refactor(game): 게임 화면 및 위젯 정리

This commit is contained in:
JiWoong Sul
2026-01-12 16:17:20 +09:00
parent 104d23cdfd
commit cbbbbba1a5
13 changed files with 662 additions and 570 deletions

View File

@@ -491,9 +491,7 @@ class _GamePlayScreenState extends State<GamePlayScreen>
/// VictoryOverlay 완료 후 명예의 전당 화면으로 이동
void _handleVictoryComplete() {
Navigator.of(context).pushReplacement(
MaterialPageRoute<void>(
builder: (context) => const HallOfFameScreen(),
),
MaterialPageRoute<void>(builder: (context) => const HallOfFameScreen()),
);
}
@@ -570,7 +568,8 @@ class _GamePlayScreenState extends State<GamePlayScreen>
super.didChangeAppLifecycleState(appState);
// 모바일 환경 확인 (iOS/Android)
final isMobile = !kIsWeb &&
final isMobile =
!kIsWeb &&
(defaultTargetPlatform == TargetPlatform.iOS ||
defaultTargetPlatform == TargetPlatform.android);
@@ -815,7 +814,8 @@ class _GamePlayScreenState extends State<GamePlayScreen>
setState(() {});
},
// 특수 애니메이션 중에는 일시정지 상태로 표시하지 않음
isPaused: !widget.controller.isRunning && _specialAnimation == null,
isPaused:
!widget.controller.isRunning && _specialAnimation == null,
onPauseToggle: () async {
await widget.controller.togglePause();
setState(() {});
@@ -883,7 +883,8 @@ class _GamePlayScreenState extends State<GamePlayScreen>
// 치트 (디버그 모드)
cheatsEnabled: widget.controller.cheatsEnabled,
onCheatTask: () => widget.controller.loop?.cheatCompleteTask(),
onCheatQuest: () => widget.controller.loop?.cheatCompleteQuest(),
onCheatQuest: () =>
widget.controller.loop?.cheatCompleteQuest(),
onCheatPlot: () => widget.controller.loop?.cheatCompletePlot(),
),
// 사망 오버레이
@@ -935,132 +936,137 @@ class _GamePlayScreenState extends State<GamePlayScreen>
autofocus: true,
onKeyEvent: (node, event) => _handleKeyboardShortcut(event, context),
child: Scaffold(
backgroundColor: RetroColors.deepBrown,
appBar: AppBar(
backgroundColor: RetroColors.darkBrown,
title: Text(
L10n.of(context).progressQuestTitle(state.traits.name),
style: const TextStyle(
fontFamily: 'PressStart2P',
fontSize: 12,
color: RetroColors.gold,
),
),
actions: [
// 치트 버튼 (디버그용)
if (widget.controller.cheatsEnabled) ...[
IconButton(
icon: const Text('L+1'),
tooltip: L10n.of(context).levelUp,
onPressed: () => widget.controller.loop?.cheatCompleteTask(),
backgroundColor: RetroColors.deepBrown,
appBar: AppBar(
backgroundColor: RetroColors.darkBrown,
title: Text(
L10n.of(context).progressQuestTitle(state.traits.name),
style: const TextStyle(
fontFamily: 'PressStart2P',
fontSize: 12,
color: RetroColors.gold,
),
IconButton(
icon: const Text('Q!'),
tooltip: L10n.of(context).completeQuest,
onPressed: () => widget.controller.loop?.cheatCompleteQuest(),
),
IconButton(
icon: const Text('P!'),
tooltip: L10n.of(context).completePlot,
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),
tooltip: game_l10n.uiSettings,
onPressed: () => _showSettingsScreen(context),
),
],
),
body: Stack(
children: [
// 메인 게임 UI
Column(
children: [
// 상단: ASCII 애니메이션 + Task Progress (Phase 7: 고정 4색 팔레트)
TaskProgressPanel(
progress: state.progress,
speedMultiplier:
widget.controller.loop?.speedMultiplier ?? 1,
onSpeedCycle: () {
widget.controller.loop?.cycleSpeed();
setState(() {});
},
// 특수 애니메이션 중에는 일시정지 상태로 표시하지 않음
isPaused: !widget.controller.isRunning && _specialAnimation == null,
onPauseToggle: () async {
await widget.controller.togglePause();
setState(() {});
},
specialAnimation: _specialAnimation,
weaponName: state.equipment.weapon,
shieldName: state.equipment.shield,
characterLevel: state.traits.level,
monsterLevel: state.progress.currentTask.monsterLevel,
monsterGrade: state.progress.currentTask.monsterGrade,
latestCombatEvent:
state.progress.currentCombat?.recentEvents.lastOrNull,
raceId: state.traits.raceId,
actions: [
// 치트 버튼 (디버그용)
if (widget.controller.cheatsEnabled) ...[
IconButton(
icon: const Text('L+1'),
tooltip: L10n.of(context).levelUp,
onPressed: () =>
widget.controller.loop?.cheatCompleteTask(),
),
// 메인 3패널 영역
Expanded(
child: Row(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
// 좌측 패널: Character Sheet
Expanded(flex: 2, child: _buildCharacterPanel(state)),
// 중앙 패널: Equipment/Inventory
Expanded(flex: 3, child: _buildEquipmentPanel(state)),
// 우측 패널: Plot/Quest
Expanded(flex: 2, child: _buildQuestPanel(state)),
],
),
IconButton(
icon: const Text('Q!'),
tooltip: L10n.of(context).completeQuest,
onPressed: () =>
widget.controller.loop?.cheatCompleteQuest(),
),
IconButton(
icon: const Text('P!'),
tooltip: L10n.of(context).completePlot,
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),
tooltip: game_l10n.uiSettings,
onPressed: () => _showSettingsScreen(context),
),
],
),
body: Stack(
children: [
// 메인 게임 UI
Column(
children: [
// 상단: ASCII 애니메이션 + Task Progress (Phase 7: 고정 4색 팔레트)
TaskProgressPanel(
progress: state.progress,
speedMultiplier:
widget.controller.loop?.speedMultiplier ?? 1,
onSpeedCycle: () {
widget.controller.loop?.cycleSpeed();
setState(() {});
},
// 특수 애니메이션 중에는 일시정지 상태로 표시하지 않음
isPaused:
!widget.controller.isRunning &&
_specialAnimation == null,
onPauseToggle: () async {
await widget.controller.togglePause();
setState(() {});
},
specialAnimation: _specialAnimation,
weaponName: state.equipment.weapon,
shieldName: state.equipment.shield,
characterLevel: state.traits.level,
monsterLevel: state.progress.currentTask.monsterLevel,
monsterGrade: state.progress.currentTask.monsterGrade,
latestCombatEvent:
state.progress.currentCombat?.recentEvents.lastOrNull,
raceId: state.traits.raceId,
),
// Phase 4: 사망 오버레이 (Death Overlay)
if (state.isDead && state.deathInfo != null)
DeathOverlay(
deathInfo: state.deathInfo!,
traits: state.traits,
onResurrect: _handleResurrect,
isAutoResurrectEnabled: widget.controller.autoResurrect,
onToggleAutoResurrect: () {
widget.controller.setAutoResurrect(
!widget.controller.autoResurrect,
);
},
// 메인 3패널 영역
Expanded(
child: Row(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
// 좌측 패널: Character Sheet
Expanded(flex: 2, child: _buildCharacterPanel(state)),
// 중앙 패널: Equipment/Inventory
Expanded(flex: 3, child: _buildEquipmentPanel(state)),
// 우측 패널: Plot/Quest
Expanded(flex: 2, child: _buildQuestPanel(state)),
],
),
),
],
),
// 승리 오버레이 (게임 클리어)
if (widget.controller.isComplete)
VictoryOverlay(
traits: state.traits,
stats: state.stats,
progress: state.progress,
elapsedMs: state.skillSystem.elapsedMs,
onComplete: _handleVictoryComplete,
),
],
// Phase 4: 사망 오버레이 (Death Overlay)
if (state.isDead && state.deathInfo != null)
DeathOverlay(
deathInfo: state.deathInfo!,
traits: state.traits,
onResurrect: _handleResurrect,
isAutoResurrectEnabled: widget.controller.autoResurrect,
onToggleAutoResurrect: () {
widget.controller.setAutoResurrect(
!widget.controller.autoResurrect,
);
},
),
// 승리 오버레이 (게임 클리어)
if (widget.controller.isComplete)
VictoryOverlay(
traits: state.traits,
stats: state.stats,
progress: state.progress,
elapsedMs: state.skillSystem.elapsedMs,
onComplete: _handleVictoryComplete,
),
],
),
),
),
),
),
);
}
@@ -1159,7 +1165,8 @@ class _GamePlayScreenState extends State<GamePlayScreen>
state.progress.exp.position,
state.progress.exp.max,
Colors.blue,
tooltip: '${state.progress.exp.position} / ${state.progress.exp.max}',
tooltip:
'${state.progress.exp.position} / ${state.progress.exp.max}',
),
// 스킬 (Skills - SpellBook 기반)
@@ -1286,9 +1293,7 @@ class _GamePlayScreenState extends State<GamePlayScreen>
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 6),
decoration: const BoxDecoration(
color: RetroColors.darkBrown,
border: Border(
bottom: BorderSide(color: RetroColors.gold, width: 2),
),
border: Border(bottom: BorderSide(color: RetroColors.gold, width: 2)),
),
child: Text(
title.toUpperCase(),
@@ -1345,7 +1350,9 @@ class _GamePlayScreenState extends State<GamePlayScreen>
border: Border(
right: index < segmentCount - 1
? BorderSide(
color: RetroColors.panelBorderOuter.withValues(alpha: 0.3),
color: RetroColors.panelBorderOuter.withValues(
alpha: 0.3,
),
width: 1,
)
: BorderSide.none,
@@ -1478,7 +1485,11 @@ class _GamePlayScreenState extends State<GamePlayScreen>
padding: const EdgeInsets.symmetric(vertical: 2),
child: Row(
children: [
const Icon(Icons.monetization_on, size: 10, color: RetroColors.gold),
const Icon(
Icons.monetization_on,
size: 10,
color: RetroColors.gold,
),
const SizedBox(width: 4),
Expanded(
child: Text(
@@ -1568,7 +1579,9 @@ class _GamePlayScreenState extends State<GamePlayScreen>
Icon(
isCompleted
? Icons.check_box
: (isCurrent ? Icons.arrow_right : Icons.check_box_outline_blank),
: (isCurrent
? Icons.arrow_right
: Icons.check_box_outline_blank),
size: 12,
color: isCompleted
? RetroColors.expGreen
@@ -1583,7 +1596,9 @@ class _GamePlayScreenState extends State<GamePlayScreen>
fontSize: 8,
color: isCompleted
? RetroColors.textDisabled
: (isCurrent ? RetroColors.gold : RetroColors.textLight),
: (isCurrent
? RetroColors.gold
: RetroColors.textLight),
decoration: isCompleted
? TextDecoration.lineThrough
: TextDecoration.none,
@@ -1632,14 +1647,14 @@ class _GamePlayScreenState extends State<GamePlayScreen>
isCurrentQuest
? Icons.arrow_right
: (quest.isComplete
? Icons.check_box
: Icons.check_box_outline_blank),
? Icons.check_box
: Icons.check_box_outline_blank),
size: 12,
color: isCurrentQuest
? RetroColors.gold
: (quest.isComplete
? RetroColors.expGreen
: RetroColors.textDisabled),
? RetroColors.expGreen
: RetroColors.textDisabled),
),
const SizedBox(width: 4),
Expanded(
@@ -1651,8 +1666,8 @@ class _GamePlayScreenState extends State<GamePlayScreen>
color: isCurrentQuest
? RetroColors.gold
: (quest.isComplete
? RetroColors.textDisabled
: RetroColors.textLight),
? RetroColors.textDisabled
: RetroColors.textLight),
decoration: quest.isComplete
? TextDecoration.lineThrough
: TextDecoration.none,

