feat(ui): 도움말 다이얼로그 및 UI 개선

- HelpDialog 추가
- 게임 화면에 통계/도움말 버튼 추가
- CombatLog에 디버프 이벤트 표시
- AudioService mp3 확장자 지원
- 설정 텍스트 l10n 추가
This commit is contained in:
JiWoong Sul
2025-12-30 15:58:40 +09:00
parent d64b9654a3
commit 18af93824b
10 changed files with 1028 additions and 32 deletions

View File

@@ -435,6 +435,12 @@ String combatBuffActivated(String skillName) {
return '$skillName activated!';
}
String combatDebuffApplied(String skillName, String targetName) {
if (isKoreanLocale) return '$skillName$targetName에 적용!';
if (isJapaneseLocale) return '$skillName$targetNameに適用!';
return '$skillName applied to $targetName!';
}
String combatDotTick(String skillName, int damage) {
if (isKoreanLocale) return '$skillName: $damage 지속 데미지';
if (isJapaneseLocale) return '$skillName: $damage 継続ダメージ';
@@ -1803,6 +1809,18 @@ String get uiSettings {
return 'Settings';
}
String get uiStatistics {
if (isKoreanLocale) return '통계';
if (isJapaneseLocale) return '統計';
return 'Statistics';
}
String get uiHelp {
if (isKoreanLocale) return '도움말';
if (isJapaneseLocale) return 'ヘルプ';
return 'Help';
}
String get uiTheme {
if (isKoreanLocale) return '테마';
if (isJapaneseLocale) return 'テーマ';
@@ -1851,6 +1869,12 @@ String get uiSfxVolume {
return 'SFX Volume';
}
String get uiSoundOff {
if (isKoreanLocale) return '음소거';
if (isJapaneseLocale) return 'ミュート';
return 'Muted';
}
String get uiAnimationSpeed {
if (isKoreanLocale) return '애니메이션 속도';
if (isJapaneseLocale) return 'アニメーション速度';

View File

@@ -161,10 +161,12 @@ class _AskiiNeverDieAppState extends State<AskiiNeverDieApp> {
},
currentThemeMode: _themeMode,
onThemeModeChange: _changeThemeMode,
audioService: _audioService,
);
}
// 세이브 파일이 없으면 기존 프론트 화면
// 세이브 파일이 없으면 기존 프론트 화면 (타이틀 BGM 재생)
_audioService.playBgm('title');
return FrontScreen(
onNewCharacter: _navigateToNewCharacter,
onLoadSave: _loadSave,
@@ -238,6 +240,7 @@ class _AskiiNeverDieAppState extends State<AskiiNeverDieApp> {
MaterialPageRoute<void>(
builder: (context) => GamePlayScreen(
controller: _controller,
audioService: _audioService,
forceCarouselLayout: testMode,
currentThemeMode: _themeMode,
onThemeModeChange: _changeThemeMode,
@@ -252,6 +255,7 @@ class _AskiiNeverDieAppState extends State<AskiiNeverDieApp> {
MaterialPageRoute<void>(
builder: (context) => GamePlayScreen(
controller: _controller,
audioService: _audioService,
currentThemeMode: _themeMode,
onThemeModeChange: _changeThemeMode,
),
@@ -298,12 +302,14 @@ class _AutoLoadScreen extends StatefulWidget {
required this.onLoadFailed,
required this.currentThemeMode,
required this.onThemeModeChange,
this.audioService,
});
final GameSessionController controller;
final VoidCallback onLoadFailed;
final ThemeMode currentThemeMode;
final void Function(ThemeMode mode) onThemeModeChange;
final AudioService? audioService;
@override
State<_AutoLoadScreen> createState() => _AutoLoadScreenState();
@@ -313,6 +319,8 @@ class _AutoLoadScreenState extends State<_AutoLoadScreen> {
@override
void initState() {
super.initState();
// 로딩 중에도 타이틀 BGM 재생
widget.audioService?.playBgm('title');
_autoLoad();
}
@@ -327,6 +335,7 @@ class _AutoLoadScreenState extends State<_AutoLoadScreen> {
MaterialPageRoute<void>(
builder: (context) => GamePlayScreen(
controller: widget.controller,
audioService: widget.audioService,
currentThemeMode: widget.currentThemeMode,
onThemeModeChange: widget.onThemeModeChange,
),

