feat(story): Phase 9 스토리/엔딩 시스템 구현
- story_data.dart: 5개 Act 스토리 텍스트 및 ASCII 아트 - story_service.dart: Act 전환/보스 조우/엔딩 이벤트 관리 - cinematic_view.dart: 풀스크린 시네마틱 UI (페이드, 스킵) - game_play_screen.dart: 레벨 기반 Act 전환 시 시네마틱 재생
This commit is contained in:
395
lib/data/story_data.dart
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395
lib/data/story_data.dart
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/// Phase 9: 스토리 데이터 (Story Data)
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///
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/// 프롤로그부터 엔딩까지 일관된 스토리 텍스트 정의
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library;
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/// 스토리 Act 정의
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enum StoryAct {
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prologue, // 프롤로그
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act1, // Act I: 각성 (레벨 1-20)
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act2, // Act II: 성장 (레벨 21-40)
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act3, // Act III: 시련 (레벨 41-60)
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act4, // Act IV: 결전 (레벨 61-80)
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act5, // Act V: 종말 (레벨 81-100)
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ending, // 엔딩
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}
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/// Act별 레벨 범위 (Level Range)
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const Map<StoryAct, (int, int)> actLevelRange = {
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StoryAct.prologue: (1, 1),
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StoryAct.act1: (1, 20),
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StoryAct.act2: (21, 40),
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StoryAct.act3: (41, 60),
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StoryAct.act4: (61, 80),
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StoryAct.act5: (81, 100),
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StoryAct.ending: (100, 999),
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};
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/// 레벨로 현재 Act 계산 (Calculate Current Act from Level)
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StoryAct getActForLevel(int level) {
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if (level <= 0) return StoryAct.prologue;
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if (level <= 20) return StoryAct.act1;
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if (level <= 40) return StoryAct.act2;
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if (level <= 60) return StoryAct.act3;
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if (level <= 80) return StoryAct.act4;
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if (level < 100) return StoryAct.act5;
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return StoryAct.ending;
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}
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/// 시네마틱 단계 (Cinematic Step)
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class CinematicStep {
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const CinematicStep({
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required this.text,
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this.asciiArt,
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this.durationMs = 3000,
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});
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final String text;
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final String? asciiArt;
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final int durationMs;
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}
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/// Act별 시네마틱 데이터 (Cinematic Data per Act)
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const Map<StoryAct, List<CinematicStep>> cinematicData = {
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// 프롤로그: 코드의 신으로부터 비전을 받음
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StoryAct.prologue: [
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CinematicStep(
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text: 'In the beginning, there was only the Void...',
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asciiArt: _asciiVoid,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'Then came the First Commit, and Light filled the Codebase.',
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asciiArt: _asciiLight,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'The Code God spoke: "Let there be Functions."',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'And so the Digital Realm was born...',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'But from the shadows emerged the Glitch.',
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asciiArt: _asciiGlitch,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'Now, a new hero awakens to defend the Code.',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'Your journey begins...',
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durationMs: 2500,
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),
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],
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// Act I: 각성 (레벨 1-20)
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StoryAct.act1: [
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CinematicStep(
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text: '=== ACT I: AWAKENING ===',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'You have proven yourself against the lesser bugs.',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'The Debugger Knights take notice of your potential.',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'But a greater threat lurks in the Bug Nest...',
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asciiArt: _asciiBugNest,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'The Syntax Error Dragon awaits.',
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asciiArt: _asciiDragon,
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durationMs: 4000,
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),
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],
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// Act II: 성장 (레벨 21-40)
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StoryAct.act2: [
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CinematicStep(
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text: '=== ACT II: GROWTH ===',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'With the Dragon slain, you join the Debugger Knights.',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'The Corrupted Network spreads its infection...',
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asciiArt: _asciiNetwork,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'A traitor among the Knights is revealed!',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'The Memory Leak Hydra threatens all data.',
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asciiArt: _asciiHydra,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'You must stop the corruption before it consumes everything.',
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durationMs: 3500,
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),
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],
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// Act III: 시련 (레벨 41-60)
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StoryAct.act3: [
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CinematicStep(
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text: '=== ACT III: TRIALS ===',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'The path leads to the Null Kingdom...',
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asciiArt: _asciiNullKingdom,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'The Ancient Compiler challenges you to its trials.',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'A companion falls... their sacrifice not in vain.',
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durationMs: 4000,
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),
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CinematicStep(
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text: 'The Buffer Overflow Titan guards the gate.',
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asciiArt: _asciiTitan,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'Only through great sacrifice can you proceed.',
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durationMs: 3500,
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),
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],
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// Act IV: 결전 (레벨 61-80)
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StoryAct.act4: [
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CinematicStep(
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text: '=== ACT IV: CONFRONTATION ===',
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durationMs: 3000,
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),
