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https://github.com/nacabaro/vbhelper.git
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Raised opponent HP bar.
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71ba5e0207
commit
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@ -473,111 +473,119 @@ fun OpponentBattleView(
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var previousAttackPhase by remember { mutableStateOf<Int?>(null) }
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var isTransitioning by remember { mutableStateOf(false) }
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Column(
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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.Center
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Box(
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modifier = Modifier.fillMaxSize()
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) {
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// Opponent Digimon
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Box(
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// Top section: Enemy HP bar and HP numbers
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Column(
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modifier = Modifier
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.fillMaxWidth()
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.size(80.dp),
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contentAlignment = Alignment.CenterEnd
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.padding(16.dp)
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) {
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// Determine animation type based on battle state
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val animationType = when (battleSystem.attackPhase) {
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1 -> DigimonAnimationType.IDLE // Player attack on player screen
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2 -> DigimonAnimationType.IDLE // Player attack on opponent screen
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3 -> DigimonAnimationType.ATTACK // Opponent attack on opponent screen
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4 -> DigimonAnimationType.ATTACK // Opponent attack on player screen
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else -> DigimonAnimationType.IDLE
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}
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AnimatedSpriteImage(
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characterId = activeCharacter?.charaId ?: "dim011_mon01",
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animationType = animationType,
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modifier = Modifier.size(80.dp),
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contentScale = ContentScale.Fit,
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reloadMappings = false
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// Enemy HP bar
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LinearProgressIndicator(
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progress = battleSystem.opponentHP / (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.Red,
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trackColor = Color.Gray
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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 -> false // Player attack on player screen
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2 -> true // Player attack on opponent screen
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3 -> true // 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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2 -> (attackAnimationProgress * 400 - 350).dp // Player attack on opponent screen - start more to the left
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3 -> (-attackAnimationProgress * 400 + -50).dp // Opponent attack on opponent screen - start more to the left
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else -> 0.dp
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// Enemy HP display numbers
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Text(
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text = "Enemy HP: ${battleSystem.opponentHP.toInt()}/${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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// Middle section: Opponent Digimon
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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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contentAlignment = Alignment.Center
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) {
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// Opponent 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.CenterEnd
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) {
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// Determine animation type based on battle state
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val animationType = when (battleSystem.attackPhase) {
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1 -> DigimonAnimationType.IDLE // Player attack on player screen
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2 -> DigimonAnimationType.IDLE // Player attack on opponent screen
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3 -> DigimonAnimationType.ATTACK // Opponent attack on opponent screen
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4 -> DigimonAnimationType.ATTACK // Opponent attack on player screen
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else -> DigimonAnimationType.IDLE
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}
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// Use correct character ID based on attack phase
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val characterId = when (battleSystem.attackPhase) {
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2 -> playerCharacter?.charaId ?: "dim011_mon01" // Use player's character ID for player attack
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3 -> activeCharacter?.charaId ?: "dim011_mon01" // Use opponent's character ID for opponent attack
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else -> "dim011_mon01"
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AnimatedSpriteImage(
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characterId = activeCharacter?.charaId ?: "dim011_mon01",
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animationType = animationType,
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modifier = Modifier.size(80.dp),
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contentScale = ContentScale.Fit,
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reloadMappings = false
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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 -> false // Player attack on player screen
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2 -> true // Player attack on opponent screen
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3 -> true // 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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// Handle sprite transition
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LaunchedEffect(characterId, battleSystem.attackPhase) {
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if ((previousCharacterId != null && previousCharacterId != characterId) ||
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(previousAttackPhase != null && previousAttackPhase != battleSystem.attackPhase)) {
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// Character ID or attack phase changed, start transition
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isTransitioning = true
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delay(100) // Brief invisibility period
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isTransitioning = false
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if (shouldShowAttack) {
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val xOffset = when (battleSystem.attackPhase) {
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2 -> (attackAnimationProgress * 400 - 350).dp // Player attack on opponent screen - start more to the left
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3 -> (-attackAnimationProgress * 400 + -50).dp // Opponent attack on opponent screen - start more to the left
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else -> 0.dp
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}
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// Use correct character ID based on attack phase
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val characterId = when (battleSystem.attackPhase) {
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2 -> playerCharacter?.charaId ?: "dim011_mon01" // Use player's character ID for player attack
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3 -> activeCharacter?.charaId ?: "dim011_mon01" // Use opponent's character ID for opponent attack
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else -> "dim011_mon01"
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}
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// Handle sprite transition
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LaunchedEffect(characterId, battleSystem.attackPhase) {
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if ((previousCharacterId != null && previousCharacterId != characterId) ||
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(previousAttackPhase != null && previousAttackPhase != battleSystem.attackPhase)) {
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// Character ID or attack phase changed, start transition
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isTransitioning = true
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delay(100) // Brief invisibility period
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isTransitioning = false
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}
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previousCharacterId = characterId
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previousAttackPhase = battleSystem.attackPhase
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}
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println("OpponentBattleView - Attack sprite - Phase: ${battleSystem.attackPhase}, Progress: $attackAnimationProgress, X Offset: $xOffset, CurrentView: ${battleSystem.currentView}")
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if (!isTransitioning) {
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AttackSpriteImage(
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characterId = characterId,
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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(if (battleSystem.attackPhase == 2) -1f else 1f, 1f), // Flip player attacks only
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contentScale = ContentScale.Fit
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)
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}
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previousCharacterId = characterId
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previousAttackPhase = battleSystem.attackPhase
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}
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println("OpponentBattleView - Attack sprite - Phase: ${battleSystem.attackPhase}, Progress: $attackAnimationProgress, X Offset: $xOffset, CurrentView: ${battleSystem.currentView}")
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if (!isTransitioning) {
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AttackSpriteImage(
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characterId = characterId,
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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(if (battleSystem.attackPhase == 2) -1f else 1f, 1f), // Flip player attacks only
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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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// Enemy HP bar
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LinearProgressIndicator(
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progress = battleSystem.opponentHP / (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.Red,
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trackColor = Color.Gray
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)
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// Enemy HP display numbers
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Text(
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text = "Enemy HP: ${battleSystem.opponentHP.toInt()}/${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 for layout balance
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Spacer(modifier = Modifier.height(120.dp))
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}
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}
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