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https://github.com/nacabaro/vbhelper.git
synced 2026-06-05 22:02:54 +00:00
Attack sprites now shows on main battle screen.
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ec3058b511
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@ -460,9 +460,9 @@ fun MiddleBattleView(
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) {
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// Determine animation type for enemy
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val enemyAnimationType = when {
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battleSystem.attackPhase == 1 -> DigimonAnimationType.ATTACK // Both attacking in Phase 1
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battleSystem.isOpponentDodging -> DigimonAnimationType.WALK
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battleSystem.isOpponentHit -> DigimonAnimationType.SLEEP
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battleSystem.attackPhase == 1 -> DigimonAnimationType.ATTACK // Both attacking
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else -> DigimonAnimationType.IDLE
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}
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@ -506,7 +506,8 @@ fun MiddleBattleView(
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// Enemy attack sprite (Phase 1 only)
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if (battleSystem.attackPhase == 1) {
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val xOffset = (attackAnimationProgress * 400 + 50).dp // Move right off screen
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val xOffset = (-attackAnimationProgress * 400).dp // Start at center, move left off screen
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val yOffset = 30.dp // Lower enemy attack sprite by 30 pixels
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AttackSpriteImage(
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characterId = opponentCharacter?.charaId ?: "dim011_mon01",
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@ -515,7 +516,7 @@ fun MiddleBattleView(
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.size(60.dp)
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.offset(
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x = xOffset,
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y = 0.dp
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y = yOffset
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),
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contentScale = ContentScale.Fit
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)
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@ -539,9 +540,9 @@ fun MiddleBattleView(
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) {
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// Determine animation type for player
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val playerAnimationType = when {
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battleSystem.attackPhase == 1 -> DigimonAnimationType.ATTACK // Both attacking in Phase 1
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battleSystem.isPlayerDodging -> DigimonAnimationType.WALK
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battleSystem.isPlayerHit -> DigimonAnimationType.SLEEP
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battleSystem.attackPhase == 1 -> DigimonAnimationType.ATTACK // Both attacking
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else -> DigimonAnimationType.IDLE
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}
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@ -586,7 +587,8 @@ fun MiddleBattleView(
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// Player attack sprite (Phase 1 only)
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if (battleSystem.attackPhase == 1) {
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val xOffset = (-attackAnimationProgress * 400 - 50).dp // Move left off screen
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val xOffset = (attackAnimationProgress * 400).dp // Start at center, move right off screen
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val yOffset = (-30).dp // Raise player attack sprite by 30 pixels
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AttackSpriteImage(
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characterId = activeCharacter?.charaId ?: "dim011_mon01",
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@ -595,7 +597,7 @@ fun MiddleBattleView(
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.size(60.dp)
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.offset(
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x = xOffset,
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y = 0.dp
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y = yOffset
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)
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.scale(-1f, 1f), // Flip attack sprite
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contentScale = ContentScale.Fit
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@ -722,6 +724,8 @@ fun MiddleBattleView(
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onSetPendingDamage(0f, 0f) // No damage
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}
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battleSystem.setupCounterAttack(finalCounterAttackHits)
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// Set the opponent attack hit state for Phase 3
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battleSystem.handleOpponentAttackResult(finalCounterAttackHits)
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}
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}
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2 -> {
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@ -1047,6 +1051,8 @@ fun PlayerBattleView(
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onSetPendingDamage(0f, 0f) // No damage
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}
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battleSystem.setupCounterAttack(finalCounterAttackHits)
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// Set the opponent attack hit state for Phase 3
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battleSystem.handleOpponentAttackResult(finalCounterAttackHits)
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}
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}
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2 -> {
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