Files
asciinevrdie/lib/src/features/game/game_play_screen.dart
2026-03-09 15:34:35 +09:00

873 lines
30 KiB
Dart

import 'package:flutter/foundation.dart'
show kIsWeb, defaultTargetPlatform, TargetPlatform;
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart' show SchedulerBinding, SchedulerPhase;
import 'package:flutter/services.dart' show KeyDownEvent, LogicalKeyboardKey;
import 'package:asciineverdie/data/game_text_l10n.dart' as game_l10n;
import 'package:asciineverdie/src/core/engine/iap_service.dart';
import 'package:asciineverdie/src/core/model/treasure_chest.dart';
import 'package:asciineverdie/data/story_data.dart';
import 'package:asciineverdie/l10n/app_localizations.dart';
import 'package:asciineverdie/src/shared/animation/ascii_animation_type.dart';
import 'package:asciineverdie/src/core/engine/story_service.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/notification/notification_service.dart';
import 'package:asciineverdie/src/features/game/game_session_controller.dart';
import 'package:asciineverdie/src/features/hall_of_fame/hall_of_fame_screen.dart';
import 'package:asciineverdie/src/features/game/widgets/cinematic_view.dart';
import 'package:asciineverdie/src/features/game/widgets/death_overlay.dart';
import 'package:asciineverdie/src/features/game/widgets/desktop_character_panel.dart';
import 'package:asciineverdie/src/features/game/widgets/desktop_equipment_panel.dart';
import 'package:asciineverdie/src/features/game/widgets/desktop_quest_panel.dart';
import 'package:asciineverdie/src/features/game/widgets/victory_overlay.dart';
import 'package:asciineverdie/src/features/game/widgets/notification_overlay.dart';
import 'package:asciineverdie/src/features/game/widgets/task_progress_panel.dart';
import 'package:asciineverdie/src/features/game/widgets/return_rewards_dialog.dart';
import 'package:asciineverdie/src/features/game/layouts/mobile_carousel_layout.dart';
import 'package:asciineverdie/src/features/settings/settings_screen.dart';
import 'package:asciineverdie/src/features/game/widgets/statistics_dialog.dart';
import 'package:asciineverdie/src/features/game/widgets/help_dialog.dart';
import 'package:asciineverdie/src/core/storage/settings_repository.dart';
import 'package:asciineverdie/src/core/audio/audio_service.dart';
import 'package:asciineverdie/src/features/game/controllers/combat_log_controller.dart';
import 'package:asciineverdie/src/features/game/controllers/game_audio_controller.dart';
import 'package:asciineverdie/src/shared/retro_colors.dart';
/// 게임 진행 화면 (Main.dfm 기반 3패널 레이아웃)
///
/// Phase 7: colorTheme 제거됨, 고정 4색 팔레트 사용
class GamePlayScreen extends StatefulWidget {
const GamePlayScreen({
super.key,
required this.controller,
this.audioService,
this.forceCarouselLayout = false,
this.forceDesktopLayout = false,
});
final GameSessionController controller;
/// 오디오 서비스 (BGM/SFX 재생)
final AudioService? audioService;
/// 테스트 모드: 웹에서도 모바일 캐로셀 레이아웃 강제 사용
final bool forceCarouselLayout;
/// 테스트 모드: 모바일에서도 데스크톱 3패널 레이아웃 강제 사용
final bool forceDesktopLayout;
@override
State<GamePlayScreen> createState() => _GamePlayScreenState();
}
class _GamePlayScreenState extends State<GamePlayScreen>
with WidgetsBindingObserver {
AsciiAnimationType? _specialAnimation;
