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# Miscellaneous
*.class
*.log
*.pyc
*.swp
.DS_Store
.atom/
.buildlog/
.history
.svn/
migrate_working_dir/
# IntelliJ related
*.iml
*.ipr
*.iws
.idea/
# The .vscode folder contains launch configuration and tasks you configure in
# VS Code which you may wish to be included in version control, so this line
# is commented out by default.
#.vscode/
# Flutter/Dart/Pub related
# Libraries should not include pubspec.lock, per https://dart.dev/guides/libraries/private-files#pubspeclock.
/pubspec.lock
**/doc/api/
.dart_tool/
.flutter-plugins-dependencies
/build/
/coverage/
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# This file tracks properties of this Flutter project.
# Used by Flutter tool to assess capabilities and perform upgrades etc.
#
# This file should be version controlled and should not be manually edited.
version:
revision: "adc901062556672b4138e18a4dc62a4be8f4b3c2"
channel: "stable"
project_type: package
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## 0.0.1
* TODO: Describe initial release.
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TODO: Add your license here.
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<!--
This README describes the package. If you publish this package to pub.dev,
this README's contents appear on the landing page for your package.
For information about how to write a good package README, see the guide for
[writing package pages](https://dart.dev/tools/pub/writing-package-pages).
For general information about developing packages, see the Dart guide for
[creating packages](https://dart.dev/guides/libraries/create-packages)
and the Flutter guide for
[developing packages and plugins](https://flutter.dev/to/develop-packages).
-->
TODO: Put a short description of the package here that helps potential users
know whether this package might be useful for them.
## Features
TODO: List what your package can do. Maybe include images, gifs, or videos.
## Getting started
TODO: List prerequisites and provide or point to information on how to
start using the package.
## Usage
TODO: Include short and useful examples for package users. Add longer examples
to `/example` folder.
```dart
const like = 'sample';
```
## Additional information
TODO: Tell users more about the package: where to find more information, how to
contribute to the package, how to file issues, what response they can expect
from the package authors, and more.
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include: package:flutter_lints/flutter.yaml
# Additional information about this file can be found at
# https://dart.dev/guides/language/analysis-options
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// packages/feature_common/lib/feature_common.dart
// 앱(app_*)이 사용할 공통 화면
export 'screens/intro_screen.dart';
// 게임(feature_game_*) 패키지가 사용할 공통 위젯/화면
export 'screens/ranking_screen.dart';
export 'screens/settings_screen.dart';
export 'widgets/ad_banner_widget.dart';
export 'widgets/common_game_shell.dart';
// (views/intro_view.dart는 intro_screen.dart만 사용하므로 export 불필요)
export 'models/game_info.dart';
export 'models/game_result_args.dart';
export 'screens/game_completion_screen.dart';
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// packages/feature_common/lib/models/game_info.dart
import 'package:flutter/material.dart';
/// HomeScreen이 표시할 게임 목록의 정보 모델.
/// 최종 'app' 패키지가 이 정보를 채워서 HomeScreen에 주입합니다.
class GameInfo {
final String id;
final String name;
final IconData icon;
/// [핵심] 이 게임을 눌렀을 때 실행될 실제 동작 (예: 화면 이동).
final VoidCallback onTap;
GameInfo({
required this.id,
required this.name,
required this.icon,
required this.onTap,
});
}
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import 'package:flutter/material.dart';
/// 게임 완료 화면에 전달할 데이터 묶음
class GameResultArgs {
/// 랭킹 등록 시 사용할 게임 타입 (예: "SUDOKU", "SPIDER")
final String gameType;
/// 랭킹 등록 시 사용할 난이도 ID (예: "SUDOKU_9x9_L5")
final String contextId;
/// 랭킹 등록용 주 점수 (스도쿠: 시간, 스파이더: 이동 횟수)
final int primaryScore;
/// 랭킹 등록용 보조 점수 (스도쿠: (5-점수), 스파이더: 시간)
final int? secondaryScore;
/// 랭킹 등록에 필요한 유저 ID
final String userId;
/// 이름 입력 필드에 미리 채워줄 유저 이름
final String? userName;
/// 랭킹 목록에 점수를 표시할 포맷터 함수
/// 예: (120, 2) => "02:00 (Score: 3)"
final String Function(int primary, int? secondary) scoreFormatter;
/// 랭킹 등록 성공 시 호출될 게임별 후속 처리 콜백
/// (예: 다음 레벨 잠금 해제)
final Future<void> Function(String playerName) onProgressSave;
/// 팝업이 닫힐 때 게임 화면을 닫기 위한 콜백
final VoidCallback onScreenClose;
GameResultArgs({
required this.gameType,
required this.contextId,
required this.primaryScore,
this.secondaryScore,
required this.userId,
this.userName,
required this.scoreFormatter,
required this.onProgressSave,
required this.onScreenClose,
});
}
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import 'dart:developer';
import 'package:flutter/material.dart';
import 'package:provider/provider.dart'; // 👈 [추가]
import 'package:service_api/service_api.dart';
import '../models/game_result_args.dart';
// 스도쿠/스파이더와 동일한 enum
enum _RankSubmissionStep { enterName, submitting, showList }
class GameCompletionScreen extends StatefulWidget {
final GameResultArgs args;
const GameCompletionScreen({super.key, required this.args});
@override
State<GameCompletionScreen> createState() => _GameCompletionScreenState();
}
class _GameCompletionScreenState extends State<GameCompletionScreen> {
// 서비스 초기화
final PuzzleService _puzzleService = PuzzleService();
final IdentityService _identityService = IdentityService();
// 상태 변수
late final TextEditingController _nameController;
_RankSubmissionStep _rankStep = _RankSubmissionStep.enterName;
List<GameRankDto> _rankingList = [];
GameRankWithRankNumber? _myRankResult;
String? _dialogErrorMessage;
String _submittedPlayerName = "";
@override
void initState() {
super.initState();
// 🔽 [수정] 세션에서 userName을 가져옴
// (이 화면은 build 이전에 호출되므로 'read' 사용)
final session = context.read<SessionNotifier>().session;
_nameController = TextEditingController(text: session?.userName ?? widget.args.userName);
// 🔽 [수정] 게스트가 아니면, 이름 입력 단계를 건너뛰고 즉시 등록
if (session != null && !session.isGuest) {
_rankStep = _RankSubmissionStep.submitting;
// build가 완료된 후 등록 시작
WidgetsBinding.instance.addPostFrameCallback((_) {
// [중요] 세션의 userName으로 자동 제출
_submitRank(autoSubmitName: session.userName);
});
}
}
@override
void dispose() {
_nameController.dispose();
super.dispose();
}
/// 랭킹 등록 로직 (공통화)
// 🔽 [수정] _submitRank가 자동 제출용 이름을 받도록
Future<void> _submitRank({String? autoSubmitName}) async {
String playerName;
// 자동 제출(로그인 상태)이 아니면(게스트면), 컨트롤러에서 이름을 가져옴
if (autoSubmitName == null) {
playerName = _nameController.text.trim();
if (playerName.isEmpty) {
setState(() { _dialogErrorMessage = "이름을 입력해주세요."; });
return;
}
} else {
playerName = autoSubmitName;
}
setState(() {
_rankStep = _RankSubmissionStep.submitting;
_submittedPlayerName = playerName;
_dialogErrorMessage = null;
});
final rankDto = UnifiedRankDto(
userId: widget.args.userId,
gameType: widget.args.gameType,
contextId: widget.args.contextId,
playerName: playerName, // 👈 [수정]
primaryScore: widget.args.primaryScore,
secondaryScore: widget.args.secondaryScore,
);
try {
// 1. 랭킹 등록
final RankSubmissionResult result = await _puzzleService.submitRank(rankDto);
// 2. 이름 저장 (공통)
// [수정] 게스트일 때만 이름을 저장 (소셜 로그인은 이미 이름이 있음)
if (autoSubmitName == null) {
await _identityService.saveUserName(playerName);
}
// 3. 게임별 후속 처리 (레벨 잠금 해제 등)
await widget.args.onProgressSave(playerName);
setState(() {
_rankingList = result.topRanks;
_myRankResult = result.myRank;
_rankStep = _RankSubmissionStep.showList;
});
} catch (e) {
log("!!! 랭킹 등록 실패 !!!", error: e);
setState(() {
_rankStep = _RankSubmissionStep.enterName;
// 🔽 [수정] 게스트가 아닐 때 실패하면, 이름 입력창 대신 리스트로 보냄
if (autoSubmitName != null) {
_rankStep = _RankSubmissionStep.showList;
}
_dialogErrorMessage = e.toString().replaceFirst("Exception: ", "");
});
}
}
/// 닫기 버튼 로직
void _closeScreen() {
// 1. 이 팝업 화면을 닫고
Navigator.of(context).pop();
// 2. 이전 화면(게임 화면)을 닫도록 콜백 호출
widget.args.onScreenClose();
}
@override
Widget build(BuildContext context) {
final theme = Theme.of(context);
// --- UI 섹션 정의 (스도쿠/스파이더와 동일) ---
Widget topRankListWidget = _rankingList.isEmpty
? const Center(child: Text("현재 랭킹이 없습니다."))