View File

@@ -1,3 +1,4 @@
import 'package:flutter/foundation.dart' show debugPrint, kIsWeb;
import 'package:just_audio/just_audio.dart';
import 'package:askiineverdie/src/core/storage/settings_repository.dart';
@@ -5,6 +6,7 @@ import 'package:askiineverdie/src/core/storage/settings_repository.dart';
/// 게임 오디오 서비스
///
/// BGM과 SFX를 관리하며, 설정과 연동하여 볼륨을 조절합니다.
/// 웹/WASM 환경에서는 제한적으로 작동할 수 있습니다.
class AudioService {
AudioService({SettingsRepository? settingsRepository})
: _settingsRepository = settingsRepository ?? SettingsRepository();
@@ -28,10 +30,14 @@ class AudioService {
// 초기화 여부
bool _initialized = false;
// 초기화 실패 여부 (WASM 등에서 오디오 지원 안됨)
bool _initFailed = false;
/// 서비스 초기화
Future<void> init() async {
if (_initialized) return;
if (_initialized || _initFailed) return;
try {
// 설정에서 볼륨 불러오기
_bgmVolume = await _settingsRepository.loadBgmVolume();
_sfxVolume = await _settingsRepository.loadSfxVolume();
@@ -49,27 +55,33 @@ class AudioService {
}
_initialized = true;
if (kIsWeb) {
debugPrint('[AudioService] Initialized on Web platform');
}
} catch (e) {
_initFailed = true;
debugPrint('[AudioService] Init failed (likely WASM): $e');
}
}
/// BGM 재생
///
/// [name]은 assets/audio/bgm/ 폴더 내 파일명 (확장자 제외)
/// 예: playBgm('battle') → assets/audio/bgm/battle.wav 또는 battle.mp3
/// 예: playBgm('battle') → assets/audio/bgm/battle.mp3
Future<void> playBgm(String name) async {
if (_initFailed) return; // 초기화 실패 시 무시
if (!_initialized) await init();
if (_initFailed || !_initialized) return;
if (_currentBgm == name) return; // 이미 재생 중
try {
_currentBgm = name;
// WAV 먼저 시도, 실패하면 MP3 시도
try {
await _bgmPlayer!.setAsset('assets/audio/bgm/$name.wav');
} catch (_) {
await _bgmPlayer!.setAsset('assets/audio/bgm/$name.mp3');
}
await _bgmPlayer!.play();
debugPrint('[AudioService] Playing BGM: $name');
} catch (e) {
// 파일이 없으면 무시 (개발 중 에셋 미추가 상태)
debugPrint('[AudioService] Failed to play BGM $name: $e');
_currentBgm = null;
}
}
@@ -99,10 +111,13 @@ class AudioService {
/// SFX 재생
///
/// [name]은 assets/audio/sfx/ 폴더 내 파일명 (확장자 제외)
/// 예: playSfx('attack') → assets/audio/sfx/attack.wav 또는 attack.mp3
/// 예: playSfx('attack') → assets/audio/sfx/attack.mp3
Future<void> playSfx(String name) async {
if (_initFailed) return; // 초기화 실패 시 무시
if (!_initialized) await init();
if (_initFailed || !_initialized) return;
if (_sfxVolume == 0) return; // 볼륨이 0이면 재생 안함
if (_sfxPlayers.isEmpty) return;
// 사용 가능한 플레이어 찾기
AudioPlayer? availablePlayer;
@@ -117,16 +132,12 @@ class AudioService {
availablePlayer ??= _sfxPlayers.first;
try {
// WAV 먼저 시도, 실패하면 MP3 시도
try {
await availablePlayer.setAsset('assets/audio/sfx/$name.wav');
} catch (_) {
await availablePlayer.setAsset('assets/audio/sfx/$name.mp3');
}
await availablePlayer.seek(Duration.zero);
await availablePlayer.play();
} catch (e) {
// 파일이 없으면 무시
debugPrint('[AudioService] Failed to play SFX $name: $e');
}
}
@@ -172,6 +183,9 @@ class AudioService {
/// BGM 타입 열거형
enum BgmType {
/// 타이틀 화면 BGM
title,
/// 마을/상점 BGM
town,