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CinematicStep(
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text: "The Glitch God's Citadel looms before you.",
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asciiArt: _asciiCitadel,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'Former enemies unite against the common threat.',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'The Final Alliance is forged.',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'The Kernel Panic Archon blocks your path.',
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asciiArt: _asciiArchon,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'One final battle before the end...',
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durationMs: 3500,
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),
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],
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// Act V: 종말 (레벨 81-100)
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StoryAct.act5: [
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CinematicStep(
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text: '=== ACT V: ENDGAME ===',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'The Glitch God reveals its true form.',
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asciiArt: _asciiGlitchGod,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'Reality itself begins to corrupt.',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'All hope rests upon your shoulders.',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'The final battle for the Codebase begins!',
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durationMs: 3500,
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),
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],
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// 엔딩: 시스템 재부팅, 평화 회복
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StoryAct.ending: [
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CinematicStep(
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text: '=== THE END ===',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'The Glitch God falls. The corruption fades.',
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asciiArt: _asciiVictory,
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durationMs: 4000,
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),
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CinematicStep(
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text: 'System Reboot initiated...',
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durationMs: 3000,
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),
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CinematicStep(
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text: 'Peace returns to the Digital Realm.',
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durationMs: 3500,
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),
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CinematicStep(
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text: 'Your legend will be compiled into the eternal logs.',
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durationMs: 4000,
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),
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CinematicStep(
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text: 'THE END',
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asciiArt: _asciiTheEnd,
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durationMs: 5000,
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),
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CinematicStep(
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text: '...or is it?',
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durationMs: 3000,
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),
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],
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};
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// ============================================================================
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// ASCII Art 상수 (ASCII Art Constants)
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// ============================================================================
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const _asciiVoid = '''
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. . .
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. . . . .
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. . . . . .
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. . . . .
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. . .
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''';
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const _asciiLight = '''
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\\|/
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-- * --
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/|\\
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''';
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const _asciiGlitch = '''
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####!!####
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# GLITCH #
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####!!####
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''';
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const _asciiBugNest = '''
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/\\ /\\
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<( o.o )>
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> ^^ <
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''';
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const _asciiDragon = '''
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/\\___/\\
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( O O )
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\\ ^ /
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\\~~~/ ~
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''';
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const _asciiNetwork = '''
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[*]--[*]--[*]
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| | |
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[*]--[!]--[*]
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| | |
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[*]--[*]--[*]
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''';
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const _asciiHydra = '''
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/\\ /\\ /\\
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( O O O )
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\\ \\|/ /
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\\|||/
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''';
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const _asciiNullKingdom = '''
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+--NULL--+
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| ???? |
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| VOID |
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+--------+
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''';
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const _asciiTitan = '''
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[####]
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/| |\\
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| | | |
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/ |__| \\
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''';
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const _asciiCitadel = '''
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/\\
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/ \\
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|GLITCH|
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|======|
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| |
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''';
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const _asciiArchon = '''
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^^^^^
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(|O O|)
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\\===/
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|X|
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''';
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const _asciiGlitchGod = '''
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##########
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# G L I #
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# T C H #
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# GOD #
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##########
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''';
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const _asciiVictory = '''
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\\O/
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|
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/ \\
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VICTORY!