// Phase 8: 알림 서비스 (Notification Service)
late final NotificationService _notificationService;
// Phase 9: 스토리 서비스 (Story Service)
late final StoryService _storyService;
StoryAct _lastAct = StoryAct.prologue;
bool _showingCinematic = false;
// 이전 상태 추적 (레벨업/퀘스트/Act 완료 감지용)
int _lastLevel = 0;
int _lastQuestCount = 0;
int _lastPlotStageCount = 0;
// Phase 2.4: 오디오 컨트롤러
late final GameAudioController _audioController;
// Phase 2.5: 전투 로그 컨트롤러
late final CombatLogController _combatLogController;
void _checkSpecialEvents(GameState state) {
// Phase 8: 태스크 변경 시 로그 추가
_combatLogController.onTaskChanged(state.progress.currentTask.caption);
// 전투 이벤트 처리 (Combat Events)
_combatLogController.processCombatEvents(state.progress.currentCombat);
// 오디오: TaskType 변경 시 BGM 전환 (애니메이션과 동기화)
_audioController.updateBgmForTaskType(state);
// 레벨업 감지
if (state.traits.level > _lastLevel && _lastLevel > 0) {
_specialAnimation = AsciiAnimationType.levelUp;
_notificationService.showLevelUp(state.traits.level);
_combatLogController.addLevelUpLog(state.traits.level);
// 오디오: 레벨업 SFX (플레이어 채널)
_audioController.playLevelUpSfx();
_resetSpecialAnimationAfterFrame();
// Phase 9: Act 변경 감지 (레벨 기반)
final newAct = getActForLevel(state.traits.level);
if (newAct != _lastAct && !_showingCinematic) {
_lastAct = newAct;
// 엔딩은 controller.isComplete 상태에서 VictoryOverlay로 처리
// 일반 Act 전환 시에만 시네마틱 표시
if (newAct != StoryAct.ending) {
WidgetsBinding.instance.addPostFrameCallback((_) {
if (mounted) _showCinematicForAct(newAct);
});
}
}
}
_lastLevel = state.traits.level;
// 퀘스트 완료 감지
if (state.progress.questCount > _lastQuestCount && _lastQuestCount > 0) {
_specialAnimation = AsciiAnimationType.questComplete;
// 완료된 퀘스트 이름 가져오기
final completedQuest = state.progress.questHistory
.where((q) => q.isComplete)
.lastOrNull;
if (completedQuest != null) {
_notificationService.showQuestComplete(completedQuest.caption);
_combatLogController.addQuestCompleteLog(completedQuest.caption);
}
// 오디오: 퀘스트 완료 SFX (플레이어 채널)
_audioController.playQuestCompleteSfx();
_resetSpecialAnimationAfterFrame();
}
_lastQuestCount = state.progress.questCount;
// Act 완료 감지 (plotStageCount 증가)
// plotStageCount: 1=프롤로그 진행, 2=프롤로그 완료, 3=Act1 완료...
// 완료된 스테이지 인덱스 = plotStageCount - 2 (0=프롤로그, 1=Act1, ...)
if (state.progress.plotStageCount > _lastPlotStageCount &&
_lastPlotStageCount > 0) {
_specialAnimation = AsciiAnimationType.actComplete;
_notificationService.showActComplete(state.progress.plotStageCount - 2);
_resetSpecialAnimationAfterFrame();
}
_lastPlotStageCount = state.progress.plotStageCount;
// 사망/엔딩 BGM 전환 (Death/Ending BGM Transition)
_audioController.updateDeathEndingBgm(
state,
isGameComplete: widget.controller.isComplete,
);
}
/// Phase 9: Act 시네마틱 표시 (Show Act Cinematic)
Future<void> _showCinematicForAct(StoryAct act) async {
if (_showingCinematic) return;
_showingCinematic = true;
// 게임 일시 정지
await widget.controller.pause(saveOnStop: false);
// 시네마틱 BGM 재생
_audioController.playCinematicBgm();
if (mounted) {
await showActCinematic(context, act);
}
// 게임 재개 (BGM은 _updateBgmForTaskType에서 복원됨)
if (mounted) {
await widget.controller.resume();
}
_showingCinematic = false;
}
/// VictoryOverlay 완료 후 명예의 전당 화면으로 이동
void _handleVictoryComplete() {
Navigator.of(context).pushReplacement(