View File

@@ -223,15 +223,14 @@ class GameSessionController extends ChangeNotifier {
notifyListeners();
}
Future<void> loadAndStart({
String? fileName,
}) async {
Future<void> loadAndStart({String? fileName}) async {
_status = GameSessionStatus.loading;
_error = null;
notifyListeners();
final (outcome, loaded, savedCheatsEnabled) =
await saveManager.loadState(fileName: fileName);
final (outcome, loaded, savedCheatsEnabled) = await saveManager.loadState(
fileName: fileName,
);
if (!outcome.success || loaded == null) {
_status = GameSessionStatus.error;
_error = outcome.error ?? 'Unknown error';
@@ -346,7 +345,9 @@ class GameSessionController extends ChangeNotifier {
combatStats: combatStats,
);
debugPrint('[HallOfFame] Entry created: ${entry.characterName} Lv.${entry.level}');
debugPrint(
'[HallOfFame] Entry created: ${entry.characterName} Lv.${entry.level}',
);
final success = await _hallOfFameStorage.addEntry(entry);
debugPrint('[HallOfFame] Storage save result: $success');

View File

@@ -247,74 +247,163 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
CombatEventType.playerAttack => (
BattlePhase.prepare,
event.isCritical,
false, false, false, false, false, false, false,
false,
false,
false,
false,
false,
false,
false,
),
// 스킬 사용 → prepare 페이즈부터 시작 + 스킬 이펙트
CombatEventType.playerSkill => (
BattlePhase.prepare,
event.isCritical,
false, false, true, false, false, false, false,
false,
false,
true,
false,
false,
false,
false,
),
// 몬스터 공격 → prepare 페이즈부터 시작
CombatEventType.monsterAttack => (
BattlePhase.prepare,
false, false, false, false, false, false, false, false,
false,
false,
false,
false,
false,
false,
false,
false,
),
// 블록 → hit 페이즈 + 블록 이펙트 + 텍스트
CombatEventType.playerBlock => (
BattlePhase.hit,
false, true, false, false, false, false, false, false,
false,
true,
false,
false,
false,
false,
false,
false,
),
// 패리 → hit 페이즈 + 패리 이펙트 + 텍스트
CombatEventType.playerParry => (
BattlePhase.hit,
false, false, true, false, false, false, false, false,
false,
false,
true,
false,
false,
false,
false,
false,
),
// 플레이어 회피 → recover 페이즈 + 회피 텍스트
CombatEventType.playerEvade => (
BattlePhase.recover,
false, false, false, false, true, false, false, false,
false,
false,
false,
false,
true,
false,
false,
false,
),
// 몬스터 회피 → idle 페이즈 + 미스 텍스트
CombatEventType.monsterEvade => (
BattlePhase.idle,
false, false, false, false, false, true, false, false,
false,
false,
false,
false,
false,
true,
false,
false,
),
// 회복/버프 → idle 페이즈 유지
CombatEventType.playerHeal => (
BattlePhase.idle,
false, false, false, false, false, false, false, false,
false,
false,
false,
false,
false,
false,
false,
false,
),
CombatEventType.playerBuff => (
BattlePhase.idle,
false, false, false, false, false, false, false, false,
false,
false,
false,
false,
false,
false,
false,
false,
),
// 디버프 적용 → idle 페이즈 + 디버프 텍스트
CombatEventType.playerDebuff => (
BattlePhase.idle,
false, false, false, false, false, false, true, false,
false,
false,
false,
false,
false,
false,
true,
false,
),
// DOT 틱 → attack 페이즈 + DOT 텍스트
CombatEventType.dotTick => (
BattlePhase.attack,
false, false, false, false, false, false, false, true,
false,
false,
false,
false,
false,
false,
false,
true,
),
// 물약 사용 → idle 페이즈 유지
CombatEventType.playerPotion => (
BattlePhase.idle,
false, false, false, false, false, false, false, false,
false,
false,
false,
false,
false,
false,
false,
false,
),
// 물약 드랍 → idle 페이즈 유지
CombatEventType.potionDrop => (
BattlePhase.idle,
false, false, false, false, false, false, false, false,
false,
false,
false,
false,
false,
false,
false,
false,
),
};
@@ -375,7 +464,8 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
// 특수 애니메이션 프레임 간격 계산 (200ms tick 기준)
// 예: resurrection 600ms → 600/200 = 3 tick마다 1 프레임
final frameInterval =
(specialAnimationFrameIntervals[_currentSpecialAnimation] ?? 200) ~/
(specialAnimationFrameIntervals[_currentSpecialAnimation] ??
200) ~/
200;
if (_specialTick >= frameInterval) {
_specialTick = 0;
@@ -576,9 +666,7 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
);
} else if (isSpecial) {
// 특수 애니메이션: 포지티브 색상 테두리
borderEffect = Border.all(
color: positiveColor.withValues(alpha: 0.5),
);
borderEffect = Border.all(color: positiveColor.withValues(alpha: 0.5));
}
return Container(

View File

@@ -44,9 +44,7 @@ class CarouselNavBar extends StatelessWidget {
),
decoration: BoxDecoration(
color: panelBg,
border: Border(
top: BorderSide(color: accent, width: 2),
),
border: Border(top: BorderSide(color: accent, width: 2)),
),
child: SizedBox(
height: 56,

View File

@@ -11,6 +11,15 @@ class CombatLogEntry {
final String message;
final DateTime timestamp;
final CombatLogType type;
/// JSON 직렬화 (배틀 로그 저장용)
Map<String, dynamic> toJson() {
return {
'message': message,
'timestamp': timestamp.toIso8601String(),
'type': type.name,
};
}
}
/// 로그 타입에 따른 스타일 구분