View File

@@ -32,7 +32,10 @@ import 'package:askiineverdie/src/features/game/widgets/task_progress_panel.dart
import 'package:askiineverdie/src/features/game/widgets/active_buff_panel.dart';
import 'package:askiineverdie/src/features/game/layouts/mobile_carousel_layout.dart';
import 'package:askiineverdie/src/features/settings/settings_screen.dart';
import 'package:askiineverdie/src/features/game/widgets/statistics_dialog.dart';
import 'package:askiineverdie/src/features/game/widgets/help_dialog.dart';
import 'package:askiineverdie/src/core/storage/settings_repository.dart';
import 'package:askiineverdie/src/core/audio/audio_service.dart';
/// 게임 진행 화면 (Main.dfm 기반 3패널 레이아웃)
///
@@ -41,6 +44,7 @@ class GamePlayScreen extends StatefulWidget {
const GamePlayScreen({
super.key,
required this.controller,
this.audioService,
this.forceCarouselLayout = false,
this.forceDesktopLayout = false,
this.onThemeModeChange,
@@ -49,6 +53,9 @@ class GamePlayScreen extends StatefulWidget {
final GameSessionController controller;
/// 오디오 서비스 (BGM/SFX 재생)
final AudioService? audioService;
/// 테스트 모드: 웹에서도 모바일 캐로셀 레이아웃 강제 사용
final bool forceCarouselLayout;
@@ -89,6 +96,13 @@ class _GamePlayScreenState extends State<GamePlayScreen>
// 전투 이벤트 추적 (마지막 처리된 이벤트 수)
int _lastProcessedEventCount = 0;
// 오디오 상태 추적
bool _wasInCombat = false;
// 사운드 볼륨 상태 (모바일 설정 UI용)
double _bgmVolume = 0.7;
double _sfxVolume = 0.8;
void _checkSpecialEvents(GameState state) {
// Phase 8: 태스크 변경 시 로그 추가
final currentCaption = state.progress.currentTask.caption;
@@ -102,6 +116,9 @@ class _GamePlayScreenState extends State<GamePlayScreen>
// 전투 이벤트 처리 (Combat Events)
_processCombatEvents(state);
// 오디오: 전투 상태 변경 시 BGM 전환
_updateBgmForCombatState(state);
// 레벨업 감지
if (state.traits.level > _lastLevel && _lastLevel > 0) {
_specialAnimation = AsciiAnimationType.levelUp;
@@ -110,6 +127,8 @@ class _GamePlayScreenState extends State<GamePlayScreen>
'${game_l10n.uiLevelUp} Lv.${state.traits.level}',
CombatLogType.levelUp,
);
// 오디오: 레벨업 SFX
widget.audioService?.playSfx('level_up');
_resetSpecialAnimationAfterFrame();
// Phase 9: Act 변경 감지 (레벨 기반)
@@ -147,6 +166,8 @@ class _GamePlayScreenState extends State<GamePlayScreen>
CombatLogType.questComplete,
);
}
// 오디오: 퀘스트 완료 SFX
widget.audioService?.playSfx('quest_complete');
_resetSpecialAnimationAfterFrame();
}
_lastQuestCount = state.progress.questCount;
@@ -192,11 +213,74 @@ class _GamePlayScreenState extends State<GamePlayScreen>
for (final event in newEvents) {
final (message, type) = _formatCombatEvent(event);
_addCombatLog(message, type);
// 오디오: 전투 이벤트에 따른 SFX 재생
_playCombatEventSfx(event);
}
_lastProcessedEventCount = events.length;
}
/// 전투 상태에 따른 BGM 전환
void _updateBgmForCombatState(GameState state) {
final audio = widget.audioService;
if (audio == null) return;
final combat = state.progress.currentCombat;
final isInCombat = combat != null && combat.isActive;
if (isInCombat && !_wasInCombat) {
// 전투 시작: 보스 여부에 따라 BGM 선택
// 몬스터 레벨이 플레이어보다 5 이상 높으면 보스로 간주
final monsterLevel = state.progress.currentTask.monsterLevel ?? 0;
final playerLevel = state.traits.level;
final isBoss = monsterLevel >= playerLevel + 5;
if (isBoss) {
audio.playBgm('boss');
} else {
audio.playBgm('battle');
}
} else if (!isInCombat && _wasInCombat) {
// 전투 종료: 마을 BGM으로 복귀
audio.playBgm('town');
}
_wasInCombat = isInCombat;
}
/// 전투 이벤트에 따른 SFX 재생
void _playCombatEventSfx(CombatEvent event) {
final audio = widget.audioService;
if (audio == null) return;
switch (event.type) {
case CombatEventType.playerAttack:
audio.playSfx('attack');
case CombatEventType.monsterAttack:
audio.playSfx('hit');
case CombatEventType.playerSkill:
audio.playSfx('skill');
case CombatEventType.playerHeal:
case CombatEventType.playerPotion:
audio.playSfx('item');
case CombatEventType.potionDrop:
audio.playSfx('item');
case CombatEventType.playerBuff:
case CombatEventType.playerDebuff:
audio.playSfx('skill');
case CombatEventType.dotTick:
// DOT 틱은 SFX 없음 (너무 자주 발생)
break;
case CombatEventType.playerEvade:
case CombatEventType.monsterEvade:
case CombatEventType.playerBlock:
case CombatEventType.playerParry:
// 회피/방어는 별도 SFX 없음
break;
}
}
/// 전투 이벤트를 메시지와 타입으로 변환
(String, CombatLogType) _formatCombatEvent(CombatEvent event) {
final target = event.targetName ?? '';
@@ -256,6 +340,10 @@ class _GamePlayScreenState extends State<GamePlayScreen>
game_l10n.combatBuffActivated(skillName),
CombatLogType.buff,
),
CombatEventType.playerDebuff => (
game_l10n.combatDebuffApplied(skillName, target),
CombatLogType.debuff,
),
CombatEventType.dotTick => (
game_l10n.combatDotTick(skillName, event.damage),
CombatLogType.dotTick,
@@ -361,6 +449,29 @@ class _GamePlayScreenState extends State<GamePlayScreen>
_lastQuestCount = state.progress.questCount;
_lastPlotStageCount = state.progress.plotStageCount;
_lastAct = getActForLevel(state.traits.level);
// 초기 전투 상태 확인
final combat = state.progress.currentCombat;
_wasInCombat = combat != null && combat.isActive;
}
// 누적 통계 로드
widget.controller.loadCumulativeStats();
// 초기 BGM 재생 (마을 테마)
widget.audioService?.playBgm('town');
// 오디오 볼륨 초기화
_initAudioVolumes();
}
/// 오디오 볼륨 초기화 (설정에서 로드)
Future<void> _initAudioVolumes() async {
final audio = widget.audioService;
if (audio != null) {
_bgmVolume = audio.bgmVolume;
_sfxVolume = audio.sfxVolume;
if (mounted) setState(() {});
}
}
@@ -465,6 +576,15 @@ class _GamePlayScreenState extends State<GamePlayScreen>
return platform == TargetPlatform.iOS || platform == TargetPlatform.android;
}
/// 통계 다이얼로그 표시
void _showStatisticsDialog(BuildContext context) {
StatisticsDialog.show(
context,
session: widget.controller.sessionStats,
cumulative: widget.controller.cumulativeStats,
);
}
/// 설정 화면 표시
void _showSettingsScreen(BuildContext context) {
final settingsRepo = SettingsRepository();
@@ -614,6 +734,17 @@ class _GamePlayScreenState extends State<GamePlayScreen>
},
currentThemeMode: widget.currentThemeMode,
onThemeModeChange: widget.onThemeModeChange,
// 사운드 설정
bgmVolume: _bgmVolume,
sfxVolume: _sfxVolume,
onBgmVolumeChange: (volume) {
setState(() => _bgmVolume = volume);
widget.audioService?.setBgmVolume(volume);
},
onSfxVolumeChange: (volume) {
setState(() => _sfxVolume = volume);
widget.audioService?.setSfxVolume(volume);
},
),
// 사망 오버레이
if (state.isDead && state.deathInfo != null)
@@ -666,6 +797,18 @@ class _GamePlayScreenState extends State<GamePlayScreen>
onPressed: () => widget.controller.loop?.cheatCompletePlot(),
),
],
// 통계 버튼
IconButton(
icon: const Icon(Icons.bar_chart),
tooltip: game_l10n.uiStatistics,
onPressed: () => _showStatisticsDialog(context),
),
// 도움말 버튼
IconButton(
icon: const Icon(Icons.help_outline),
tooltip: game_l10n.uiHelp,
onPressed: () => HelpDialog.show(context),
),
// 설정 버튼
IconButton(
icon: const Icon(Icons.settings),

