Files
asciinevrdie/lib/src/features/arena/arena_battle_screen.dart
JiWoong Sul 1da377c127 feat(ui): 화면 및 공통 위젯 개선
- FrontScreen 개선
- GamePlayScreen, GameSessionController 업데이트
- ArenaBattleScreen, NewCharacterScreen 정리
- AsciiDisintegrateWidget 추가
2026-01-14 00:18:16 +09:00

977 lines
30 KiB
Dart

import 'dart:async';
import 'package:flutter/material.dart';
import 'package:asciineverdie/src/core/engine/arena_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/hall_of_fame.dart';
import 'package:asciineverdie/src/core/animation/race_character_frames.dart';
import 'package:asciineverdie/src/features/arena/widgets/arena_combat_log.dart';
import 'package:asciineverdie/src/features/arena/widgets/arena_result_panel.dart';
import 'package:asciineverdie/src/shared/widgets/ascii_disintegrate_widget.dart';
import 'package:asciineverdie/src/features/game/widgets/ascii_animation_card.dart';
import 'package:asciineverdie/src/features/game/widgets/combat_log.dart';
import 'package:asciineverdie/src/shared/retro_colors.dart';
// 임시 문자열 (추후 l10n으로 이동)
const _battleTitle = 'ARENA BATTLE';
const _hpLabel = 'HP';
/// 아레나 전투 화면
///
/// ASCII 애니메이션 기반 턴제 전투 표시
/// 레트로 RPG 스타일 HP 바 (세그먼트)
class ArenaBattleScreen extends StatefulWidget {
const ArenaBattleScreen({
super.key,
required this.match,
required this.onBattleComplete,
});
/// 대전 정보
final ArenaMatch match;
/// 전투 완료 콜백
final void Function(ArenaMatchResult) onBattleComplete;
@override
State<ArenaBattleScreen> createState() => _ArenaBattleScreenState();
}
class _ArenaBattleScreenState extends State<ArenaBattleScreen>
with TickerProviderStateMixin {
final ArenaService _arenaService = ArenaService();
/// 현재 턴
int _currentTurn = 0;
/// 전투 시작 시간 (경과 시간 계산용)
DateTime? _battleStartTime;
/// 도전자 HP/MP
late int _challengerHp;
late int _challengerHpMax;
late int _challengerMp;
late int _challengerMpMax;
/// 상대 HP/MP
late int _opponentHp;
late int _opponentHpMax;
late int _opponentMp;
late int _opponentMpMax;
/// 전투 로그 (CombatLogEntry 사용)
final List<CombatLogEntry> _battleLog = [];
/// 전투 시뮬레이션 스트림 구독
StreamSubscription<ArenaCombatTurn>? _combatSubscription;
/// 최종 결과
ArenaMatchResult? _result;
// HP 변화 애니메이션
late AnimationController _challengerFlashController;
late AnimationController _opponentFlashController;
late Animation<double> _challengerFlashAnimation;
late Animation<double> _opponentFlashAnimation;
// 변화량 표시용
int _challengerHpChange = 0;
int _opponentHpChange = 0;
/// 최신 전투 이벤트 (테두리 이펙트용)
CombatEvent? _latestCombatEvent;
/// 전투 이벤트 아이콘 타이머 (페이드 아웃용)
Timer? _eventIconTimer;
/// 현재 표시 중인 이벤트 아이콘 타입
CombatEventType? _currentEventIcon;
/// 현재 표시 중인 스킬 이름
String? _currentSkillName;
/// 전투 종료 여부 (결과 패널 표시용)
bool _isFinished = false;
@override
void initState() {
super.initState();
// HP/MP 초기화
_challengerHpMax = widget.match.challenger.finalStats?.hpMax ?? 100;
_challengerHp = _challengerHpMax;
_challengerMpMax = widget.match.challenger.finalStats?.mpMax ?? 50;
_challengerMp = _challengerMpMax;
_opponentHpMax = widget.match.opponent.finalStats?.hpMax ?? 100;
_opponentHp = _opponentHpMax;