: ListView.builder(
itemCount: _rankingList.length,
shrinkWrap: true,
itemBuilder: (context, index) {
final rank = _rankingList[index];
final bool isMe = rank.playerName == _submittedPlayerName;
// [수정] 점수 포맷터를 주입받은 함수로 대체
final String scoreText = widget.args.scoreFormatter(
rank.primaryScore,
rank.secondaryScore
);
return ListTile(
selected: isMe,
selectedTileColor: theme.primaryColor.withOpacity(0.1),
leading: Text('${index + 1}.', style: const TextStyle(fontWeight: FontWeight.bold)),
title: Text(rank.playerName, style: TextStyle(fontWeight: isMe ? FontWeight.bold : FontWeight.normal)),
trailing: Text(
scoreText,
style: TextStyle(
fontWeight: FontWeight.bold,
color: theme.textTheme.bodyMedium?.color?.withOpacity(0.9)
)
),
);
},
);
Widget? myRankWidget;
if (_myRankResult != null) {
final myRank = _myRankResult!.rankData;
final myRankNum = _myRankResult!.rankNumber;
bool isMeInTop10 = _rankingList.any(
(topRank) => topRank.playerName == myRank.playerName
);
if (!isMeInTop10) {
// [수정] 점수 포맷터를 주입받은 함수로 대체
final String scoreText = widget.args.scoreFormatter(
myRank.primaryScore,
myRank.secondaryScore
);
myRankWidget = Padding(
padding: const EdgeInsets.only(top: 8.0),
child: ListTile(
selected: true,
selectedTileColor: theme.primaryColor.withOpacity(0.1),
leading: Text('$myRankNum.', style: const TextStyle(fontWeight: FontWeight.bold)),
title: Text(myRank.playerName, style: const TextStyle(fontWeight: FontWeight.bold)),
trailing: Text(
scoreText,
style: TextStyle(
fontWeight: FontWeight.bold,
color: theme.textTheme.bodyMedium?.color?.withOpacity(0.9)
)
),
),
);
}
}
Widget rankDisplaySection = Column(
children: [
if (_dialogErrorMessage != null)
Padding(
padding: const EdgeInsets.only(bottom: 8.0),
child: Text(_dialogErrorMessage!, style: TextStyle(color: theme.colorScheme.error)),
),
Expanded(child: topRankListWidget),
if (myRankWidget != null) ...[
const Divider(height: 16, thickness: 1),
myRankWidget,
],
],
);
Widget nameEntryWidget = Column(
mainAxisSize: MainAxisSize.min,
children: [
// [수정] 게임별 점수 표시 대신 범용 텍스트
Text(
'축하합니다! 랭킹에 등록할 이름을 입력하세요.',
style: theme.textTheme.titleMedium,
),
const SizedBox(height: 20),
TextField(
controller: _nameController,
autofocus: true,
maxLength: 20, // [수정] 10 -> 20
decoration: InputDecoration(
labelText: '이름 (20자 이내)',
border: const OutlineInputBorder(),
errorText: _dialogErrorMessage,
),
),
],
);
// --- 상태에 따라 UI와 버튼 결정 ---
Widget content;
List<Widget> actions = [];
String titleText;
if (_rankStep == _RankSubmissionStep.enterName) {
titleText = '🎉 게임 완료!';
content = nameEntryWidget;
actions = [
TextButton(
onPressed: _closeScreen, // 닫기
child: const Text('나중에 하기'),
),
ElevatedButton(
onPressed: () => _submitRank(), // 👈 [수정] 인자 없이 호출
child: const Text('랭킹 등록'),
),
];
}
else if (_rankStep == _RankSubmissionStep.submitting) {
titleText = '랭킹 등록 중...';
content = const Center(child: CircularProgressIndicator());
// 로딩 중에는 버튼 없음
}
else { // _RankSubmissionStep.showList
titleText = '🏆 랭킹 (${widget.args.contextId})';
content = rankDisplaySection;
actions = [
TextButton(
onPressed: _closeScreen, // 닫기
child: const Text('닫기'),
)
];
}
// [수정] AlertDialog가 아닌 전체 화면 Scaffold로 변경
return Scaffold(
appBar: AppBar(
title: Text(titleText),
automaticallyImplyLeading: false, // 뒤로가기 버튼 숨김
),
body: Padding(
padding: const EdgeInsets.all(16.0),
child: content,
),
bottomNavigationBar: Padding(
padding: const EdgeInsets.all(16.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.end,
children: actions,
),
),
);
}
}
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// // packages/feature_common/lib/screens/home_screen.dart
// import 'dart:developer';
// import 'package:flutter/material.dart';
// import 'package:provider/provider.dart';
// // 🔽 [수정] 서비스만 import하고, 모델은 새로 만든 GameInfo를 사용
// import 'package:service_api/service_api.dart';
// import '../models/game_info.dart'; // 👈 GameInfo 모델 import
// // 🔽 [수정] 내부에서 사용하던 위젯/화면 import
// import 'ranking_screen.dart';
// import 'settings_screen.dart';
// import '../widgets/ad_banner_widget.dart';
// class HomeScreen extends StatefulWidget {
// // 🔽 [수정] 'onStartGame' 대신 'availableGames' 리스트를 주입받음
// final List<GameInfo> availableGames;
// const HomeScreen({
// super.key,
// required this.availableGames, // 👈 생성자 변경
// });
// @override
// State<HomeScreen> createState() => _HomeScreenState();
// }
// class _HomeScreenState extends State<HomeScreen> {
// // 🔽 [삭제] 스도쿠 전용 상태 변수들 모두 삭제
// // int _maxUnlockedLevel = 1;
// // Map<int, (int, int)> _rankHistory = {};
// // String? _userName;
// // late String _selectedThemeName;
// // bool _isLoading = false;
// // 🔽 [삭제] 스도쿠 전용 서비스들 삭제
// // final PuzzleService _puzzleService = PuzzleService();
// // final IdentityService _identityService = IdentityService();
// @override
// void initState() {
// super.initState();
// // 🔽 [삭제] _loadProgress() 등 스도쿠 전용 로직 삭제
// }
// // 🔽 [삭제] _loadProgress 메서드 전체 삭제
// // Future<void> _loadProgress() async { ... }
// @override
// Widget build(BuildContext context) {
// context.watch<ThemeNotifier>();
// final theme = Theme.of(context);
// return Scaffold(
// appBar: AppBar(
// // 🔽 [수정] 앱 이름은 main.dart에서 설정하므로 여기선 비움
// title: const Text('게임 센터'),
// actions: [
// IconButton(
// icon: const Icon(Icons.settings_outlined),
// onPressed: () {
// Navigator.push(
// context,
// MaterialPageRoute(
// builder: (context) => const SettingsScreen(),
// ),
// );
// },
// ),
// ],
// ),
// body: LayoutBuilder(
// builder: (context, constraints) {
// const double maxContentRatio = 0.6;
// final double constrainedWidth = (constraints.maxHeight * maxContentRatio) > 500
// ? 500 : (constraints.maxHeight * maxContentRatio);
// return Center(
// child: ConstrainedBox(
// constraints: BoxConstraints(maxWidth: constrainedWidth),
// child: Column(
// children: [
// // 🔽 [삭제] 스도쿠 전용 '테마 선택' Dropdown 삭제
// // 2. 레벨 선택 리스트 (범용으로 변경)
// Expanded(
// // 🔽 [수정] ListView.builder가 주입받은 'widget.availableGames' 사용
// child: ListView.builder(
// itemCount: widget.availableGames.length,
// itemBuilder: (context, index) {
// final GameInfo game = widget.availableGames[index];
// return Card(
// margin: const EdgeInsets.symmetric(horizontal: 16.0, vertical: 4.0),
// child: ListTile(
// leading: Icon(
// game.icon, // 👈 GameInfo에서 아이콘 가져오기
// color: theme.primaryColor,
// ),
// title: Text(game.name, style: const TextStyle( // 👈 GameInfo에서 이름 가져오기
// fontSize: 18,
// fontWeight: FontWeight.bold,
// )),
// trailing: const Icon(Icons.play_arrow_rounded),
// // 🔽 [수정] onTap에 주입받은 game.onTap 함수 연결
// onTap: game.onTap,
// ),
// );
// },
// ),
// ),
// // 3. 랭킹 보기 버튼 (랭킹 스크린은 공통이므로 그대로 둠)
// Container(
// margin: const EdgeInsets.fromLTRB(16.0, 0, 16.0, 8.0),
// // ... (이하 랭킹 보기 버튼 스타일은 동일) ...