View File

@@ -70,20 +70,18 @@ class DeathOverlay extends StatelessWidget {
// 헤더 바
Container(
width: double.infinity,
padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 8),
padding: const EdgeInsets.symmetric(
horizontal: 12,
vertical: 8,
),
decoration: BoxDecoration(
color: hpColor.withValues(alpha: 0.3),
border: Border(
bottom: BorderSide(color: hpColor, width: 2),
),
border: Border(bottom: BorderSide(color: hpColor, width: 2)),
),
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Text(
'',
style: TextStyle(fontSize: 16, color: hpColor),
),
Text('', style: TextStyle(fontSize: 16, color: hpColor)),
const SizedBox(width: 8),
Text(
'GAME OVER',
@@ -95,10 +93,7 @@ class DeathOverlay extends StatelessWidget {
),
),
const SizedBox(width: 8),
Text(
'',
style: TextStyle(fontSize: 16, color: hpColor),
),
Text('', style: TextStyle(fontSize: 16, color: hpColor)),
],
),
),
@@ -107,49 +102,49 @@ class DeathOverlay extends StatelessWidget {
child: SingleChildScrollView(
padding: const EdgeInsets.all(16),
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
// 사망 타이틀
_buildDeathTitle(context),
const SizedBox(height: 16),
// 캐릭터 정보
_buildCharacterInfo(context),
const SizedBox(height: 16),
// 사망 원인
_buildDeathCause(context),
const SizedBox(height: 20),
// 구분선
_buildRetroDivider(hpColor, hpDark),
const SizedBox(height: 16),
// 상실 정보
_buildLossInfo(context),
// 전투 로그 (있는 경우만 표시)
if (deathInfo.lastCombatEvents.isNotEmpty) ...[
mainAxisSize: MainAxisSize.min,
children: [
// 사망 타이틀
_buildDeathTitle(context),
const SizedBox(height: 16),
// 캐릭터 정보
_buildCharacterInfo(context),
const SizedBox(height: 16),
// 사망 원인
_buildDeathCause(context),
const SizedBox(height: 20),
// 구분선
_buildRetroDivider(hpColor, hpDark),
const SizedBox(height: 8),
_buildCombatLog(context),
const SizedBox(height: 16),
// 상실 정보
_buildLossInfo(context),
// 전투 로그 (있는 경우만 표시)
if (deathInfo.lastCombatEvents.isNotEmpty) ...[
const SizedBox(height: 16),
_buildRetroDivider(hpColor, hpDark),
const SizedBox(height: 8),
_buildCombatLog(context),
],
const SizedBox(height: 24),
// 부활 버튼
_buildResurrectButton(context),
// 자동 부활 버튼
if (onToggleAutoResurrect != null) ...[
const SizedBox(height: 12),
_buildAutoResurrectButton(context),
],
],
const SizedBox(height: 24),
// 부활 버튼
_buildResurrectButton(context),
// 자동 부활 버튼
if (onToggleAutoResurrect != null) ...[
const SizedBox(height: 12),
_buildAutoResurrectButton(context),
],
],
),
),
),
),
],
),
),
@@ -264,10 +259,7 @@ class DeathOverlay extends StatelessWidget {
child: Row(
mainAxisSize: MainAxisSize.min,
children: [
Text(
'',
style: TextStyle(fontSize: 14, color: hpColor),
),
Text('', style: TextStyle(fontSize: 14, color: hpColor)),
const SizedBox(width: 8),
Flexible(
child: Text(
@@ -309,16 +301,11 @@ class DeathOverlay extends StatelessWidget {
padding: const EdgeInsets.all(10),
decoration: BoxDecoration(
color: hpDark.withValues(alpha: 0.2),
border: Border.all(
color: hpColor.withValues(alpha: 0.4),
),
border: Border.all(color: hpColor.withValues(alpha: 0.4)),
),
child: Row(
children: [
const Text(
'🔥',
style: TextStyle(fontSize: 16),
),
const Text('🔥', style: TextStyle(fontSize: 16)),
const SizedBox(width: 8),
Expanded(
child: Column(
@@ -383,10 +370,7 @@ class DeathOverlay extends StatelessWidget {
children: [
Row(
children: [
Text(
asciiIcon,
style: TextStyle(fontSize: 14, color: valueColor),
),
Text(asciiIcon, style: TextStyle(fontSize: 14, color: valueColor)),
const SizedBox(width: 8),
Text(
label,
@@ -433,14 +417,8 @@ class DeathOverlay extends StatelessWidget {
border: Border(
top: BorderSide(color: expColor, width: 3),
left: BorderSide(color: expColor, width: 3),
bottom: BorderSide(
color: expDark.withValues(alpha: 0.8),
width: 3,
),
right: BorderSide(
color: expDark.withValues(alpha: 0.8),
width: 3,
),
bottom: BorderSide(color: expDark.withValues(alpha: 0.8), width: 3),
right: BorderSide(color: expDark.withValues(alpha: 0.8), width: 3),
),
),
child: Row(
@@ -478,7 +456,9 @@ class DeathOverlay extends StatelessWidget {
// 활성화 상태에 따른 색상
final buttonColor = isAutoResurrectEnabled ? mpColor : muted;
final buttonDark = isAutoResurrectEnabled ? mpDark : muted.withValues(alpha: 0.5);
final buttonDark = isAutoResurrectEnabled
? mpDark
: muted.withValues(alpha: 0.5);
return GestureDetector(
onTap: onToggleAutoResurrect,
@@ -551,10 +531,7 @@ class DeathOverlay extends StatelessWidget {
children: [
Row(
children: [
const Text(
'📜',
style: TextStyle(fontSize: 12),
),
const Text('📜', style: TextStyle(fontSize: 12)),
const SizedBox(width: 6),
Text(
l10n.deathCombatLog.toUpperCase(),
@@ -595,10 +572,7 @@ class DeathOverlay extends StatelessWidget {
padding: const EdgeInsets.symmetric(vertical: 1),
child: Row(
children: [
Text(
asciiIcon,
style: TextStyle(fontSize: 10, color: color),
),
Text(asciiIcon, style: TextStyle(fontSize: 10, color: color)),
const SizedBox(width: 4),
Expanded(
child: Text(

View File

@@ -645,10 +645,12 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
// 몬스터 등급에 따른 접두사와 색상
final grade = widget.monsterGrade;
final isKillTask = widget.progress.currentTask.type == TaskType.kill;
final gradePrefix =
(isKillTask && grade != null) ? grade.displayPrefix : '';
final gradeColor =
(isKillTask && grade != null) ? grade.displayColor : null;
final gradePrefix = (isKillTask && grade != null)
? grade.displayPrefix
: '';
final gradeColor = (isKillTask && grade != null)
? grade.displayColor
: null;
return Column(
children: [

