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525e231c06
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525e231c06 | ||
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58cc1fddb5 | ||
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60db6b2ec9 |
@@ -1106,3 +1106,52 @@ String get uiError =>
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String get uiSaved => _l('Saved', '저장됨', '保存しました');
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String get uiSaveBattleLog =>
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_l('Save Battle Log', '배틀로그 저장', 'バトルログ保存');
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// ============================================================================
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// 스킬 상세 정보 라벨 (Skill Detail Labels)
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// ============================================================================
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// 공통 라벨
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String get skillTier => _l('Tier', '티어', 'ティア');
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String get skillMpCost => _l('MP', 'MP', 'MP');
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String get skillCooldown => _l('CD', '쿨타임', 'CT');
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String get skillSeconds => _l('s', '초', '秒');
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// 공격 스킬 라벨
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String get skillPower => _l('Power', '위력', '威力');
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String get skillHits => _l('Hits', '타격', 'ヒット');
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String get skillDot => _l('DOT', '지속피해', 'DOT');
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String get skillLifesteal => _l('Lifesteal', 'HP흡수', 'HP吸収');
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String get skillDefPen => _l('DEF Pen', '방어무시', '防御貫通');
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String get skillSelfDmg => _l('Self Dmg', '자해', '自傷');
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// 회복 스킬 라벨
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String get skillHealFixed => _l('Heal', '회복', '回復');
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String get skillHealPercent => _l('HP%', 'HP%', 'HP%');
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String get skillMpHeal => _l('MP Heal', 'MP회복', 'MP回復');
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// 버프/디버프 라벨
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String get skillBuffDuration => _l('Duration', '지속', '持続');
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String get skillAtkMod => _l('ATK', '공격', '攻撃');
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String get skillDefMod => _l('DEF', '방어', '防御');
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String get skillCriMod => _l('CRI', '치명', 'クリ');
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String get skillEvaMod => _l('EVA', '회피', '回避');
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// 스킬 타입 이름
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String get skillTypeAttack => _l('Attack', '공격', '攻撃');
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String get skillTypeHeal => _l('Heal', '회복', '回復');
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String get skillTypeBuff => _l('Buff', '버프', 'バフ');
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String get skillTypeDebuff => _l('Debuff', '디버프', 'デバフ');
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// 속성 이름 (SkillElement)
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String get elementLogic => _l('Logic', '논리', 'ロジック');
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String get elementMemory => _l('Memory', '메모리', 'メモリ');
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String get elementNetwork => _l('Network', '네트워크', 'ネットワーク');
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String get elementFire => _l('Fire', '화염', '火炎');
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String get elementIce => _l('Ice', '빙결', '氷結');
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String get elementLightning => _l('Lightning', '전기', '電撃');
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String get elementVoid => _l('Void', '공허', 'ヴォイド');
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String get elementChaos => _l('Chaos', '혼돈', 'カオス');
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// 스킬 상세 정보 없음
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String get skillNoDetails => _l('No details', '상세 정보 없음', '詳細情報なし');
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@@ -7,6 +7,7 @@ import 'package:asciineverdie/src/core/l10n/game_data_l10n.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/skill.dart';
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import 'package:asciineverdie/src/features/game/widgets/active_buff_panel.dart';
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import 'package:asciineverdie/src/shared/retro_colors.dart';
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/// 스킬 페이지 (캐로셀)
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///
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@@ -72,7 +73,7 @@ class SkillsPage extends StatelessWidget {
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return ListView.builder(
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itemCount: skillBook.skills.length,
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padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 4),
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padding: const EdgeInsets.symmetric(horizontal: 4, vertical: 4),
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itemBuilder: (context, index) {
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final skillEntry = skillBook.skills[index];
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final skill = SkillData.getSkillBySpellName(skillEntry.name);
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@@ -86,7 +87,7 @@ class SkillsPage extends StatelessWidget {
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skillState != null &&
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!skillState.isReady(skillSystem.elapsedMs, skill!.cooldownMs);
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return _SkillRow(
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return _SkillTile(
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skillName: skillName,
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rank: skillEntry.rank,
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skill: skill,
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@@ -97,9 +98,9 @@ class SkillsPage extends StatelessWidget {
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}
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}
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/// 스킬 행 위젯
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class _SkillRow extends StatelessWidget {
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const _SkillRow({
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/// 스킬 타일 위젯 (ExpansionTile 기반)
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class _SkillTile extends StatelessWidget {