_opponentMpMax = widget.match.opponent.finalStats?.mpMax ?? 50;
_opponentMp = _opponentMpMax;
// 플래시 애니메이션 초기화
_challengerFlashController = AnimationController(
duration: const Duration(milliseconds: 400),
vsync: this,
);
_challengerFlashAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
CurvedAnimation(
parent: _challengerFlashController,
curve: Curves.easeOut,
),
);
_opponentFlashController = AnimationController(
duration: const Duration(milliseconds: 400),
vsync: this,
);
_opponentFlashAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
CurvedAnimation(parent: _opponentFlashController, curve: Curves.easeOut),
);
// 전투 시작 (딜레이 후)
Future.delayed(const Duration(milliseconds: 500), _startBattle);
}
@override
void dispose() {
_combatSubscription?.cancel();
_eventIconTimer?.cancel();
_challengerFlashController.dispose();
_opponentFlashController.dispose();
super.dispose();
}
void _startBattle() {
_battleStartTime = DateTime.now();
_combatSubscription = _arenaService
.simulateCombat(widget.match)
.listen(
(turn) {
_processTurn(turn);
},
onDone: () {
_endBattle();
},
);
}
void _processTurn(ArenaCombatTurn turn) {
final oldChallengerHp = _challengerHp;
final oldOpponentHp = _opponentHp;
setState(() {
_currentTurn++;
_challengerHp = turn.challengerHp;
_opponentHp = turn.opponentHp;
_challengerMp = turn.challengerMp ?? _challengerMp;
_opponentMp = turn.opponentMp ?? _opponentMp;
// 도전자 HP 변화 감지
if (oldChallengerHp != _challengerHp) {
_challengerHpChange = _challengerHp - oldChallengerHp;
_challengerFlashController.forward(from: 0.0);
}
// 상대 HP 변화 감지
if (oldOpponentHp != _opponentHp) {
_opponentHpChange = _opponentHp - oldOpponentHp;
_opponentFlashController.forward(from: 0.0);
}
// 도전자 스킬 사용 로그
if (turn.challengerSkillUsed != null) {
_battleLog.add(
CombatLogEntry(
message:
'${widget.match.challenger.characterName} uses '
'${turn.challengerSkillUsed}!',
timestamp: DateTime.now(),
type: CombatLogType.skill,
),
);
}
// 도전자 회복 로그
if (turn.challengerHealAmount != null && turn.challengerHealAmount! > 0) {
_battleLog.add(
CombatLogEntry(
message:
'${widget.match.challenger.characterName} heals '
'${turn.challengerHealAmount} HP!',
timestamp: DateTime.now(),
type: CombatLogType.heal,
),
);
}
// 로그 추가 (CombatLogEntry 사용)
if (turn.challengerDamage != null) {
final type = turn.isChallengerCritical
? CombatLogType.critical
: CombatLogType.damage;
final critText = turn.isChallengerCritical ? ' CRITICAL!' : '';
final skillText = turn.challengerSkillUsed != null ? '' : '';
_battleLog.add(
CombatLogEntry(
message:
'${widget.match.challenger.characterName} deals '
'${turn.challengerDamage}$critText$skillText',
timestamp: DateTime.now(),
type: type,
),
);
}
// 상대 회피/블록 이벤트
if (turn.isOpponentEvaded) {
_battleLog.add(
CombatLogEntry(
message: '${widget.match.opponent.characterName} evaded!',
timestamp: DateTime.now(),
type: CombatLogType.evade,
),
);
}
if (turn.isOpponentBlocked) {
_battleLog.add(
CombatLogEntry(
message: '${widget.match.opponent.characterName} blocked!',
timestamp: DateTime.now(),
type: CombatLogType.block,
),
);
}
// 상대 스킬 사용 로그
if (turn.opponentSkillUsed != null) {