// child: InkWell(
// onTap: () {
// // 🔽 [수정] 스도쿠 레벨 대신 기본 랭킹 화면으로
// Navigator.push(
// context,
// MaterialPageRoute(
// builder: (context) => const RankingScreen(
// // initialDifficultyName: "중급 (9x9)", // 👈 필요시 하드코딩
// ),
// ),
// );
// },
// child: Container(
// width: double.infinity,
// padding: const EdgeInsets.symmetric(vertical: 14.0),
// child: Text(
// '🏆 전체 랭킹 보기',
// textAlign: TextAlign.center,
// style: TextStyle(
// fontSize: 16,
// fontWeight: FontWeight.bold,
// color: theme.colorScheme.onSurfaceVariant,
// ),
// ),
// ),
// ),
// // ...
// ),
// ],
// ),
// ),
// );
// },
// ),
// bottomNavigationBar: const AdBannerWidget(),
// );
// }
// }
@@ -0,0 +1,40 @@
// packages/feature_common/lib/screens/intro_screen.dart
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'package:service_api/service_api.dart'; // ThemeNotifier
import '../views/intro_view.dart'; // intro_view.dart 파일이 이 경로에 있어야 함
class IntroScreen extends StatelessWidget {
/// 인트로가 끝난 후 이동할 '다음 화면' (예: SudokuLobby or SpiderLobby)
final WidgetBuilder nextScreenBuilder;
const IntroScreen({
Key? key,
required this.nextScreenBuilder,
}) : super(key: key);
void _navigateToNextScreen(BuildContext context) {
Navigator.of(context).pushReplacement(
MaterialPageRoute(
builder: nextScreenBuilder,
),
);
}
@override
Widget build(BuildContext context) {
final Color currentColor = context.watch<ThemeNotifier>().currentColor;
return Scaffold(
backgroundColor: Theme.of(context).scaffoldBackgroundColor,
body: Center(
child: IntroViewFlutter(
mainColor: currentColor,
onAnimationFinished: () {
_navigateToNextScreen(context);
},
),
),
);
}
}
@@ -0,0 +1,152 @@
// packages/feature_common/lib/screens/ranking_screen.dart
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'package:service_api/service_api.dart';
class RankingScreen extends StatefulWidget {
// 🔽 [수정] 생성자에서 3개의 값을 주입받음
final String gameType; // 'SUDOKU' 또는 'SPIDER'
final List<GameDifficulty> difficulties; // 표시할 난이도 목록
final String? initialDifficultyName; // 랭킹 버튼 클릭 시 전달된 초기값
const RankingScreen({
super.key,
required this.gameType,
required this.difficulties,
this.initialDifficultyName,
});
@override
State<RankingScreen> createState() => _RankingScreenState();
}
class _RankingScreenState extends State<RankingScreen> {
final PuzzleService _puzzleService = PuzzleService();
late Future<List<GameRankDto>> _rankingFuture;
late String _selectedDifficultyName;
@override
void initState() {
super.initState();
// 🔽 [수정] 주입받은 난이도 목록(widget.difficulties)을 사용
String defaultDifficultyName = widget.initialDifficultyName ?? widget.difficulties.first.name;
if (!widget.difficulties.any((d) => d.name == defaultDifficultyName)) {
defaultDifficultyName = widget.difficulties.first.name;
}
_fetchRanksForDifficulty(defaultDifficultyName);
}
void _fetchRanksForDifficulty(String difficultyName) {
setState(() {
_selectedDifficultyName = difficultyName;
// 🔽 [수정] 선택된 이름으로 contextId를 찾음
final String contextId = widget.difficulties
.firstWhere((d) => d.name == difficultyName)
.contextId;
// 🔽 [수정] 주입받은 widget.gameType 사용
_rankingFuture = _puzzleService.fetchRanks(widget.gameType, contextId);
});
}
String _formatTime(int seconds) {
final min = (seconds ~/ 60).toString().padLeft(2, '0');
final sec = (seconds % 60).toString().padLeft(2, '0');
return '$min:$sec';
}
String _formatScore(int? storedScore) {
int score = 5 - (storedScore ?? 5);
return 'SCORE: $score';
}
@override
Widget build(BuildContext context) {
context.watch<ThemeNotifier>();
final theme = Theme.of(context);
return Scaffold(
appBar: AppBar(title: Text('${widget.gameType} 랭킹')),
body: Column(
children: [
// 1. 난이도 선택 Dropdown
Padding(
padding: const EdgeInsets.all(16.0),
child: DropdownButton<String>(
value: _selectedDifficultyName,
isExpanded: true,
// 🔽 [수정] 주입받은 widget.difficulties로 메뉴 생성
items: widget.difficulties.map((level) {
return DropdownMenuItem<String>(
value: level.name,
child: Text(level.name),
);
}).toList(),
onChanged: (String? newValue) {
if (newValue != null) {
_fetchRanksForDifficulty(newValue);
}
},
),
),
// 2. 랭킹 리스트 (이하 build 로직은 원본과 동일)
Expanded(
child: FutureBuilder<List<GameRankDto>>(
future: _rankingFuture,
builder: (context, snapshot) {
if (snapshot.connectionState == ConnectionState.waiting) {
return const Center(child: CircularProgressIndicator());
}
if (snapshot.hasError) {
return Center(child: Text('랭킹 로딩 실패: ${snapshot.error}'));
}
if (!snapshot.hasData || snapshot.data!.isEmpty) {
return const Center(child: Text('등록된 랭킹이 없습니다.'));
}
final ranks = snapshot.data!;
return ListView.builder(
itemCount: ranks.length,
itemBuilder: (context, index) {
final rank = ranks[index];
return ListTile(
leading: Text(
'${index + 1}.',
style: const TextStyle(fontSize: 16, fontWeight: FontWeight.bold),
),
title: Text(rank.playerName, style: const TextStyle(fontSize: 18)),
trailing: Column(
mainAxisAlignment: MainAxisAlignment.center,
crossAxisAlignment: CrossAxisAlignment.end,
children: [
Text(
_formatTime(rank.primaryScore),
style: TextStyle(
fontSize: 16,
fontWeight: FontWeight.bold,
color: theme.primaryColor
),
),
Text(
_formatScore(rank.secondaryScore),
style: TextStyle(
fontSize: 12,
color: theme.textTheme.bodySmall?.color
),
),
],
),
);
},
);
},
),
),
],
),
);
}
}
@@ -0,0 +1,180 @@
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'package:service_api/service_api.dart';
import 'package:url_launcher/url_launcher.dart';
class SettingsScreen extends StatelessWidget {
const SettingsScreen({super.key});
Future<void> _launchHomepage() async {
final Uri url = Uri.parse('https://lunaticbum.kr');
if (!await launchUrl(url, mode: LaunchMode.externalApplication)) {
debugPrint('Could not launch $url');
}
}
@override
Widget build(BuildContext context) {
final themeNotifier = context.watch<ThemeNotifier>();
final sessionNotifier = context.watch<SessionNotifier>();
return Scaffold(
appBar: AppBar(
title: const Text('설정'),
),
body: ListView(
children: [
// 🔽 [수정] 계정 연동 섹션
ListTile(
leading: Icon(
sessionNotifier.isGuest
? Icons.person_outline
: Icons.person_rounded
),
title: Text(
sessionNotifier.isLoading
? '계정 정보 로딩 중...'