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const _SkillTile({
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required this.skillName,
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required this.rank,
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required this.skill,
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@@ -111,16 +112,83 @@ class _SkillRow extends StatelessWidget {
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final Skill? skill;
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final bool isOnCooldown;
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@override
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Widget build(BuildContext context) {
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// 스킬 데이터가 없으면 단순 행으로 표시
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if (skill == null) {
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return _SimpleSkillRow(
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skillName: skillName,
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rank: rank,
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isOnCooldown: isOnCooldown,
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);
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}
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final typeColor = _getTypeColor(skill!.type);
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return ExpansionTile(
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tilePadding: const EdgeInsets.symmetric(horizontal: 8),
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childrenPadding: const EdgeInsets.only(left: 16, right: 8, bottom: 8),
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dense: true,
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title: Row(
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children: [
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_SkillTypeIcon(type: skill!.type),
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const SizedBox(width: 8),
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Expanded(
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child: Text(
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skillName,
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style: TextStyle(
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fontSize: 18,
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color: isOnCooldown ? Colors.grey : typeColor,
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fontWeight: FontWeight.w500,
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),
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overflow: TextOverflow.ellipsis,
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),
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),
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if (isOnCooldown)
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const Padding(
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padding: EdgeInsets.only(right: 8),
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child: Icon(Icons.hourglass_empty, size: 14, color: Colors.orange),
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),
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_RankBadge(rank: rank),
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],
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),
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children: [
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_SkillStatsGrid(skill: skill!),
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const SizedBox(height: 4),
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_SkillMetaRow(skill: skill!),
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],
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);
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}
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Color _getTypeColor(SkillType type) {
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return switch (type) {
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SkillType.attack => Colors.red.shade300,
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SkillType.heal => Colors.green.shade300,
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SkillType.buff => Colors.blue.shade300,
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SkillType.debuff => Colors.purple.shade300,
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};
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}
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}
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/// 스킬 데이터가 없는 경우의 단순 행
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class _SimpleSkillRow extends StatelessWidget {
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const _SimpleSkillRow({
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required this.skillName,
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required this.rank,
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required this.isOnCooldown,
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});
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final String skillName;
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final String rank;
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final bool isOnCooldown;
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@override
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Widget build(BuildContext context) {
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return Padding(
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padding: const EdgeInsets.symmetric(vertical: 3),
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padding: const EdgeInsets.symmetric(vertical: 3, horizontal: 8),
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child: Row(
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children: [
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// 스킬 타입 아이콘
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_buildTypeIcon(),
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const SizedBox(width: 8),
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// 스킬 이름
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const SizedBox(width: 24),
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Expanded(
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child: Text(
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skillName,
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@@ -131,11 +199,9 @@ class _SkillRow extends StatelessWidget {
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overflow: TextOverflow.ellipsis,
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),
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),
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// 쿨타임 표시
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if (isOnCooldown)
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const Icon(Icons.hourglass_empty, size: 14, color: Colors.orange),
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const SizedBox(width: 8),
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// 랭크
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Text(
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rank,
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style: const TextStyle(fontSize: 17, fontWeight: FontWeight.bold),
