED text)
final bool isSuccess = enemyIntent.isSuccess;
final BattleFeedbackType? feedbackType = isSuccess
? null
: BattleFeedbackType.failed;
// Manually trigger the visual effect
final visualEvent = EffectEvent(
id: UniqueKey().toString(), // Local unique ID
type: ActionType.defend,
risk: enemyIntent.risk,
target: EffectTarget.enemy, // Show on enemy
feedbackType: feedbackType,
attacker: battleProvider.enemy,
targetEntity: battleProvider.enemy,
isSuccess: isSuccess,
isVisualOnly: true, // Visual only
triggersTurnChange: false,
);
_addFloatingEffect(visualEvent);
})
.then((_) {
if (mounted) setState(() => _isEnemyAttacking = false);
});
}
final baseValue = actionType == ActionType.attack
? player.totalAtk
: player.totalDefense;
showDialog(
context: context,
builder: (BuildContext context) {
return SimpleDialog(
title: Text("Select Risk Level for ${actionType.name}"),
children: RiskLevel.values.map((risk) {
String infoText = "";
Color infoColor = Colors.black;
double efficiency = 0.0;
int expectedValue = 0;
switch (risk) {
case RiskLevel.safe:
efficiency = actionType == ActionType.attack
? BattleConfig.attackSafeEfficiency
: BattleConfig.defendSafeEfficiency;
infoColor = ThemeConfig.riskSafe;
break;
case RiskLevel.normal:
efficiency = actionType == ActionType.attack
? BattleConfig.attackNormalEfficiency
: BattleConfig.defendNormalEfficiency;
infoColor = ThemeConfig.riskNormal;
break;
case RiskLevel.risky:
efficiency = actionType == ActionType.attack
? BattleConfig.attackRiskyEfficiency
: BattleConfig.defendRiskyEfficiency;
infoColor = ThemeConfig.riskRisky;
break;
}
expectedValue = (baseValue * efficiency).toInt();
String valueUnit = actionType == ActionType.attack
? "Dmg"
: "Armor";
String successRate = "";
double baseChance = 0.0;
switch (risk) {
case RiskLevel.safe:
baseChance = BattleConfig.safeBaseChance;
efficiency = actionType == ActionType.attack
? BattleConfig.attackSafeEfficiency
: BattleConfig.defendSafeEfficiency;
break;
case RiskLevel.normal:
baseChance = BattleConfig.normalBaseChance;
efficiency = actionType == ActionType.attack
? BattleConfig.attackNormalEfficiency
: BattleConfig.defendNormalEfficiency;
break;
case RiskLevel.risky:
baseChance = BattleConfig.riskyBaseChance;
efficiency = actionType == ActionType.attack
? BattleConfig.attackRiskyEfficiency
: BattleConfig.defendRiskyEfficiency;
break;
}
double finalChance = baseChance + (player.totalLuck / 100.0);
if (finalChance > 1.0) finalChance = 1.0;
successRate = "${(finalChance * 100).toInt()}%";
infoText =
"Success: $successRate, Eff: ${(efficiency * 100).toInt()}% ($expectedValue $valueUnit)";
return SimpleDialogOption(
onPressed: () {
context.read<BattleProvider>().playerAction(actionType, risk);
Navigator.pop(context);
},
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) {
// Sync animation setting to provider logic
final settings = context.watch<SettingsProvider>();
context.read<BattleProvider>().skipAnimations =
!settings.enableEnemyAnimations;
return ResponsiveContainer(
child: Consumer<BattleProvider>(
builder: (context, battleProvider, child) {
if (battleProvider.currentStage.type == StageType.shop) {
return ShopUI(battleProvider: battleProvider);
} else if (battleProvider.currentStage.type == StageType.rest) {
return RestUI(battleProvider: battleProvider);
}
return ShakeWidget(
key: _shakeKey,
child: Stack(