: (sessionNotifier.isGuest
? '게스트 계정'
: sessionNotifier.session?.userName ?? '로그인됨')
),
subtitle: Text(
sessionNotifier.isLoading
? ''
: (sessionNotifier.isGuest
? '진행 상황을 저장하려면 로그인하세요.'
: (sessionNotifier.session?.email ?? '소셜 계정'))
),
),
if (!sessionNotifier.isLoading)
if (sessionNotifier.isGuest)
Padding(
padding: const EdgeInsets.symmetric(horizontal: 16.0, vertical: 8.0),
child: Row(
children: [
Expanded(
child: OutlinedButton.icon(
icon: const Icon(Icons.g_mobiledata), // (임시) Google 아이콘
label: const Text('Google 로그인'),
onPressed: () {
// 🔽 [수정] 로그인 함수 호출
sessionNotifier.login('google');
},
),
),
const SizedBox(width: 10),
Expanded(
child: OutlinedButton.icon(
icon: const Icon(Icons.apple),
label: const Text('Apple 로그인'),
onPressed: () {
// 🔽 [수정] 로그인 함수 호출
sessionNotifier.login('apple');
},
),
),
],
),
)
else
ListTile(
title: const Text('로그아웃', style: TextStyle(color: Colors.red)),
leading: const Icon(Icons.logout, color: Colors.red),
onTap: () {
sessionNotifier.logout();
},
),
const Divider(),
// --- 0. 다크 모드 토글 ---
SwitchListTile(
title: const Text('다크 모드'),
secondary: const Icon(Icons.dark_mode_outlined),
value: themeNotifier.isDarkMode,
onChanged: (newValue) {
themeNotifier.toggleTheme(newValue);
},
),
const Divider(),
// --- 1. 테마 선택 섹션 ---
const Padding(
padding: EdgeInsets.fromLTRB(16.0, 16.0, 16.0, 8.0),
child: Text(
'앱 테마 색상',
style: TextStyle(fontSize: 16, fontWeight: FontWeight.bold),
),
),
...appColors.entries.map((entry) {
final String colorName = entry.key;
final MaterialColor color = entry.value;
return ListTile(
leading: CircleAvatar(
backgroundColor: color,
),
title: Text(colorName),
trailing: (themeNotifier.currentColor == color)
? Icon(Icons.check, color: Theme.of(context).colorScheme.secondary)
: null,
onTap: () {
themeNotifier.setTheme(colorName);
},
);
}),
const Divider(),
// --- 2. 라이선스 정보 섹션 ---
ListTile(
leading: const Icon(Icons.description_outlined),
title: const Text('오픈소스 라이선스'),
onTap: () {
showLicensePage(
context: context,
applicationName: '스도쿠 게임',
applicationVersion: '1.0.0',
applicationIcon: const Icon(Icons.apps_rounded, size: 64),
);
},
),
ListTile(
leading: const Icon(Icons.info_outline),
title: const Text('앱 정보'),
onTap: () {
showAboutDialog(
context: context,
applicationName: '스도쿠 게임',
applicationVersion: '1.0.0',
applicationIcon: const Icon(Icons.apps_rounded, size: 48),
children: [
const SizedBox(height: 16),
InkWell(
onTap: _launchHomepage,
child: Padding(
padding: const EdgeInsets.symmetric(vertical: 8.0),
child: Text(
'© 2025 lunaticbum',
textAlign: TextAlign.center,
style: TextStyle(
color: Theme.of(context).colorScheme.primary,
decoration: TextDecoration.underline,
),
),
),
),
],
);
},
),
],
),
);
}
}
@@ -0,0 +1,235 @@
import 'dart:async';
import 'package:flutter/material.dart'; // 👈 [핵심] 이 import 문이 누락되었습니다.
/// [수정] "SBSPACE"를 한 줄로 그리는 IntroView
///
/// @param mainColor 뷰의 텍스트 색상 (S, B 강조)
/// @param onAnimationFinished 뷰의 애니메이션이 완료될 때 호출될 콜백
class IntroViewFlutter extends StatefulWidget {
final Color mainColor;
final VoidCallback onAnimationFinished;
const IntroViewFlutter({
super.key,
required this.mainColor,
required this.onAnimationFinished,
});
@override
_IntroViewFlutterState createState() => _IntroViewFlutterState();
}
class _IntroViewFlutterState extends State<IntroViewFlutter>
with SingleTickerProviderStateMixin {
late final AnimationController _controller;
late final Animation<int> _logoTextAnimation; // 0 -> 7
late final Animation<int> _missionTextAnimation; // 0 -> 15
static const String _logoString = "SBSPACE";
static const String _missionString = "Simple is Best.";
static const String _fontFamily = "Sdmisaeng";
@override
void initState() {
super.initState();
const int logoDuration = _logoString.length * 150; // 7 * 150ms = 1050ms
const int missionDuration = _missionString.length * 100; // 15 * 100ms = 1500ms
final int totalAnimationDuration = logoDuration + missionDuration; // 2550ms
_controller = AnimationController(
duration: Duration(milliseconds: totalAnimationDuration),
vsync: this,
);
// 로고 타이핑 애니메이션 (0 -> 7)
_logoTextAnimation = IntTween(begin: 0, end: _logoString.length).animate(
CurvedAnimation(
parent: _controller,
curve: Interval(
0.0,
logoDuration / totalAnimationDuration,
curve: Curves.linear,
),
),
);
// 미션 타이핑 애니메이션 (0 -> 15)
_missionTextAnimation = IntTween(begin: 0, end: _missionString.length).animate(
CurvedAnimation(
parent: _controller,
curve: Interval(
logoDuration / totalAnimationDuration,
1.0,
curve: Curves.linear,
),
),
);
_controller.addStatusListener((status) {
if (status == AnimationStatus.completed) {
Future.delayed(const Duration(seconds: 1), () {
if (mounted) {
widget.onAnimationFinished();
}
});
}
});
_controller.forward();
}
@override
void dispose() {
_controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: _controller,
builder: (context, child) {
return CustomPaint(
painter: _IntroPainter(
mainColor: widget.mainColor,
fontFamily: _fontFamily,
logoTextLength: _logoTextAnimation.value,
missionTextLength: _missionTextAnimation.value,
),
size: Size.infinite,
);
},
);
}
}
/// [수정] RichText(TextSpan)를 사용해 그리는 CustomPainter
class _IntroPainter extends CustomPainter {
final Color mainColor;
final String fontFamily;
final int logoTextLength;
final int missionTextLength;
static const String _logoString = "SBSPACE";
static const String _missionString = "Simple is Best.";
_IntroPainter({
required this.mainColor,
required this.fontFamily,
required this.logoTextLength,
required this.missionTextLength,
});
/// 헬퍼: 현재 길이에 맞는 "SBSPACE" TextSpan을 생성
TextSpan _buildLogoSpan(int length) {
final Color normalColor = mainColor.withOpacity(0.6);
final List<TextSpan> children = [];
if (length >= 1) {
children.add(TextSpan(text: "S", style: TextStyle(color: mainColor)));
}
if (length >= 2) {
children.add(TextSpan(text: "B", style: TextStyle(color: mainColor)));
}
if (length >= 3) {