MaterialPageRoute<void>(builder: (context) => const HallOfFameScreen()),
);
}
void _resetSpecialAnimationAfterFrame() {
// 다음 프레임에서 리셋 (AsciiAnimationCard가 값을 받은 후)
WidgetsBinding.instance.addPostFrameCallback((_) {
if (mounted) {
setState(() {
_specialAnimation = null;
});
}
});
}
@override
void initState() {
super.initState();
_notificationService = NotificationService();
_storyService = StoryService();
// 오디오 컨트롤러 초기화
_audioController = GameAudioController(
audioService: widget.audioService,
getSpeedMultiplier: () => widget.controller.loop?.speedMultiplier ?? 1,
);
// 전투 로그 컨트롤러 초기화
_combatLogController = CombatLogController(
onCombatEvent: (event) => _audioController.playCombatEventSfx(event),
);
widget.controller.addListener(_onControllerChanged);
WidgetsBinding.instance.addObserver(this);
// 초기 상태 설정
final state = widget.controller.state;
if (state != null) {
_lastLevel = state.traits.level;
_lastQuestCount = state.progress.questCount;
_lastPlotStageCount = state.progress.plotStageCount;
_lastAct = getActForLevel(state.traits.level);
// 초기 BGM 재생 (TaskType 기반)
_audioController.playInitialBgm(state);
} else {
// 상태가 없으면 기본 마을 BGM
widget.audioService?.playBgm('town');
}
// 누적 통계 로드
widget.controller.loadCumulativeStats();
// 오디오 볼륨 초기화
_audioController.initVolumes();
// Phase 7: 복귀 보상 콜백 설정
widget.controller.onReturnRewardAvailable = _showReturnRewardsDialog;
}
@override
void didChangeDependencies() {
super.didChangeDependencies();
// 로케일 변경 시 게임 l10n 동기화 (시네마틱 번역 등에 필수)
final locale = Localizations.localeOf(context);
game_l10n.setGameLocale(locale.languageCode);
}
@override
void dispose() {
_notificationService.dispose();
_storyService.dispose();
WidgetsBinding.instance.removeObserver(this);
widget.controller.removeListener(_onControllerChanged);
widget.controller.onReturnRewardAvailable = null; // Phase 7: 콜백 정리
super.dispose();
}
@override
void didChangeAppLifecycleState(AppLifecycleState appState) {
super.didChangeAppLifecycleState(appState);
// 모바일 환경 확인 (iOS/Android)
final isMobile =
!kIsWeb &&
(defaultTargetPlatform == TargetPlatform.iOS ||
defaultTargetPlatform == TargetPlatform.android);
// 앱이 백그라운드로 가거나 비활성화될 때
if (appState == AppLifecycleState.paused ||
appState == AppLifecycleState.inactive ||
appState == AppLifecycleState.detached) {
// 저장
_saveGameState();
// 모바일: 게임 일시정지 + 전체 오디오 정지
if (isMobile) {
widget.controller.pause(saveOnStop: false);
_audioController.pauseAll();
}
}
// 모바일: 앱이 포그라운드로 돌아올 때 전체 재로드
// (광고 표시 중 또는 최근 광고 시청 후에는 reload 건너뛰기)
if (appState == AppLifecycleState.resumed && isMobile) {
_audioController.resumeAll();
if (!widget.controller.isShowingAd &&
!widget.controller.isRecentlyShowedAd) {
_reloadGameScreen();
} else {
// 광고 직후: 게임 재개만 (reload 없이 상태 유지)
widget.controller.resume();
}
}
}
/// 모바일 재진입 시 전체 화면 재로드
Future<void> _reloadGameScreen() async {
// 세이브 파일에서 다시 로드 (치트 모드는 저장된 상태에서 복원)
await widget.controller.loadAndStart();
if (!mounted) return;
// 화면 재생성 (상태 초기화)
Navigator.of(context).pushReplacement(
MaterialPageRoute<void>(
builder: (_) => GamePlayScreen(
controller: widget.controller,
audioService: widget.audioService,
),
),
);
}
Future<void> _saveGameState() async {
final currentState = widget.controller.state;
if (currentState == null || !widget.controller.isRunning) return;