_battleLog.add(
CombatLogEntry(
message:
'${widget.match.opponent.characterName} uses '
'${turn.opponentSkillUsed}!',
timestamp: DateTime.now(),
type: CombatLogType.skill,
),
);
}
// 상대 회복 로그
if (turn.opponentHealAmount != null && turn.opponentHealAmount! > 0) {
_battleLog.add(
CombatLogEntry(
message:
'${widget.match.opponent.characterName} heals '
'${turn.opponentHealAmount} HP!',
timestamp: DateTime.now(),
type: CombatLogType.heal,
),
);
}
if (turn.opponentDamage != null) {
final type = turn.isOpponentCritical
? CombatLogType.critical
: CombatLogType.monsterAttack;
final critText = turn.isOpponentCritical ? ' CRITICAL!' : '';
_battleLog.add(
CombatLogEntry(
message:
'${widget.match.opponent.characterName} deals '
'${turn.opponentDamage}$critText',
timestamp: DateTime.now(),
type: type,
),
);
}
// 도전자 회피/블록 이벤트
if (turn.isChallengerEvaded) {
_battleLog.add(
CombatLogEntry(
message: '${widget.match.challenger.characterName} evaded!',
timestamp: DateTime.now(),
type: CombatLogType.evade,
),
);
}
if (turn.isChallengerBlocked) {
_battleLog.add(
CombatLogEntry(
message: '${widget.match.challenger.characterName} blocked!',
timestamp: DateTime.now(),
type: CombatLogType.block,
),
);
}
// 전투 이벤트 생성 (테두리 이펙트용)
_latestCombatEvent = _createCombatEvent(turn);
// 전투 이벤트 아이콘 표시
_showEventIcon(turn);
});
}
/// 전투 이벤트 아이콘 표시 (일정 시간 후 사라짐)
void _showEventIcon(ArenaCombatTurn turn) {
// 이전 타이머 취소
_eventIconTimer?.cancel();
// 스킬 이름 저장
_currentSkillName = turn.challengerSkillUsed ?? turn.opponentSkillUsed;
// 이벤트 타입 결정 (우선순위: 스킬 > 크리티컬 > 블록 > 회피 > 일반공격)
CombatEventType? eventType;
if (_currentSkillName != null) {
eventType = CombatEventType.playerSkill;
} else if (turn.isChallengerCritical || turn.isOpponentCritical) {
eventType = CombatEventType.playerAttack; // 크리티컬 표시용
} else if (turn.isChallengerBlocked || turn.isOpponentBlocked) {
eventType = CombatEventType.playerBlock;
} else if (turn.isChallengerEvaded || turn.isOpponentEvaded) {
eventType = CombatEventType.playerEvade;
} else if (turn.challengerDamage != null || turn.opponentDamage != null) {
eventType = CombatEventType.playerAttack;
}
_currentEventIcon = eventType;
// 1초 후 아이콘 숨김
_eventIconTimer = Timer(const Duration(milliseconds: 800), () {
if (mounted) {
setState(() {
_currentEventIcon = null;
_currentSkillName = null;
});
}
});
}
/// ArenaCombatTurn에서 CombatEvent 생성 (테두리 이펙트용)
CombatEvent? _createCombatEvent(ArenaCombatTurn turn) {
final timestamp = DateTime.now().millisecondsSinceEpoch;
// 도전자 스킬 사용 (보라색 테두리)
if (turn.challengerSkillUsed != null && turn.challengerDamage != null) {
return CombatEvent.playerSkill(
timestamp: timestamp,
skillName: turn.challengerSkillUsed!,
damage: turn.challengerDamage!,
targetName: widget.match.opponent.characterName,
isCritical: turn.isChallengerCritical,
);
}
// 도전자 공격 이벤트 (우선순위: 크리티컬 > 일반 공격)
if (turn.challengerDamage != null) {
return CombatEvent.playerAttack(
timestamp: timestamp,
damage: turn.challengerDamage!,
targetName: widget.match.opponent.characterName,
isCritical: turn.isChallengerCritical,
);
}
// 도전자 회복 이벤트
if (turn.challengerHealAmount != null && turn.challengerSkillUsed != null) {
return CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: turn.challengerHealAmount!,
skillName: turn.challengerSkillUsed,
);
}
// 도전자 방어 이벤트 (회피/블록)
if (turn.isChallengerEvaded) {
return CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: widget.match.opponent.characterName,
);
}
if (turn.isChallengerBlocked) {
return CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: turn.opponentDamage ?? 0,
attackerName: widget.match.opponent.characterName,
);
}
// 상대 공격 이벤트 (몬스터 공격으로 처리)
if (turn.opponentDamage != null) {
return CombatEvent.monsterAttack(
timestamp: timestamp,
damage: turn.opponentDamage!,
attackerName: widget.match.opponent.characterName,
);
}
return null;
}
void _endBattle() {
// 시뮬레이션 HP 결과를 기반으로 최종 결과 계산
_result = _arenaService.createResultFromSimulation(
match: widget.match,
challengerHp: _challengerHp,
opponentHp: _opponentHp,
turns: _currentTurn,
);
// 전투 종료 상태로 전환 (인라인 결과 패널 표시)
setState(() {
_isFinished = true;
});
}
/// Continue 버튼 콜백
void _handleContinue() {
if (_result != null) {
widget.onBattleComplete(_result!);
}
}
@override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: RetroColors.backgroundOf(context),
appBar: AppBar(
title: Text(
_battleTitle,
style: const TextStyle(fontFamily: 'PressStart2P', fontSize: 12),
),
centerTitle: true,
backgroundColor: RetroColors.panelBgOf(context),
automaticallyImplyLeading: false,
),
body: SafeArea(
child: Column(
children: [
// 턴 표시
_buildTurnIndicator(),
// HP 바 (레트로 세그먼트 스타일)
_buildRetroHpBars(),
// 전투 이벤트 아이콘 (HP 바와 애니메이션 사이)
_buildCombatEventIcons(),
// ASCII 애니메이션 (전투 중 / 종료 분기)
_buildBattleArea(),
// 로그 영역 (남은 공간 채움)
Expanded(child: _buildBattleLog()),
// 결과 패널 (전투 종료 시)
if (_isFinished && _result != null)
ArenaResultPanel(
result: _result!,
turnCount: _currentTurn,
onContinue: _handleContinue,
battleLog: _battleLog,
),
],
),
),
);
}
/// 방패 장착 여부 확인
bool _hasShield(HallOfFameEntry entry) {
final equipment = entry.finalEquipment;
if (equipment == null) return false;
return equipment.any((item) => item.slot.name == 'shield');
}
/// 전투 영역 (전투 중 / 종료 분기)
Widget _buildBattleArea() {
if (_isFinished && _result != null) {
return _buildFinishedBattleArea();
}
return _buildActiveBattleArea();
}
/// 활성 전투 영역 (기존 AsciiAnimationCard)
Widget _buildActiveBattleArea() {
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 8),
child: SizedBox(
height: 120,
child: AsciiAnimationCard(
taskType: TaskType.kill,
raceId: widget.match.challenger.raceId,
shieldName: _hasShield(widget.match.challenger) ? 'shield' : null,
opponentRaceId: widget.match.opponent.raceId,
opponentHasShield: _hasShield(widget.match.opponent),
latestCombatEvent: _latestCombatEvent,
),
),
);
}
/// 종료된 전투 영역 (승자 유지 + 패자 분해)
Widget _buildFinishedBattleArea() {
final isVictory = _result!.isVictory;
final winnerRaceId = isVictory
? widget.match.challenger.raceId
: widget.match.opponent.raceId;
final loserRaceId = isVictory
? widget.match.opponent.raceId
: widget.match.challenger.raceId;
// 패자 캐릭터 프레임 (idle 첫 프레임)
final loserFrameData =
RaceCharacterFrames.get(loserRaceId) ??