final String spaceToDraw = _logoString.substring(2, length.clamp(2, _logoString.length));
children.add(TextSpan(text: spaceToDraw, style: TextStyle(color: normalColor)));
}
return TextSpan(
style: TextStyle(fontFamily: fontFamily, fontWeight: FontWeight.bold),
children: children,
);
}
/// 헬퍼: TextSpan과 폰트 크기로 TextPainter를 생성 (레이아웃 포함)
TextPainter _createTextPainter(TextSpan textSpan, double fontSize) {
final style = textSpan.style!.copyWith(fontSize: fontSize);
final painter = TextPainter(
text: TextSpan(children: textSpan.children, style: style),
textDirection: TextDirection.ltr,
);
painter.layout();
return painter;
}
@override
void paint(Canvas canvas, Size size) {
// 1. 로고 폰트 크기 정의
final double logoFontSize = size.shortestSide / 6.0;
// 2. 미션 폰트 크기를 화면 너비에 꽉 차게 동적 계산
// 2a. 임시 폰트 크기(100)로 TextPainter를 생성하여 원본 너비를 측정
const double tempMissionFontSize = 100.0;
final TextPainter tpMissionTemp = TextPainter(
text: TextSpan(
text: _missionString,
style: TextStyle(fontFamily: fontFamily, fontWeight: FontWeight.bold, fontSize: tempMissionFontSize)
),
textDirection: TextDirection.ltr,
)..layout();
// 2b. (화면 너비 * 0.9) / (임시 텍스트 너비) = 스케일 비율
final double targetWidth = size.width * 0.9;
final double scale = targetWidth / tpMissionTemp.width;
// 2c. 실제 폰트 크기 계산
final double missionFontSize = tempMissionFontSize * scale;
// 3. 레이아웃 계산용 TextPainter (항상 전체 텍스트 기준)
// 3a. 로고
final tpLogoFull = _createTextPainter(_buildLogoSpan(_logoString.length), logoFontSize);
// 3b. 미션 (계산된 missionFontSize 사용)
final TextPainter tpMissionFull = TextPainter(
text: TextSpan(
text: _missionString,
style: TextStyle(
color: mainColor,
fontSize: missionFontSize,
fontFamily: fontFamily,
fontWeight: FontWeight.bold
)
),
textDirection: TextDirection.ltr,
)..layout();
// 4. 전체 텍스트 블록의 세로 중앙 정렬 Y좌표 계산
final double padding = logoFontSize * 0.1;
final double totalHeight = tpLogoFull.height + padding + tpMissionFull.height;
final double startyLogo = (size.height - totalHeight) / 2.0;
final double startyMission = startyLogo + tpLogoFull.height + padding;
// 5. 각 텍스트 라인의 가로 중앙 정렬 X좌표 계산
final double startxLogo = (size.width - tpLogoFull.width) / 2.0;
final double startxMission = (size.width - tpMissionFull.width) / 2.0;
// 6. 그리기용 TextPainter (애니메이션 적용된 길이 기준)
// 6a. 로고 그리기 (현재 길이: logoTextLength)
final tpLogoSub = _createTextPainter(_buildLogoSpan(logoTextLength), logoFontSize);
tpLogoSub.paint(canvas, Offset(startxLogo, startyLogo));
// 6b. 미션 그리기 (현재 길이: missionTextLength)
final String missionToDraw = _missionString.substring(0, missionTextLength);
final tpMissionSub = TextPainter(
text: TextSpan(text: missionToDraw, style: tpMissionFull.text!.style),
textDirection: TextDirection.ltr,
)..layout();
tpMissionSub.paint(canvas, Offset(startxMission, startyMission));
}
@override
bool shouldRepaint(covariant _IntroPainter oldDelegate) {
return oldDelegate.mainColor != mainColor ||
oldDelegate.logoTextLength != logoTextLength ||
oldDelegate.missionTextLength != missionTextLength;
}
}
@@ -0,0 +1,68 @@
import 'dart:io';
import 'package:flutter/material.dart';
import 'package:google_mobile_ads/google_mobile_ads.dart';
class AdBannerWidget extends StatefulWidget {
const AdBannerWidget({super.key});
@override
State<AdBannerWidget> createState() => _AdBannerWidgetState();
}
class _AdBannerWidgetState extends State<AdBannerWidget> {
BannerAd? _bannerAd;
bool _isAdLoaded = false;
// TODO: 릴리스 시 실제 Ad Unit ID로 교체하세요.
final String _androidAdUnitId = 'ca-app-pub-3940256099942544/6300978111'; // 테스트 ID
final String _iosAdUnitId = 'ca-app-pub-3940256099942544/2934735716'; // 테스트 ID
@override
void initState() {
super.initState();
_loadAd();
}
void _loadAd() {
_bannerAd = BannerAd(
adUnitId: Platform.isAndroid ? _androidAdUnitId : _iosAdUnitId,
size: AdSize.banner,
request: const AdRequest(),
listener: BannerAdListener(
onAdLoaded: (Ad ad) {
setState(() {
_isAdLoaded = true;
});
},
onAdFailedToLoad: (Ad ad, LoadAdError error) {
print('Ad failed to load: $error');
ad.dispose();
},
),
)..load();
}
@override
void dispose() {
_bannerAd?.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
if (_isAdLoaded && _bannerAd != null) {
// 광고가 로드되면 광고 위젯을 표시
return Container(
width: _bannerAd!.size.width.toDouble(),
height: _bannerAd!.size.height.toDouble(),
alignment: Alignment.center,
child: AdWidget(ad: _bannerAd!),
);
} else {
// 로드되지 않았으면, 광고 높이만큼의 빈 공간만 차지
return Container(
height: AdSize.banner.height.toDouble(),
);
}
}
}
@@ -0,0 +1,53 @@
// packages/feature_common/lib/widgets/common_game_shell.dart
import 'package:flutter/material.dart';
import '../screens/ranking_screen.dart';
import '../screens/settings_screen.dart';
import 'ad_banner_widget.dart';
/// 모든 게임 앱이 공유하는 '공통 셸' 위젯
/// (AppBar, 설정/랭킹 버튼, 하단 광고 배너 포함)
class CommonGameShell extends StatelessWidget {
final Widget body;
final String title;
/// 랭킹 버튼을 눌렀을 때 실행될 함수 (외부 주입)
/// null을 전달하면 랭킹 버튼이 비활성화됩니다.
final VoidCallback? onRankingPressed;
const CommonGameShell({
super.key,
required this.body,
required this.title,
this.onRankingPressed,
});
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text(title),
actions: [
// 랭킹 버튼
IconButton(
icon: const Icon(Icons.leaderboard_outlined),
onPressed: onRankingPressed, // 👈 주입받은 함수 실행
),
// 설정 버튼
IconButton(
icon: const Icon(Icons.settings_outlined),
onPressed: () {
Navigator.push(
context,
MaterialPageRoute(
builder: (context) => const SettingsScreen(),
),
);
},
),
],
),
body: body, // 👈 주입받은 내용물
bottomNavigationBar: const AdBannerWidget(),
);
}
}
+33
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@@ -0,0 +1,33 @@
name: feature_common
description: The common UI shell for all games (Intro, Home, Settings, Ranking).
version: 1.0.0
publish_to: 'none'
resolution: workspace
environment:
sdk: '^3.9.2'
flutter: '>=3.10.0'
dependencies:
flutter:
sdk: flutter
# 1. 공통 서비스 로직 (필수)
# service_api 패키지에 정의된 모든 서비스를 사용합니다.
service_api:
path: ../service_api # 👈 Melos가 관리하지만, 로컬 경로를 명시해도 좋습니다.