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@@ -144,19 +210,375 @@ class _SkillRow extends StatelessWidget {
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),
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);
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}
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}
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Widget _buildTypeIcon() {
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if (skill == null) {
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return const SizedBox(width: 16);
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}
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/// 스킬 타입 아이콘
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class _SkillTypeIcon extends StatelessWidget {
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const _SkillTypeIcon({required this.type});
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final (IconData icon, Color color) = switch (skill!.type) {
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final SkillType type;
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@override
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Widget build(BuildContext context) {
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final (IconData icon, Color color) = switch (type) {
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SkillType.attack => (Icons.flash_on, Colors.red),
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SkillType.heal => (Icons.favorite, Colors.green),
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SkillType.buff => (Icons.arrow_upward, Colors.blue),
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SkillType.debuff => (Icons.arrow_downward, Colors.purple),
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};
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return Icon(icon, size: 16, color: color);
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return Icon(icon, size: 18, color: color);
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}
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}
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/// 랭크 배지
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class _RankBadge extends StatelessWidget {
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const _RankBadge({required this.rank});
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final String rank;
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@override
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Widget build(BuildContext context) {
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final gold = RetroColors.goldOf(context);
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final surface = RetroColors.surfaceOf(context);
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return Container(
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padding: const EdgeInsets.symmetric(horizontal: 6, vertical: 2),
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decoration: BoxDecoration(
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color: surface,
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border: Border.all(color: gold, width: 1),
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borderRadius: BorderRadius.circular(4),
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),
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child: Text(
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rank,
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style: TextStyle(
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fontSize: 15,
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fontWeight: FontWeight.bold,
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color: gold,
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),
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),
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);
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}
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}
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/// 스킬 스탯 그리드 (타입별 분기)
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class _SkillStatsGrid extends StatelessWidget {
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const _SkillStatsGrid({required this.skill});
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final Skill skill;
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@override
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Widget build(BuildContext context) {
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final entries = <_StatEntry>[];
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// 공통: MP, 쿨타임
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entries.add(_StatEntry(l10n.skillMpCost, '${skill.mpCost}'));
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entries.add(_StatEntry(
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l10n.skillCooldown,
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'${(skill.cooldownMs / 1000).toStringAsFixed(1)}${l10n.skillSeconds}',
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));
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// 타입별 스탯 추가
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switch (skill.type) {
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case SkillType.attack:
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_addAttackStats(entries);
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case SkillType.heal:
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_addHealStats(entries);
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case SkillType.buff:
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_addBuffStats(entries);
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case SkillType.debuff:
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_addDebuffStats(entries);
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}
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return Wrap(
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spacing: 8,
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runSpacing: 4,
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children: entries.map((e) => _StatChip(entry: e)).toList(),
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);
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}
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void _addAttackStats(List<_StatEntry> entries) {
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// 위력 (power × multiplier)
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final power = (skill.power * skill.damageMultiplier).round();
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entries.add(_StatEntry(l10n.skillPower, '$power'));
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// 타격 횟수 (1보다 클 때만)
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if (skill.hitCount > 1) {
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entries.add(_StatEntry(l10n.skillHits, '${skill.hitCount}'));
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}
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// DOT 정보
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if (skill.isDot && skill.baseDotDamage != null) {
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final dotDps = skill.baseDotDamage! *