View File

@@ -46,14 +46,14 @@ class _HelpDialogState extends State<HelpDialog>
final title = isKorean
? '도움말'
: isJapanese
? 'ヘルプ'
: 'Help';
? 'ヘルプ'
: 'Help';
final tabs = isKorean
? ['기본', '전투', '스킬', 'UI']
: isJapanese
? ['基本', '戦闘', 'スキル', 'UI']
: ['Basics', 'Combat', 'Skills', 'UI'];
? ['基本', '戦闘', 'スキル', 'UI']
: ['Basics', 'Combat', 'Skills', 'UI'];
// 도움말은 MP 블루 색상 사용 (테마 인식)
final mpColor = RetroColors.mpOf(context);
@@ -75,22 +75,10 @@ class _HelpDialogState extends State<HelpDialog>
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,
),
_BasicsHelpView(isKorean: isKorean, isJapanese: isJapanese),
_CombatHelpView(isKorean: isKorean, isJapanese: isJapanese),
_SkillsHelpView(isKorean: isKorean, isJapanese: isJapanese),
_UIHelpView(isKorean: isKorean, isJapanese: isJapanese),
],
),
),
@@ -102,10 +90,7 @@ class _HelpDialogState extends State<HelpDialog>
/// 기본 도움말 뷰
class _BasicsHelpView extends StatelessWidget {
const _BasicsHelpView({
required this.isKorean,
required this.isJapanese,
});
const _BasicsHelpView({required this.isKorean, required this.isJapanese});
final bool isKorean;
final bool isJapanese;
@@ -120,16 +105,16 @@ class _BasicsHelpView extends StatelessWidget {
title: isKorean
? '게임 소개'
: isJapanese
? 'ゲーム紹介'
: 'About the Game',
? '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.'
'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.',
? '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: 12),
_HelpSection(
@@ -137,22 +122,22 @@ class _BasicsHelpView extends StatelessWidget {
title: isKorean
? '진행 방식'
: isJapanese
? '進行方式'
: 'Progression',
? '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'
'• 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',
? '• 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: 12),
_HelpSection(
@@ -160,16 +145,16 @@ class _BasicsHelpView extends StatelessWidget {
title: isKorean
? '저장'
: isJapanese
? 'セーブ'
: 'Saving',
? '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.'
'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.',
? '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.',
),
],
);
@@ -178,10 +163,7 @@ class _BasicsHelpView extends StatelessWidget {
/// 전투 도움말 뷰
class _CombatHelpView extends StatelessWidget {
const _CombatHelpView({
required this.isKorean,
required this.isJapanese,
});
const _CombatHelpView({required this.isKorean, required this.isJapanese});
final bool isKorean;
final bool isJapanese;
@@ -196,16 +178,16 @@ class _CombatHelpView extends StatelessWidget {
title: isKorean
? '전투 시스템'
: isJapanese
? '戦闘システム'
: 'Combat System',
? '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.'
'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.',
? '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: 12),
_HelpSection(
@@ -213,22 +195,22 @@ class _CombatHelpView extends StatelessWidget {
title: isKorean
? '방어 메카닉'
: isJapanese
? '防御メカニック'
: 'Defense Mechanics',
? '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'
'• 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',
? '• 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: 12),
_HelpSection(
@@ -236,16 +218,16 @@ class _CombatHelpView extends StatelessWidget {
title: isKorean
? '사망과 부활'
: isJapanese
? '死亡と復活'
: 'Death & Revival',
? '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.'
'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.',
? '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.',
),
],
);
@@ -254,10 +236,7 @@ class _CombatHelpView extends StatelessWidget {
/// 스킬 도움말 뷰
class _SkillsHelpView extends StatelessWidget {
const _SkillsHelpView({
required this.isKorean,
required this.isJapanese,
});
const _SkillsHelpView({required this.isKorean, required this.isJapanese});
final bool isKorean;
final bool isJapanese;
@@ -272,25 +251,25 @@ class _SkillsHelpView extends StatelessWidget {
title: isKorean
? '스킬 종류'
: isJapanese
? 'スキル種類'
: 'Skill Types',
? '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'
'• 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',
? '• 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: 12),
_HelpSection(
@@ -298,25 +277,25 @@ class _SkillsHelpView extends StatelessWidget {
title: isKorean
? '자동 스킬 선택'
: isJapanese
? '自動スキル選択'
: 'Auto Skill Selection',
? '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'
'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',
? '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: 12),
_HelpSection(
@@ -324,25 +303,25 @@ class _SkillsHelpView extends StatelessWidget {
title: isKorean
? '스킬 랭크'
: isJapanese
? 'スキルランク'
: 'Skill Ranks',
? '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.'
'• 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.',
? '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.',
),
],
);
@@ -351,10 +330,7 @@ class _SkillsHelpView extends StatelessWidget {
/// UI 도움말 뷰
class _UIHelpView extends StatelessWidget {
const _UIHelpView({
required this.isKorean,
required this.isJapanese,
});
const _UIHelpView({required this.isKorean, required this.isJapanese});
final bool isKorean;
final bool isJapanese;
@@ -369,22 +345,22 @@ class _UIHelpView extends StatelessWidget {
title: isKorean
? '화면 구성'
: isJapanese
? '画面構成'
: 'Screen Layout',
? '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'
'• 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',
? '• 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: 12),
_HelpSection(
@@ -392,25 +368,25 @@ class _UIHelpView extends StatelessWidget {
title: isKorean
? '속도 조절'
: isJapanese
? '速度調整'
: 'Speed Control',
? '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'
'• 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',
? '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: 12),
_HelpSection(
@@ -418,16 +394,16 @@ class _UIHelpView extends StatelessWidget {
title: isKorean
? '일시정지'
: isJapanese
? '一時停止'
: 'Pause',
? '一時停止'
: 'Pause',
content: isKorean
? '일시정지 버튼으로 게임을 멈출 수 있습니다. '
'일시정지 중에도 UI를 확인하고 설정을 변경할 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.',
? '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: 12),
_HelpSection(
@@ -435,16 +411,16 @@ class _UIHelpView extends StatelessWidget {
title: isKorean
? '통계'
: isJapanese
? '統計'
: 'Statistics',
? '統計'
: 'Statistics',
content: isKorean
? '통계 버튼에서 현재 세션과 누적 게임 통계를 확인할 수 있습니다. '
'처치한 몬스터, 획득 골드, 플레이 시간 등을 추적합니다.'
'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.',
? '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.',
),
],
);