View File

@@ -5,7 +5,9 @@ import 'package:askiineverdie/src/core/engine/progress_service.dart';
import 'package:askiineverdie/src/core/engine/resurrection_service.dart';
import 'package:askiineverdie/src/core/engine/shop_service.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/model/game_statistics.dart';
import 'package:askiineverdie/src/core/storage/save_manager.dart';
import 'package:askiineverdie/src/core/storage/statistics_storage.dart';
import 'package:flutter/foundation.dart';
enum GameSessionStatus { idle, loading, running, error, dead }
@@ -18,12 +20,15 @@ class GameSessionController extends ChangeNotifier {
this.autoSaveConfig = const AutoSaveConfig(),
Duration tickInterval = const Duration(milliseconds: 50),
DateTime Function()? now,
StatisticsStorage? statisticsStorage,
}) : _tickInterval = tickInterval,
_now = now ?? DateTime.now;
_now = now ?? DateTime.now,
_statisticsStorage = statisticsStorage ?? StatisticsStorage();
final ProgressService progressService;
final SaveManager saveManager;
final AutoSaveConfig autoSaveConfig;
final StatisticsStorage _statisticsStorage;
final Duration _tickInterval;
final DateTime Function() _now;
@@ -36,12 +41,26 @@ class GameSessionController extends ChangeNotifier {
GameState? _state;
String? _error;
// 통계 관련 필드
SessionStatistics _sessionStats = SessionStatistics.empty();
CumulativeStatistics _cumulativeStats = CumulativeStatistics.empty();
int _previousLevel = 0;
int _previousGold = 0;
int _previousMonstersKilled = 0;
int _previousQuestsCompleted = 0;
GameSessionStatus get status => _status;
GameState? get state => _state;
String? get error => _error;
bool get isRunning => _status == GameSessionStatus.running;
bool get cheatsEnabled => _cheatsEnabled;
/// 현재 세션 통계
SessionStatistics get sessionStats => _sessionStats;
/// 누적 통계
CumulativeStatistics get cumulativeStats => _cumulativeStats;
/// 현재 ProgressLoop 인스턴스 (치트 기능용)
ProgressLoop? get loop => _loop;
@@ -62,6 +81,13 @@ class GameSessionController extends ChangeNotifier {
_status = GameSessionStatus.running;
_cheatsEnabled = cheatsEnabled;
// 통계 초기화
if (isNewGame) {
_sessionStats = SessionStatistics.empty();
await _statisticsStorage.recordGameStart();
}
_initPreviousValues(state);
_loop = ProgressLoop(
initialState: state,
progressService: progressService,
@@ -74,6 +100,7 @@ class GameSessionController extends ChangeNotifier {
);
_subscription = _loop!.stream.listen((next) {
_updateStatistics(next);
_state = next;
notifyListeners();
});
@@ -82,6 +109,76 @@ class GameSessionController extends ChangeNotifier {
notifyListeners();
}
/// 이전 값 초기화 (통계 변화 추적용)
void _initPreviousValues(GameState state) {
_previousLevel = state.traits.level;
_previousGold = state.inventory.gold;
_previousMonstersKilled = state.progress.monstersKilled;
_previousQuestsCompleted = state.progress.questCount;
}
/// 상태 변화에 따른 통계 업데이트
void _updateStatistics(GameState next) {
// 플레이 시간 업데이트
_sessionStats = _sessionStats.updatePlayTime(next.skillSystem.elapsedMs);
// 레벨업 감지
if (next.traits.level > _previousLevel) {
final levelUps = next.traits.level - _previousLevel;
for (var i = 0; i < levelUps; i++) {
_sessionStats = _sessionStats.recordLevelUp();
}
_previousLevel = next.traits.level;
// 최고 레벨 업데이트
unawaited(_statisticsStorage.updateHighestLevel(next.traits.level));
}
// 골드 변화 감지
if (next.inventory.gold > _previousGold) {
final earned = next.inventory.gold - _previousGold;
_sessionStats = _sessionStats.recordGoldEarned(earned);
// 최대 골드 업데이트
unawaited(_statisticsStorage.updateHighestGold(next.inventory.gold));
} else if (next.inventory.gold < _previousGold) {
final spent = _previousGold - next.inventory.gold;
_sessionStats = _sessionStats.recordGoldSpent(spent);
}
_previousGold = next.inventory.gold;
// 몬스터 처치 감지
if (next.progress.monstersKilled > _previousMonstersKilled) {
final kills = next.progress.monstersKilled - _previousMonstersKilled;
for (var i = 0; i < kills; i++) {
_sessionStats = _sessionStats.recordKill();
}
_previousMonstersKilled = next.progress.monstersKilled;
}
// 퀘스트 완료 감지
if (next.progress.questCount > _previousQuestsCompleted) {
final quests = next.progress.questCount - _previousQuestsCompleted;
for (var i = 0; i < quests; i++) {
_sessionStats = _sessionStats.recordQuestComplete();
}
_previousQuestsCompleted = next.progress.questCount;
}
}
/// 누적 통계 로드
Future<void> loadCumulativeStats() async {
_cumulativeStats = await _statisticsStorage.loadCumulative();
notifyListeners();
}
/// 세션 통계를 누적 통계에 병합
Future<void> mergeSessionStats() async {
await _statisticsStorage.mergeSession(_sessionStats);
_cumulativeStats = await _statisticsStorage.loadCumulative();
notifyListeners();
}
Future<void> loadAndStart({
String? fileName,
bool cheatsEnabled = false,
@@ -148,6 +245,7 @@ class GameSessionController extends ChangeNotifier {
/// 플레이어 사망 콜백 (ProgressLoop에서 호출)
void _onPlayerDied() {
_sessionStats = _sessionStats.recordDeath();
_status = GameSessionStatus.dead;
notifyListeners();
}