await widget.controller.saveManager.saveState(
currentState,
cheatsEnabled: widget.controller.cheatsEnabled,
);
}
/// 뒤로가기 시 저장 확인 다이얼로그
Future<bool> _onPopInvoked() async {
final l10n = L10n.of(context);
final shouldPop = await showDialog<bool>(
context: context,
builder: (context) => AlertDialog(
title: Text(l10n.exitGame),
content: Text(l10n.saveProgressQuestion),
actions: [
TextButton(
onPressed: () => Navigator.of(context).pop(false),
child: Text(l10n.cancel),
),
TextButton(
onPressed: () {
Navigator.of(context).pop(true);
},
child: Text(l10n.exitWithoutSaving),
),
FilledButton(
onPressed: () async {
await _saveGameState();
if (context.mounted) {
Navigator.of(context).pop(true);
}
},
child: Text(l10n.saveAndExit),
),
],
),
);
return shouldPop ?? false;
}
void _onControllerChanged() {
final state = widget.controller.state;
if (state != null) {
_checkSpecialEvents(state);
}
// WASM 안정성: 프레임 빌드 중이면 다음 프레임까지 대기
if (SchedulerBinding.instance.schedulerPhase ==
SchedulerPhase.persistentCallbacks) {
SchedulerBinding.instance.addPostFrameCallback((_) {
if (mounted) {
setState(() {});
}
});
} else {
setState(() {});
}
}
/// 캐로셀 레이아웃 사용 여부 판단
///
/// - forceDesktopLayout (테스트 모드) 활성화 시 데스크톱 레이아웃 사용
/// - forceCarouselLayout (테스트 모드) 활성화 시 캐로셀 레이아웃 사용
/// - 실제 모바일 플랫폼 (iOS/Android) 시 캐로셀 사용
bool _shouldUseCarouselLayout(BuildContext context) {
// 테스트 모드: 데스크톱 레이아웃 강제
if (widget.forceDesktopLayout) return false;
// 테스트 모드: 캐로셀 레이아웃 강제
if (widget.forceCarouselLayout) return true;
// 웹에서는 3패널 레이아웃 사용 (테스트 모드가 아닌 경우)
if (kIsWeb) return false;
// 모바일 플랫폼(iOS/Android)에서는 캐로셀 사용
final platform = defaultTargetPlatform;
return platform == TargetPlatform.iOS || platform == TargetPlatform.android;
}
/// 복귀 보상 다이얼로그 표시 (Phase 7)
void _showReturnRewardsDialog(ReturnChestReward reward) {
// 잠시 후 다이얼로그 표시 (게임 시작 후)
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted) return;
final state = widget.controller.state;
if (state == null) return;
ReturnRewardsDialog.show(
context,
reward: reward,
playerLevel: state.traits.level,
onClaim: (rewards) {
widget.controller.applyReturnReward(rewards);
},
);
});
}
/// 통계 다이얼로그 표시
void _showStatisticsDialog(BuildContext context) {
StatisticsDialog.show(
context,
session: widget.controller.sessionStats,
cumulative: widget.controller.cumulativeStats,
);
}
/// 설정 화면 표시
void _showSettingsScreen(BuildContext context) {
final settingsRepo = SettingsRepository();
SettingsScreen.show(
context,
settingsRepository: settingsRepo,
onLocaleChange: (locale) async {
// 안전한 언어 변경: 전체 화면 재생성
final navigator = Navigator.of(this.context);
await widget.controller.pause(saveOnStop: true);
game_l10n.setGameLocale(locale);
if (mounted) {
await widget.controller.resume();
navigator.pushReplacement(
MaterialPageRoute<void>(
builder: (_) => GamePlayScreen(
controller: widget.controller,
audioService: widget.audioService,
),
),
);
}
},
onBgmVolumeChange: (volume) {
_audioController.setBgmVolume(volume);
setState(() {});
},
onSfxVolumeChange: (volume) {
_audioController.setSfxVolume(volume);
setState(() {});
},
onCreateTestCharacter: () async {
final navigator = Navigator.of(context);
final success = await widget.controller.createTestCharacter();
if (success && mounted) {
// 프론트 화면으로 이동