# 2. UI 및 상태 관리
provider: ^6.0.0 # (SettingsScreen, HomeScreen 등에서 ThemeNotifier 사용)
# 3. 공통 위젯용
google_mobile_ads: ^5.0.0 # (AdBannerWidget이 사용)
url_launcher: ^6.3.2
# (SudokuTheme, AppLevels 등은 service_api에 있으므로 여기엔 필요X)
dev_dependencies:
flutter_test:
sdk: flutter
lints: ^3.0.0
flutter:
uses-material-design: true
@@ -0,0 +1,12 @@
import 'package:flutter_test/flutter_test.dart';
import 'package:feature_common/feature_common.dart';
void main() {
test('adds one to input values', () {
final calculator = Calculator();
expect(calculator.addOne(2), 3);
expect(calculator.addOne(-7), -6);
expect(calculator.addOne(0), 1);
});
}
+31
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@@ -0,0 +1,31 @@
# Miscellaneous
*.class
*.log
*.pyc
*.swp
.DS_Store
.atom/
.buildlog/
.history
.svn/
migrate_working_dir/
# IntelliJ related
*.iml
*.ipr
*.iws
.idea/
# The .vscode folder contains launch configuration and tasks you configure in
# VS Code which you may wish to be included in version control, so this line
# is commented out by default.
#.vscode/
# Flutter/Dart/Pub related
# Libraries should not include pubspec.lock, per https://dart.dev/guides/libraries/private-files#pubspeclock.
/pubspec.lock
**/doc/api/
.dart_tool/
.flutter-plugins-dependencies
/build/
/coverage/
+10
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@@ -0,0 +1,10 @@
# This file tracks properties of this Flutter project.
# Used by Flutter tool to assess capabilities and perform upgrades etc.
#
# This file should be version controlled and should not be manually edited.
version:
revision: "adc901062556672b4138e18a4dc62a4be8f4b3c2"
channel: "stable"
project_type: package
@@ -0,0 +1,3 @@
## 0.0.1
* TODO: Describe initial release.
+1
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@@ -0,0 +1 @@
TODO: Add your license here.
+39
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@@ -0,0 +1,39 @@
<!--
This README describes the package. If you publish this package to pub.dev,
this README's contents appear on the landing page for your package.
For information about how to write a good package README, see the guide for
[writing package pages](https://dart.dev/tools/pub/writing-package-pages).
For general information about developing packages, see the Dart guide for
[creating packages](https://dart.dev/guides/libraries/create-packages)
and the Flutter guide for
[developing packages and plugins](https://flutter.dev/to/develop-packages).
-->
TODO: Put a short description of the package here that helps potential users
know whether this package might be useful for them.
## Features
TODO: List what your package can do. Maybe include images, gifs, or videos.
## Getting started
TODO: List prerequisites and provide or point to information on how to
start using the package.
## Usage
TODO: Include short and useful examples for package users. Add longer examples
to `/example` folder.
```dart
const like = 'sample';
```
## Additional information
TODO: Tell users more about the package: where to find more information, how to
contribute to the package, how to file issues, what response they can expect
from the package authors, and more.
@@ -0,0 +1,4 @@
include: package:flutter_lints/flutter.yaml
# Additional information about this file can be found at
# https://dart.dev/guides/language/analysis-options
@@ -0,0 +1,417 @@
// packages/feature_game_spider/lib/controllers/spider_game_controller.dart
import 'dart:async';
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:service_api/service_api.dart';
import '../models/spider_card.dart';
import '../models/spider_difficulty.dart';
import '../models/spider_game_state.dart';
class SpiderGameController with ChangeNotifier {
late final SpiderDifficulty difficulty;
late final String userId;
late final String? userName;
late SpiderGameState _currentState;
SpiderGameState get currentState => _currentState;
final List<SpiderGameHistory> _undoHistory = [];
Timer? _timer;
int _secondsElapsed = 0;
int get secondsElapsed => _secondsElapsed;
bool _isGameCompleted = false;
bool get isGameCompleted => _isGameCompleted;
List<SpiderCard> _draggedCards = [];
List<SpiderCard> get draggedCards => _draggedCards;
int _undoCount = 0;
int get undoCount => _undoCount;
static const int maxUndoCount = 5;
List<SpiderCard> _cardsToDealAnimate = [];
List<SpiderCard> get cardsToDealAnimate => _cardsToDealAnimate;
void clearDealAnimationTrigger() {
debugPrint("[LOG] clearDealAnimationTrigger: CALLED. Clearing animation queue (Current count: ${_cardsToDealAnimate.length}).");
_cardsToDealAnimate.clear();
}
List<SpiderCard> _cardsToAnimateStack = [];
List<SpiderCard> get cardsToAnimateStack => _cardsToAnimateStack;
int _animationSourcePileIndex = -1;
int get animationSourcePileIndex => _animationSourcePileIndex;
int _animationTargetFoundationIndex = -1;
int get animationTargetFoundationIndex => _animationTargetFoundationIndex;
bool get canUndo {
return _undoHistory.isNotEmpty &&
!_isGameCompleted &&
_undoCount < maxUndoCount;
}
void setUserInfo(String userId, String? userName) {
this.userId = userId;
this.userName = userName;
}
void startNewGame(SpiderDifficulty difficulty) {
this.difficulty = difficulty;
_undoHistory.clear();
_isGameCompleted = false;
_undoCount = 0;
_cardsToDealAnimate = [];
_cardsToAnimateStack = [];
final List<SpiderCard> deck = _createDeck(difficulty.numSuits);
deck.shuffle(Random());
final (List<List<SpiderCard>> tableau, List<SpiderCard> stock) =
_dealCards(deck, difficulty.numCardsDistribution);
_currentState = SpiderGameState(
tableau: tableau,
stock: stock,
foundation: [], // 👈 비어있는 리스트
moves: 0,
);
_startTimer();
notifyListeners();
}
void restartGame() {
startNewGame(difficulty);
}
// ( _createDeck, _dealCards, _startTimer, stopTimer 는 동일 )
List<SpiderCard> _createDeck(int numSuits) {
final List<SpiderSuit> suitsToUse =
SpiderSuit.values.take(numSuits).toList();
final List<SpiderCard> deck = [];
int cardId = 0;
final int setsPerSuit = (104 / 13) ~/ numSuits;
for (int i = 0; i < setsPerSuit; i++) {
for (final suit in suitsToUse) {
for (int rank = 1; rank <= 13; rank++) {
deck.add(SpiderCard(id: cardId++, suit: suit, rank: rank));
}
}
}
return deck;
}
(List<List<SpiderCard>>, List<SpiderCard>) _dealCards(
List<SpiderCard> shuffledDeck, String distribution) {
final List<List<SpiderCard>> tableau = List.generate(10, (_) => []);
final List<SpiderCard> stock = List.from(shuffledDeck);
final parts = distribution.split(',');
final int longStacksCount = 4;
final int longStackSize = int.parse(parts[0]);
final int shortStackSize = int.parse(parts[1]);
for (int i = 0; i < 10; i++) {
final int stackSize = (i < longStacksCount) ? longStackSize : shortStackSize;
for (int j = 0; j < stackSize; j++) {
tableau[i].add(stock.removeLast());
}
if (tableau[i].isNotEmpty) {
tableau[i].last.isFaceUp = true;
}
}
return (tableau, stock);
}
void _startTimer() {