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''';
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const _asciiTheEnd = '''
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+-----------+
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| THE END |
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+-----------+
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''';
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/// Act별 보스 몬스터 이름 (Boss Monster Names per Act)
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const Map<StoryAct, String> actBossNames = {
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StoryAct.act1: 'BOSS: Stack Overflow Dragon',
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StoryAct.act2: 'BOSS: Heap Corruption Hydra',
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StoryAct.act3: 'BOSS: Kernel Panic Titan',
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StoryAct.act4: 'BOSS: Zero Day Leviathan',
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StoryAct.act5: 'BOSS: The Primordial Glitch',
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};
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/// Act별 시작 퀘스트 (Starting Quest per Act)
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const Map<StoryAct, String> actStartingQuests = {
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StoryAct.prologue: 'Exterminate the Bug Infestation',
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StoryAct.act1: 'Purge the Bug Nest',
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StoryAct.act2: 'Cleanse the Corrupted Network',
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StoryAct.act3: 'Pass the Trials of the Ancient Compiler',
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StoryAct.act4: "Infiltrate the Glitch God's Citadel",
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StoryAct.act5: 'Defeat the Glitch God',
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};
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/// Act 제목 (Act Titles)
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const Map<StoryAct, String> actTitles = {
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StoryAct.prologue: 'Prologue',
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StoryAct.act1: 'Act I: Awakening',
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StoryAct.act2: 'Act II: Growth',
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StoryAct.act3: 'Act III: Trials',
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StoryAct.act4: 'Act IV: Confrontation',
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StoryAct.act5: 'Act V: Endgame',
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StoryAct.ending: 'The End',
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};
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186
lib/src/core/engine/story_service.dart
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186
lib/src/core/engine/story_service.dart
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@@ -0,0 +1,186 @@
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import 'dart:async';
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import 'package:askiineverdie/data/story_data.dart';
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/// 스토리 이벤트 타입 (Story Event Type)
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enum StoryEventType {
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actStart, // Act 시작
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actComplete, // Act 완료
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bossEncounter, // 보스 조우
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bossDefeat, // 보스 처치
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ending, // 엔딩
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}
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/// 스토리 이벤트 (Story Event)
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class StoryEvent {
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const StoryEvent({
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required this.type,
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required this.act,
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this.data,
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});
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final StoryEventType type;
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final StoryAct act;
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final Map<String, dynamic>? data;
