Enemy attack sprite now shows on player screen.

This commit is contained in:
lightheel 2025-08-04 11:32:41 -04:00
parent 8f790eea41
commit eff2fadb55

View File

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