_timer?.cancel();
_secondsElapsed = 0;
_timer = Timer.periodic(const Duration(seconds: 1), (timer) {
_secondsElapsed++;
notifyListeners();
});
}
void stopTimer() {
_timer?.cancel();
}
/// 🔽 덱 분배 (애니메이션 트리거)
void dealFromStock() {
debugPrint("[LOG] dealFromStock: CALLED. Checking conditions...");
if (_currentState.stock.isEmpty) {
debugPrint("[LOG] dealFromStock: FAILED (Stock is empty)");
return;
}
if (_isGameCompleted) {
debugPrint("[LOG] dealFromStock: FAILED (Game completed)");
return;
}
if (_cardsToDealAnimate.isNotEmpty) {
debugPrint("[LOG] dealFromStock: FAILED (Animation already in progress)");
return;
}
if (_draggedCards.isNotEmpty) {
debugPrint("[LOG] dealFromStock: FAILED (A card drag is in progress)");
return;
}
final bool hasEmptyPile = _currentState.tableau.any((pile) => pile.isEmpty);
debugPrint("[LOG] dealFromStock: Checking for empty piles... Result: $hasEmptyPile");
if (hasEmptyPile) {
debugPrint("[LOG] dealFromStock: FAILED (Empty pile found)");
return;
}
debugPrint("[LOG] dealFromStock: All checks passed. Saving undo state.");
_saveUndoState();
final int cardsToDealCount = min(10, _currentState.stock.length);
debugPrint("[LOG] dealFromStock: Preparing ${cardsToDealCount} cards for animation.");
for (int i = 0; i < cardsToDealCount; i++) {
_cardsToDealAnimate.add(_currentState.stock.removeLast());
}
debugPrint("[LOG] dealFromStock: Cards moved to _cardsToDealAnimate queue (Total: ${_cardsToDealAnimate.length}). Notifying listeners...");
notifyListeners();
}
/// 🔽 덱 분배 애니메이션이 끝난 후 UI가 호출
void finalizeDealFromStock(List<SpiderCard> dealtCards) {
debugPrint("[LOG] finalizeDealFromStock: CALLED. Finalizing ${dealtCards.length} cards.");
for (int i = 0; i < dealtCards.length; i++) {
final card = dealtCards[i];
card.isFaceUp = true;
_currentState.tableau[i].add(card);
}
_currentState = _currentState.copyWith(moves: _currentState.moves + 1);
debugPrint("[LOG] finalizeDealFromStock: FINISHED. Calling _checkCompletedStacks...");
_checkCompletedStacks();
}
// ( onDragStarted, onDragCancelled, onCardsDropped, _moveCards 는 동일 )
void onDragStarted(List<SpiderCard> cards) {
_draggedCards = cards;
for (var card in cards) { card.isBeingDragged = true; }
notifyListeners();
}
void onDragCancelled() {
for (var card in _draggedCards) { card.isBeingDragged = false; }
_draggedCards = [];
notifyListeners();
}
void onCardsDropped(List<SpiderCard> cards, int targetPileIndex) {
final int sourcePileIndex = _findPileIndexForCard(cards.first);
for (var card in cards) { card.isBeingDragged = false; }
_draggedCards = [];
_moveCards(cards, sourcePileIndex, targetPileIndex);
}
void _moveCards(List<SpiderCard> cards, int fromIndex, int toIndex) {
if (fromIndex == toIndex) {
notifyListeners(); return;
}
_saveUndoState();
final sourcePile = _currentState.tableau[fromIndex];
sourcePile.removeRange(sourcePile.length - cards.length, sourcePile.length);
if (sourcePile.isNotEmpty && !sourcePile.last.isFaceUp) {
sourcePile.last.isFaceUp = true;
}
final targetPile = _currentState.tableau[toIndex];
targetPile.addAll(cards);
_currentState = _currentState.copyWith(moves: _currentState.moves + 1);
_checkCompletedStacks();
}
int undo() {
if (!canUndo) return _undoCount;
final prevState = _undoHistory.removeLast();
_currentState = SpiderGameState.fromHistory(prevState);
_undoCount++;
notifyListeners();
return _undoCount;
}
// ( canPickUpCard, getDraggableStack, isValidMove 는 동일 )
bool canPickUpCard(SpiderCard card) {
for (final pile in _currentState.tableau) {
if (pile.isNotEmpty && pile.last == card) return true;
}
return false;
}
List<SpiderCard> getDraggableStack(SpiderCard tappedCard) {
final int pileIndex = _findPileIndexForCard(tappedCard);
if (pileIndex == -1) return [];
final pile = _currentState.tableau[pileIndex];
final int cardIndex = pile.indexOf(tappedCard);
if (cardIndex == -1 || !tappedCard.isFaceUp) return [];
final List<SpiderCard> draggableStack = [tappedCard];
for (int i = cardIndex + 1; i < pile.length; i++) {
final prevCard = pile[i - 1];
final currentCard = pile[i];
if (currentCard.isFaceUp &&
prevCard.rank == currentCard.rank + 1 &&
prevCard.suit == currentCard.suit)
{
draggableStack.add(currentCard);
} else {
return [];
}
}
return draggableStack;
}
bool isValidMove(List<SpiderCard> cardsToMove, int targetPileIndex) {
if (cardsToMove.isEmpty) return false;
final targetPile = _currentState.tableau[targetPileIndex];
if (targetPile.isEmpty) return true;
final SpiderCard topCardToMove = cardsToMove.first;
final SpiderCard targetTopCard = targetPile.last;
return topCardToMove.rank == targetTopCard.rank - 1;
}
/// 🔽 _checkCompletedStacks (애니메이션 트리거)
void _checkCompletedStacks() {
// 🔽 [수정] 애니메이션이 실행 중이면 중복 검사 방지
if (_cardsToAnimateStack.isNotEmpty) return;
bool stackCompleted = false;
for (int i = 0; i < _currentState.tableau.length; i++) {
final pile = _currentState.tableau[i];
if (pile.length < 13) continue;
final List<SpiderCard> last13Cards = pile.sublist(pile.length - 13);
bool isComplete = true;
final SpiderSuit targetSuit = last13Cards.first.suit;
for (int j = 0; j < 13; j++) {
final card = last13Cards[j];
if (!card.isFaceUp || card.suit != targetSuit || card.rank != (13 - j)) {
isComplete = false;
break;
}
}
if (isComplete) {
// 🔽 [수정] 컨트롤러의 큐에만 추가 (인덱스 저장)
_cardsToAnimateStack = last13Cards;
_animationSourcePileIndex = i;
_animationTargetFoundationIndex = _currentState.foundation.length;
stackCompleted = true;
break;
}
}
if (stackCompleted) {
notifyListeners(); // 👈 UI에 애니메이션을 그리라고 알림
} else {
_checkGameCompletion();
}
}
/// 🔽 [수정] 스택 완성 애니메이션이 끝난 후 UI가 호출 (인자 받도록 변경)
void finalizeStackCompletion(List<SpiderCard> cardsToAnimate, int sourceIndex) {
debugPrint("[LOG] finalizeStackCompletion: CALLED. Source Index: $sourceIndex");
// 🔽 [수정] 크래시 방지
if (sourceIndex < 0 || sourceIndex >= _currentState.tableau.length) {
debugPrint("[LOG] finalizeStackCompletion: FAILED. Invalid Source Index: $sourceIndex");
return;
}
_currentState.foundation.add(cardsToAnimate);
final pile = _currentState.tableau[sourceIndex];
if (pile.length >= cardsToAnimate.length) {
pile.removeRange(pile.length - cardsToAnimate.length, pile.length);
} else {
debugPrint("[LOG] finalizeStackCompletion: WARNING. Pile length was ${pile.length}, expected >= ${cardsToAnimate.length}.");
}
if (pile.isNotEmpty && !pile.last.isFaceUp) {
pile.last.isFaceUp = true;
}
// 🔽 [삭제] 인덱스 리셋 불필요 (지역 변수로 처리됨)
// _animationSourcePileIndex = -1;
// _animationTargetFoundationIndex = -1;
_checkGameCompletion(); // 👈 [핵심] 게임 완료 검사
}
// 🔽 [복원됨]
void clearStackAnimationTrigger() {
debugPrint("[LOG] clearStackAnimationTrigger: CALLED. Clearing animation queue (Current count: ${_cardsToAnimateStack.length}).");
_cardsToAnimateStack.clear();
}
void _checkGameCompletion() {
if (_currentState.foundation.length == 8 && !_isGameCompleted) {
_isGameCompleted = true;
stopTimer();