View File

@@ -223,11 +223,15 @@ class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
// 플래시 색상 (데미지=빨강, 회복=녹색)
final flashColor = isDamage
? RetroColors.hpRed.withValues(alpha: flashController.value * 0.4)
: RetroColors.expGreen.withValues(alpha: flashController.value * 0.4);
: RetroColors.expGreen.withValues(
alpha: flashController.value * 0.4,
);
// 위험 깜빡임 배경
final lowBgColor = isLow
? RetroColors.hpRed.withValues(alpha: (1 - _blinkAnimation.value) * 0.3)
? RetroColors.hpRed.withValues(
alpha: (1 - _blinkAnimation.value) * 0.3,
)
: Colors.transparent;
return Container(
@@ -263,7 +267,9 @@ class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
fontFamily: 'PressStart2P',
fontSize: 8,
fontWeight: FontWeight.bold,
color: isDamage ? RetroColors.hpRed : RetroColors.expGreen,
color: isDamage
? RetroColors.hpRed
: RetroColors.expGreen,
shadows: const [
Shadow(color: Colors.black, blurRadius: 3),
Shadow(color: Colors.black, blurRadius: 6),
@@ -314,10 +320,7 @@ class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
height: 12,
decoration: BoxDecoration(
color: emptyColor.withValues(alpha: 0.3),
border: Border.all(
color: RetroColors.panelBorderOuter,
width: 1,
),
border: Border.all(color: RetroColors.panelBorderOuter, width: 1),
),
child: Row(
children: List.generate(segmentCount, (index) {
@@ -331,8 +334,9 @@ class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
border: Border(
right: index < segmentCount - 1
? BorderSide(
color: RetroColors.panelBorderOuter
.withValues(alpha: 0.3),
color: RetroColors.panelBorderOuter.withValues(
alpha: 0.3,
),
width: 1,
)
: BorderSide.none,
@@ -420,8 +424,9 @@ class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
decoration: BoxDecoration(
color: isFilled
? RetroColors.gold
: RetroColors.panelBorderOuter
.withValues(alpha: 0.3),
: RetroColors.panelBorderOuter.withValues(
alpha: 0.3,
),
border: Border(
right: index < segmentCount - 1
? BorderSide(

View File

@@ -119,7 +119,10 @@ class _NotificationCard extends StatelessWidget {
@override
Widget build(BuildContext context) {
final (accentColor, icon, asciiIcon) = _getStyleForType(context, notification.type);
final (accentColor, icon, asciiIcon) = _getStyleForType(
context,
notification.type,
);
final panelBg = RetroColors.panelBgOf(context);
final borderColor = RetroColors.borderOf(context);
final surface = RetroColors.surfaceOf(context);
@@ -260,8 +263,16 @@ class _NotificationCard extends StatelessWidget {
NotificationType.levelUp => (gold, Icons.arrow_upward, ''),
NotificationType.questComplete => (exp, Icons.check, ''),
NotificationType.actComplete => (mp, Icons.flag, ''),
NotificationType.newSpell => (const Color(0xFF9966FF), Icons.auto_fix_high, ''),
NotificationType.newEquipment => (const Color(0xFFFF9933), Icons.shield, ''),
NotificationType.newSpell => (
const Color(0xFF9966FF),
Icons.auto_fix_high,
'',
),
NotificationType.newEquipment => (
const Color(0xFFFF9933),
Icons.shield,
'',
),
NotificationType.bossDefeat => (hp, Icons.whatshot, ''),
NotificationType.gameSaved => (exp, Icons.save, '💾'),
NotificationType.info => (mp, Icons.info_outline, ''),