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}
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/// 스토리 서비스 (Phase 9: Story Progression Management)
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///
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/// Act 전환, 시네마틱 트리거, 보스 조우 관리
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class StoryService {
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StoryService();
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final _eventController = StreamController<StoryEvent>.broadcast();
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/// 스토리 이벤트 스트림 (Story Event Stream)
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Stream<StoryEvent> get events => _eventController.stream;
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// 현재 Act 추적
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StoryAct _currentAct = StoryAct.prologue;
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bool _hasSeenPrologue = false;
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final Set<StoryAct> _completedActs = {};
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/// 현재 Act (Current Act)
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StoryAct get currentAct => _currentAct;
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/// 프롤로그 시청 여부
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bool get hasSeenPrologue => _hasSeenPrologue;
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/// 완료된 Act 목록
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Set<StoryAct> get completedActs => Set.unmodifiable(_completedActs);
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/// 레벨 변화 감지 및 Act 전환 처리 (Process Level Change)
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///
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/// 레벨업 시 호출하여 Act 전환 이벤트 트리거
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StoryEvent? processLevelChange(int oldLevel, int newLevel) {
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final oldAct = getActForLevel(oldLevel);
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final newAct = getActForLevel(newLevel);
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// 새 게임 시작 (프롤로그)
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if (oldLevel == 0 && newLevel == 1 && !_hasSeenPrologue) {
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_hasSeenPrologue = true;
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_currentAct = StoryAct.prologue;
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final event = StoryEvent(
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type: StoryEventType.actStart,
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act: StoryAct.prologue,
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);
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_eventController.add(event);
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return event;
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}
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// Act 전환 감지
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if (newAct != oldAct && newAct != _currentAct) {
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// 이전 Act 완료 처리
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if (_currentAct != StoryAct.prologue) {
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_completedActs.add(_currentAct);
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_eventController.add(StoryEvent(
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type: StoryEventType.actComplete,
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act: _currentAct,
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));
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}
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// 새 Act 시작
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_currentAct = newAct;
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final event = StoryEvent(
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type: StoryEventType.actStart,
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act: newAct,
|
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);
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_eventController.add(event);
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return event;
|
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}
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return null;
|
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}
