refactor(core): 애니메이션 컴포저 및 저장 데이터 개선

- CanvasWalkingComposer 정리
- SaveData 모델 확장
This commit is contained in:
JiWoong Sul
2026-01-14 02:26:18 +09:00
parent 1da377c127
commit eba0521ffe
2 changed files with 70 additions and 38 deletions

View File

@@ -89,19 +89,11 @@ class CanvasWalkingComposer {
}
/// idle 프레임 기반 걷기 애니메이션 생성
/// 머리와 몸통은 유지, 다리만 걷는 동작으로 변경
/// 종족별 다리 모양을 유지 (idle 프레임이 4개라 자연스럽게 변화)
List<String> _animateWalking(List<String> idleLines, int frameIndex) {
if (idleLines.length < 3) return idleLines;
// 머리(0)와 몸통(1)은 그대로 유지
final head = idleLines[0];
final body = idleLines[1];
// 다리 애니메이션 (4프레임) - 걷기 동작
const legFrames = [' /| ', ' |\\ ', ' /| ', ' |\\ '];
final legs = legFrames[frameIndex % legFrames.length];
return [head, body, legs];
// idle 프레임을 그대로 사용 (종족별 다리 모양 유지)
// frameIndex에 따라 idle[0~3] 중 하나가 선택되어 자연스럽게 애니메이션됨
return idleLines;
}
/// 문자열 스프라이트를 AsciiCell 2D 배열로 변환

View File

@@ -1,9 +1,15 @@
import 'dart:collection';
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
const int kSaveVersion = 2;
/// 세이브 파일 버전
/// - v2: 장비 이름만 저장 (레거시)
/// - v3: 장비 전체 정보 저장 (level, rarity, stats 포함)
const int kSaveVersion = 3;
class GameSave {
GameSave({
@@ -79,17 +85,7 @@ class GameSave {
.toList(),
},
'equipment': {
'weapon': equipment.weapon,
'shield': equipment.shield,
'helm': equipment.helm,
'hauberk': equipment.hauberk,
'brassairts': equipment.brassairts,
'vambraces': equipment.vambraces,
'gauntlets': equipment.gauntlets,
'gambeson': equipment.gambeson,
'cuisses': equipment.cuisses,
'greaves': equipment.greaves,
'sollerets': equipment.sollerets,
'items': equipment.items.map((e) => e.toJson()).toList(),
'bestIndex': equipment.bestIndex,
},
'skills': skillBook.skills
@@ -106,6 +102,8 @@ class GameSave {
'type': progress.currentTask.type.name,
'monsterBaseName': progress.currentTask.monsterBaseName,
'monsterPart': progress.currentTask.monsterPart,
'monsterLevel': progress.currentTask.monsterLevel,
'monsterGrade': progress.currentTask.monsterGrade?.name,
},
'plotStages': progress.plotStageCount,
'questCount': progress.questCount,
@@ -183,20 +181,7 @@ class GameSave {
)
.toList(),
),
equipment: Equipment.fromStrings(
weapon: equipmentJson['weapon'] as String? ?? 'Keyboard',
shield: equipmentJson['shield'] as String? ?? '',
helm: equipmentJson['helm'] as String? ?? '',
hauberk: equipmentJson['hauberk'] as String? ?? '',
brassairts: equipmentJson['brassairts'] as String? ?? '',
vambraces: equipmentJson['vambraces'] as String? ?? '',
gauntlets: equipmentJson['gauntlets'] as String? ?? '',
gambeson: equipmentJson['gambeson'] as String? ?? '',
cuisses: equipmentJson['cuisses'] as String? ?? '',
greaves: equipmentJson['greaves'] as String? ?? '',
sollerets: equipmentJson['sollerets'] as String? ?? '',
bestIndex: equipmentJson['bestIndex'] as int? ?? 0,
),
equipment: _equipmentFromJson(equipmentJson, json['version'] as int? ?? 2),
skillBook: SkillBook(
skills: skillsJson
.map(
@@ -289,11 +274,23 @@ TaskInfo _taskInfoFromJson(Map<String, dynamic> json) {
(t) => t.name == typeName,
orElse: () => TaskType.neutral,
);
// monsterGrade 파싱
final gradeName = json['monsterGrade'] as String?;
final monsterGrade = gradeName != null
? MonsterGrade.values.firstWhere(
(g) => g.name == gradeName,
orElse: () => MonsterGrade.normal,
)
: null;
return TaskInfo(
caption: json['caption'] as String? ?? '',
type: type,
monsterBaseName: json['monsterBaseName'] as String?,
monsterPart: json['monsterPart'] as String?,
monsterLevel: json['monsterLevel'] as int?,
monsterGrade: monsterGrade,
);
}
@@ -315,3 +312,46 @@ QuestMonsterInfo? _questMonsterFromJson(Map<String, dynamic>? json) {
monsterIndex: json['index'] as int? ?? -1,
);
}
/// 장비 데이터 역직렬화 (버전별 분기 처리)
///
/// - v2 이하: 레거시 문자열 기반 (이름만 저장)
/// - v3 이상: 전체 EquipmentItem 정보 저장
Equipment _equipmentFromJson(Map<String, dynamic> json, int version) {
// v3 이상: 새로운 형식 (items 배열)
if (version >= 3 && json['items'] != null) {
final itemsList = json['items'] as List<dynamic>;
final items = <EquipmentItem>[];
for (var i = 0; i < Equipment.slotCount; i++) {
if (i < itemsList.length) {
final itemJson = itemsList[i] as Map<String, dynamic>;
items.add(EquipmentItem.fromJson(itemJson));
} else {
// 누락된 슬롯은 빈 아이템으로 채움
items.add(EquipmentItem.empty(EquipmentSlot.values[i]));
}
}
return Equipment(
items: items,
bestIndex: json['bestIndex'] as int? ?? 0,
);
}
// v2 이하: 레거시 형식 (문자열 기반)
return Equipment.fromStrings(
weapon: json['weapon'] as String? ?? 'Keyboard',
shield: json['shield'] as String? ?? '',
helm: json['helm'] as String? ?? '',
hauberk: json['hauberk'] as String? ?? '',
brassairts: json['brassairts'] as String? ?? '',
vambraces: json['vambraces'] as String? ?? '',
gauntlets: json['gauntlets'] as String? ?? '',
gambeson: json['gambeson'] as String? ?? '',
cuisses: json['cuisses'] as String? ?? '',
greaves: json['greaves'] as String? ?? '',
sollerets: json['sollerets'] as String? ?? '',
bestIndex: json['bestIndex'] as int? ?? 0,
);
}