View File

@@ -25,10 +25,8 @@ class StatisticsDialog extends StatefulWidget {
return showDialog(
context: context,
barrierColor: Colors.black87,
builder: (_) => StatisticsDialog(
session: session,
cumulative: cumulative,
),
builder: (_) =>
StatisticsDialog(session: session, cumulative: cumulative),
);
}
@@ -60,14 +58,14 @@ class _StatisticsDialogState extends State<StatisticsDialog>
final title = isKorean
? '통계'
: isJapanese
? '統計'
: 'Statistics';
? '統計'
: 'Statistics';
final tabs = isKorean
? ['세션', '누적']
: isJapanese
? ['セッション', '累積']
: ['Session', 'Total'];
? ['セッション', '累積']
: ['Session', 'Total'];
return RetroDialog(
title: title,
@@ -117,40 +115,40 @@ class _SessionStatisticsView extends StatelessWidget {
title: isKorean
? '전투'
: isJapanese
? '戦闘'
: 'Combat',
? '戦闘'
: 'Combat',
icon: '',
items: [
_StatItem(
label: isKorean
? '플레이 시간'
: isJapanese
? 'プレイ時間'
: 'Play Time',
? 'プレイ時間'
: 'Play Time',
value: stats.formattedPlayTime,
),
_StatItem(
label: isKorean
? '처치한 몬스터'
: isJapanese
? '倒したモンスター'
: 'Monsters Killed',
? '倒したモンスター'
: 'Monsters Killed',
value: _formatNumber(stats.monstersKilled),
),
_StatItem(
label: isKorean
? '보스 처치'
: isJapanese
? 'ボス討伐'
: 'Bosses Defeated',
? 'ボス討伐'
: 'Bosses Defeated',
value: _formatNumber(stats.bossesDefeated),
),
_StatItem(
label: isKorean
? '사망 횟수'
: isJapanese
? '死亡回数'
: 'Deaths',
? '死亡回数'
: 'Deaths',
value: _formatNumber(stats.deathCount),
),
],
@@ -160,32 +158,32 @@ class _SessionStatisticsView extends StatelessWidget {
title: isKorean
? '데미지'
: isJapanese
? 'ダメージ'
: 'Damage',
? 'ダメージ'
: 'Damage',
icon: '',
items: [
_StatItem(
label: isKorean
? '입힌 데미지'
: isJapanese
? '与えたダメージ'
: 'Damage Dealt',
? '与えたダメージ'
: 'Damage Dealt',
value: _formatNumber(stats.totalDamageDealt),
),
_StatItem(
label: isKorean
? '받은 데미지'
: isJapanese
? '受けたダメージ'
: 'Damage Taken',
? '受けたダメージ'
: 'Damage Taken',
value: _formatNumber(stats.totalDamageTaken),
),
_StatItem(
label: isKorean
? '평균 DPS'
: isJapanese
? '平均DPS'
: 'Average DPS',
? '平均DPS'
: 'Average DPS',
value: stats.averageDps.toStringAsFixed(1),
),
],
@@ -195,40 +193,40 @@ class _SessionStatisticsView extends StatelessWidget {
title: isKorean
? '스킬'
: isJapanese
? 'スキル'
: 'Skills',
? 'スキル'
: 'Skills',
icon: '',
items: [
_StatItem(
label: isKorean
? '스킬 사용'
: isJapanese
? 'スキル使用'
: 'Skills Used',
? 'スキル使用'
: 'Skills Used',
value: _formatNumber(stats.skillsUsed),
),
_StatItem(
label: isKorean
? '크리티컬 히트'
: isJapanese
? 'クリティカルヒット'
: 'Critical Hits',
? 'クリティカルヒット'
: 'Critical Hits',
value: _formatNumber(stats.criticalHits),
),
_StatItem(
label: isKorean
? '최대 연속 크리티컬'
: isJapanese
? '最大連続クリティカル'
: 'Max Critical Streak',
? '最大連続クリティカル'
: 'Max Critical Streak',
value: _formatNumber(stats.maxCriticalStreak),
),
_StatItem(
label: isKorean
? '크리티컬 비율'
: isJapanese
? 'クリティカル率'
: 'Critical Rate',
? 'クリティカル率'
: 'Critical Rate',
value: '${(stats.criticalRate * 100).toStringAsFixed(1)}%',
),
],
@@ -238,40 +236,40 @@ class _SessionStatisticsView extends StatelessWidget {
title: isKorean
? '경제'
: isJapanese
? '経済'
: 'Economy',
? '経済'
: 'Economy',
icon: '💰',
items: [
_StatItem(
label: isKorean
? '획득 골드'
: isJapanese
? '獲得ゴールド'
: 'Gold Earned',
? '獲得ゴールド'
: 'Gold Earned',
value: _formatNumber(stats.goldEarned),
),
_StatItem(
label: isKorean
? '소비 골드'
: isJapanese
? '消費ゴールド'
: 'Gold Spent',
? '消費ゴールド'
: 'Gold Spent',
value: _formatNumber(stats.goldSpent),
),
_StatItem(
label: isKorean
? '판매 아이템'
: isJapanese
? '売却アイテム'
: 'Items Sold',
? '売却アイテム'
: 'Items Sold',
value: _formatNumber(stats.itemsSold),
),
_StatItem(
label: isKorean
? '물약 사용'
: isJapanese
? 'ポーション使用'
: 'Potions Used',
? 'ポーション使用'
: 'Potions Used',
value: _formatNumber(stats.potionsUsed),
),
],
@@ -281,24 +279,24 @@ class _SessionStatisticsView extends StatelessWidget {
title: isKorean
? '진행'
: isJapanese
? '進行'
: 'Progress',
? '進行'
: 'Progress',
icon: '',
items: [
_StatItem(
label: isKorean
? '레벨업'
: isJapanese
? 'レベルアップ'
: 'Level Ups',
? 'レベルアップ'
: 'Level Ups',
value: _formatNumber(stats.levelUps),
),
_StatItem(
label: isKorean
? '완료한 퀘스트'
: isJapanese
? '完了したクエスト'
: 'Quests Completed',
? '完了したクエスト'
: 'Quests Completed',
value: _formatNumber(stats.questsCompleted),
),
],
@@ -326,16 +324,16 @@ class _CumulativeStatisticsView extends StatelessWidget {
title: isKorean
? '기록'
: isJapanese
? '記録'
: 'Records',
? '記録'
: 'Records',
icon: '🏆',
items: [
_StatItem(
label: isKorean