|
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/// 보스 조우 처리 (Process Boss Encounter)
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void processBossEncounter(String monsterName) {
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// BOSS: 접두사가 있는 몬스터인지 확인
|
||||
if (!monsterName.startsWith('BOSS:')) return;
|
||||
|
||||
final event = StoryEvent(
|
||||
type: StoryEventType.bossEncounter,
|
||||
act: _currentAct,
|
||||
data: {'bossName': monsterName},
|
||||
);
|
||||
_eventController.add(event);
|
||||
}
|
||||
|
||||
/// 보스 처치 처리 (Process Boss Defeat)
|
||||
void processBossDefeat(String monsterName) {
|
||||
if (!monsterName.startsWith('BOSS:')) return;
|
||||
|
||||
final event = StoryEvent(
|
||||
type: StoryEventType.bossDefeat,
|
||||
act: _currentAct,
|
||||
data: {'bossName': monsterName},
|
||||
);
|
||||
_eventController.add(event);
|
||||
|
||||
// 최종 보스 처치 시 엔딩
|
||||
if (monsterName.contains('Primordial Glitch')) {
|
||||
_triggerEnding();
|
||||
}
|
||||
}
|
||||
|
||||
/// 엔딩 트리거 (Trigger Ending)
|
||||
void _triggerEnding() {
|
||||
_completedActs.add(StoryAct.act5);
|
||||
_currentAct = StoryAct.ending;
|
||||
_eventController.add(StoryEvent(
|
||||
type: StoryEventType.ending,
|
||||
act: StoryAct.ending,
|
||||
));
|
||||
}
|
||||
|
||||
/// 시네마틱 데이터 가져오기 (Get Cinematic Data)
|
||||
List<CinematicStep> getCinematicSteps(StoryAct act) {
|
||||
return cinematicData[act] ?? [];
|
||||
}
|
||||
|
||||
/// Act 제목 가져오기 (Get Act Title)
|
||||
String getActTitle(StoryAct act) {
|
||||
return actTitles[act] ?? 'Unknown';
|
||||
}
|
||||
|
||||
/// Act 보스 이름 가져오기 (Get Act Boss Name)
|
||||
String? getActBossName(StoryAct act) {
|
||||
return actBossNames[act];
|
||||
}
|
||||
|
||||
/// 저장 데이터로 상태 복원 (Restore State from Save)
|
||||
void restoreState({
|
||||
required StoryAct currentAct,
|
||||
required bool hasSeenPrologue,
|
||||
required Set<StoryAct> completedActs,
|
||||
}) {
|
||||
_currentAct = currentAct;
|
||||
_hasSeenPrologue = hasSeenPrologue;
|
||||
_completedActs
|
||||
..clear()
|
||||
..addAll(completedActs);
|
||||
}
|
||||
|
||||
/// 현재 상태를 저장 데이터로 변환 (Convert to Save Data)
|
||||
Map<String, dynamic> toSaveData() {
|
||||
return {
|
||||
'currentAct': _currentAct.index,
|
||||
'hasSeenPrologue': _hasSeenPrologue,
|
||||
'completedActs': _completedActs.map((a) => a.index).toList(),
|
||||
};
|
||||
}
|
||||
|
||||
/// 저장 데이터에서 복원 (Restore from Save Data)
|
||||
void fromSaveData(Map<String, dynamic> data) {
|
||||
_currentAct = StoryAct.values[data['currentAct'] as int? ?? 0];
|
||||
_hasSeenPrologue = data['hasSeenPrologue'] as bool? ?? false;
|
||||
final completedIndices = data['completedActs'] as List<dynamic>? ?? [];
|
||||
_completedActs
|
||||
..clear()
|
||||
..addAll(completedIndices.map((i) => StoryAct.values[i as int]));
|
||||
}
|
||||
|
||||
/// 서비스 정리 (Dispose)
|
||||
void dispose() {
|
||||
_eventController.close();
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,15 @@
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
import 'package:askiineverdie/data/story_data.dart';
|
||||
import 'package:askiineverdie/l10n/app_localizations.dart';
|
||||
import 'package:askiineverdie/src/core/animation/ascii_animation_type.dart';
|
||||
import 'package:askiineverdie/src/core/engine/story_service.dart';
|
||||
import 'package:askiineverdie/src/core/l10n/game_data_l10n.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/notification/notification_service.dart';
|
||||
import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic;
|
||||
import 'package:askiineverdie/src/features/game/game_session_controller.dart';
|
||||
import 'package:askiineverdie/src/features/game/widgets/cinematic_view.dart';
|
||||
import 'package:askiineverdie/src/features/game/widgets/notification_overlay.dart';
|
||||
import 'package:askiineverdie/src/features/game/widgets/stats_panel.dart';
|
||||
import 'package:askiineverdie/src/features/game/widgets/task_progress_panel.dart';
|
||||
@@ -30,6 +33,11 @@ class _GamePlayScreenState extends State<GamePlayScreen>
|
||||
// Phase 8: 알림 서비스 (Notification Service)
|
||||
late final NotificationService _notificationService;
|
||||
|
||||
// Phase 9: 스토리 서비스 (Story Service)
|
||||
late final StoryService _storyService;
|
||||
StoryAct _lastAct = StoryAct.prologue;
|
||||
bool _showingCinematic = false;
|
||||
|
||||
// 이전 상태 추적 (레벨업/퀘스트/Act 완료 감지용)
|
||||
int _lastLevel = 0;
|
||||
int _lastQuestCount = 0;
|
||||
@@ -41,6 +49,13 @@ class _GamePlayScreenState extends State<GamePlayScreen>
