Removed attack bar and button from player view.

This commit is contained in:
lightheel 2025-08-08 07:51:51 -04:00
parent bb1c29bbb4
commit ba03be808e

View File

@ -1398,141 +1398,7 @@ fun PlayerBattleView(
}
}
// Bottom section: Critical bar and Attack button
Column(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp)
.align(Alignment.BottomCenter),
horizontalAlignment = Alignment.CenterHorizontally
) {
// Critical bar
LinearProgressIndicator(
progress = battleSystem.critBarProgress / 100f,
modifier = getLandscapeModifier(),
color = Color.Yellow,
trackColor = Color.Gray
)
Spacer(modifier = Modifier.height(16.dp))
// Attack button
Button(
onClick = {
println("Attack button clicked!")
// Get crit bar progress as float (0.0f to 100.0f)
val critBarProgressFloat = battleSystem.critBarProgress.toFloat()
// Determine player and opponent stages
val playerStage = when (activeCharacter?.stage) {
0 -> 0 // rookie
1 -> 1 // champion
2 -> 2 // ultimate
3 -> 3 // mega
else -> 0
}
val opponentStage = when (opponent?.stage) {
0 -> 0 // rookie
1 -> 1 // champion
2 -> 2 // ultimate
3 -> 3 // mega
else -> 0
}
// Send API call with all parameters
context?.let { ctx ->
// Start player attack animation
battleSystem.startPlayerAttack()
RetrofitHelper().getPVPWinner(
ctx,
1,
2,
activeCharacter?.name ?: "Player",
playerStage,
opponentStage,
opponent?.name ?: "Opponent",
opponentStage
) { apiResult ->
// Handle API response here
println("API Result: $apiResult")
lastApiResult = apiResult // Store for debug display
// Update HP based on API response
when (apiResult.state) {
1 -> {
// Match is still ongoing - update HP and continue
println("Round ${apiResult.currentRound}: Player HP=${apiResult.playerHP}, Opponent HP=${apiResult.opponentHP}")
// Set pending damage based on API result
if (apiResult.playerAttackDamage > 0) {
// Player attack hit - enemy takes damage at end of player animation
println("Player attack hit! Enemy will take ${apiResult.playerAttackDamage} damage")
onSetPendingDamage(0f, apiResult.playerAttackDamage.toFloat()) // Opponent takes damage
battleSystem.setAttackHitState(true)
// Also check if enemy counter-attacks and hits
if (apiResult.opponentAttackDamage > 0) {
println("Enemy counter-attack hits! Player takes ${apiResult.opponentAttackDamage} damage")
onSetPendingDamage(apiResult.opponentAttackDamage.toFloat(), apiResult.playerAttackDamage.toFloat()) // Both take damage
}
} else {
// Player attack missed - enemy counter-attacks
println("Player attack missed! Enemy counter-attacks")
battleSystem.setAttackHitState(false)
// Set up counter-attack - determine if it hits based on API result
val counterAttackHits = apiResult.opponentAttackDamage > 0
println("Setting up counter-attack: counterAttackHits=$counterAttackHits, opponentAttackDamage=${apiResult.opponentAttackDamage}")
println("Full API response: status=${apiResult.status}, state=${apiResult.state}, playerAttackHit=${apiResult.playerAttackHit}, playerAttackDamage=${apiResult.playerAttackDamage}, opponentAttackDamage=${apiResult.opponentAttackDamage}, playerHP=${apiResult.playerHP}, opponentHP=${apiResult.opponentHP}")
println("DEBUG: Using playerAttackDamage > 0 instead of playerAttackHit for hit detection")
// Use opponentAttackDamage to determine counter-attack hit
val finalCounterAttackHits = counterAttackHits
println("Using opponentAttackDamage > 0 for counter-attack: $finalCounterAttackHits")
if (finalCounterAttackHits) {
println("Counter-attack hits! Player takes ${apiResult.opponentAttackDamage} damage")
onSetPendingDamage(apiResult.opponentAttackDamage.toFloat(), 0f) // Player takes damage
} else {
println("Counter-attack misses! Player dodges")
onSetPendingDamage(0f, 0f) // No damage
}
battleSystem.setupCounterAttack(finalCounterAttackHits)
// Set the opponent attack hit state for Phase 3
battleSystem.handleOpponentAttackResult(finalCounterAttackHits)
}
}
2 -> {
// Match is over - transition to results screen
println("Match is over! Winner: ${apiResult.winner}")
battleSystem.updateHPFromAPI(apiResult.playerHP.toFloat(), apiResult.opponentHP.toFloat())
onAttackClick() // This will transition to battle-results screen
}
-1 -> {
// Error occurred
println("API Error: ${apiResult.status}")
battleSystem.resetAttackState()
battleSystem.enableAttackButton()
}
}
}
}
},
enabled = battleSystem.isAttackButtonEnabled,
modifier = Modifier
.fillMaxWidth()
.height(50.dp),
colors = ButtonDefaults.buttonColors(
containerColor = Color.Red,
disabledContainerColor = Color.Gray
),
shape = RoundedCornerShape(8.dp)
) {
Text("Attack", color = Color.White, fontSize = 18.sp)
}
}
}
}