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https://github.com/nacabaro/vbhelper.git
synced 2026-06-05 13:52:54 +00:00
Re-added missing UI pieces (HP bar, HP numbers, & exit button).
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31fab9dba4
commit
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@ -207,197 +207,212 @@ fun PlayerBattleView(
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Box(
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modifier = Modifier.fillMaxSize()
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) {
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// Exit button at the top-right
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Button(
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onClick = { /* TODO: Add exit functionality */ },
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// Top section: Exit button, HP bar, and HP numbers
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Column(
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modifier = Modifier
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.align(Alignment.TopEnd)
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.padding(16.dp),
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colors = ButtonDefaults.buttonColors(containerColor = Color.Red)
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.fillMaxWidth()
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.padding(16.dp)
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) {
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Text("Exit", color = Color.White, fontSize = 14.sp)
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// Exit button at the top-right
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Box(
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modifier = Modifier.fillMaxWidth()
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) {
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Button(
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onClick = { /* TODO: Add exit functionality */ },
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modifier = Modifier.align(Alignment.TopEnd),
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colors = ButtonDefaults.buttonColors(containerColor = Color.Red)
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) {
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Text("Exit", color = Color.White, fontSize = 14.sp)
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}
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}
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Spacer(modifier = Modifier.height(16.dp))
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// Health bar
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LinearProgressIndicator(
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progress = battleSystem.playerHP / (activeCharacter?.baseHp?.toFloat() ?: 100f),
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modifier = Modifier
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.fillMaxWidth()
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.height(10.dp),
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color = Color.Green,
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trackColor = Color.Gray
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)
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// Health display numbers
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Text(
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text = "HP: ${battleSystem.playerHP.toInt()}/${activeCharacter?.baseHp ?: 100}",
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fontSize = 14.sp,
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color = Color.Black
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)
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}
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// Main content
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Column(
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// Middle section: Player Digimon only
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Box(
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modifier = Modifier
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.fillMaxSize()
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.padding(16.dp),
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horizontalAlignment = Alignment.CenterHorizontally,
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verticalArrangement = Arrangement.SpaceBetween
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contentAlignment = Alignment.Center
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) {
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// Player Digimon
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Box(
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modifier = Modifier
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.fillMaxWidth()
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.size(80.dp),
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contentAlignment = Alignment.CenterStart
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) {
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SpriteImage(
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spriteName = activeCharacter?.charaId ?: "dim011_mon01",
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atlasName = activeCharacter?.charaId ?: "dim011_mon01",
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// Player Digimon (center)
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Box(
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modifier = Modifier
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.size(80.dp)
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.scale(-1f, 1f), // Flip player Digimon horizontally
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contentScale = ContentScale.Fit
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)
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// Attack sprite visibility and positioning based on attack phase
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val shouldShowAttack = when (battleSystem.attackPhase) {
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1 -> true // Player attack on player screen
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2 -> true // Player attack on opponent screen
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3 -> false // Opponent attack on opponent screen
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4 -> false // Opponent attack on player screen
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else -> false
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}
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if (shouldShowAttack) {
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val xOffset = when (battleSystem.attackPhase) {
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1 -> (attackAnimationProgress * 400 - 200).dp // Player attack on player screen
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2 -> (attackAnimationProgress * 400 - 200).dp // Player attack on opponent screen
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else -> 0.dp
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}
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println("PlayerBattleView - Attack sprite - Phase: ${battleSystem.attackPhase}, Progress: $attackAnimationProgress, X Offset: $xOffset, CurrentView: ${battleSystem.currentView}")
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AttackSpriteImage(
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characterId = activeCharacter?.charaId ?: "dim011_mon01",
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isLarge = true,
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.fillMaxWidth()
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.size(80.dp),
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contentAlignment = Alignment.Center
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) {
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SpriteImage(
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spriteName = activeCharacter?.charaId ?: "dim011_mon01",
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atlasName = activeCharacter?.charaId ?: "dim011_mon01",
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modifier = Modifier