RaceCharacterFrames.defaultFrames;
final loserLines = loserFrameData.idle.first.lines;
// 승자 캐릭터 프레임 (idle 첫 프레임)
final winnerFrameData =
RaceCharacterFrames.get(winnerRaceId) ??
RaceCharacterFrames.defaultFrames;
final winnerLines = winnerFrameData.idle.first.lines;
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 8),
child: SizedBox(
height: 120,
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: [
// 좌측: 도전자 (승자면 유지, 패자면 분해)
Expanded(
child: Center(
child: isVictory
? _buildStaticCharacter(winnerLines, false)
: AsciiDisintegrateWidget(
characterLines: _mirrorLines(loserLines),
),
),
),
// 중앙 VS
Text(
'VS',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 10,
color: RetroColors.goldOf(context).withValues(alpha: 0.5),
),
),
// 우측: 상대 (승자면 유지, 패자면 분해)
Expanded(
child: Center(
child: isVictory
? AsciiDisintegrateWidget(characterLines: loserLines)
: _buildStaticCharacter(_mirrorLines(winnerLines), false),
),
),
],
),
),
);
}
/// 정적 ASCII 캐릭터 표시
Widget _buildStaticCharacter(List<String> lines, bool mirrored) {
final textColor = RetroColors.textPrimaryOf(context);
return Column(
mainAxisSize: MainAxisSize.min,
children: lines
.map(
(line) => Text(
line,
style: TextStyle(
fontFamily: 'JetBrainsMono',
fontSize: 10,
color: textColor,
height: 1.2,
),
),
)
.toList(),
);
}
/// ASCII 문자열 미러링 (좌우 대칭)
List<String> _mirrorLines(List<String> lines) {
return lines.map((line) {
final chars = line.split('');
return chars.reversed.map(_mirrorChar).join();
}).toList();
}
/// 개별 문자 미러링
String _mirrorChar(String char) {
return switch (char) {
'/' => r'\',
r'\' => '/',
'(' => ')',
')' => '(',
'[' => ']',
']' => '[',
'{' => '}',
'}' => '{',
'<' => '>',
'>' => '<',
'd' => 'b',
'b' => 'd',
'q' => 'p',
'p' => 'q',
_ => char,
};
}
Widget _buildTurnIndicator() {
// 경과 시간 계산 (분:초 형식)
String elapsedTime = '00:00';
if (_battleStartTime != null) {
final elapsed = DateTime.now().difference(_battleStartTime!);
final minutes = elapsed.inMinutes;
final seconds = elapsed.inSeconds % 60;
elapsedTime =
'${minutes.toString().padLeft(2, '0')}:${seconds.toString().padLeft(2, '0')}';
}
return Container(
padding: const EdgeInsets.symmetric(vertical: 8),
color: RetroColors.panelBgOf(context).withValues(alpha: 0.5),
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Icon(Icons.timer, color: RetroColors.goldOf(context), size: 16),
const SizedBox(width: 8),
Text(
elapsedTime,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 10,
color: RetroColors.goldOf(context),
),
),
],
),
);
}
/// 레트로 스타일 HP 바 (좌우 대칭)
Widget _buildRetroHpBars() {
return Container(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 6),
decoration: BoxDecoration(
color: RetroColors.panelBgOf(context),
border: Border(
bottom: BorderSide(color: RetroColors.borderOf(context), width: 2),
),
),
child: Row(
children: [
// 도전자 HP (좌측, 파란색)
Expanded(
child: _buildRetroHpBar(
name: widget.match.challenger.characterName,
hp: _challengerHp,
hpMax: _challengerHpMax,
fillColor: RetroColors.mpBlue,
accentColor: Colors.blue,
flashAnimation: _challengerFlashAnimation,