View File

@@ -39,6 +39,10 @@ class MobileCarouselLayout extends StatefulWidget {
this.specialAnimation,
this.currentThemeMode = ThemeMode.system,
this.onThemeModeChange,
this.bgmVolume = 0.7,
this.sfxVolume = 0.8,
this.onBgmVolumeChange,
this.onSfxVolumeChange,
});
final GameState state;
@@ -56,6 +60,18 @@ class MobileCarouselLayout extends StatefulWidget {
final ThemeMode currentThemeMode;
final void Function(ThemeMode mode)? onThemeModeChange;
/// BGM 볼륨 (0.0 ~ 1.0)
final double bgmVolume;
/// SFX 볼륨 (0.0 ~ 1.0)
final double sfxVolume;
/// BGM 볼륨 변경 콜백
final void Function(double volume)? onBgmVolumeChange;
/// SFX 볼륨 변경 콜백
final void Function(double volume)? onSfxVolumeChange;
@override
State<MobileCarouselLayout> createState() => _MobileCarouselLayoutState();
}
@@ -200,6 +216,108 @@ class _MobileCarouselLayoutState extends State<MobileCarouselLayout> {
);
}
/// 사운드 상태 텍스트 가져오기
String _getSoundStatus() {
final bgmPercent = (widget.bgmVolume * 100).round();
final sfxPercent = (widget.sfxVolume * 100).round();
if (bgmPercent == 0 && sfxPercent == 0) {
return l10n.uiSoundOff;
}
return 'BGM $bgmPercent% / SFX $sfxPercent%';
}
/// 사운드 설정 다이얼로그 표시
void _showSoundDialog(BuildContext context) {
// StatefulBuilder를 사용하여 다이얼로그 내 상태 관리
var bgmVolume = widget.bgmVolume;
var sfxVolume = widget.sfxVolume;
showDialog<void>(
context: context,
builder: (context) => StatefulBuilder(
builder: (context, setDialogState) => AlertDialog(
title: Text(l10n.uiSound),
content: Column(
mainAxisSize: MainAxisSize.min,
children: [
// BGM 볼륨
Row(
children: [
Icon(
bgmVolume == 0 ? Icons.music_off : Icons.music_note,
color: Theme.of(context).colorScheme.primary,
),
const SizedBox(width: 8),
Expanded(
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
Text(l10n.uiBgmVolume),
Text('${(bgmVolume * 100).round()}%'),
],
),
Slider(
value: bgmVolume,
onChanged: (value) {
setDialogState(() => bgmVolume = value);
widget.onBgmVolumeChange?.call(value);
},
divisions: 10,
),
],
),
),
],
),
const SizedBox(height: 8),
// SFX 볼륨
Row(
children: [
Icon(
sfxVolume == 0 ? Icons.volume_off : Icons.volume_up,
color: Theme.of(context).colorScheme.primary,
),
const SizedBox(width: 8),
Expanded(
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
Text(l10n.uiSfxVolume),
Text('${(sfxVolume * 100).round()}%'),
],
),
Slider(
value: sfxVolume,
onChanged: (value) {
setDialogState(() => sfxVolume = value);
widget.onSfxVolumeChange?.call(value);
},
divisions: 10,
),
],
),
),
],
),
],
),
actions: [
TextButton(
onPressed: () => Navigator.pop(context),
child: Text(l10n.buttonConfirm),
),
],
),
),
);
}
/// 세이브 삭제 확인 다이얼로그 표시
void _showDeleteConfirmDialog(BuildContext context) {
showDialog<void>(
@@ -324,6 +442,27 @@ class _MobileCarouselLayoutState extends State<MobileCarouselLayout> {
},
),
// 사운드 설정
if (widget.onBgmVolumeChange != null ||
widget.onSfxVolumeChange != null)
ListTile(
leading: Icon(
widget.bgmVolume == 0 && widget.sfxVolume == 0
? Icons.volume_off
: Icons.volume_up,
color: Colors.indigo,
),
title: Text(l10n.uiSound),
trailing: Text(
_getSoundStatus(),
style: TextStyle(color: Theme.of(context).colorScheme.primary),
),
onTap: () {
Navigator.pop(context);
_showSoundDialog(context);
},
),
const Divider(),
// 저장
@@ -381,7 +520,7 @@ class _MobileCarouselLayoutState extends State<MobileCarouselLayout> {
actions: [
// 옵션 버튼
IconButton(
icon: const Icon(Icons.more_vert),
icon: const Icon(Icons.settings),
onPressed: () => _showOptionsMenu(context),
tooltip: l10n.menuOptions,
),

View File

@@ -285,6 +285,15 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
false,
),
// 디버프 적용 → idle 페이즈 유지
CombatEventType.playerDebuff => (
BattlePhase.idle,
false,
false,
false,
false,
),
// DOT 틱 → attack 페이즈 (지속 피해)
CombatEventType.dotTick => (
BattlePhase.attack,

