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https://github.com/nacabaro/vbhelper.git
synced 2026-06-05 22:02:54 +00:00
Enemy attack sprite now shows on player screen.
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parent
8f790eea41
commit
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@ -274,7 +274,7 @@ fun PlayerBattleView(
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1 -> true // Player attack on player screen
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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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2 -> true // Player attack on opponent screen
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3 -> false // Opponent 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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4 -> true // Opponent attack on player screen
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else -> false
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else -> false
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}
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}
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@ -282,13 +282,20 @@ fun PlayerBattleView(
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val xOffset = when (battleSystem.attackPhase) {
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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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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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2 -> (attackAnimationProgress * 400 - 200).dp // Player attack on opponent screen
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4 -> (-attackAnimationProgress * 400 + 200).dp // Opponent attack on player screen
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else -> 0.dp
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else -> 0.dp
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}
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}
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// Use opponent character ID for Phase 4 (opponent attack)
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val characterId = when (battleSystem.attackPhase) {
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4 -> opponent?.charaId ?: "dim011_mon01" // Use opponent's character ID
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else -> activeCharacter?.charaId ?: "dim011_mon01" // Use player's character ID
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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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println("PlayerBattleView - Attack sprite - Phase: ${battleSystem.attackPhase}, Progress: $attackAnimationProgress, X Offset: $xOffset, CurrentView: ${battleSystem.currentView}")
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AttackSpriteImage(
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AttackSpriteImage(
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characterId = activeCharacter?.charaId ?: "dim011_mon01",
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characterId = characterId,
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isLarge = true,
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isLarge = true,
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modifier = Modifier
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modifier = Modifier
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.size(60.dp)
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.size(60.dp)
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@ -296,7 +303,7 @@ fun PlayerBattleView(
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x = xOffset,
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x = xOffset,
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y = 0.dp
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y = 0.dp
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)
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)
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.scale(-1f, 1f), // Flip player attacks
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.scale(if (battleSystem.attackPhase == 4) 1f else -1f, 1f), // Don't flip opponent attacks
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contentScale = ContentScale.Fit
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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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