hpChange: _challengerHpChange,
isReversed: false,
),
),
// VS 구분자
Padding(
padding: const EdgeInsets.symmetric(horizontal: 8),
child: Text(
'VS',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 8,
color: RetroColors.goldOf(context),
fontWeight: FontWeight.bold,
),
),
),
// 상대 HP (우측, 빨간색)
Expanded(
child: _buildRetroHpBar(
name: widget.match.opponent.characterName,
hp: _opponentHp,
hpMax: _opponentHpMax,
fillColor: RetroColors.hpRed,
accentColor: Colors.red,
flashAnimation: _opponentFlashAnimation,
hpChange: _opponentHpChange,
isReversed: true,
),
),
],
),
);
}
/// 레트로 세그먼트 HP 바
Widget _buildRetroHpBar({
required String name,
required int hp,
required int hpMax,
required Color fillColor,
required Color accentColor,
required Animation<double> flashAnimation,
required int hpChange,
required bool isReversed,
}) {
final hpRatio = hpMax > 0 ? hp / hpMax : 0.0;
final isLow = hpRatio < 0.2 && hpRatio > 0;
return AnimatedBuilder(
animation: flashAnimation,
builder: (context, child) {
// 플래시 색상 (데미지=빨강)
final isDamage = hpChange < 0;
final flashColor = isDamage
? RetroColors.hpRed.withValues(alpha: flashAnimation.value * 0.4)
: RetroColors.expGreen.withValues(
alpha: flashAnimation.value * 0.4,
);
return Container(
padding: const EdgeInsets.all(6),
decoration: BoxDecoration(
color: flashAnimation.value > 0.1
? flashColor
: accentColor.withValues(alpha: 0.1),
borderRadius: BorderRadius.circular(4),
border: Border.all(color: accentColor, width: 2),
),
child: Stack(
clipBehavior: Clip.none,
children: [
Column(
crossAxisAlignment: isReversed
? CrossAxisAlignment.end
: CrossAxisAlignment.start,
children: [
// 이름
Text(
name,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 6,
color: RetroColors.textPrimaryOf(context),
),
maxLines: 1,
overflow: TextOverflow.ellipsis,
),
const SizedBox(height: 4),
// HP 세그먼트 바
_buildSegmentBar(
ratio: hpRatio,
fillColor: fillColor,
isLow: isLow,
isReversed: isReversed,
),
const SizedBox(height: 2),
// HP 수치
Row(
mainAxisAlignment: isReversed
? MainAxisAlignment.end
: MainAxisAlignment.start,
children: [
Text(
_hpLabel,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 5,
color: accentColor.withValues(alpha: 0.8),
),
),
const SizedBox(width: 4),
Text(
'$hp/$hpMax',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 6,
color: isLow ? RetroColors.hpRed : fillColor,
),
),
],
),
],
),
// 플로팅 데미지 텍스트
if (hpChange != 0 && flashAnimation.value > 0.05)
Positioned(
left: isReversed ? null : 0,
right: isReversed ? 0 : null,
top: -12,
child: Transform.translate(
offset: Offset(0, -12 * (1 - flashAnimation.value)),
child: Opacity(
opacity: flashAnimation.value,
child: Text(
hpChange > 0 ? '+$hpChange' : '$hpChange',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 8,
fontWeight: FontWeight.bold,
color: isDamage
? RetroColors.hpRed
: RetroColors.expGreen,
shadows: const [
Shadow(color: Colors.black, blurRadius: 3),
Shadow(color: Colors.black, blurRadius: 6),
],
),
),
),
),
),
],
),
);
},
);
}
/// 세그먼트 바 (8-bit 스타일)
Widget _buildSegmentBar({
required double ratio,
required Color fillColor,
required bool isLow,