|
||||
_specialAnimation = AsciiAnimationType.levelUp;
|
||||
_notificationService.showLevelUp(state.traits.level);
|
||||
_resetSpecialAnimationAfterFrame();
|
||||
|
||||
// Phase 9: Act 변경 감지 (레벨 기반)
|
||||
final newAct = getActForLevel(state.traits.level);
|
||||
if (newAct != _lastAct && !_showingCinematic) {
|
||||
_lastAct = newAct;
|
||||
_showCinematicForAct(newAct);
|
||||
}
|
||||
}
|
||||
_lastLevel = state.traits.level;
|
||||
|
||||
@@ -68,6 +83,25 @@ class _GamePlayScreenState extends State<GamePlayScreen>
|
||||
_lastPlotStageCount = state.progress.plotStageCount;
|
||||
}
|
||||
|
||||
/// Phase 9: Act 시네마틱 표시 (Show Act Cinematic)
|
||||
Future<void> _showCinematicForAct(StoryAct act) async {
|
||||
if (_showingCinematic) return;
|
||||
|
||||
_showingCinematic = true;
|
||||
// 게임 일시 정지
|
||||
await widget.controller.pause(saveOnStop: false);
|
||||
|
||||
if (mounted) {
|
||||
await showActCinematic(context, act);
|
||||
}
|
||||
|
||||
// 게임 재개
|
||||
if (mounted) {
|
||||
await widget.controller.resume();
|
||||
}
|
||||
_showingCinematic = false;
|
||||
}
|
||||
|
||||
void _resetSpecialAnimationAfterFrame() {
|
||||
// 다음 프레임에서 리셋 (AsciiAnimationCard가 값을 받은 후)
|
||||
WidgetsBinding.instance.addPostFrameCallback((_) {
|
||||
@@ -83,6 +117,7 @@ class _GamePlayScreenState extends State<GamePlayScreen>
|
||||
void initState() {
|
||||
super.initState();
|
||||
_notificationService = NotificationService();
|
||||
_storyService = StoryService();
|
||||
widget.controller.addListener(_onControllerChanged);
|
||||
WidgetsBinding.instance.addObserver(this);
|
||||
|
||||
@@ -92,12 +127,14 @@ class _GamePlayScreenState extends State<GamePlayScreen>
|
||||
_lastLevel = state.traits.level;
|
||||
_lastQuestCount = state.progress.questCount;
|
||||
_lastPlotStageCount = state.progress.plotStageCount;
|
||||
_lastAct = getActForLevel(state.traits.level);
|
||||
}
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_notificationService.dispose();
|
||||
_storyService.dispose();
|
||||
WidgetsBinding.instance.removeObserver(this);
|
||||
widget.controller.removeListener(_onControllerChanged);
|
||||
super.dispose();
|
||||
|
||||
284
lib/src/features/game/widgets/cinematic_view.dart
Normal file
284
lib/src/features/game/widgets/cinematic_view.dart
Normal file
@@ -0,0 +1,284 @@
|
||||
import 'dart:async';
|
||||
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
import 'package:askiineverdie/data/story_data.dart';
|
||||
|
||||
/// 시네마틱 뷰 위젯 (Phase 9: Cinematic UI)
|
||||
///
|
||||
/// Act 전환 시 풀스크린 시네마틱 표시
|
||||
class CinematicView extends StatefulWidget {
|
||||
const CinematicView({
|
||||
super.key,
|
||||
required this.steps,
|
||||
required this.onComplete,
|
||||
this.canSkip = true,
|
||||
});
|
||||
|
||||
final List<CinematicStep> steps;
|
||||
final VoidCallback onComplete;
|
||||
final bool canSkip;
|
||||
|
||||
@override
|
||||
State<CinematicView> createState() => _CinematicViewState();
|
||||
}
|
||||
|
||||
class _CinematicViewState extends State<CinematicView>
|
||||
with SingleTickerProviderStateMixin {
|
||||
int _currentStep = 0;
|
||||
Timer? _autoAdvanceTimer;
|
||||
|
||||
late AnimationController _fadeController;
|
||||
late Animation<double> _fadeAnimation;
|
||||
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
|
||||
_fadeController = AnimationController(
|
||||
duration: const Duration(milliseconds: 500),
|
||||
vsync: this,
|
||||
);
|
||||
|
||||
_fadeAnimation = CurvedAnimation(
|
||||
parent: _fadeController,
|
||||
curve: Curves.easeInOut,
|
||||
);
|
||||
|
||||
_fadeController.forward();
|
||||
_scheduleAutoAdvance();
|
||||
}
|
||||
|
||||
void _scheduleAutoAdvance() {
|
||||
_autoAdvanceTimer?.cancel();
|
||||
if (_currentStep < widget.steps.length) {
|
||||
final step = widget.steps[_currentStep];
|
||||
_autoAdvanceTimer = Timer(
|
||||
Duration(milliseconds: step.durationMs),
|
||||
_advanceStep,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void _advanceStep() {
|
||||
if (_currentStep >= widget.steps.length - 1) {
|
||||
_complete();
|
||||
return;
|
||||
}
|
||||
|
||||
_fadeController.reverse().then((_) {
|
||||
if (mounted) {
|
||||
setState(() {
|
||||
_currentStep++;
|
||||
});
|
||||
_fadeController.forward();
|
||||
_scheduleAutoAdvance();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void _complete() {
|
||||
_autoAdvanceTimer?.cancel();
|
||||
widget.onComplete();
|
||||
}
|
||||
|
||||
void _skip() {
|
||||
if (widget.canSkip) {
|
||||
_complete();
|
||||
}