navigator.popUntil((route) => route.isFirst);
}
},
);
}
/// 부활 처리 핸들러
Future<void> _handleResurrect() async {
// 1. 부활 애니메이션 먼저 설정 (DeathOverlay 사라지기 전에)
setState(() {
_specialAnimation = AsciiAnimationType.resurrection;
});
// 2. 부활 처리 (HP/MP 회복, 장비 구매 - 게임 재개 없음)
// 이 시점에서 isDead가 false가 되고 DeathOverlay가 사라지지만,
// _specialAnimation이 이미 설정되어 있어 부활 애니메이션이 표시됨
await widget.controller.resurrect();
// 3. 애니메이션 종료 후 게임 재개
final duration = getSpecialAnimationDuration(
AsciiAnimationType.resurrection,
);
Future.delayed(Duration(milliseconds: duration), () async {
if (mounted) {
// 먼저 게임 재개 (status를 running으로 변경)
// 이렇게 해야 setState 시 UI가 '일시정지' 상태로 보이지 않음
await widget.controller.resumeAfterResurrection();
if (mounted) {
setState(() {
_specialAnimation = null;
});
}
}
});
}
/// 광고 부활 핸들러 (HP 100% + 아이템 복구 + 10분 자동부활)
Future<void> _handleAdRevive() async {
// 1. 부활 애니메이션 먼저 설정 (DeathOverlay 사라지기 전에)
setState(() {
_specialAnimation = AsciiAnimationType.resurrection;
});
// 2. 광고 부활 처리 (HP 100%, 아이템 복구, 10분 자동부활 버프)
await widget.controller.adRevive();
// 3. 애니메이션 종료 후 게임 재개
final duration = getSpecialAnimationDuration(
AsciiAnimationType.resurrection,
);
Future.delayed(Duration(milliseconds: duration), () async {
if (mounted) {
await widget.controller.resumeAfterResurrection();
if (mounted) {
setState(() {
_specialAnimation = null;
});
}
}
});
}
/// 속도 부스트 활성화 핸들러 (Phase 6)
Future<void> _handleSpeedBoost() async {
final activated = await widget.controller.activateSpeedBoost();
if (activated && mounted) {
_notificationService.show(
GameNotification(
type: NotificationType.info,
title: game_l10n.speedBoostActive,
duration: const Duration(seconds: 2),
),
);
setState(() {});
}
}
@override
Widget build(BuildContext context) {
final state = widget.controller.state;
if (state == null) {
return const Scaffold(body: Center(child: CircularProgressIndicator()));
}
final localeKey = ValueKey(game_l10n.currentGameLocale);
if (_shouldUseCarouselLayout(context)) {
return _buildMobileLayout(context, state, localeKey);
}
return _buildDesktopLayout(context, state, localeKey);
}
/// 모바일 캐로셀 레이아웃
Widget _buildMobileLayout(
BuildContext context,
GameState state,
ValueKey<String> localeKey,
) {
return NotificationOverlay(
key: localeKey,
notificationService: _notificationService,
child: PopScope(
canPop: false,
onPopInvokedWithResult: (didPop, result) async {
if (didPop) return;
final shouldPop = await _onPopInvoked();
if (shouldPop && context.mounted) {
await widget.controller.pause(saveOnStop: false);
if (context.mounted) {
Navigator.of(context).pop();
}
}
},
child: Stack(
children: [
MobileCarouselLayout(
state: state,
combatLogEntries: _combatLogController.entries,
speedMultiplier: widget.controller.loop?.speedMultiplier ?? 1,
onSpeedCycle: () {
widget.controller.loop?.cycleSpeed();
setState(() {});
},
onSetSpeed: (speed) {
widget.controller.loop?.setSpeed(speed);
setState(() {});
},
isPaused:
!widget.controller.isRunning && _specialAnimation == null,
onPauseToggle: () async {
await widget.controller.togglePause();
setState(() {});
},
onSave: _saveGameState,
onExit: () async {
final shouldExit = await _onPopInvoked();
if (shouldExit && context.mounted) {
await widget.controller.pause(saveOnStop: false);
if (context.mounted) {
Navigator.of(context).pop();
}
}
},
notificationService: _notificationService,
specialAnimation: _specialAnimation,
onLanguageChange: (locale) async {
final navigator = Navigator.of(context);
await widget.controller.pause(saveOnStop: true);
game_l10n.setGameLocale(locale);
if (context.mounted) {
await widget.controller.resume();
navigator.pushReplacement(
MaterialPageRoute<void>(
builder: (_) => GamePlayScreen(
controller: widget.controller,
audioService: widget.audioService,
),
),
);
}
},
onDeleteSaveAndNewGame: () async {
await widget.controller.pause(saveOnStop: false);
await widget.controller.saveManager.deleteSave();
if (context.mounted) {
Navigator.of(context).pop();
}
},
bgmVolume: _audioController.bgmVolume,
sfxVolume: _audioController.sfxVolume,
onBgmVolumeChange: (volume) {
_audioController.setBgmVolume(volume);
setState(() {});
},
onSfxVolumeChange: (volume) {
_audioController.setSfxVolume(volume);
setState(() {});
},
onShowStatistics: () => _showStatisticsDialog(context),
onShowHelp: () => HelpDialog.show(context),
cheatsEnabled: widget.controller.cheatsEnabled,
onCheatTask: () => widget.controller.loop?.cheatCompleteTask(),
onCheatQuest: () => widget.controller.loop?.cheatCompleteQuest(),
onCheatPlot: () => widget.controller.loop?.cheatCompletePlot(),
onCreateTestCharacter: () async {
final navigator = Navigator.of(context);
final success = await widget.controller.createTestCharacter();
if (success && mounted) {
navigator.popUntil((route) => route.isFirst);
}
},
autoReviveEndMs: widget.controller.monetization.autoReviveEndMs,
speedBoostEndMs: widget.controller.monetization.speedBoostEndMs,
isPaidUser: widget.controller.monetization.isPaidUser,
onSpeedBoostActivate: _handleSpeedBoost,
isSpeedBoostActive: widget.controller.isSpeedBoostActive,
adSpeedMultiplier: widget.controller.adSpeedMultiplier,
has2xUnlocked: widget.controller.has2xUnlocked,
),
..._buildOverlays(state),
],
),
),
);
}
/// 데스크톱 3패널 레이아웃
Widget _buildDesktopLayout(
BuildContext context,
GameState state,
ValueKey<String> localeKey,
) {
return NotificationOverlay(
key: localeKey,
notificationService: _notificationService,
child: PopScope(
canPop: false,
onPopInvokedWithResult: (didPop, result) async {
if (didPop) return;
final shouldPop = await _onPopInvoked();
if (shouldPop && context.mounted) {
await widget.controller.pause(saveOnStop: false);
if (context.mounted) {
Navigator.of(context).pop();
}
}
},
child: Focus(
autofocus: true,
onKeyEvent: (node, event) => _handleKeyboardShortcut(event, context),
child: Scaffold(
backgroundColor: RetroColors.deepBrown,
appBar: _buildDesktopAppBar(context, state),
body: Stack(
children: [
_buildDesktopMainContent(state),
..._buildOverlays(state),
],
),
),
),
),
);
}
/// 데스크톱 앱바
PreferredSizeWidget _buildDesktopAppBar(
BuildContext context,
GameState state,
) {
return AppBar(
backgroundColor: RetroColors.darkBrown,
title: Text(
L10n.of(context).progressQuestTitle(state.traits.name),
style: const TextStyle(
fontFamily: 'PressStart2P',
fontSize: 15,
color: RetroColors.gold,
),
),
actions: [
if (widget.controller.cheatsEnabled) ...[
IconButton(
icon: const Text('L+1'),
tooltip: L10n.of(context).levelUp,
onPressed: () => widget.controller.loop?.cheatCompleteTask(),
),
IconButton(
icon: const Text('Q!'),