View File

@@ -28,6 +28,7 @@ enum CombatLogType {
parry, // 무기 쳐내기
monsterAttack, // 몬스터 공격
buff, // 버프 활성화
debuff, // 디버프 적용
dotTick, // DOT 틱 데미지
potion, // 물약 사용
potionDrop, // 물약 드랍
@@ -166,6 +167,7 @@ class _LogEntryTile extends StatelessWidget {
Icons.dangerous,
),
CombatLogType.buff => (Colors.lightBlue.shade300, Icons.trending_up),
CombatLogType.debuff => (Colors.deepOrange.shade300, Icons.trending_down),
CombatLogType.dotTick => (Colors.deepPurple.shade300, Icons.whatshot),
CombatLogType.potion => (Colors.pink.shade300, Icons.local_drink),
CombatLogType.potionDrop => (Colors.lime.shade300, Icons.card_giftcard),

View File

@@ -429,6 +429,11 @@ class DeathOverlay extends StatelessWidget {
Colors.lightBlue.shade300,
l10n.combatBuffActivated(event.skillName ?? ''),
),
CombatEventType.playerDebuff => (
Icons.trending_down,
Colors.deepOrange.shade300,
l10n.combatDebuffApplied(event.skillName ?? '', target),
),
CombatEventType.dotTick => (
Icons.whatshot,
Colors.deepOrange.shade300,