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(skill.baseDotDurationMs! / skill.baseDotTickMs!);
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entries.add(_StatEntry(l10n.skillDot, '${dotDps.round()}'));
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}
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// HP 흡수
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if (skill.lifestealPercent > 0) {
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entries.add(_StatEntry(
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l10n.skillLifesteal,
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'${(skill.lifestealPercent * 100).round()}%',
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));
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}
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// 방어 무시
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if (skill.targetDefReduction > 0) {
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entries.add(_StatEntry(
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l10n.skillDefPen,
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'${(skill.targetDefReduction * 100).round()}%',
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));
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}
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// 자해 데미지
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if (skill.selfDamagePercent > 0) {
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entries.add(_StatEntry(
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l10n.skillSelfDmg,
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'${(skill.selfDamagePercent * 100).round()}%',
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));
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}
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}
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void _addHealStats(List<_StatEntry> entries) {
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// 고정 회복
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if (skill.healAmount > 0) {
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entries.add(_StatEntry(l10n.skillHealFixed, '+${skill.healAmount}'));
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}
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// % 회복
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if (skill.healPercent > 0) {
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entries.add(_StatEntry(
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l10n.skillHealPercent,
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'${(skill.healPercent * 100).round()}%',
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));
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}
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// MP 회복
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if (skill.mpHealAmount > 0) {
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entries.add(_StatEntry(l10n.skillMpHeal, '+${skill.mpHealAmount}'));
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}
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// 부가 버프
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if (skill.buff != null) {
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final buff = skill.buff!;
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entries.add(_StatEntry(
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l10n.skillBuffDuration,
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'${(buff.durationMs / 1000).round()}${l10n.skillSeconds}',
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));
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}
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}
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void _addBuffStats(List<_StatEntry> entries) {
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if (skill.buff == null) return;
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final buff = skill.buff!;
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// 지속시간
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entries.add(_StatEntry(
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l10n.skillBuffDuration,
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'${(buff.durationMs / 1000).round()}${l10n.skillSeconds}',
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));
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// 각 보정치
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if (buff.atkModifier != 0) {
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final sign = buff.atkModifier > 0 ? '+' : '';
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entries.add(_StatEntry(
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l10n.skillAtkMod,
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'$sign${(buff.atkModifier * 100).round()}%',
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));
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}
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if (buff.defModifier != 0) {
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final sign = buff.defModifier > 0 ? '+' : '';
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entries.add(_StatEntry(
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l10n.skillDefMod,
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'$sign${(buff.defModifier * 100).round()}%',
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));
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}
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if (buff.criRateModifier != 0) {
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final sign = buff.criRateModifier > 0 ? '+' : '';
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entries.add(_StatEntry(
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l10n.skillCriMod,
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'$sign${(buff.criRateModifier * 100).round()}%',
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));
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}
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if (buff.evasionModifier != 0) {
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final sign = buff.evasionModifier > 0 ? '+' : '';
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entries.add(_StatEntry(
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l10n.skillEvaMod,
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'$sign${(buff.evasionModifier * 100).round()}%',
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));
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}
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}
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void _addDebuffStats(List<_StatEntry> entries) {
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if (skill.buff == null) return;
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final buff = skill.buff!;
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// 지속시간
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entries.add(_StatEntry(
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l10n.skillBuffDuration,
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'${(buff.durationMs / 1000).round()}${l10n.skillSeconds}',
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));
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// 디버프 효과 (보통 음수)
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if (buff.atkModifier != 0) {