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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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)
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.scale(-1f, 1f), // Flip player attacks
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.size(80.dp)
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.scale(-1f, 1f), // Flip player Digimon horizontally
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contentScale = ContentScale.Fit
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)
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// Attack sprite visibility and positioning based on attack phase
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val shouldShowAttack = when (battleSystem.attackPhase) {
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1 -> true // Player attack on player screen
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2 -> true // Player attack on opponent screen
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3 -> false // Opponent attack on opponent screen
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4 -> false // Opponent attack on player screen
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else -> false
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}
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if (shouldShowAttack) {
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val xOffset = when (battleSystem.attackPhase) {
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1 -> (attackAnimationProgress * 400 - 200).dp // Player attack on player screen
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2 -> (attackAnimationProgress * 400 - 200).dp // Player attack on opponent screen
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else -> 0.dp
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}
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println("PlayerBattleView - Attack sprite - Phase: ${battleSystem.attackPhase}, Progress: $attackAnimationProgress, X Offset: $xOffset, CurrentView: ${battleSystem.currentView}")
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AttackSpriteImage(
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characterId = activeCharacter?.charaId ?: "dim011_mon01",
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isLarge = true,
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modifier = Modifier
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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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)
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.scale(-1f, 1f), // Flip player attacks
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contentScale = ContentScale.Fit
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)
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}
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}
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}
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// Critical bar
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LinearProgressIndicator(
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progress = battleSystem.critBarProgress / 100f,
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// Bottom section: Critical bar and Attack button
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Column(
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modifier = Modifier
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.fillMaxWidth()
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.height(10.dp),
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color = Color.Yellow,
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trackColor = Color.Gray
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)
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.padding(16.dp)
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.align(Alignment.BottomCenter),
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horizontalAlignment = Alignment.CenterHorizontally
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) {
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// Critical bar
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LinearProgressIndicator(
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progress = battleSystem.critBarProgress / 100f,
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modifier = Modifier
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.fillMaxWidth()
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.height(10.dp),
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color = Color.Yellow,
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trackColor = Color.Gray
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)
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Spacer(modifier = Modifier.height(16.dp))
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Spacer(modifier = Modifier.height(16.dp))
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// Health bar
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LinearProgressIndicator(
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progress = battleSystem.playerHP / (activeCharacter?.baseHp?.toFloat() ?: 100f),
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modifier = Modifier
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.fillMaxWidth()
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.height(10.dp),
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color = Color.Green,
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trackColor = Color.Gray
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)
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// Health display numbers
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Text(
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text = "HP: ${battleSystem.playerHP.toInt()}/${activeCharacter?.baseHp ?: 100}",
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fontSize = 14.sp,
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color = Color.Black
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)
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Spacer(modifier = Modifier.height(16.dp))
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// Attack button
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Button(
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onClick = {
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println("Attack button clicked!")
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// Get crit bar progress as float (0.0f to 100.0f)
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val critBarProgressFloat = battleSystem.critBarProgress.toFloat()
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// Determine player and opponent stages
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val playerStage = when (activeCharacter?.stage) {
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0 -> 0 // rookie
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1 -> 1 // champion
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2 -> 2 // ultimate
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3 -> 3 // mega
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else -> 0
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}
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val opponentStage = when (opponent?.stage) {
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0 -> 0 // rookie
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1 -> 1 // champion
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2 -> 2 // ultimate
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3 -> 3 // mega
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else -> 0
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}
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// Send API call with all parameters
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context?.let { ctx ->
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// Start player attack animation
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battleSystem.startPlayerAttack()
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// Attack button
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Button(
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onClick = {
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println("Attack button clicked!")