View File

@@ -0,0 +1,553 @@
import 'package:flutter/material.dart';
/// 도움말 다이얼로그 (Help Dialog)
///
/// 게임 메카닉과 UI 설명을 제공
class HelpDialog extends StatefulWidget {
const HelpDialog({super.key});
/// 다이얼로그 표시
static Future<void> show(BuildContext context) {
return showDialog(
context: context,
builder: (_) => const HelpDialog(),
);
}
@override
State<HelpDialog> createState() => _HelpDialogState();
}
class _HelpDialogState extends State<HelpDialog>
with SingleTickerProviderStateMixin {
late TabController _tabController;
@override
void initState() {
super.initState();
_tabController = TabController(length: 4, vsync: this);
}
@override
void dispose() {
_tabController.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
final theme = Theme.of(context);
final isKorean = Localizations.localeOf(context).languageCode == 'ko';
final isJapanese = Localizations.localeOf(context).languageCode == 'ja';
return Dialog(
child: Container(
constraints: const BoxConstraints(maxWidth: 500, maxHeight: 600),
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
// 헤더
Container(
padding: const EdgeInsets.all(16),
decoration: BoxDecoration(
color: theme.colorScheme.primaryContainer,
borderRadius: const BorderRadius.vertical(
top: Radius.circular(28),
),
),
child: Row(
children: [
Icon(
Icons.help_outline,
color: theme.colorScheme.onPrimaryContainer,
),
const SizedBox(width: 12),
Expanded(
child: Text(
isKorean
? '게임 도움말'
: isJapanese
? 'ゲームヘルプ'
: 'Game Help',
style: theme.textTheme.titleLarge?.copyWith(
color: theme.colorScheme.onPrimaryContainer,
),
),
),
IconButton(
icon: const Icon(Icons.close),
onPressed: () => Navigator.of(context).pop(),
color: theme.colorScheme.onPrimaryContainer,
),
],
),
),
// 탭 바
TabBar(
controller: _tabController,
isScrollable: true,
tabs: [
Tab(
text: isKorean
? '기본'
: isJapanese
? '基本'
: 'Basics',
),
Tab(
text: isKorean
? '전투'
: isJapanese
? '戦闘'
: 'Combat',
),
Tab(
text: isKorean
? '스킬'
: isJapanese
? 'スキル'
: 'Skills',
),
Tab(
text: isKorean
? 'UI'
: isJapanese
? 'UI'
: 'UI',
),
],
),
// 탭 내용
Expanded(
child: TabBarView(
controller: _tabController,
children: [
_BasicsHelpView(
isKorean: isKorean,
isJapanese: isJapanese,
),
_CombatHelpView(
isKorean: isKorean,
isJapanese: isJapanese,
),
_SkillsHelpView(
isKorean: isKorean,
isJapanese: isJapanese,
),
_UIHelpView(
isKorean: isKorean,
isJapanese: isJapanese,
),
],
),
),
],
),
),
);
}
}
/// 기본 도움말 뷰
class _BasicsHelpView extends StatelessWidget {
const _BasicsHelpView({
required this.isKorean,
required this.isJapanese,
});
final bool isKorean;
final bool isJapanese;
@override
Widget build(BuildContext context) {
return ListView(
padding: const EdgeInsets.all(16),
children: [
_HelpSection(
icon: Icons.info_outline,
title: isKorean
? '게임 소개'
: isJapanese
? 'ゲーム紹介'
: 'About the Game',
content: isKorean
? 'Askii Never Die는 자동 진행 RPG입니다. 캐릭터가 자동으로 몬스터와 싸우고, '
'퀘스트를 완료하며, 레벨업합니다. 여러분은 장비와 스킬을 관리하면 됩니다.'
: isJapanese
? 'Askii Never Dieは自動進行RPGです。キャラクターが自動でモンスターと戦い、'
'クエストを完了し、レベルアップします。装備とスキルの管理だけで大丈夫です。'
: 'Askii Never Die is an idle RPG. Your character automatically fights monsters, '
'completes quests, and levels up. You manage equipment and skills.',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.trending_up,
title: isKorean
? '진행 방식'
: isJapanese
? '進行方式'
: 'Progression',
content: isKorean
? '• 몬스터 처치 → 전리품 획득 → 장비 업그레이드\n'
'• 경험치 획득 → 레벨업 → 스탯 상승\n'
'• 퀘스트 완료 → 보상 획득\n'
'• 플롯 진행 → 새로운 Act 해금'
: isJapanese
? '• モンスター討伐 → 戦利品獲得 → 装備アップグレード\n'
'• 経験値獲得 → レベルアップ → ステータス上昇\n'
'• クエスト完了 → 報酬獲得\n'
'• プロット進行 → 新しいAct解放'
: '• Kill monsters → Get loot → Upgrade equipment\n'
'• Gain XP → Level up → Stats increase\n'
'• Complete quests → Get rewards\n'
'• Progress plot → Unlock new Acts',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.save,
title: isKorean
? '저장'
: isJapanese
? 'セーブ'
: 'Saving',
content: isKorean
? '게임은 자동으로 저장됩니다. 레벨업, 퀘스트 완료, Act 진행 시 자동 저장됩니다. '
'뒤로 가기 시 저장 여부를 선택할 수 있습니다.'
: isJapanese
? 'ゲームは自動保存されます。レベルアップ、クエスト完了、Act進行時に自動保存されます。'
'戻る時に保存するかどうか選択できます。'
: 'The game auto-saves. It saves on level up, quest completion, and Act progression. '
'When exiting, you can choose whether to save.',
),
],
);
}
}
/// 전투 도움말 뷰
class _CombatHelpView extends StatelessWidget {
const _CombatHelpView({
required this.isKorean,
required this.isJapanese,
});
final bool isKorean;
final bool isJapanese;
@override
Widget build(BuildContext context) {
return ListView(
padding: const EdgeInsets.all(16),
children: [
_HelpSection(
icon: Icons.sports_mma,
title: isKorean
? '전투 시스템'
: isJapanese
? '戦闘システム'
: 'Combat System',
content: isKorean
? '전투는 자동으로 진행됩니다. 플레이어와 몬스터가 번갈아 공격하며, '
'공격 속도(Attack Speed)에 따라 공격 빈도가 결정됩니다.'
: isJapanese
? '戦闘は自動で進行します。プレイヤーとモンスターが交互に攻撃し、'
'攻撃速度(Attack Speed)によって攻撃頻度が決まります。'
: 'Combat is automatic. Player and monster take turns attacking, '
'with attack frequency based on Attack Speed.',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.shield,
title: isKorean
? '방어 메카닉'
: isJapanese
? '防御メカニック'
: 'Defense Mechanics',
content: isKorean
? '• 회피(Evasion): DEX 기반, 공격을 완전히 피함\n'
'• 방패 방어(Block): 방패 장착 시, 피해 감소\n'
'• 무기 쳐내기(Parry): 무기로 공격 일부 막음\n'
'• 방어력(DEF): 모든 피해에서 차감'
: isJapanese
? '• 回避(Evasion): DEX基準、攻撃を完全に回避\n'
'• 盾防御(Block): 盾装備時、ダメージ軽減\n'
'• 武器受け流し(Parry): 武器で攻撃を一部防ぐ\n'
'• 防御力(DEF): 全ダメージから差し引き'
: '• Evasion: DEX-based, completely avoid attacks\n'
'• Block: With shield, reduce damage\n'
'• Parry: Deflect some damage with weapon\n'
'• DEF: Subtracted from all damage',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.favorite,
title: isKorean
? '사망과 부활'
: isJapanese
? '死亡と復活'
: 'Death & Revival',
content: isKorean
? 'HP가 0이 되면 사망합니다. 사망 시 장비 하나를 제물로 바쳐 부활할 수 있습니다. '
'부활 후 HP/MP가 완전 회복되고 빈 장비 슬롯에 기본 장비가 지급됩니다.'
: isJapanese
? 'HPが0になると死亡します。死亡時に装備1つを捧げて復活できます。'
'復活後HP/MPが完全回復し、空の装備スロットに基本装備が支給されます。'
: 'You die when HP reaches 0. Sacrifice one equipment piece to revive. '
'After revival, HP/MP fully restore and empty slots get basic equipment.',
),
],
);
}
}
/// 스킬 도움말 뷰
class _SkillsHelpView extends StatelessWidget {
const _SkillsHelpView({
required this.isKorean,
required this.isJapanese,
});
final bool isKorean;
final bool isJapanese;
@override
Widget build(BuildContext context) {
return ListView(
padding: const EdgeInsets.all(16),
children: [
_HelpSection(
icon: Icons.auto_awesome,
title: isKorean
? '스킬 종류'
: isJapanese
? 'スキル種類'
: 'Skill Types',
content: isKorean
? '• 공격(Attack): 적에게 직접 피해\n'
'• 회복(Heal): HP/MP 회복\n'
'• 버프(Buff): 자신에게 유리한 효과\n'
'• 디버프(Debuff): 적에게 불리한 효과\n'
'• DOT: 시간에 걸쳐 지속 피해'
: isJapanese
? '• 攻撃(Attack): 敵に直接ダメージ\n'
'• 回復(Heal): HP/MP回復\n'
'• バフ(Buff): 自分に有利な効果\n'
'• デバフ(Debuff): 敵に不利な効果\n'
'• DOT: 時間経過でダメージ'
: '• Attack: Deal direct damage\n'
'• Heal: Restore HP/MP\n'
'• Buff: Beneficial effects on self\n'
'• Debuff: Harmful effects on enemies\n'
'• DOT: Damage over time',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.psychology,
title: isKorean
? '자동 스킬 선택'
: isJapanese
? '自動スキル選択'
: 'Auto Skill Selection',
content: isKorean
? '스킬은 AI가 자동으로 선택합니다:\n'
'1. HP 낮음 → 회복 스킬 우선\n'
'2. HP/MP 충분 → 버프 스킬 사용\n'
'3. 몬스터 HP 높음 → 디버프 적용\n'
'4. 공격 스킬로 마무리'
: isJapanese
? 'スキルはAIが自動選択します\n'
'1. HP低い → 回復スキル優先\n'
'2. HP/MP十分 → バフスキル使用\n'
'3. モンスターHP高い → デバフ適用\n'
'4. 攻撃スキルで仕上げ'
: 'Skills are auto-selected by AI:\n'
'1. Low HP → Heal skills priority\n'
'2. HP/MP sufficient → Use buff skills\n'
'3. Monster HP high → Apply debuffs\n'
'4. Finish with attack skills',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.upgrade,
title: isKorean
? '스킬 랭크'
: isJapanese
? 'スキルランク'
: 'Skill Ranks',
content: isKorean
? '스킬은 I ~ IX 랭크가 있습니다. 랭크가 높을수록:\n'
'• 데미지/회복량 증가\n'
'• MP 소모량 증가\n'
'• 쿨타임 증가\n'
'레벨업 시 랜덤하게 스킬을 배웁니다.'
: isJapanese
? 'スキルにはI~IXランクがあります。ランクが高いほど\n'
'• ダメージ/回復量増加\n'
'• MP消費量増加\n'
'• クールタイム増加\n'
'レベルアップ時にランダムでスキルを習得します。'
: 'Skills have ranks I~IX. Higher rank means:\n'
'• More damage/healing\n'
'• More MP cost\n'
'• Longer cooldown\n'
'Learn random skills on level up.',
),
],
);
}
}
/// UI 도움말 뷰
class _UIHelpView extends StatelessWidget {
const _UIHelpView({
required this.isKorean,
required this.isJapanese,
});
final bool isKorean;
final bool isJapanese;
@override
Widget build(BuildContext context) {
return ListView(
padding: const EdgeInsets.all(16),
children: [
_HelpSection(
icon: Icons.view_column,
title: isKorean
? '화면 구성'
: isJapanese
? '画面構成'
: 'Screen Layout',
content: isKorean
? '• 상단: 전투 애니메이션, 태스크 진행바\n'
'• 좌측: 캐릭터 정보, HP/MP, 스탯\n'
'• 중앙: 장비, 인벤토리\n'
'• 우측: 플롯/퀘스트 진행, 스펠북'
: isJapanese
? '• 上部: 戦闘アニメーション、タスク進行バー\n'
'• 左側: キャラクター情報、HP/MP、ステータス\n'
'• 中央: 装備、インベントリ\n'
'• 右側: プロット/クエスト進行、スペルブック'
: '• Top: Combat animation, task progress bar\n'
'• Left: Character info, HP/MP, stats\n'
'• Center: Equipment, inventory\n'
'• Right: Plot/quest progress, spellbook',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.speed,
title: isKorean
? '속도 조절'
: isJapanese
? '速度調整'
: 'Speed Control',
content: isKorean
? '태스크 진행바 옆 속도 버튼으로 게임 속도를 조절할 수 있습니다:\n'
'• 1x: 기본 속도\n'
'• 2x: 2배 속도\n'
'• 5x: 5배 속도\n'
'• 10x: 10배 속도'
: isJapanese
? 'タスク進行バー横の速度ボタンでゲーム速度を調整できます:\n'
'• 1x: 基本速度\n'
'• 2x: 2倍速\n'
'• 5x: 5倍速\n'
'• 10x: 10倍速'
: 'Use the speed button next to task bar to adjust game speed:\n'
'• 1x: Normal speed\n'
'• 2x: 2x speed\n'
'• 5x: 5x speed\n'
'• 10x: 10x speed',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.pause,
title: isKorean
? '일시정지'
: isJapanese
? '一時停止'
: 'Pause',
content: isKorean
? '일시정지 버튼으로 게임을 멈출 수 있습니다. '
'일시정지 중에도 UI를 확인하고 설정을 변경할 수 있습니다.'
: isJapanese
? '一時停止ボタンでゲームを止められます。'
'一時停止中もUIを確認し設定を変更できます。'
: 'Use the pause button to stop the game. '
'You can still view UI and change settings while paused.',
),
const SizedBox(height: 16),
_HelpSection(
icon: Icons.bar_chart,
title: isKorean
? '통계'
: isJapanese
? '統計'
: 'Statistics',
content: isKorean
? '통계 버튼에서 현재 세션과 누적 게임 통계를 확인할 수 있습니다. '
'처치한 몬스터, 획득 골드, 플레이 시간 등을 추적합니다.'
: isJapanese
? '統計ボタンで現在のセッションと累積ゲーム統計を確認できます。'
'倒したモンスター、獲得ゴールド、プレイ時間などを追跡します。'
: 'View current session and cumulative stats in the statistics button. '
'Track monsters killed, gold earned, play time, etc.',
),
],
);
}
}
/// 도움말 섹션 위젯
class _HelpSection extends StatelessWidget {
const _HelpSection({
required this.icon,
required this.title,
required this.content,
});
final IconData icon;
final String title;
final String content;
@override
Widget build(BuildContext context) {
final theme = Theme.of(context);
return Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
// 섹션 헤더
Row(
children: [
Icon(icon, size: 20, color: theme.colorScheme.primary),
const SizedBox(width: 8),
Text(
title,
style: theme.textTheme.titleMedium?.copyWith(
fontWeight: FontWeight.bold,
color: theme.colorScheme.primary,
),
),
],
),
const SizedBox(height: 8),
// 내용
Container(
padding: const EdgeInsets.all(12),
decoration: BoxDecoration(
color: theme.colorScheme.surfaceContainerHighest.withValues(alpha: 0.5),
borderRadius: BorderRadius.circular(8),
),
child: Text(
content,
style: theme.textTheme.bodyMedium?.copyWith(
height: 1.5,
),
),
),
],
);
}
}