? '최고 레벨'
: isJapanese
? '最高レベル'
: 'Highest Level',
? '最高レベル'
: 'Highest Level',
value: _formatNumber(stats.highestLevel),
highlight: true,
),
@@ -343,8 +341,8 @@ class _CumulativeStatisticsView extends StatelessWidget {
label: isKorean
? '최대 보유 골드'
: isJapanese
? '最大所持ゴールド'
: 'Highest Gold Held',
? '最大所持ゴールド'
: 'Highest Gold Held',
value: _formatNumber(stats.highestGoldHeld),
highlight: true,
),
@@ -352,8 +350,8 @@ class _CumulativeStatisticsView extends StatelessWidget {
label: isKorean
? '최고 연속 크리티컬'
: isJapanese
? '最高連続クリティカル'
: 'Best Critical Streak',
? '最高連続クリティカル'
: 'Best Critical Streak',
value: _formatNumber(stats.bestCriticalStreak),
highlight: true,
),
@@ -364,40 +362,40 @@ class _CumulativeStatisticsView extends StatelessWidget {
title: isKorean
? '총 플레이'
: isJapanese
? '総プレイ'
: 'Total Play',
? '総プレイ'
: 'Total Play',
icon: '',
items: [
_StatItem(
label: isKorean
? '총 플레이 시간'
: isJapanese
? '総プレイ時間'
: 'Total Play Time',
? '総プレイ時間'
: 'Total Play Time',
value: stats.formattedTotalPlayTime,
),
_StatItem(
label: isKorean
? '시작한 게임'
: isJapanese
? '開始したゲーム'
: 'Games Started',
? '開始したゲーム'
: 'Games Started',
value: _formatNumber(stats.gamesStarted),
),
_StatItem(
label: isKorean
? '클리어한 게임'
: isJapanese
? 'クリアしたゲーム'
: 'Games Completed',
? 'クリアしたゲーム'
: 'Games Completed',
value: _formatNumber(stats.gamesCompleted),
),
_StatItem(
label: isKorean
? '클리어율'
: isJapanese
? 'クリア率'
: 'Completion Rate',
? 'クリア率'
: 'Completion Rate',
value: '${(stats.completionRate * 100).toStringAsFixed(1)}%',
),
],
@@ -407,40 +405,40 @@ class _CumulativeStatisticsView extends StatelessWidget {
title: isKorean
? '총 전투'
: isJapanese
? '総戦闘'
: 'Total Combat',
? '総戦闘'
: 'Total Combat',
icon: '',
items: [
_StatItem(
label: isKorean
? '처치한 몬스터'
: isJapanese
? '倒したモンスター'
: 'Monsters Killed',
? '倒したモンスター'
: 'Monsters Killed',
value: _formatNumber(stats.totalMonstersKilled),
),
_StatItem(
label: isKorean
? '보스 처치'
: isJapanese
? 'ボス討伐'
: 'Bosses Defeated',
? 'ボス討伐'
: 'Bosses Defeated',
value: _formatNumber(stats.totalBossesDefeated),
),
_StatItem(
label: isKorean
? '총 사망'
: isJapanese
? '総死亡'
: 'Total Deaths',
? '総死亡'
: 'Total Deaths',
value: _formatNumber(stats.totalDeaths),
),
_StatItem(
label: isKorean
? '총 레벨업'
: isJapanese
? '総レベルアップ'
: 'Total Level Ups',
? '総レベルアップ'
: 'Total Level Ups',
value: _formatNumber(stats.totalLevelUps),
),
],
@@ -450,24 +448,24 @@ class _CumulativeStatisticsView extends StatelessWidget {
title: isKorean
? '총 데미지'
: isJapanese
? '総ダメージ'
: 'Total Damage',
? '総ダメージ'
: 'Total Damage',
icon: '',
items: [
_StatItem(
label: isKorean
? '입힌 데미지'
: isJapanese
? '与えたダメージ'
: 'Damage Dealt',
? '与えたダメージ'
: 'Damage Dealt',
value: _formatNumber(stats.totalDamageDealt),
),
_StatItem(
label: isKorean
? '받은 데미지'
: isJapanese
? '受けたダメージ'
: 'Damage Taken',
? '受けたダメージ'
: 'Damage Taken',
value: _formatNumber(stats.totalDamageTaken),
),
],
@@ -477,24 +475,24 @@ class _CumulativeStatisticsView extends StatelessWidget {
title: isKorean
? '총 스킬'
: isJapanese
? '総スキル'
: 'Total Skills',
? '総スキル'
: 'Total Skills',
icon: '',
items: [
_StatItem(
label: isKorean
? '스킬 사용'
: isJapanese
? 'スキル使用'
: 'Skills Used',
? 'スキル使用'
: 'Skills Used',
value: _formatNumber(stats.totalSkillsUsed),
),
_StatItem(
label: isKorean
? '크리티컬 히트'
: isJapanese
? 'クリティカルヒット'
: 'Critical Hits',
? 'クリティカルヒット'
: 'Critical Hits',
value: _formatNumber(stats.totalCriticalHits),
),
],
@@ -504,48 +502,48 @@ class _CumulativeStatisticsView extends StatelessWidget {
title: isKorean
? '총 경제'
: isJapanese
? '総経済'
: 'Total Economy',
? '総経済'
: 'Total Economy',
icon: '💰',
items: [
_StatItem(
label: isKorean
? '획득 골드'
: isJapanese
? '獲得ゴールド'
: 'Gold Earned',
? '獲得ゴールド'
: 'Gold Earned',
value: _formatNumber(stats.totalGoldEarned),
),
_StatItem(
label: isKorean
? '소비 골드'
: isJapanese
? '消費ゴールド'
: 'Gold Spent',
? '消費ゴールド'
: 'Gold Spent',
value: _formatNumber(stats.totalGoldSpent),
),
_StatItem(
label: isKorean
? '판매 아이템'
: isJapanese
? '売却アイテム'
: 'Items Sold',
? '売却アイテム'
: 'Items Sold',
value: _formatNumber(stats.totalItemsSold),
),
_StatItem(
label: isKorean
? '물약 사용'
: isJapanese
? 'ポーション使用'
: 'Potions Used',
? 'ポーション使用'
: 'Potions Used',
value: _formatNumber(stats.totalPotionsUsed),
),
_StatItem(
label: isKorean
? '완료 퀘스트'
: isJapanese
? '完了クエスト'
: 'Quests Completed',
? '完了クエスト'
: 'Quests Completed',
value: _formatNumber(stats.totalQuestsCompleted),
),
],