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_autoAdvanceTimer?.cancel();
|
||||
_fadeController.dispose();
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
if (widget.steps.isEmpty) {
|
||||
WidgetsBinding.instance.addPostFrameCallback((_) {
|
||||
widget.onComplete();
|
||||
});
|
||||
return const SizedBox.shrink();
|
||||
}
|
||||
|
||||
final step = widget.steps[_currentStep];
|
||||
|
||||
return GestureDetector(
|
||||
onTap: _advanceStep,
|
||||
child: Material(
|
||||
color: Colors.black,
|
||||
child: SafeArea(
|
||||
child: Stack(
|
||||
children: [
|
||||
// 메인 콘텐츠
|
||||
Center(
|
||||
child: FadeTransition(
|
||||
opacity: _fadeAnimation,
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(24),
|
||||
child: Column(
|
||||
mainAxisSize: MainAxisSize.min,
|
||||
children: [
|
||||
// ASCII 아트
|
||||
if (step.asciiArt != null) ...[
|
||||
_AsciiArtDisplay(asciiArt: step.asciiArt!),
|
||||
const SizedBox(height: 24),
|
||||
],
|
||||
// 텍스트
|
||||
Text(
|
||||
step.text,
|
||||
style: const TextStyle(
|
||||
color: Colors.white,
|
||||
fontSize: 18,
|
||||
fontFamily: 'monospace',
|
||||
height: 1.5,
|
||||
),
|
||||
textAlign: TextAlign.center,
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
|
||||
// 진행 표시 (Progress Indicator)
|
||||
Positioned(
|
||||
bottom: 40,
|
||||
left: 0,
|
||||
right: 0,
|
||||
child: _ProgressDots(
|
||||
total: widget.steps.length,
|
||||
current: _currentStep,
|
||||
),
|
||||
),
|
||||
|
||||
// 스킵 버튼
|
||||
if (widget.canSkip)
|
||||
Positioned(
|
||||
top: 16,
|
||||
right: 16,
|
||||
child: TextButton(
|
||||
onPressed: _skip,
|
||||
child: const Text(
|
||||
'SKIP',
|
||||
style: TextStyle(
|
||||
color: Colors.white54,
|
||||
fontSize: 14,
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
|
||||
// 탭 힌트
|
||||
Positioned(
|
||||
bottom: 16,
|
||||
left: 0,
|
||||
right: 0,
|
||||
child: Text(
|
||||
'Tap to continue',
|
||||
style: TextStyle(
|
||||
color: Colors.white.withValues(alpha: 0.3),
|
||||
fontSize: 12,
|
||||
),
|
||||
textAlign: TextAlign.center,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// ASCII 아트 표시 위젯
|
||||
class _AsciiArtDisplay extends StatelessWidget {
|
||||
const _AsciiArtDisplay({required this.asciiArt});
|
||||
|
||||
final String asciiArt;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Container(
|
||||
padding: const EdgeInsets.all(16),
|
||||
decoration: BoxDecoration(
|
||||
border: Border.all(color: Colors.cyan.withValues(alpha: 0.5)),
|
||||
borderRadius: BorderRadius.circular(8),
|
||||
),
|
||||
child: Text(
|
||||
asciiArt,
|
||||
style: const TextStyle(
|
||||
color: Colors.cyan,
|
||||
fontSize: 14,
|
||||
fontFamily: 'monospace',
|
||||
height: 1.2,
|
||||
),
|
||||
textAlign: TextAlign.center,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// 진행 도트 표시 위젯
|
||||
class _ProgressDots extends StatelessWidget {
|
||||
const _ProgressDots({required this.total, required this.current});
|
||||
|
||||
final int total;
|
||||
final int current;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Row(
|
||||
mainAxisAlignment: MainAxisAlignment.center,
|
||||
children: List.generate(total, (index) {
|
||||
final isActive = index == current;
|
||||
final isPast = index < current;
|
||||
|
||||
return Container(
|
||||
width: isActive ? 12 : 8,
|
||||
height: isActive ? 12 : 8,
|
||||
margin: const EdgeInsets.symmetric(horizontal: 4),
|
||||
decoration: BoxDecoration(
|
||||
shape: BoxShape.circle,
|
||||
color: isActive
|
||||
? Colors.cyan
|
||||
: isPast
|
||||
? Colors.cyan.withValues(alpha: 0.5)
|
||||
: Colors.white.withValues(alpha: 0.2),
|
||||
),
|
||||
);
|
||||
}),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// 시네마틱 표시 다이얼로그 함수 (Show Cinematic Dialog)
|
||||
Future<void> showCinematic(
|
||||
BuildContext context, {
|
||||
required List<CinematicStep> steps,
|
||||
bool canSkip = true,
|
||||
}) async {
|
||||
if (steps.isEmpty) return;
|
||||
|
||||
return showDialog<void>(
|
||||
context: context,
|
||||
barrierDismissible: false,
|
||||
barrierColor: Colors.black,
|
||||
builder: (context) => CinematicView(
|
||||
steps: steps,
|
||||
canSkip: canSkip,
|
||||
onComplete: () => Navigator.of(context).pop(),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
/// Act 시네마틱 표시 함수 (Show Act Cinematic)
|
||||
Future<void> showActCinematic(BuildContext context, StoryAct act) async {
|
||||
final steps = cinematicData[act];
|
||||
if (steps == null || steps.isEmpty) return;
|
||||
|
||||
await showCinematic(context, steps: steps);
|
||||
}
|
||||
Reference in New Issue
Block a user