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RetrofitHelper().getPVPWinner(
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ctx,
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1,
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2,
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activeCharacter?.name ?: "Player",
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playerStage,
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opponentStage,
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opponent?.name ?: "Opponent",
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opponentStage
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) { apiResult ->
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// Handle API response here
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println("API Result: $apiResult")
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// Get crit bar progress as float (0.0f to 100.0f)
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val critBarProgressFloat = battleSystem.critBarProgress.toFloat()
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// Determine player and opponent stages
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val playerStage = when (activeCharacter?.stage) {
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0 -> 0 // rookie
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1 -> 1 // champion
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2 -> 2 // ultimate
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3 -> 3 // mega
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else -> 0
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}
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val opponentStage = when (opponent?.stage) {
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0 -> 0 // rookie
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1 -> 1 // champion
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2 -> 2 // ultimate
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3 -> 3 // mega
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else -> 0
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}
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// Send API call with all parameters
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context?.let { ctx ->
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// Start player attack animation
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battleSystem.startPlayerAttack()
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// Update HP based on API response
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when (apiResult.state) {
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1 -> {
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// Match is still ongoing - update HP and continue
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println("Round ${apiResult.currentRound}: Player HP=${apiResult.playerHP}, Opponent HP=${apiResult.opponentHP}")
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// Set pending damage based on API result
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if (apiResult.playerAttackHit) {
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// Player attack hit - enemy takes damage at end of player animation
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println("Player attack hit! Enemy will take ${apiResult.playerAttackDamage} damage")
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onSetPendingDamage(0f, apiResult.playerAttackDamage.toFloat()) // Opponent takes damage
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battleSystem.setAttackHitState(true)
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} else {
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// Player attack missed - enemy counter-attacks and player takes damage
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println("Player attack missed! Enemy counter-attacks and player takes ${apiResult.opponentAttackDamage} damage")
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onSetPendingDamage(apiResult.opponentAttackDamage.toFloat(), 0f) // Player takes damage
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battleSystem.setAttackHitState(false)
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}
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}
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2 -> {
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// Match is over - transition to results screen
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println("Match is over! Winner: ${apiResult.winner}")
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battleSystem.updateHPFromAPI(apiResult.playerHP.toFloat(), apiResult.opponentHP.toFloat())
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onAttackClick() // This will transition to battle-results screen
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}
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-1 -> {
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// Error occurred
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println("API Error: ${apiResult.status}")
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battleSystem.resetAttackState()
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battleSystem.enableAttackButton()
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RetrofitHelper().getPVPWinner(
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ctx,
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1,
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2,
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activeCharacter?.name ?: "Player",
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playerStage,
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opponentStage,
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opponent?.name ?: "Opponent",
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opponentStage
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) { apiResult ->
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// Handle API response here
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println("API Result: $apiResult")
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// Update HP based on API response
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when (apiResult.state) {
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1 -> {
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// Match is still ongoing - update HP and continue
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println("Round ${apiResult.currentRound}: Player HP=${apiResult.playerHP}, Opponent HP=${apiResult.opponentHP}")
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// Set pending damage based on API result
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if (apiResult.playerAttackHit) {
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// Player attack hit - enemy takes damage at end of player animation
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println("Player attack hit! Enemy will take ${apiResult.playerAttackDamage} damage")
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onSetPendingDamage(0f, apiResult.playerAttackDamage.toFloat()) // Opponent takes damage
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battleSystem.setAttackHitState(true)
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} else {
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// Player attack missed - enemy counter-attacks and player takes damage
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println("Player attack missed! Enemy counter-attacks and player takes ${apiResult.opponentAttackDamage} damage")
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onSetPendingDamage(apiResult.opponentAttackDamage.toFloat(), 0f) // Player takes damage
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battleSystem.setAttackHitState(false)
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}
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}
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2 -> {
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// Match is over - transition to results screen
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println("Match is over! Winner: ${apiResult.winner}")
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battleSystem.updateHPFromAPI(apiResult.playerHP.toFloat(), apiResult.opponentHP.toFloat())
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onAttackClick() // This will transition to battle-results screen
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}
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-1 -> {
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// Error occurred
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println("API Error: ${apiResult.status}")
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battleSystem.resetAttackState()
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battleSystem.enableAttackButton()
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}
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}
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}
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}
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}
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},
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enabled = battleSystem.isAttackButtonEnabled,
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modifier = Modifier
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.fillMaxWidth()
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.height(50.dp),
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colors = ButtonDefaults.buttonColors(
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containerColor = Color.Red,
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disabledContainerColor = Color.Gray
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),
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shape = RoundedCornerShape(8.dp)
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) {
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Text("Attack", color = Color.White, fontSize = 18.sp)
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}
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Spacer(modifier = Modifier.height(16.dp))
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},
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enabled = battleSystem.isAttackButtonEnabled,
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modifier = Modifier
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.fillMaxWidth()
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.height(50.dp),
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colors = ButtonDefaults.buttonColors(
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containerColor = Color.Red,
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disabledContainerColor = Color.Gray
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),
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shape = RoundedCornerShape(8.dp)
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) {
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Text("Attack", color = Color.White, fontSize = 18.sp)
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}
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}
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}
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}
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