View File

@@ -92,9 +92,7 @@ class TaskProgressPanel extends StatelessWidget {
children: [
_buildPauseButton(context),
const SizedBox(width: 8),
Expanded(
child: _buildStatusMessage(context),
),
Expanded(child: _buildStatusMessage(context)),
const SizedBox(width: 8),
_buildSpeedButton(context),
],
@@ -162,10 +160,12 @@ class TaskProgressPanel extends StatelessWidget {
// 몬스터 등급에 따른 접두사와 색상
final grade = monsterGrade;
final isKillTask = progress.currentTask.type == TaskType.kill;
final gradePrefix =
(isKillTask && grade != null) ? grade.displayPrefix : '';
final gradeColor =
(isKillTask && grade != null) ? grade.displayColor : null;
final gradePrefix = (isKillTask && grade != null)
? grade.displayPrefix
: '';
final gradeColor = (isKillTask && grade != null)
? grade.displayColor
: null;
return Text.rich(
TextSpan(
@@ -173,10 +173,7 @@ class TaskProgressPanel extends StatelessWidget {
if (gradePrefix.isNotEmpty)
TextSpan(
text: gradePrefix,
style: TextStyle(
color: gradeColor,
fontWeight: FontWeight.bold,
),
style: TextStyle(color: gradeColor, fontWeight: FontWeight.bold),
),
TextSpan(
text: message,

View File

@@ -52,9 +52,10 @@ class _VictoryOverlayState extends State<VictoryOverlay>
vsync: this,
);
_scrollAnimation = Tween<double>(begin: 0.0, end: 1.0).animate(
CurvedAnimation(parent: _scrollController, curve: Curves.linear),
);
_scrollAnimation = Tween<double>(
begin: 0.0,
end: 1.0,
).animate(CurvedAnimation(parent: _scrollController, curve: Curves.linear));
// 스크롤 완료 시 버튼 표시 (자동 종료하지 않음)
_scrollController.addStatusListener((status) {
@@ -380,26 +381,43 @@ class _VictoryOverlayState extends State<VictoryOverlay>
final hours = playTime.inHours;
final minutes = playTime.inMinutes % 60;
final seconds = playTime.inSeconds % 60;
final playTimeStr = '${hours.toString().padLeft(2, '0')}:'
final playTimeStr =
'${hours.toString().padLeft(2, '0')}:'
'${minutes.toString().padLeft(2, '0')}:'
'${seconds.toString().padLeft(2, '0')}';
return Column(
children: [
_buildStatLine(l10n.endingMonstersSlain,
'${widget.progress.monstersKilled}', textPrimary, exp),
const SizedBox(height: 8),
_buildStatLine(l10n.endingQuestsCompleted,
'${widget.progress.questCount}', textPrimary, exp),
_buildStatLine(
l10n.endingMonstersSlain,
'${widget.progress.monstersKilled}',
textPrimary,
exp,
),
const SizedBox(height: 8),
_buildStatLine(
l10n.endingPlayTime, playTimeStr, textPrimary, textPrimary),
l10n.endingQuestsCompleted,
'${widget.progress.questCount}',
textPrimary,
exp,
),
const SizedBox(height: 8),
_buildStatLine(
l10n.endingPlayTime,
playTimeStr,
textPrimary,
textPrimary,
),
],
);
}
Widget _buildStatLine(
String label, String value, Color labelColor, Color valueColor) {
String label,
String value,
Color labelColor,
Color valueColor,
) {
return Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [