feat(ui): HP/MP 바 개선 및 전투 시스템 UI 업데이트

- HP/MP 변화 시 플래시 효과 및 변화량 표시 추가
- 전투 중 몬스터 HP 바 표시 기능 추가
- 몬스터 HP 바 Row 오버플로우 버그 수정 (Flexible 적용)
- 전투 상태 및 이벤트 모델 개선
- 캐릭터 애니메이션 및 전투 컴포저 업데이트
This commit is contained in:
JiWoong Sul
2025-12-18 18:10:22 +09:00
parent 45147da5ec
commit cf8fdaecde
14 changed files with 1220 additions and 153 deletions

View File

@@ -93,22 +93,29 @@ class BattleComposer {
_overlaySpriteWithSpaces(canvas, normalizedChar, charX, charY);
// 4. 몬스터 프레임 (정규화하여 오른쪽 정렬)
// idle 프레임 기준 너비로 정렬하여 hit/alert 시 위치 이동 방지
final monsterRefWidth = _getMonsterReferenceWidth(monsterCategory, monsterSize);
final monsterFrames =
_getAnimatedMonsterFrames(monsterCategory, monsterSize, phase);
final monsterFrame = monsterFrames[subFrame % monsterFrames.length];
final normalizedMonster = _normalizeSpriteRight(monsterFrame, monsterWidth);
final normalizedMonster = _normalizeSpriteRight(
monsterFrame,
monsterWidth,
referenceWidth: monsterRefWidth,
);
final monsterX = frameWidth - monsterWidth;
// 바닥 레이어(Y=7) 위에 서있도록 -1
final monsterY = frameHeight - normalizedMonster.length - 1;
_overlaySpriteWithSpaces(canvas, normalizedMonster, monsterX, monsterY);
// 몬스터는 경계 내 완전 렌더링 (내부 공백에 배경이 비치지 않도록)
_overlaySpriteWithBounds(canvas, normalizedMonster, monsterX, monsterY);
// 5. 멀티라인 이펙트 오버레이 (공격/히트 페이즈)
if (phase == BattlePhase.attack || phase == BattlePhase.hit) {
final effect = getWeaponEffect(weaponCategory);
final effectLines = _getEffectLines(effect, phase, subFrame);
if (effectLines.isNotEmpty) {
// 이펙트 Y 위치: 캐릭터 높이 (2번째 줄, 몸통) 기준
final effectY = charY + 1;
// 이펙트 Y 위치: 캐릭터 머리 높이 (1번째 줄) 기준 - 수정됨
final effectY = charY;
// 이펙트 X 위치: 캐릭터 오른쪽에 붙여서 표시
final effectX = charX + 6;
for (var i = 0; i < effectLines.length; i++) {
@@ -129,16 +136,64 @@ class BattleComposer {
return sprite.map((line) => line.padRight(width).substring(0, width)).toList();
}
/// 스프라이트를 지정 폭으로 정규화 (오른쪽 정렬)
List<String> _normalizeSpriteRight(List<String> sprite, int width) {
return sprite.map((line) {
final trimmed = line.trimRight();
if (trimmed.length >= width) return trimmed.substring(0, width);
return trimmed.padLeft(width);
/// 스프라이트를 지정 폭으로 정규화 (오른쪽 정렬, 전체 스프라이트 기준)
///
/// 모든 줄을 동일한 기준점에서 오른쪽 정렬하여
/// 머리와 몸통이 분리되지 않도록 함
///
/// [referenceWidth] 지정 시 해당 너비를 기준으로 정렬 (idle/hit 프레임 일관성용)
List<String> _normalizeSpriteRight(
List<String> sprite,
int width, {
int? referenceWidth,
}) {
// 1. 각 줄의 실제 너비(오른쪽 공백 제외) 계산
final trimmedLines = sprite.map((line) => line.trimRight()).toList();
// 2. 기준 너비 결정 (referenceWidth 있으면 사용, 없으면 현재 스프라이트 기준)
int maxLineWidth;
if (referenceWidth != null) {
maxLineWidth = referenceWidth;
} else {
maxLineWidth = 0;
for (final line in trimmedLines) {
if (line.length > maxLineWidth) {
maxLineWidth = line.length;
}
}
}
// 3. 전체 스프라이트를 오른쪽 정렬 (width 기준)
// 모든 줄에 동일한 왼쪽 패딩 적용
final leftPadding = width - maxLineWidth;
final paddingStr = leftPadding > 0 ? ' ' * leftPadding : '';
return trimmedLines.map((line) {
// 각 줄을 왼쪽에 공통 패딩 추가 후 width로 자르기
final paddedLine = paddingStr + line;
if (paddedLine.length > width) {
return paddedLine.substring(paddedLine.length - width);
}
return paddedLine.padRight(width);
}).toList();
}
/// 스프라이트를 캔버스에 오버레이 (공백도 덮어쓰기 - Z-order용)
/// 몬스터 스프라이트의 기준 너비 계산 (idle 프레임 기준)
int _getMonsterReferenceWidth(MonsterCategory category, MonsterSize size) {
final idleFrames = _getMonsterIdleFrames(category, size);
int maxWidth = 0;
for (final frame in idleFrames) {
for (final line in frame) {
final trimmedLength = line.trimRight().length;
if (trimmedLength > maxWidth) {
maxWidth = trimmedLength;
}
}
}
return maxWidth;
}
/// 스프라이트를 캔버스에 오버레이 (공백은 투명 처리)
void _overlaySpriteWithSpaces(
List<List<String>> canvas,
List<String> sprite,
@@ -163,6 +218,43 @@ class BattleComposer {
}
}
/// 스프라이트를 캔버스에 오버레이 (라인별 경계 내 완전 렌더링)
///
/// 각 라인에서 첫 번째와 마지막 비공백 문자 사이의 모든 문자를 그림.
/// 내부 공백도 그려져서 스크롤링 배경이 비치지 않음.
void _overlaySpriteWithBounds(
List<List<String>> canvas,
List<String> sprite,
int startX,
int startY,
) {
for (var i = 0; i < sprite.length; i++) {
final y = startY + i;
if (y < 0 || y >= frameHeight) continue;
final line = sprite[i];
// 각 라인에서 첫/마지막 비공백 문자 위치 찾기
int firstNonSpace = -1;
int lastNonSpace = -1;
for (var j = 0; j < line.length; j++) {
if (line[j] != ' ') {
if (firstNonSpace == -1) firstNonSpace = j;
lastNonSpace = j;
}
}
if (firstNonSpace == -1) continue; // 빈 라인
// 경계 내 모든 문자 그리기 (공백 포함)
for (var j = firstNonSpace; j <= lastNonSpace; j++) {
final x = startX + j;
if (x < 0 || x >= frameWidth) continue;
canvas[y][x] = line[j];
}
}
}
/// 배경 레이어를 캔버스에 그리기
void _drawBackgroundLayer(
List<List<String>> canvas,

View File

@@ -108,7 +108,8 @@ const _prepareFrames = [
// ============================================================================
// 공격 프레임 (전진 + 휘두르기) - 5프레임, 심플 3줄 스타일
// 구조: [머리, 몸통+팔+무기, 다리]
// 구조: [머리+공격, 몸통+팔, 다리]
// 수정: 공격 이펙트를 머리 줄로 통일 (1칸 위로)
// ============================================================================
const _attackFrames = [
CharacterFrame([
@@ -122,13 +123,13 @@ const _attackFrames = [
r' / \ ',
]),
CharacterFrame([
r' o ',
r' /|-- ',
r' o-- ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o ',
r' /|-=>',
r' o-=>',
r' /| ',
r' / \ ',
]),
CharacterFrame([
@@ -140,22 +141,23 @@ const _attackFrames = [
// ============================================================================
// 히트 프레임 (공격 명중) - 3프레임, 심플 3줄 스타일
// 구조: [머리, 몸통+팔+이펙트, 다리]
// 구조: [머리+이펙트, 몸통+팔, 다리]
// 수정: 히트 이펙트를 머리 줄로 통일 (1칸 위로)
// ============================================================================
const _hitFrames = [
CharacterFrame([
r' o ',
r' /|-* ',
r' o-* ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o ',
r' /|=* ',
r' o=* ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o ',
r' /|~* ',
r' o~* ',
r' /| ',
r' / \ ',
]),
];

View File

@@ -6,6 +6,7 @@ import 'package:askiineverdie/src/core/engine/combat_calculator.dart';
import 'package:askiineverdie/src/core/engine/game_mutations.dart';
import 'package:askiineverdie/src/core/engine/reward_service.dart';
import 'package:askiineverdie/src/core/engine/skill_service.dart';
import 'package:askiineverdie/src/core/model/combat_event.dart';
import 'package:askiineverdie/src/core/model/combat_state.dart';
import 'package:askiineverdie/src/core/model/combat_stats.dart';
import 'package:askiineverdie/src/core/model/equipment_item.dart';
@@ -225,11 +226,19 @@ class ProgressService {
// 킬 태스크 완료 시 전투 결과 반영 및 전리품 획득
if (gain) {
// 전투 결과에 따라 플레이어 HP 업데이트
// 전투 결과에 따라 플레이어 HP 업데이트 + 전투 후 회복
final combat = progress.currentCombat;
if (combat != null && combat.isActive) {
// 전투 중 데미지를 실제 Stats에 반영
final newHp = combat.playerStats.hpCurrent;
// 전투 중 HP
final remainingHp = combat.playerStats.hpCurrent;
final maxHp = combat.playerStats.hpMax;
// 전투 승리 시 HP 회복 (50% + CON/2)
// 아이들 게임 특성상 전투 사이 HP가 회복되어야 지속 플레이 가능
final conBonus = nextState.stats.con ~/ 2;
final healAmount = (maxHp * 0.5).round() + conBonus;
final newHp = (remainingHp + healAmount).clamp(0, maxHp);
nextState = nextState.copyWith(
stats: nextState.stats.copyWith(hpCurrent: newHp),
);
@@ -456,9 +465,17 @@ class ProgressService {
level: level,
);
// 전투용 몬스터 레벨 조정 (밸런스)
// config의 raw 레벨이 플레이어보다 너무 높으면 전투가 불가능
// 플레이어 레벨 ±3 범위로 제한 (최소 1)
final effectiveMonsterLevel = monsterResult.level.clamp(
math.max(1, level - 3),
level + 3,
).toInt();
final monsterCombatStats = MonsterCombatStats.fromLevel(
name: monsterResult.displayName,
level: monsterResult.level,
level: effectiveMonsterLevel,
speedType: MonsterCombatStats.inferSpeedType(monsterResult.baseName),
);
@@ -875,6 +892,10 @@ class ProgressService {
var turnsElapsed = combat.turnsElapsed;
var updatedSkillSystem = skillSystem;
// 새 전투 이벤트 수집
final newEvents = <CombatEvent>[];
final timestamp = updatedSkillSystem.elapsedMs;
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
// 스킬 자동 선택
@@ -905,6 +926,14 @@ class ProgressService {
monsterStats = skillResult.updatedMonster;
totalDamageDealt += skillResult.result.damage;
updatedSkillSystem = skillResult.updatedSkillSystem;
// 스킬 공격 이벤트 생성
newEvents.add(CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
));
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = skillService.useHealSkill(
@@ -914,6 +943,13 @@ class ProgressService {
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// 회복 이벤트 생성
newEvents.add(CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: selectedSkill.name,
));
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = skillService.useBuffSkill(
@@ -923,6 +959,12 @@ class ProgressService {
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// 버프 이벤트 생성
newEvents.add(CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
));
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
@@ -931,6 +973,22 @@ class ProgressService {
);
monsterStats = attackResult.updatedDefender;
totalDamageDealt += attackResult.result.damage;
// 일반 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: monsterStats.name,
));
} else {
newEvents.add(CombatEvent.playerAttack(
timestamp: timestamp,
damage: result.damage,
targetName: monsterStats.name,
isCritical: result.isCritical,
));
}
}
playerAccumulator -= playerStats.attackDelayMs;
@@ -946,11 +1004,44 @@ class ProgressService {
playerStats = attackResult.updatedDefender;
totalDamageTaken += attackResult.result.damage;
monsterAccumulator -= monsterStats.attackDelayMs;
// 몬스터 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: monsterStats.name,
));
} else if (result.isBlocked) {
newEvents.add(CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
));
} else if (result.isParried) {
newEvents.add(CombatEvent.playerParry(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
));
} else {
newEvents.add(CombatEvent.monsterAttack(
timestamp: timestamp,
damage: result.damage,
attackerName: monsterStats.name,
));
}
}
// 전투 종료 체크
final isActive = playerStats.isAlive && monsterStats.isAlive;
// 기존 이벤트와 합쳐서 최대 10개 유지
final combinedEvents = [...combat.recentEvents, ...newEvents];
final recentEvents = combinedEvents.length > 10
? combinedEvents.sublist(combinedEvents.length - 10)
: combinedEvents;
return (
combat: combat.copyWith(
playerStats: playerStats,
@@ -961,6 +1052,7 @@ class ProgressService {
totalDamageTaken: totalDamageTaken,
turnsElapsed: turnsElapsed,
isActive: isActive,
recentEvents: recentEvents,
),
skillSystem: updatedSkillSystem,
);
@@ -977,6 +1069,10 @@ class ProgressService {
// 상실할 장비 개수 계산
final lostCount = state.equipment.equippedItems.length;
// 사망 직전 전투 이벤트 저장 (최대 10개)
final lastCombatEvents =
state.progress.currentCombat?.recentEvents ?? const [];
// 빈 장비 생성 (기본 무기만 유지)
final emptyEquipment = Equipment(
items: [
@@ -995,7 +1091,7 @@ class ProgressService {
bestIndex: 0,
);
// 사망 정보 생성
// 사망 정보 생성 (전투 로그 포함)
final deathInfo = DeathInfo(
cause: cause,
killerName: killerName,
@@ -1003,6 +1099,7 @@ class ProgressService {
goldAtDeath: state.inventory.gold,
levelAtDeath: state.traits.level,
timestamp: state.skillSystem.elapsedMs,
lastCombatEvents: lastCombatEvents,
);
// 전투 상태 초기화

View File

@@ -1,7 +1,13 @@
import 'dart:math';
import 'package:askiineverdie/data/class_data.dart';
import 'package:askiineverdie/data/race_data.dart';
import 'package:askiineverdie/src/core/engine/shop_service.dart';
import 'package:askiineverdie/src/core/model/class_traits.dart';
import 'package:askiineverdie/src/core/model/equipment_item.dart';
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/model/race_traits.dart';
/// 부활 시스템 서비스 (Phase 4)
///
@@ -17,7 +23,7 @@ class ResurrectionService {
/// 플레이어 사망 처리
///
/// 1. 모든 장비 제거 (인벤토리로 이동하지 않음 - 상실)
/// 1. 1개의 랜덤 장비 제거 (제물로 바침)
/// 2. 전투 상태 초기화
/// 3. 사망 정보 기록
GameState processDeath({
@@ -25,32 +31,40 @@ class ResurrectionService {
required String killerName,
required DeathCause cause,
}) {
// 상실할 장비 개수 계산
final lostCount = state.equipment.equippedItems.length;
// 제물로 바칠 아이템 선택 (장착된 아이템 중 랜덤 1개)
final equippedItems = <int>[]; // 장착된 아이템의 슬롯 인덱스
for (var i = 0; i < Equipment.slotCount; i++) {
final item = state.equipment.getItemByIndex(i);
// 빈 슬롯과 기본 무기(Keyboard) 제외
if (item.isNotEmpty && item.name != 'Keyboard') {
equippedItems.add(i);
}
}
// 빈 장비 생성 (기본 무기만 유지)
final emptyEquipment = Equipment(
items: [
EquipmentItem.defaultWeapon(), // 무기 슬롯에 기본 Keyboard
EquipmentItem.empty(EquipmentSlot.shield),
EquipmentItem.empty(EquipmentSlot.helm),
EquipmentItem.empty(EquipmentSlot.hauberk),
EquipmentItem.empty(EquipmentSlot.brassairts),
EquipmentItem.empty(EquipmentSlot.vambraces),
EquipmentItem.empty(EquipmentSlot.gauntlets),
EquipmentItem.empty(EquipmentSlot.gambeson),
EquipmentItem.empty(EquipmentSlot.cuisses),
EquipmentItem.empty(EquipmentSlot.greaves),
EquipmentItem.empty(EquipmentSlot.sollerets),
],
bestIndex: 0,
);
String? lostItemName;
var newEquipment = state.equipment;
if (equippedItems.isNotEmpty) {
// 랜덤하게 1개 슬롯 선택
final random = Random();
final slotIndex = equippedItems[random.nextInt(equippedItems.length)];
final lostItem = state.equipment.getItemByIndex(slotIndex);
lostItemName = lostItem.name;
// 해당 슬롯만 빈 아이템으로 교체
final slot = EquipmentSlot.values[slotIndex];
newEquipment = state.equipment.setItemByIndex(
slotIndex,
EquipmentItem.empty(slot),
);
}
// 사망 정보 생성
final deathInfo = DeathInfo(
cause: cause,
killerName: killerName,
lostEquipmentCount: lostCount,
lostEquipmentCount: lostItemName != null ? 1 : 0,
lostItemName: lostItemName,
goldAtDeath: state.inventory.gold,
levelAtDeath: state.traits.level,
timestamp: state.skillSystem.elapsedMs,
@@ -62,7 +76,7 @@ class ResurrectionService {
);
return state.copyWith(
equipment: emptyEquipment,
equipment: newEquipment,
progress: progress,
deathInfo: deathInfo,
);
@@ -74,33 +88,37 @@ class ResurrectionService {
/// 플레이어 부활 처리
///
/// 1. HP/MP 전체 회복
/// 2. 골드로 구매 가능한 장비 자동 구매
/// 1. 골드로 구매 가능한 장비 자동 구매
/// 2. HP/MP 전체 회복 (장비/종족/클래스 보너스 포함)
/// 3. 사망 상태 해제
/// 4. 안전 지역으로 이동 태스크 설정
GameState processResurrection(GameState state) {
if (!state.isDead) return state;
// HP/MP 전체 회복
// 1. 먼저 장비 구매 (HP 계산에 필요)
final autoBuyResult = shopService.autoBuyForEmptySlots(
playerLevel: state.traits.level,
currentGold: state.inventory.gold,
currentEquipment: state.equipment,
);
// 장비 적용
var nextState = state.copyWith(
stats: state.stats.copyWith(
hpCurrent: state.stats.hpMax,
mpCurrent: state.stats.mpMax,
equipment: autoBuyResult.updatedEquipment,
inventory: state.inventory.copyWith(
gold: autoBuyResult.remainingGold,
),
);
// 빈 슬롯에 자동 장비 구매
final autoBuyResult = shopService.autoBuyForEmptySlots(
playerLevel: nextState.traits.level,
currentGold: nextState.inventory.gold,
currentEquipment: nextState.equipment,
);
// 2. 전체 HP/MP 계산 (장비 + 종족 + 클래스 보너스 포함)
final totalHpMax = _calculateTotalHpMax(nextState);
final totalMpMax = _calculateTotalMpMax(nextState);
// 결과 적용
// HP/MP 전체 회복
nextState = nextState.copyWith(
equipment: autoBuyResult.updatedEquipment,
inventory: nextState.inventory.copyWith(
gold: autoBuyResult.remainingGold,
stats: nextState.stats.copyWith(
hpCurrent: totalHpMax,
mpCurrent: totalMpMax,
),
clearDeathInfo: true, // 사망 상태 해제
);
@@ -115,6 +133,49 @@ class ResurrectionService {
return nextState;
}
/// 장비/종족/클래스 보너스를 포함한 전체 HP 계산
int _calculateTotalHpMax(GameState state) {
// 기본 HP + 장비 보너스
var totalHp = state.stats.hpMax + state.equipment.totalStats.hpBonus;
// 종족 HP 보너스 (예: Heap Troll +20%)
final race = RaceData.findById(state.traits.raceId);
if (race != null) {
final raceHpBonus = race.getPassiveValue(PassiveType.hpBonus);
if (raceHpBonus > 0) {
totalHp = (totalHp * (1 + raceHpBonus)).round();
}
}
// 클래스 HP 보너스 (예: Garbage Collector +30%)
final klass = ClassData.findById(state.traits.classId);
if (klass != null) {
final classHpBonus = klass.getPassiveValue(ClassPassiveType.hpBonus);
if (classHpBonus > 0) {
totalHp = (totalHp * (1 + classHpBonus)).round();
}
}
return totalHp;
}
/// 장비/종족/클래스 보너스를 포함한 전체 MP 계산
int _calculateTotalMpMax(GameState state) {
// 기본 MP + 장비 보너스
var totalMp = state.stats.mpMax + state.equipment.totalStats.mpBonus;
// 종족 MP 보너스 (예: Pointer Fairy +20%)
final race = RaceData.findById(state.traits.raceId);
if (race != null) {
final raceMpBonus = race.getPassiveValue(PassiveType.mpBonus);
if (raceMpBonus > 0) {
totalMp = (totalMp * (1 + raceMpBonus)).round();
}
}
return totalMp;
}
// ============================================================================
// 유틸리티
// ============================================================================

View File

@@ -0,0 +1,191 @@
/// 전투 이벤트 타입 (Combat Event Type)
enum CombatEventType {
/// 플레이어가 몬스터 공격
playerAttack,
/// 몬스터가 플레이어 공격
monsterAttack,
/// 플레이어 회피
playerEvade,
/// 몬스터 회피
monsterEvade,
/// 플레이어 방패 방어
playerBlock,
/// 플레이어 무기 쳐내기
playerParry,
/// 플레이어 스킬 사용
playerSkill,
/// 플레이어 회복
playerHeal,
/// 플레이어 버프
playerBuff,
}
/// 전투 이벤트 (Combat Event)
///
/// 개별 공격/방어/스킬 사용 등의 전투 행동을 기록
class CombatEvent {
const CombatEvent({
required this.type,
required this.timestamp,
this.damage = 0,
this.healAmount = 0,
this.isCritical = false,
this.skillName,
this.targetName,
});
/// 이벤트 타입
final CombatEventType type;
/// 발생 시간 (elapsedMs)
final int timestamp;
/// 데미지 (0이면 미스/회피)
final int damage;
/// 회복량 (회복 이벤트용)
final int healAmount;
/// 크리티컬 여부
final bool isCritical;
/// 사용한 스킬 이름 (스킬 이벤트용)
final String? skillName;
/// 대상 이름 (몬스터 또는 플레이어)
final String? targetName;
/// 플레이어 공격 이벤트 생성
factory CombatEvent.playerAttack({
required int timestamp,
required int damage,
required String targetName,
bool isCritical = false,
}) {
return CombatEvent(
type: CombatEventType.playerAttack,
timestamp: timestamp,
damage: damage,
targetName: targetName,
isCritical: isCritical,
);
}
/// 몬스터 공격 이벤트 생성
factory CombatEvent.monsterAttack({
required int timestamp,
required int damage,
required String attackerName,
}) {
return CombatEvent(
type: CombatEventType.monsterAttack,
timestamp: timestamp,
damage: damage,
targetName: attackerName,
);
}
/// 플레이어 회피 이벤트 생성
factory CombatEvent.playerEvade({
required int timestamp,
required String attackerName,
}) {
return CombatEvent(
type: CombatEventType.playerEvade,
timestamp: timestamp,
targetName: attackerName,
);
}
/// 몬스터 회피 이벤트 생성
factory CombatEvent.monsterEvade({
required int timestamp,
required String targetName,
}) {
return CombatEvent(
type: CombatEventType.monsterEvade,
timestamp: timestamp,
targetName: targetName,
);
}
/// 플레이어 방패 방어 이벤트 생성
factory CombatEvent.playerBlock({
required int timestamp,
required int reducedDamage,
required String attackerName,
}) {
return CombatEvent(
type: CombatEventType.playerBlock,
timestamp: timestamp,
damage: reducedDamage,
targetName: attackerName,
);
}
/// 플레이어 무기 쳐내기 이벤트 생성
factory CombatEvent.playerParry({
required int timestamp,
required int reducedDamage,
required String attackerName,
}) {
return CombatEvent(
type: CombatEventType.playerParry,
timestamp: timestamp,
damage: reducedDamage,
targetName: attackerName,
);
}
/// 스킬 사용 이벤트 생성
factory CombatEvent.playerSkill({
required int timestamp,
required String skillName,
required int damage,
required String targetName,
bool isCritical = false,
}) {
return CombatEvent(
type: CombatEventType.playerSkill,
timestamp: timestamp,
skillName: skillName,
damage: damage,
targetName: targetName,
isCritical: isCritical,
);
}
/// 회복 이벤트 생성
factory CombatEvent.playerHeal({
required int timestamp,
required int healAmount,
String? skillName,
}) {
return CombatEvent(
type: CombatEventType.playerHeal,
timestamp: timestamp,
healAmount: healAmount,
skillName: skillName,
);
}
/// 버프 이벤트 생성
factory CombatEvent.playerBuff({
required int timestamp,
required String skillName,
}) {
return CombatEvent(
type: CombatEventType.playerBuff,
timestamp: timestamp,
skillName: skillName,
);
}
}

View File

@@ -1,3 +1,4 @@
import 'package:askiineverdie/src/core/model/combat_event.dart';
import 'package:askiineverdie/src/core/model/combat_stats.dart';
import 'package:askiineverdie/src/core/model/monster_combat_stats.dart';
@@ -15,6 +16,7 @@ class CombatState {
required this.totalDamageTaken,
required this.turnsElapsed,
required this.isActive,
this.recentEvents = const [],
});
/// 플레이어 전투 스탯
@@ -41,6 +43,9 @@ class CombatState {
/// 전투 활성화 여부
final bool isActive;
/// 최근 전투 이벤트 목록 (최대 10개)
final List<CombatEvent> recentEvents;
// ============================================================================
// 유틸리티
// ============================================================================
@@ -69,6 +74,7 @@ class CombatState {
int? totalDamageTaken,
int? turnsElapsed,
bool? isActive,
List<CombatEvent>? recentEvents,
}) {
return CombatState(
playerStats: playerStats ?? this.playerStats,
@@ -81,6 +87,7 @@ class CombatState {
totalDamageTaken: totalDamageTaken ?? this.totalDamageTaken,
turnsElapsed: turnsElapsed ?? this.turnsElapsed,
isActive: isActive ?? this.isActive,
recentEvents: recentEvents ?? this.recentEvents,
);
}

View File

@@ -1,5 +1,6 @@
import 'dart:collection';
import 'package:askiineverdie/src/core/model/combat_event.dart';
import 'package:askiineverdie/src/core/model/combat_state.dart';
import 'package:askiineverdie/src/core/model/equipment_item.dart';
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
@@ -107,7 +108,7 @@ class GameState {
/// 사망 정보 (Phase 4)
///
/// 사망 시점의 정보와 상실한 장비 목록을 기록
/// 사망 시점의 정보와 상실한 아이템을 기록
class DeathInfo {
const DeathInfo({
required this.cause,
@@ -116,6 +117,8 @@ class DeathInfo {
required this.goldAtDeath,
required this.levelAtDeath,
required this.timestamp,
this.lostItemName,
this.lastCombatEvents = const [],
});
/// 사망 원인
@@ -124,9 +127,12 @@ class DeathInfo {
/// 사망시킨 몬스터/원인 이름
final String killerName;
/// 상실한 장비 개수
/// 상실한 장비 개수 (0 또는 1)
final int lostEquipmentCount;
/// 제물로 바친 아이템 이름 (null이면 없음)
final String? lostItemName;
/// 사망 시점 골드
final int goldAtDeath;
@@ -136,21 +142,28 @@ class DeathInfo {
/// 사망 시각 (밀리초)
final int timestamp;
/// 사망 직전 전투 이벤트 (최대 10개)
final List<CombatEvent> lastCombatEvents;
DeathInfo copyWith({
DeathCause? cause,
String? killerName,
int? lostEquipmentCount,
String? lostItemName,
int? goldAtDeath,
int? levelAtDeath,
int? timestamp,
List<CombatEvent>? lastCombatEvents,
}) {
return DeathInfo(
cause: cause ?? this.cause,
killerName: killerName ?? this.killerName,
lostEquipmentCount: lostEquipmentCount ?? this.lostEquipmentCount,
lostItemName: lostItemName ?? this.lostItemName,
goldAtDeath: goldAtDeath ?? this.goldAtDeath,
levelAtDeath: levelAtDeath ?? this.levelAtDeath,
timestamp: timestamp ?? this.timestamp,
lastCombatEvents: lastCombatEvents ?? this.lastCombatEvents,
);
}
}

View File

@@ -4,6 +4,7 @@ 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/model/combat_event.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/model/hall_of_fame.dart';
@@ -14,6 +15,7 @@ import 'package:askiineverdie/src/features/game/game_session_controller.dart';
import 'package:askiineverdie/src/features/hall_of_fame/hall_of_fame_screen.dart';
import 'package:askiineverdie/src/features/game/widgets/cinematic_view.dart';
import 'package:askiineverdie/src/features/game/widgets/combat_log.dart';
import 'package:askiineverdie/src/features/game/widgets/death_overlay.dart';
import 'package:askiineverdie/src/features/game/widgets/hp_mp_bar.dart';
import 'package:askiineverdie/src/features/game/widgets/notification_overlay.dart';
import 'package:askiineverdie/src/features/game/widgets/skill_panel.dart';
@@ -53,14 +55,22 @@ class _GamePlayScreenState extends State<GamePlayScreen>
int _lastQuestCount = 0;
int _lastPlotStageCount = 0;
// 전투 이벤트 추적 (마지막 처리된 이벤트 수)
int _lastProcessedEventCount = 0;
void _checkSpecialEvents(GameState state) {
// Phase 8: 태스크 변경 시 로그 추가
final currentCaption = state.progress.currentTask.caption;
if (currentCaption.isNotEmpty && currentCaption != _lastTaskCaption) {
_addCombatLog(currentCaption, CombatLogType.normal);
_lastTaskCaption = currentCaption;
// 새 태스크 시작 시 이벤트 카운터 리셋
_lastProcessedEventCount = 0;
}
// 전투 이벤트 처리 (Combat Events)
_processCombatEvents(state);
// 레벨업 감지
if (state.traits.level > _lastLevel && _lastLevel > 0) {
_specialAnimation = AsciiAnimationType.levelUp;
@@ -129,6 +139,69 @@ class _GamePlayScreenState extends State<GamePlayScreen>
}
}
/// 전투 이벤트를 로그로 변환 (Convert Combat Events to Log)
void _processCombatEvents(GameState state) {
final combat = state.progress.currentCombat;
if (combat == null || !combat.isActive) {
_lastProcessedEventCount = 0;
return;
}
final events = combat.recentEvents;
if (events.isEmpty || events.length <= _lastProcessedEventCount) {
return;
}
// 새 이벤트만 처리
final newEvents = events.skip(_lastProcessedEventCount);
for (final event in newEvents) {
final (message, type) = _formatCombatEvent(event);
_addCombatLog(message, type);
}
_lastProcessedEventCount = events.length;
}
/// 전투 이벤트를 메시지와 타입으로 변환
(String, CombatLogType) _formatCombatEvent(CombatEvent event) {
return switch (event.type) {
CombatEventType.playerAttack => event.isCritical
? ('CRITICAL! ${event.damage} damage to ${event.targetName}!', CombatLogType.critical)
: ('You hit ${event.targetName} for ${event.damage} damage', CombatLogType.damage),
CombatEventType.monsterAttack => (
'${event.targetName} hits you for ${event.damage} damage',
CombatLogType.monsterAttack,
),
CombatEventType.playerEvade => (
'You evaded ${event.targetName}\'s attack!',
CombatLogType.evade,
),
CombatEventType.monsterEvade => (
'${event.targetName} evaded your attack!',
CombatLogType.evade,
),
CombatEventType.playerBlock => (
'Blocked! Reduced to ${event.damage} damage',
CombatLogType.block,
),
CombatEventType.playerParry => (
'Parried! Reduced to ${event.damage} damage',
CombatLogType.parry,
),
CombatEventType.playerSkill => event.isCritical
? ('CRITICAL ${event.skillName}! ${event.damage} damage!', CombatLogType.critical)
: ('${event.skillName}: ${event.damage} damage', CombatLogType.spell),
CombatEventType.playerHeal => (
'${event.skillName ?? "Heal"}: +${event.healAmount} HP',
CombatLogType.heal,
),
CombatEventType.playerBuff => (
'${event.skillName} activated!',
CombatLogType.buff,
),
};
}
/// Phase 9: Act 시네마틱 표시 (Show Act Cinematic)
Future<void> _showCinematicForAct(StoryAct act) async {
if (_showingCinematic) return;
@@ -329,44 +402,60 @@ class _GamePlayScreenState extends State<GamePlayScreen>
],
],
),
body: Column(
body: Stack(
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(() {});
},
isPaused: !widget.controller.isRunning,
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,
// 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(() {});
},
isPaused: !widget.controller.isRunning,
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,
latestCombatEvent: state.progress.currentCombat?.recentEvents.lastOrNull,
),
// 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)),
],
),
),
],
),
// 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)),
],
// Phase 4: 사망 오버레이 (Death Overlay)
if (state.isDead && state.deathInfo != null)
DeathOverlay(
deathInfo: state.deathInfo!,
traits: state.traits,
onResurrect: () async {
await widget.controller.resurrect();
},
),
),
],
),
),
@@ -392,12 +481,22 @@ class _GamePlayScreenState extends State<GamePlayScreen>
_buildSectionHeader(l10n.stats),
Expanded(flex: 2, child: StatsPanel(stats: state.stats)),
// Phase 8: HP/MP 바 (사망 위험 시 깜빡임)
// Phase 8: HP/MP 바 (사망 위험 시 깜빡임, 전투 중 몬스터 HP 표시)
// 전투 중에는 전투 스탯의 HP/MP 사용, 비전투 시 기본 스탯 사용
HpMpBar(
hpCurrent: state.stats.hp,
hpMax: state.stats.hpMax,
mpCurrent: state.stats.mp,
mpMax: state.stats.mpMax,
hpCurrent: state.progress.currentCombat?.playerStats.hpCurrent ??
state.stats.hp,
hpMax: state.progress.currentCombat?.playerStats.hpMax ??
state.stats.hpMax,
mpCurrent: state.progress.currentCombat?.playerStats.mpCurrent ??
state.stats.mp,
mpMax: state.progress.currentCombat?.playerStats.mpMax ??
state.stats.mpMax,
// 전투 중일 때 몬스터 HP 정보 전달
monsterHpCurrent:
state.progress.currentCombat?.monsterStats.hpCurrent,
monsterHpMax: state.progress.currentCombat?.monsterStats.hpMax,
monsterName: state.progress.currentCombat?.monsterStats.name,
),
// Experience 바

View File

@@ -10,6 +10,7 @@ import 'package:askiineverdie/src/core/animation/character_frames.dart';
import 'package:askiineverdie/src/core/animation/monster_size.dart';
import 'package:askiineverdie/src/core/animation/weapon_category.dart';
import 'package:askiineverdie/src/core/constants/ascii_colors.dart';
import 'package:askiineverdie/src/core/model/combat_event.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
/// ASCII 애니메이션 카드 위젯
@@ -30,6 +31,7 @@ class AsciiAnimationCard extends StatefulWidget {
this.characterLevel,
this.monsterLevel,
this.isPaused = false,
this.latestCombatEvent,
});
final TaskType taskType;
@@ -57,6 +59,9 @@ class AsciiAnimationCard extends StatefulWidget {
/// 몬스터 레벨 (몬스터 크기 결정용)
final int? monsterLevel;
/// 최근 전투 이벤트 (애니메이션 동기화용)
final CombatEvent? latestCombatEvent;
@override
State<AsciiAnimationCard> createState() => _AsciiAnimationCardState();
}
@@ -90,6 +95,10 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
int _phaseIndex = 0;
int _phaseFrameCount = 0;
// 전투 이벤트 동기화용 (Phase 5)
int? _lastEventTimestamp;
bool _showCriticalEffect = false;
@override
void initState() {
super.initState();
@@ -124,6 +133,12 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
return;
}
// 전투 이벤트 동기화 (Phase 5)
if (widget.latestCombatEvent != null &&
widget.latestCombatEvent!.timestamp != _lastEventTimestamp) {
_handleCombatEvent(widget.latestCombatEvent!);
}
if (oldWidget.taskType != widget.taskType ||
oldWidget.monsterBaseName != widget.monsterBaseName ||
oldWidget.weaponName != widget.weaponName ||
@@ -133,6 +148,45 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
}
}
/// 전투 이벤트에 따라 애니메이션 페이즈 강제 전환 (Phase 5)
void _handleCombatEvent(CombatEvent event) {
_lastEventTimestamp = event.timestamp;
// 전투 모드가 아니면 무시
if (!_isBattleMode) return;
// 이벤트 타입에 따라 페이즈 강제 전환
final (targetPhase, isCritical) = switch (event.type) {
// 플레이어 공격 → attack 페이즈
CombatEventType.playerAttack => (BattlePhase.attack, event.isCritical),
CombatEventType.playerSkill => (BattlePhase.attack, event.isCritical),
// 몬스터 공격/플레이어 피격 → hit 페이즈
CombatEventType.monsterAttack => (BattlePhase.hit, false),
CombatEventType.playerBlock => (BattlePhase.hit, false),
CombatEventType.playerParry => (BattlePhase.hit, false),
// 회피 → recover 페이즈 (빠른 회피 동작)
CombatEventType.playerEvade => (BattlePhase.recover, false),
CombatEventType.monsterEvade => (BattlePhase.idle, false),
// 회복/버프 → idle 페이즈 유지
CombatEventType.playerHeal => (BattlePhase.idle, false),
CombatEventType.playerBuff => (BattlePhase.idle, false),
};
setState(() {
_battlePhase = targetPhase;
_battleSubFrame = 0;
_phaseFrameCount = 0;
_showCriticalEffect = isCritical;
// 페이즈 인덱스 동기화
_phaseIndex = _battlePhaseSequence.indexWhere((p) => p.$1 == targetPhase);
if (_phaseIndex < 0) _phaseIndex = 0;
});
}
/// 현재 상태를 유지하면서 타이머만 재시작
void _restartTimer() {
_timer?.cancel();
@@ -286,6 +340,8 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
_phaseIndex = (_phaseIndex + 1) % _battlePhaseSequence.length;
_phaseFrameCount = 0;
_battleSubFrame = 0;
// 크리티컬 이펙트 리셋 (페이즈 전환 시)
_showCriticalEffect = false;
} else {
_battleSubFrame++;
}
@@ -376,17 +432,23 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
frameText = _animationData.frames[frameIndex];
}
// 특수 애니메이션 중이면 테두리 표시
// 테두리 효과 결정 (특수 애니메이션 또는 크리티컬 히트)
final isSpecial = _currentSpecialAnimation != null;
Border? borderEffect;
if (_showCriticalEffect) {
// 크리티컬 히트: 노란색 테두리 (Phase 5)
borderEffect = Border.all(color: Colors.yellow.withValues(alpha: 0.8), width: 2);
} else if (isSpecial) {
// 특수 애니메이션: 시안 테두리
borderEffect = Border.all(color: AsciiColors.positive.withValues(alpha: 0.5));
}
return Container(
padding: const EdgeInsets.all(4),
decoration: BoxDecoration(
color: bgColor,
borderRadius: BorderRadius.circular(4),
border: isSpecial
? Border.all(color: AsciiColors.positive.withValues(alpha: 0.5))
: null,
border: borderEffect,
),
child: _isBattleMode
? LayoutBuilder(

View File

@@ -22,6 +22,12 @@ enum CombatLogType {
questComplete, // 퀘스트 완료
loot, // 전리품 획득
spell, // 주문 습득
critical, // 크리티컬 히트
evade, // 회피
block, // 방패 방어
parry, // 무기 쳐내기
monsterAttack, // 몬스터 공격
buff, // 버프 활성화
}
/// 전투 로그 위젯 (Phase 8: 실시간 전투 이벤트 표시)
@@ -145,6 +151,12 @@ class _LogEntryTile extends StatelessWidget {
CombatLogType.questComplete => (Colors.blue.shade300, Icons.check_circle),
CombatLogType.loot => (Colors.orange.shade300, Icons.inventory_2),
CombatLogType.spell => (Colors.purple.shade300, Icons.auto_fix_high),
CombatLogType.critical => (Colors.yellow.shade300, Icons.flash_on),
CombatLogType.evade => (Colors.cyan.shade300, Icons.directions_run),
CombatLogType.block => (Colors.blueGrey.shade300, Icons.shield),
CombatLogType.parry => (Colors.teal.shade300, Icons.sports_kabaddi),
CombatLogType.monsterAttack => (Colors.deepOrange.shade300, Icons.dangerous),
CombatLogType.buff => (Colors.lightBlue.shade300, Icons.trending_up),
};
}
}

View File

@@ -1,5 +1,6 @@
import 'package:flutter/material.dart';
import 'package:askiineverdie/src/core/model/combat_event.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
/// 사망 오버레이 위젯 (Phase 4)
@@ -70,6 +71,15 @@ class DeathOverlay extends StatelessWidget {
// 상실 정보
_buildLossInfo(context),
// 전투 로그 (있는 경우만 표시)
if (deathInfo.lastCombatEvents.isNotEmpty) ...[
const SizedBox(height: 16),
Divider(color: colorScheme.outlineVariant),
const SizedBox(height: 8),
_buildCombatLog(context),
],
const SizedBox(height: 24),
// 부활 버튼
@@ -169,16 +179,65 @@ class DeathOverlay extends StatelessWidget {
}
Widget _buildLossInfo(BuildContext context) {
final theme = Theme.of(context);
final hasLostItem = deathInfo.lostItemName != null;
return Column(
children: [
_buildInfoRow(
context,
icon: Icons.shield_outlined,
label: 'Equipment Lost',
value: '${deathInfo.lostEquipmentCount} items',
isNegative: true,
),
const SizedBox(height: 8),
// 제물로 바친 아이템 표시
if (hasLostItem) ...[
Container(
padding: const EdgeInsets.all(12),
decoration: BoxDecoration(
color: theme.colorScheme.errorContainer.withValues(alpha: 0.2),
borderRadius: BorderRadius.circular(8),
border: Border.all(
color: theme.colorScheme.error.withValues(alpha: 0.3),
),
),
child: Row(
children: [
Icon(
Icons.local_fire_department,
size: 20,
color: theme.colorScheme.error,
),
const SizedBox(width: 8),
Expanded(
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
'Sacrificed to Resurrect',
style: theme.textTheme.labelSmall?.copyWith(
color: theme.colorScheme.onSurfaceVariant,
),
),
const SizedBox(height: 2),
Text(
deathInfo.lostItemName!,
style: theme.textTheme.bodyMedium?.copyWith(
fontWeight: FontWeight.bold,
color: theme.colorScheme.error,
),
),
],
),
),
],
),
),
const SizedBox(height: 12),
] else ...[
_buildInfoRow(
context,
icon: Icons.check_circle_outline,
label: 'Equipment',
value: 'No sacrifice needed',
isNegative: false,
),
const SizedBox(height: 8),
],
_buildInfoRow(
context,
icon: Icons.monetization_on_outlined,
@@ -253,4 +312,118 @@ class DeathOverlay extends StatelessWidget {
),
);
}
/// 사망 직전 전투 로그 표시
Widget _buildCombatLog(BuildContext context) {
final theme = Theme.of(context);
final events = deathInfo.lastCombatEvents;
return Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
'Combat Log',
style: theme.textTheme.labelMedium?.copyWith(
color: theme.colorScheme.onSurfaceVariant,
fontWeight: FontWeight.bold,
),
),
const SizedBox(height: 8),
Container(
constraints: const BoxConstraints(maxHeight: 120),
decoration: BoxDecoration(
color: theme.colorScheme.surfaceContainerHighest,
borderRadius: BorderRadius.circular(8),
),
child: ListView.builder(
shrinkWrap: true,
padding: const EdgeInsets.all(8),
itemCount: events.length,
itemBuilder: (context, index) {
final event = events[index];
return _buildCombatEventTile(context, event);
},
),
),
],
);
}
/// 개별 전투 이벤트 타일
Widget _buildCombatEventTile(BuildContext context, CombatEvent event) {
final (icon, color, message) = _formatCombatEvent(event);
return Padding(
padding: const EdgeInsets.symmetric(vertical: 2),
child: Row(
children: [
Icon(icon, size: 12, color: color),
const SizedBox(width: 6),
Expanded(
child: Text(
message,
style: TextStyle(
fontSize: 11,
color: color,
fontFamily: 'monospace',
),
),
),
],
),
);
}
/// 전투 이벤트를 아이콘, 색상, 메시지로 포맷
(IconData, Color, String) _formatCombatEvent(CombatEvent event) {
return switch (event.type) {
CombatEventType.playerAttack => (
event.isCritical ? Icons.flash_on : Icons.local_fire_department,
event.isCritical ? Colors.yellow.shade300 : Colors.green.shade300,
event.isCritical
? 'CRITICAL! ${event.damage} damage to ${event.targetName}'
: 'Hit ${event.targetName} for ${event.damage} damage',
),
CombatEventType.monsterAttack => (
Icons.dangerous,
Colors.red.shade300,
'${event.targetName} hits you for ${event.damage} damage',
),
CombatEventType.playerEvade => (
Icons.directions_run,
Colors.cyan.shade300,
'Evaded attack from ${event.targetName}',
),
CombatEventType.monsterEvade => (
Icons.directions_run,
Colors.orange.shade300,
'${event.targetName} evaded your attack',
),
CombatEventType.playerBlock => (
Icons.shield,
Colors.blueGrey.shade300,
'Blocked ${event.targetName}\'s attack (${event.damage} reduced)',
),
CombatEventType.playerParry => (
Icons.sports_kabaddi,
Colors.teal.shade300,
'Parried ${event.targetName}\'s attack (${event.damage} reduced)',
),
CombatEventType.playerSkill => (
Icons.auto_fix_high,
Colors.purple.shade300,
'${event.skillName} deals ${event.damage} damage',
),
CombatEventType.playerHeal => (
Icons.healing,
Colors.green.shade300,
'Healed for ${event.healAmount} HP',
),
CombatEventType.playerBuff => (
Icons.trending_up,
Colors.lightBlue.shade300,
'${event.skillName} activated',
),
};
}
}

View File

@@ -1,8 +1,10 @@
import 'package:flutter/material.dart';
/// HP/MP 바 위젯 (Phase 8: 사망 위험 시 깜빡임)
/// HP/MP 바 위젯 (Phase 8: 변화 시 시각 효과)
///
/// HP가 20% 미만일 때 빨간색 깜빡임 효과 표시
/// - HP가 20% 미만일 때 빨간색 깜빡임
/// - HP/MP 변화 시 색상 플래시 + 변화량 표시
/// - 전투 중 몬스터 HP 바 표시
class HpMpBar extends StatefulWidget {
const HpMpBar({
super.key,
@@ -10,6 +12,9 @@ class HpMpBar extends StatefulWidget {
required this.hpMax,
required this.mpCurrent,
required this.mpMax,
this.monsterHpCurrent,
this.monsterHpMax,
this.monsterName,
});
final int hpCurrent;
@@ -17,40 +22,111 @@ class HpMpBar extends StatefulWidget {
final int mpCurrent;
final int mpMax;
/// 전투 중 몬스터 HP (null이면 비전투)
final int? monsterHpCurrent;
final int? monsterHpMax;
final String? monsterName;
@override
State<HpMpBar> createState() => _HpMpBarState();
}
class _HpMpBarState extends State<HpMpBar> with SingleTickerProviderStateMixin {
class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
late AnimationController _blinkController;
late Animation<double> _blinkAnimation;
// HP/MP 변화 애니메이션
late AnimationController _hpFlashController;
late AnimationController _mpFlashController;
late Animation<double> _hpFlashAnimation;
late Animation<double> _mpFlashAnimation;
// 변화량 표시용
int _hpChange = 0;
int _mpChange = 0;
bool _hpDamage = false;
bool _mpDamage = false;
// 몬스터 HP 변화 애니메이션
late AnimationController _monsterFlashController;
late Animation<double> _monsterFlashAnimation;
int _monsterHpChange = 0;
@override
void initState() {
super.initState();
// 위험 깜빡임
_blinkController = AnimationController(
duration: const Duration(milliseconds: 500),
vsync: this,
);
_blinkAnimation = Tween<double>(begin: 1.0, end: 0.3).animate(
CurvedAnimation(parent: _blinkController, curve: Curves.easeInOut),
);
// HP 플래시
_hpFlashController = AnimationController(
duration: const Duration(milliseconds: 400),
vsync: this,
);
_hpFlashAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
CurvedAnimation(parent: _hpFlashController, curve: Curves.easeOut),
);
// MP 플래시
_mpFlashController = AnimationController(
duration: const Duration(milliseconds: 400),
vsync: this,
);
_mpFlashAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
CurvedAnimation(parent: _mpFlashController, curve: Curves.easeOut),
);
// 몬스터 HP 플래시
_monsterFlashController = AnimationController(
duration: const Duration(milliseconds: 400),
vsync: this,
);
_monsterFlashAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
CurvedAnimation(parent: _monsterFlashController, curve: Curves.easeOut),
);
_updateBlinkState();
}
@override
void didUpdateWidget(HpMpBar oldWidget) {
super.didUpdateWidget(oldWidget);
// HP 변화 감지
if (oldWidget.hpCurrent != widget.hpCurrent) {
_hpChange = widget.hpCurrent - oldWidget.hpCurrent;
_hpDamage = _hpChange < 0;
_hpFlashController.forward(from: 0.0);
}
// MP 변화 감지
if (oldWidget.mpCurrent != widget.mpCurrent) {
_mpChange = widget.mpCurrent - oldWidget.mpCurrent;
_mpDamage = _mpChange < 0;
_mpFlashController.forward(from: 0.0);
}
// 몬스터 HP 변화 감지
if (oldWidget.monsterHpCurrent != widget.monsterHpCurrent &&
widget.monsterHpCurrent != null &&
oldWidget.monsterHpCurrent != null) {
_monsterHpChange = widget.monsterHpCurrent! - oldWidget.monsterHpCurrent!;
_monsterFlashController.forward(from: 0.0);
}
_updateBlinkState();
}
void _updateBlinkState() {
final hpRatio = widget.hpMax > 0 ? widget.hpCurrent / widget.hpMax : 1.0;
// HP < 20% 시 깜박임 시작
if (hpRatio < 0.2 && hpRatio > 0) {
if (!_blinkController.isAnimating) {
_blinkController.repeat(reverse: true);
@@ -64,6 +140,9 @@ class _HpMpBarState extends State<HpMpBar> with SingleTickerProviderStateMixin {
@override
void dispose() {
_blinkController.dispose();
_hpFlashController.dispose();
_mpFlashController.dispose();
_monsterFlashController.dispose();
super.dispose();
}
@@ -72,44 +151,126 @@ class _HpMpBarState extends State<HpMpBar> with SingleTickerProviderStateMixin {
final hpRatio = widget.hpMax > 0 ? widget.hpCurrent / widget.hpMax : 0.0;
final mpRatio = widget.mpMax > 0 ? widget.mpCurrent / widget.mpMax : 0.0;
final hasMonster = widget.monsterHpCurrent != null &&
widget.monsterHpMax != null &&
widget.monsterHpMax! > 0;
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
// HP 바
_buildBar(
// HP 바 (플래시 효과 포함)
_buildAnimatedBar(
label: 'HP',
current: widget.hpCurrent,
max: widget.hpMax,
ratio: hpRatio,
color: Colors.red,
isLow: hpRatio < 0.2 && hpRatio > 0,
flashController: _hpFlashAnimation,
change: _hpChange,
isDamage: _hpDamage,
),
const SizedBox(height: 4),
// MP 바
_buildBar(
// MP 바 (플래시 효과 포함)
_buildAnimatedBar(
label: 'MP',
current: widget.mpCurrent,
max: widget.mpMax,
ratio: mpRatio,
color: Colors.blue,
isLow: false,
flashController: _mpFlashAnimation,
change: _mpChange,
isDamage: _mpDamage,
),
// 몬스터 HP 바 (전투 중일 때만)
if (hasMonster) ...[
const SizedBox(height: 8),
_buildMonsterBar(),
],
],
),
);
}
Widget _buildAnimatedBar({
required String label,
required int current,
required int max,
required double ratio,
required Color color,
required bool isLow,
required Animation<double> flashController,
required int change,
required bool isDamage,
}) {
return AnimatedBuilder(
animation: Listenable.merge([_blinkAnimation, flashController]),
builder: (context, child) {
// 플래시 색상 (데미지=빨강, 회복=녹색)
final flashColor = isDamage
? Colors.red.withValues(alpha: flashController.value * 0.4)
: Colors.green.withValues(alpha: flashController.value * 0.4);
// 위험 깜빡임 배경
final lowBgColor = isLow
? Colors.red.withValues(alpha: (1 - _blinkAnimation.value) * 0.3)
: Colors.transparent;
return Container(
decoration: BoxDecoration(
color: flashController.value > 0.1 ? flashColor : lowBgColor,
borderRadius: BorderRadius.circular(4),
),
child: Stack(
children: [
_buildBar(label: label, current: current, max: max, ratio: ratio, color: color),
// 플로팅 변화량 텍스트 (위로 떠오르며 사라짐)
if (change != 0 && flashController.value > 0.05)
Positioned(
right: 70,
top: 0,
bottom: 0,
child: Transform.translate(
// 위로 떠오르는 애니메이션 (최대 15픽셀 위로)
offset: Offset(0, -15 * (1 - flashController.value)),
child: Opacity(
opacity: flashController.value,
child: Text(
change > 0 ? '+$change' : '$change',
style: TextStyle(
fontSize: 12,
fontWeight: FontWeight.bold,
color: isDamage ? Colors.red : Colors.green,
shadows: const [
Shadow(color: Colors.black, blurRadius: 3),
Shadow(color: Colors.black, blurRadius: 6),
],
),
),
),
),
),
],
),
);
},
);
}
Widget _buildBar({
required String label,
required int current,
required int max,
required double ratio,
required Color color,
required bool isLow,
}) {
final bar = Row(
return Row(
children: [
SizedBox(
width: 24,
@@ -140,24 +301,115 @@ class _HpMpBarState extends State<HpMpBar> with SingleTickerProviderStateMixin {
),
],
);
}
// HP < 20% 시 깜박임 효과 적용
if (isLow) {
return AnimatedBuilder(
animation: _blinkAnimation,
builder: (context, child) {
return Container(
decoration: BoxDecoration(
color: Colors.red.withValues(alpha: (1 - _blinkAnimation.value) * 0.3),
borderRadius: BorderRadius.circular(4),
),
child: child,
);
},
child: bar,
);
}
/// 몬스터 HP 바
Widget _buildMonsterBar() {
final current = widget.monsterHpCurrent!;
final max = widget.monsterHpMax!;
final ratio = max > 0 ? current / max : 0.0;
final name = widget.monsterName ?? 'Enemy';
return bar;
return AnimatedBuilder(
animation: _monsterFlashAnimation,
builder: (context, child) {
// 데미지 플래시 (몬스터는 항상 데미지를 받음)
final flashColor = Colors.yellow.withValues(
alpha: _monsterFlashAnimation.value * 0.3,
);
return Container(
padding: const EdgeInsets.symmetric(horizontal: 4, vertical: 2),
decoration: BoxDecoration(
color: _monsterFlashAnimation.value > 0.1
? flashColor
: Colors.orange.withValues(alpha: 0.1),
borderRadius: BorderRadius.circular(4),
border: Border.all(color: Colors.orange.withValues(alpha: 0.3)),
),
child: Stack(
clipBehavior: Clip.none,
children: [
Row(
children: [
// 몬스터 아이콘
const Icon(Icons.pest_control, size: 14, color: Colors.orange),
const SizedBox(width: 4),
// 이름 (Flexible로 공간 부족 시 축소)
Flexible(
flex: 0,
child: ConstrainedBox(
constraints: const BoxConstraints(maxWidth: 50),
child: Text(
name.length > 8 ? '${name.substring(0, 6)}...' : name,
style: const TextStyle(
fontSize: 9,
fontWeight: FontWeight.bold,
color: Colors.orange,
),
overflow: TextOverflow.ellipsis,
),
),
),
const SizedBox(width: 4),
// HP 바
Expanded(
child: ClipRRect(
borderRadius: BorderRadius.circular(2),
child: LinearProgressIndicator(
value: ratio.clamp(0.0, 1.0),
backgroundColor: Colors.orange.withValues(alpha: 0.2),
valueColor:
const AlwaysStoppedAnimation<Color>(Colors.orange),
minHeight: 8,
),
),
),
const SizedBox(width: 4),
// HP 숫자
Text(
'$current/$max',
style: const TextStyle(fontSize: 8, color: Colors.orange),
textAlign: TextAlign.right,
),
],
),
// 플로팅 데미지 텍스트
if (_monsterHpChange != 0 && _monsterFlashAnimation.value > 0.05)
Positioned(
right: 60,
top: -5,
child: Transform.translate(
offset: Offset(0, -12 * (1 - _monsterFlashAnimation.value)),
child: Opacity(
opacity: _monsterFlashAnimation.value,
child: Text(
_monsterHpChange > 0
? '+$_monsterHpChange'
: '$_monsterHpChange',
style: TextStyle(
fontSize: 11,
fontWeight: FontWeight.bold,
color: _monsterHpChange < 0
? Colors.yellow
: Colors.green,
shadows: const [
Shadow(color: Colors.black, blurRadius: 3),
Shadow(color: Colors.black, blurRadius: 6),
],
),
),
),
),
),
],
),
);
},
);
}
}

View File

@@ -2,6 +2,7 @@ import 'package:flutter/material.dart';
import 'package:askiineverdie/l10n/app_localizations.dart';
import 'package:askiineverdie/src/core/animation/ascii_animation_type.dart';
import 'package:askiineverdie/src/core/model/combat_event.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/features/game/widgets/ascii_animation_card.dart';
@@ -21,6 +22,7 @@ class TaskProgressPanel extends StatelessWidget {
this.shieldName,
this.characterLevel,
this.monsterLevel,
this.latestCombatEvent,
});
final ProgressState progress;
@@ -40,6 +42,9 @@ class TaskProgressPanel extends StatelessWidget {
final int? characterLevel;
final int? monsterLevel;
/// 최근 전투 이벤트 (애니메이션 동기화용, Phase 5)
final CombatEvent? latestCombatEvent;
@override
Widget build(BuildContext context) {
return Container(
@@ -65,6 +70,7 @@ class TaskProgressPanel extends StatelessWidget {
characterLevel: characterLevel,
monsterLevel: monsterLevel,
isPaused: isPaused,
latestCombatEvent: latestCombatEvent,
),
),
const SizedBox(height: 8),

View File

@@ -154,12 +154,12 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
// 게임에 사용할 새 RNG 생성
final gameSeed = math.Random().nextInt(0x7FFFFFFF);
// 원본 Main.pas:1380-1381 - 기본 롤 값(CON.Tag, INT.Tag)만 사용
// 종족/직업 보너스는 스탯에 적용되지 않음 (UI 힌트용)
// Put(Stats,'HP Max',Random(8) + CON.Tag div 6);
// Put(Stats,'MP Max',Random(8) + INT.Tag div 6);
final hpMax = math.Random().nextInt(8) + _con ~/ 6;
final mpMax = math.Random().nextInt(8) + _int ~/ 6;
// HP/MP 초기값 계산
// 원본 공식: Random(8) + CON/6 → 약 1~10 HP (너무 낮음)
// 수정 공식: 50 + Random(8) + CON → 약 60~76 HP (전투 생존 가능)
// 이유: 원본 PQ는 "항상 승리"하지만 이 게임은 실제 전투로 사망 가능
final hpMax = 50 + math.Random().nextInt(8) + _con;
final mpMax = 30 + math.Random().nextInt(8) + _int;
// 원본 Main.pas:1375-1379 - 기본 롤 값 그대로 저장 (보너스 없음)
final finalStats = Stats(