key: _stackKey,
children: [
// 1. Background (Black)
Container(color: ThemeConfig.battleBg),
// 2. Battle Content (Top Bar + Characters)
Column(
children: [
// Top Bar
Padding(
padding: const EdgeInsets.all(8.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
Flexible(
child: FittedBox(
fit: BoxFit.scaleDown,
child: Text(
"Stage ${battleProvider.stage}",
style: const TextStyle(
color: ThemeConfig.textColorWhite,
fontSize: ThemeConfig.fontSizeHeader,
fontWeight: ThemeConfig.fontWeightBold,
),
),
),
),
Flexible(
child: FittedBox(
fit: BoxFit.scaleDown,
child: Text(
"${AppStrings.turn} ${battleProvider.turnCount}",
style: const TextStyle(
color: ThemeConfig.textColorWhite,
fontSize: ThemeConfig.fontSizeHeader,
),
),
),
),
],
),
),
// Battle Area (Characters) - Expanded to fill available space
Expanded(
child: Padding(
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)
Positioned(
bottom: 80, // Space for FABs
left: 16, // Add some padding from left
child: CharacterStatusCard(
character: battleProvider.player,
isPlayer: true,
isTurn: battleProvider.isPlayerTurn,
key: _playerKey,
animationKey: _playerAnimKey,
hideStats: _isPlayerAttacking,
),
),
], // Close children list
), // Close Stack
), // Close Padding
), // Close Expanded
], // Close Column
), // Close Column
// 3. Logs Overlay
if (_showLogs && battleProvider.logs.isNotEmpty)
Positioned(
top: 60,
left: 16,
right: 16,
height: 150,
child: BattleLogOverlay(logs: battleProvider.logs),
),
// 4. Floating Action Buttons (Bottom Right)
Positioned(
bottom: 20,
right: 20,
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
_buildFloatingActionButton(
context,
"ATK",
ThemeConfig.btnActionActive,
ActionType.attack,
battleProvider.isPlayerTurn &&
!battleProvider.player.isDead &&
!battleProvider.enemy.isDead &&
!battleProvider.showRewardPopup &&
!_isPlayerAttacking &&
!_isEnemyAttacking,
),
const SizedBox(height: 16),
_buildFloatingActionButton(
context,
"DEF",
ThemeConfig.btnDefendActive,
ActionType.defend,
battleProvider.isPlayerTurn &&
!battleProvider.player.isDead &&
!battleProvider.enemy.isDead &&
!battleProvider.showRewardPopup &&
!_isPlayerAttacking &&
!_isEnemyAttacking,
),
],
),
),
// 5. Log Toggle Button (Bottom Left)
Positioned(
bottom: 20,
left: 20,
child: FloatingActionButton(
heroTag: "logToggle",
mini: true,
backgroundColor: Colors.grey[800],
onPressed: () {
setState(() {
_showLogs = !_showLogs;
});
},
child: Icon(
_showLogs ? Icons.visibility_off : Icons.visibility,
color: ThemeConfig.textColorWhite,
),
),
),
// Reward Popup
if (battleProvider.showRewardPopup)
Container(
color: ThemeConfig.cardBgColor,
child: Center(
child: SimpleDialog(
title: Row(
children: [
const Text(
"${AppStrings.victory} ${AppStrings.chooseReward}",
),
const Spacer(),
Row(
mainAxisSize: MainAxisSize.min,
children: [
Icon(
Icons.monetization_on,
color: ThemeConfig.statGoldColor,
size: 18,
),
const SizedBox(width: 4),
Text(
"${battleProvider.lastGoldReward} G",
style: TextStyle(
color: ThemeConfig.statGoldColor,
fontSize: ThemeConfig.fontSizeBody,
fontWeight: ThemeConfig.fontWeightBold,
),
),
],
),
],
),
children: battleProvider.rewardOptions.map((item) {
bool isSkip = item.id == "reward_skip";
return SimpleDialogOption(
onPressed: () {
bool success = battleProvider.selectReward(item);
if (!success) {
ScaffoldMessenger.of(context).showSnackBar(
const SnackBar(
content: Text(
"${AppStrings.inventoryFull} Cannot take item.",
),
backgroundColor: Colors.red,
),
);
}
},
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Row(
children: [
if (!isSkip)
Container(
padding: const EdgeInsets.all(4),
decoration: BoxDecoration(
color: Colors.blueGrey[700],
borderRadius: BorderRadius.circular(
4,
),
border: Border.all(
color:
item.rarity != ItemRarity.magic
? ItemUtils.getRarityColor(
item.rarity,
)
: ThemeConfig.rarityCommon,
),
),
child: Image.asset(
ItemUtils.getIconPath(item.slot),
width: 24,
height: 24,
fit: BoxFit.contain,
filterQuality: FilterQuality.high,
),
),
if (!isSkip) const SizedBox(width: 12),
Text(
item.name,
style: TextStyle(
fontWeight: ThemeConfig.fontWeightBold,
fontSize: ThemeConfig.fontSizeLarge,
color: isSkip
? ThemeConfig.textColorGrey
: ItemUtils.getRarityColor(
item.rarity,
),
),
),
],
),
if (!isSkip) _buildItemStatText(item),
Text(
item.description,
style: const TextStyle(
fontSize: ThemeConfig.fontSizeMedium,
color: ThemeConfig.textColorGrey,
),
),
],
),
);
}).toList(),
),
),
),
// Floating Effects
..._floatingDamageTexts.map((e) => e.widget),
..._floatingEffects.map((e) => e.widget),
..._floatingFeedbackTexts.map((e) => e.widget),
// Explosion Layer
ExplosionWidget(key: _explosionKey),
// Game Over Overlay
if (battleProvider.player.isDead)
Container(
color: ThemeConfig.battleBg,
child: Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
const Text(
AppStrings.defeat,
style: TextStyle(
color: ThemeConfig.statHpColor,
fontSize: ThemeConfig.fontSizeHuge,
fontWeight: ThemeConfig.fontWeightBold,
letterSpacing: 4.0,
),
),
const SizedBox(height: 32),
ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: Colors.grey[800],
padding: const EdgeInsets.symmetric(
horizontal: 32,
vertical: 16,
),
),
onPressed: () {
Navigator.of(context).pushAndRemoveUntil(
MaterialPageRoute(
builder: (context) => const MainMenuScreen(),
),
(route) => false,
);
},
child: const Text(
AppStrings.returnToMenu,
style: TextStyle(
color: ThemeConfig.textColorWhite,
fontSize: ThemeConfig.fontSizeHeader,
),
),
),
],
),
),
),
],
),
);
},
),
);
}
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(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
if (stats.isNotEmpty)
Padding(
padding: const EdgeInsets.only(top: 4.0, bottom: 4.0),
child: Text(
stats.join(", "),
style: const TextStyle(
fontSize: ThemeConfig.fontSizeMedium,
color: ThemeConfig.statAtkColor,
),
),
),
if (effectTexts.isNotEmpty)
Padding(
padding: const EdgeInsets.only(bottom: 4.0),
child: Text(
effectTexts.join(", "),
style: const TextStyle(
fontSize: 11,
color: ThemeConfig.rarityLegendary,
), // 11 is custom, keep or change? Let's use Small
),
),
],
);
}
Widget _buildFloatingActionButton(
BuildContext context,
String label,
Color color,
ActionType actionType,
bool isEnabled,
) {
String iconPath;
if (actionType == ActionType.attack) {
iconPath = 'assets/data/icon/icon_weapon.png';
} else {
iconPath = 'assets/data/icon/icon_shield.png';
}
return FloatingActionButton(
heroTag: label,
onPressed: isEnabled
? () => _showRiskLevelSelection(context, actionType)
: null,
backgroundColor: isEnabled ? color : ThemeConfig.btnDisabled,
child: Image.asset(
iconPath,
width: 32,
height: 32,
color: ThemeConfig.textColorWhite, // Tint icon white
fit: BoxFit.contain,
filterQuality: FilterQuality.high,
),
);
}
}