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entries.add(_StatEntry(
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l10n.skillAtkMod,
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'${(buff.atkModifier * 100).round()}%',
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));
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}
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if (buff.defModifier != 0) {
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entries.add(_StatEntry(
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l10n.skillDefMod,
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'${(buff.defModifier * 100).round()}%',
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||||
));
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}
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||||
}
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||||
}
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/// 스탯 엔트리
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class _StatEntry {
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const _StatEntry(this.label, this.value);
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final String label;
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final String value;
|
||||
}
|
||||
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/// 스탯 칩 (레트로 스타일)
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class _StatChip extends StatelessWidget {
|
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const _StatChip({required this.entry});
|
||||
|
||||
final _StatEntry entry;
|
||||
|
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@override
|
||||
Widget build(BuildContext context) {
|
||||
final surface = RetroColors.surfaceOf(context);
|
||||
final border = RetroColors.borderOf(context);
|
||||
final textMuted = RetroColors.textMutedOf(context);
|
||||
final textPrimary = RetroColors.textPrimaryOf(context);
|
||||
|
||||
return Container(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 4, vertical: 2),
|
||||
decoration: BoxDecoration(
|
||||
color: surface,
|
||||
border: Border.all(color: border, width: 1),
|
||||
borderRadius: BorderRadius.circular(2),
|
||||
),
|
||||
child: Row(
|
||||
mainAxisSize: MainAxisSize.min,
|
||||
children: [
|
||||
Text(
|
||||
'${entry.label}: ',
|
||||
style: TextStyle(fontSize: 15, color: textMuted),
|
||||
),
|
||||
Text(
|
||||
entry.value,
|
||||
style: TextStyle(
|
||||
fontSize: 15,
|
||||
fontWeight: FontWeight.bold,
|
||||
color: textPrimary,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// 스킬 메타 정보 행
|
||||
class _SkillMetaRow extends StatelessWidget {
|
||||
const _SkillMetaRow({required this.skill});
|
||||
|
||||
final Skill skill;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final textMuted = RetroColors.textMutedOf(context);
|
||||
final typeColor = _getTypeColor(skill.type);
|
||||
|
||||
return Row(
|
||||
children: [
|
||||
// 티어
|
||||
Text(
|
||||
'${l10n.skillTier} ${_tierToRoman(skill.tier)}',
|
||||
style: TextStyle(fontSize: 15, color: textMuted),
|
||||
),
|
||||
const SizedBox(width: 8),
|
||||
// 타입
|
||||
Text(
|
||||
_getTypeName(skill.type),
|
||||
style: TextStyle(
|
||||
fontSize: 15,
|
||||
color: typeColor,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
// 속성 (있는 경우)
|
||||
if (skill.element != null) ...[
|
||||
const SizedBox(width: 8),
|
||||
Text(
|
||||
_getElementName(skill.element!),
|
||||
style: TextStyle(
|
||||
fontSize: 15,
|
||||
color: _getElementColor(skill.element!),
|
||||
fontWeight: FontWeight.w500,
|
||||
),
|
||||
),
|
||||
],
|
||||
],
|
||||
);
|
||||
}
|
||||
|
||||
Color _getTypeColor(SkillType type) {
|
||||
return switch (type) {
|
||||
SkillType.attack => Colors.red,
|
||||
SkillType.heal => Colors.green,
|
||||
SkillType.buff => Colors.blue,
|
||||
SkillType.debuff => Colors.purple,
|
||||
};
|
||||
}
|
||||
|
||||
Color _getElementColor(SkillElement element) {
|
||||
return switch (element) {
|
||||
SkillElement.logic => Colors.cyan,
|
||||
SkillElement.memory => Colors.teal,
|
||||
SkillElement.network => Colors.indigo,
|
||||
SkillElement.fire => Colors.orange,
|
||||
SkillElement.ice => Colors.lightBlue,
|
||||
SkillElement.lightning => Colors.yellow.shade700,
|
||||
SkillElement.voidElement => Colors.grey,
|
||||
SkillElement.chaos => Colors.pink,
|
||||
};
|
||||
}
|
||||
|
||||
String _tierToRoman(int tier) {
|
||||
return switch (tier) {
|
||||
1 => 'I',
|
||||
2 => 'II',
|
||||
3 => 'III',
|
||||
4 => 'IV',
|
||||
5 => 'V',
|
||||
_ => '$tier',
|
||||
};
|
||||
}
|
||||
|
||||
String _getTypeName(SkillType type) {
|
||||
return switch (type) {
|
||||
SkillType.attack => l10n.skillTypeAttack,
|
||||
SkillType.heal => l10n.skillTypeHeal,
|
||||
SkillType.buff => l10n.skillTypeBuff,
|
||||
SkillType.debuff => l10n.skillTypeDebuff,
|
||||
};
|
||||
}
|
||||
|
||||
String _getElementName(SkillElement element) {
|
||||
return switch (element) {
|
||||
SkillElement.logic => l10n.elementLogic,
|
||||
SkillElement.memory => l10n.elementMemory,
|
||||
SkillElement.network => l10n.elementNetwork,
|
||||
SkillElement.fire => l10n.elementFire,
|
||||
SkillElement.ice => l10n.elementIce,
|
||||
SkillElement.lightning => l10n.elementLightning,
|
||||
SkillElement.voidElement => l10n.elementVoid,
|
||||
SkillElement.chaos => l10n.elementChaos,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -583,17 +583,18 @@ class _VictoryOverlayState extends State<VictoryOverlay>
|
||||
}
|
||||
|
||||
Widget _buildTrophyAsciiArt(Color gold) {
|
||||
// 중앙 정렬을 위해 각 줄 좌우 공백 균형 맞춤
|
||||
const trophy = '''
|
||||
___________
|
||||
'._==_==_=_.'
|
||||
.-\\: /-.
|
||||
| (|:. |) |
|
||||
'-|:. |-'
|
||||
\\::. /
|
||||
'::. .'
|
||||
) (
|
||||
_.' '._
|
||||
'-------' ''';
|
||||
____________
|
||||
'._==_==_=_.'
|
||||
.-\\: /-.
|
||||
| (|:. |) |
|
||||
'-|:. |-'
|
||||
\\::. /
|
||||
'::. .'
|
||||
) (
|
||||
_.' '._
|
||||
'-------' ''';
|
||||
|
||||
return Text(
|
||||
trophy,
|
||||
@@ -649,25 +650,25 @@ class _VictoryOverlayState extends State<VictoryOverlay>
|
||||
Widget _buildTheEnd(BuildContext context, Color gold) {
|
||||
const theEnd = '''
|
||||
████████╗██╗ ██╗███████╗ ███████╗███╗ ██╗██████╗
|
||||
╚══██╔══╝██║ ██║██╔════╝ ██╔════╝████╗ ██║██╔══██╗
|
||||
██║ ███████║█████╗ █████╗ ██╔██╗ ██║██║ ██║
|
||||
██║ ██╔══██║██╔══╝ ██╔══╝ ██║╚██╗██║██║ ██║
|
||||
██║ ██║ ██║███████╗ ███████╗██║ ╚████║██████╔╝
|
||||
╚═╝ ╚═╝ ╚═╝╚══════╝ ╚══════╝╚═╝ ╚═══╝╚═════╝ ''';
|
||||
╚══██╔══╝██║ ██║██╔════╝ ██╔════╝████╗ ██║██╔══██╗
|
||||
██║ ███████║█████╗ █████╗ ██╔██╗ ██║██║ ██║
|
||||
██║ ██╔══██║██╔══╝ ██╔══╝ ██║╚██╗██║██║ ██║
|
||||
██║ ██║ ██║███████╗ ███████╗██║ ╚████║██████╔╝
|
||||
╚═╝ ╚═╝ ╚═╝╚══════╝ ╚══════╝╚═╝ ╚═══╝╚═════╝ ''';
|
||||
|
||||
return Column(
|
||||
children: [
|
||||
Text(
|
||||
theEnd,
|
||||
style: TextStyle(
|
||||
fontFamily: 'JetBrainsMono',
|
||||
fontSize: 14,
|
||||
color: gold,
|
||||
height: 1.0,
|
||||
),
|
||||
textAlign: TextAlign.center,
|
||||
// FittedBox로 감싸서 화면 너비에 맞게 자동 스케일링
|
||||
return FittedBox(
|
||||
fit: BoxFit.scaleDown,
|
||||
child: Text(
|
||||
theEnd,
|
||||
style: TextStyle(
|
||||
fontFamily: 'JetBrainsMono',
|
||||
fontSize: 12,
|
||||
color: gold,
|
||||
height: 1.0,
|
||||
),
|
||||
],
|
||||
textAlign: TextAlign.center,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user