tooltip: L10n.of(context).completeQuest,
onPressed: () => widget.controller.loop?.cheatCompleteQuest(),
),
IconButton(
icon: const Text('P!'),
tooltip: L10n.of(context).completePlot,
onPressed: () => widget.controller.loop?.cheatCompletePlot(),
),
],
IconButton(
icon: const Icon(Icons.bar_chart),
tooltip: game_l10n.uiStatistics,
onPressed: () => _showStatisticsDialog(context),
),
IconButton(
icon: const Icon(Icons.help_outline),
tooltip: game_l10n.uiHelp,
onPressed: () => HelpDialog.show(context),
),
IconButton(
icon: const Icon(Icons.settings),
tooltip: game_l10n.uiSettings,
onPressed: () => _showSettingsScreen(context),
),
],
);
}
/// 데스크톱 메인 컨텐츠 (3패널)
Widget _buildDesktopMainContent(GameState state) {
return Column(
children: [
TaskProgressPanel(
progress: state.progress,
speedMultiplier: widget.controller.loop?.speedMultiplier ?? 1,
onSpeedCycle: () {
widget.controller.loop?.cycleSpeed();
setState(() {});
},
isPaused: !widget.controller.isRunning && _specialAnimation == null,
onPauseToggle: () async {
await widget.controller.togglePause();
setState(() {});
},
specialAnimation: _specialAnimation,
weaponName: state.equipment.weapon,
shieldName: state.equipment.shield,
characterLevel: state.traits.level,
monsterLevel: state.progress.currentTask.monsterLevel,
monsterGrade: state.progress.currentTask.monsterGrade,
monsterSize: state.progress.currentTask.monsterSize,
latestCombatEvent:
state.progress.currentCombat?.recentEvents.lastOrNull,
raceId: state.traits.raceId,
),
Expanded(
child: Row(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
Expanded(flex: 2, child: DesktopCharacterPanel(state: state)),
Expanded(
flex: 3,
child: DesktopEquipmentPanel(
state: state,
combatLogEntries: _combatLogController.entries,
),
),
Expanded(flex: 2, child: DesktopQuestPanel(state: state)),
],
),
),
],
);
}
/// 공통 오버레이 (사망, 승리)
List<Widget> _buildOverlays(GameState state) {
return [
if (state.isDead && state.deathInfo != null)
DeathOverlay(
deathInfo: state.deathInfo!,
traits: state.traits,
onResurrect: _handleResurrect,
onAdRevive: _handleAdRevive,
isPaidUser: IAPService.instance.isAdRemovalPurchased,
),
if (widget.controller.isComplete)
VictoryOverlay(
traits: state.traits,
stats: state.stats,
progress: state.progress,
elapsedMs: state.skillSystem.elapsedMs,
onComplete: _handleVictoryComplete,
),
];
}
/// 키보드 단축키 핸들러 (웹/데스크톱)
/// Space: 일시정지/재개, S: 속도 변경, H: 도움말, Esc: 설정
KeyEventResult _handleKeyboardShortcut(KeyEvent event, BuildContext context) {
// KeyDown 이벤트만 처리
if (event is! KeyDownEvent) return KeyEventResult.ignored;
final key = event.logicalKey;
// Space: 일시정지/재개
if (key == LogicalKeyboardKey.space) {
widget.controller.togglePause();
setState(() {});
return KeyEventResult.handled;
}
// S: 속도 변경
if (key == LogicalKeyboardKey.keyS) {
widget.controller.loop?.cycleSpeed();
setState(() {});
return KeyEventResult.handled;
}
// H 또는 F1: 도움말
if (key == LogicalKeyboardKey.keyH || key == LogicalKeyboardKey.f1) {
HelpDialog.show(context);
return KeyEventResult.handled;
}
// Escape: 설정
if (key == LogicalKeyboardKey.escape) {
_showSettingsScreen(context);
return KeyEventResult.handled;
}
// I: 통계
if (key == LogicalKeyboardKey.keyI) {
_showStatisticsDialog(context);
return KeyEventResult.handled;
}
return KeyEventResult.ignored;
}
}