required bool isReversed,
}) {
const segmentCount = 10;
final filledSegments = (ratio.clamp(0.0, 1.0) * segmentCount).round();
final segments = List.generate(segmentCount, (index) {
final isFilled = isReversed
? index >= segmentCount - filledSegments
: index < filledSegments;
return Expanded(
child: Container(
height: 8,
decoration: BoxDecoration(
color: isFilled
? (isLow ? RetroColors.hpRed : fillColor)
: fillColor.withValues(alpha: 0.2),
border: Border(
right: index < segmentCount - 1
? BorderSide(
color: RetroColors.borderOf(
context,
).withValues(alpha: 0.3),
width: 1,
)
: BorderSide.none,
),
),
),
);
});
return Container(
decoration: BoxDecoration(
border: Border.all(color: RetroColors.borderOf(context), width: 1),
),
child: Row(children: isReversed ? segments.reversed.toList() : segments),
);
}
Widget _buildBattleLog() {
return Container(
margin: const EdgeInsets.all(12),
decoration: BoxDecoration(
color: RetroColors.panelBgOf(context),
borderRadius: BorderRadius.circular(8),
border: Border.all(color: RetroColors.borderOf(context)),
),
child: ArenaCombatLog(entries: _battleLog),
);
}
/// 전투 이벤트 아이콘 영역 (HP 바와 애니메이션 사이)
///
/// 메인 게임의 _buildBuffIcons() 스타일을 따름
/// 스킬 사용, 크리티컬, 블록, 회피 표시
Widget _buildCombatEventIcons() {
// 스킬 사용 또는 특수 액션만 표시
final hasSpecialEvent =
_currentSkillName != null ||
_latestCombatEvent?.isCritical == true ||
_currentEventIcon == CombatEventType.playerBlock ||
_currentEventIcon == CombatEventType.playerEvade ||
_currentEventIcon == CombatEventType.playerParry ||
_currentEventIcon == CombatEventType.playerSkill;
if (!hasSpecialEvent) {
return const SizedBox(height: 28);
}
// 이벤트 타입에 따른 아이콘/색상 결정
final (icon, color) = _getEventIconData();
return AnimatedOpacity(
opacity: _currentEventIcon != null ? 1.0 : 0.0,
duration: const Duration(milliseconds: 200),
child: SizedBox(
height: 28,
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
// 버프 아이콘 스타일 (CircularProgressIndicator)
Stack(
alignment: Alignment.center,
children: [
// 원형 진행률 표시 (펄스 효과용)
SizedBox(
width: 24,
height: 24,
child: CircularProgressIndicator(
value: 1.0,
strokeWidth: 2,
backgroundColor: Colors.grey.shade700,
valueColor: AlwaysStoppedAnimation(color),
),
),
// 아이콘
Icon(icon, size: 12, color: color),
],
),
// 스킬 이름 표시
if (_currentSkillName != null) ...[
const SizedBox(width: 6),
Text(
_currentSkillName!,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 6,
color: color,
),
),
],
],
),
),
);
}
/// 이벤트 타입에 따른 아이콘, 색상 반환
(IconData, Color) _getEventIconData() {
// 스킬 사용
if (_currentSkillName != null ||
_currentEventIcon == CombatEventType.playerSkill) {
return (Icons.auto_fix_high, Colors.purple);
}
// 크리티컬 체크 (latestCombatEvent에서)
if (_latestCombatEvent?.isCritical == true) {
return (Icons.flash_on, Colors.yellow.shade600);
}
return switch (_currentEventIcon) {
CombatEventType.playerBlock => (Icons.shield, Colors.blue),
CombatEventType.playerEvade => (Icons.directions_run, Colors.cyan),
CombatEventType.playerParry => (Icons.sports_kabaddi, Colors.purple),
_ => (Icons.trending_up, Colors.lightBlue),
};
}
}