debugPrint("게임 완료! 이동: ${_currentState.moves}, 시간: $_secondsElapsed");
notifyListeners(); // 👈 [수정] 게임이 '완료'되었을 때만 notify
} else if (!_isGameCompleted) {
// 🔽 [수정] 게임이 완료되지 '않았을' 때도 notify (카드 이동 등을 반영하기 위해)
notifyListeners();
}
// (게임이 완료된 후에는 더 이상 notify하지 않음)
}
// ( _saveUndoState, _findPileIndexForCard, submitRank, dispose 는 동일 )
void _saveUndoState() {
_undoHistory.add(SpiderGameHistory.fromState(_currentState));
if (_undoHistory.length > 20) {
_undoHistory.removeAt(0);
}
}
int _findPileIndexForCard(SpiderCard card) {
return _currentState.tableau.indexWhere((pile) => pile.contains(card));
}
Future<RankSubmissionResult> submitRank(String playerName) async {
final puzzleService = PuzzleService();
final identityService = IdentityService();
final rankDto = UnifiedRankDto(
userId: userId,
gameType: 'SPIDER',
contextId: difficulty.contextId,
playerName: playerName,
primaryScore: _currentState.moves,
secondaryScore: _secondsElapsed,
);
final result = await puzzleService.submitRank(rankDto);
await identityService.saveUserName(playerName);
final int currentMaxLevel = await identityService.getMaxUnlockedLevel(gameType: 'SPIDER');
if (currentMaxLevel < 99) {
if (difficulty.levelIndex >= currentMaxLevel) {
int nextLevel = difficulty.levelIndex + 1;
if (nextLevel > SpiderDifficulties.allDifficulties.length) {
await identityService.saveMaxUnlockedLevel(99, gameType: 'SPIDER');
} else {
await identityService.saveMaxUnlockedLevel(nextLevel, gameType: 'SPIDER');
}
}
}
return result;
}
@override
void dispose() {
_timer?.cancel();
super.dispose();
}
}
extension GameStateCopyWith on SpiderGameState {
SpiderGameState copyWith({
List<List<SpiderCard>>? tableau,
List<SpiderCard>? stock,
List<List<SpiderCard>>? foundation,
int? moves,
}) {
return SpiderGameState(
tableau: tableau ?? this.tableau,
stock: stock ?? this.stock,
foundation: foundation ?? this.foundation,
moves: moves ?? this.moves,
);
}
}
@@ -0,0 +1,7 @@
// packages/feature_game_spider/lib/feature_game_spider.dart
// 스파이더 앱의 '로비 화면(메인)'
export 'screens/spider_lobby_screen.dart';
// 로비에서 호출할 '게임 플레이 화면'
export 'screens/spider_game_screen.dart';
@@ -0,0 +1,76 @@
// packages/feature_game_spider/lib/models/spider_card.dart
/// 카드의 4가지 무늬
enum SpiderSuit {
spade, // ♠️
heart, // ♥️
club, // ♣️
diamond // ♦️
}
/// 스파이더 카드 1장의 데이터 모델
class SpiderCard {
/// 카드의 고유 ID (Draggable 위젯의 Key로 사용)
final int id;
/// 무늬 (spade, heart 등)
final SpiderSuit suit;
/// 숫자 (1 = A, 11 = J, 12 = Q, 13 = K)
final int rank;
/// 현재 앞면이 보이는지 여부
bool isFaceUp;
/// [UI용] 카드가 현재 드래그 중인지 여부
bool isBeingDragged;
SpiderCard({
required this.id,
required this.suit,
required this.rank,
this.isFaceUp = false,
this.isBeingDragged = false,
});
/// 카드가 빨간색(하트, 다이아)인지 확인
bool get isRed => suit == SpiderSuit.heart || suit == SpiderSuit.diamond;
/// 랭크를 텍스트(A, K, Q, J, 10...)로 변환
String get rankText {
switch (rank) {
case 1: return 'A';
case 11: return 'J';
case 12: return 'Q';
case 13: return 'K';
default: return rank.toString();
}
}
/// 무늬를 심볼(♠️, ♥️...)로 변환
String get suitSymbol {
switch (suit) {
case SpiderSuit.spade: return '♠️';
case SpiderSuit.heart: return '♥️';
case SpiderSuit.club: return '♣️';
case SpiderSuit.diamond: return '♦️';
}
}
// 객체 비교를 위한 == 및 hashCode 오버라이드
@override
bool operator ==(Object other) =>
identical(this, other) ||
other is SpiderCard &&
runtimeType == other.runtimeType &&
id == other.id; // 고유 ID로만 비교
@override
int get hashCode => id.hashCode;
/// 디버깅용
@override
String toString() {
return '$rankText-$suitSymbol ($id)';
}
}
@@ -0,0 +1,112 @@
// packages/feature_game_spider/lib/models/spider_difficulty.dart
import 'package:service_api/service_api.dart'; // 👈 공통 GameDifficulty 모델
/// 스파이더 게임의 난이도 정의
class SpiderDifficulty extends GameDifficulty {
/// 레벨 순서 (1-9)
final int levelIndex;
/// 무늬 수 (1, 2, 4)
final int numSuits;
/// 카드 분배 문자열 (예: "4,3")
final String numCardsDistribution;
const SpiderDifficulty({
required this.levelIndex,
required super.name,
required super.contextId,
required this.numSuits,
required this.numCardsDistribution,
});
}
/// 앱 전역에서 사용할 스파이더 난이도 목록 (총 9개)
/// (스도쿠의 AppLevels와 동일한 구조)
class SpiderDifficulties {
static final List<SpiderDifficulty> allDifficulties = [
// --- 1 Suit (Easy) ---
const SpiderDifficulty(
levelIndex: 1,
name: '입문 (1 Suit)',
contextId: 'SPIDER_L1_1SUIT_4-3',
numSuits: 1,
numCardsDistribution: '4,3',
),
const SpiderDifficulty(
levelIndex: 2,
name: '초급 (1 Suit)',
contextId: 'SPIDER_L2_1SUIT_5-4',
numSuits: 1,
numCardsDistribution: '5,4',
),
const SpiderDifficulty(
levelIndex: 3,
name: '중급 (1 Suit)',
contextId: 'SPIDER_L3_1SUIT_6-5',
numSuits: 1,
numCardsDistribution: '6,5',
),
// --- 2 Suits (Medium) ---
const SpiderDifficulty(
levelIndex: 4,
name: '상급 (2 Suits)',
contextId: 'SPIDER_L4_2SUITS_5-4',
numSuits: 2,
numCardsDistribution: '5,4',
),
const SpiderDifficulty(
levelIndex: 5,
name: '전문가 (2 Suits)',
contextId: 'SPIDER_L5_2SUITS_6-5',
numSuits: 2,
numCardsDistribution: '6,5',
),
const SpiderDifficulty(
levelIndex: 6,
name: '마스터 (2 Suits)',
contextId: 'SPIDER_L6_2SUITS_7-6',
numSuits: 2,
numCardsDistribution: '7,6',
),
// --- 4 Suits (Hard) ---
const SpiderDifficulty(
levelIndex: 7,
name: '최상급 (4 Suits)',
contextId: 'SPIDER_L7_4SUITS_6-5',
numSuits: 4,
numCardsDistribution: '6,5',
),
const SpiderDifficulty(
levelIndex: 8,
name: '지옥 (4 Suits)',
contextId: 'SPIDER_L8_4SUITS_7-6',
numSuits: 4,
numCardsDistribution: '7,6',
),
const SpiderDifficulty(
levelIndex: 9,
name: '챔피언 (4 Suits)',
contextId: 'SPIDER_L9_4SUITS_8-7',
numSuits: 4,
numCardsDistribution: '8,7',
),
];
/// 레벨 인덱스(1-9)로 레벨 정보 찾기
static SpiderDifficulty getLevel(int levelIndex) {
if (levelIndex < 1) levelIndex = 1;
if (levelIndex > allDifficulties.length) levelIndex = allDifficulties.length;
return allDifficulties.firstWhere((level) => level.levelIndex == levelIndex,
orElse: () => allDifficulties[0]
);
}
/// 랭킹 화면용 맵 (ContextId -> 이름)
static Map<String, String> get contextIdToNameMap {
return { for (var level in allDifficulties) level.contextId : level.name };
}
}
@@ -0,0 +1,56 @@
// packages/feature_game_spider/lib/models/spider_game_state.dart
import 'spider_card.dart';
/// 게임 보드 전체의 상태를 저장하는 클래스
class SpiderGameState {
final List<List<SpiderCard>> tableau;
final List<SpiderCard> stock;
final List<List<SpiderCard>> foundation;
final int moves;
// ❌ undoCount가 여기서 제거됨
SpiderGameState({
required this.tableau,
required this.stock,
required this.foundation,
required this.moves,
});
/// `spider.html`의 `undoHistory`에 해당하는
/// 되돌리기용 복사본을 생성하는 팩토리 생성자
factory SpiderGameState.fromHistory(SpiderGameHistory history) {
return SpiderGameState(
tableau: history.tableau.map((pile) => List.of(pile)).toList(),
stock: List.of(history.stock),
foundation: history.foundation.map((pile) => List.of(pile)).toList(),
moves: history.moves,
// ❌ undoCount가 여기서 제거됨
);
}
}
/// 되돌리기(Undo)를 위해 저장되는 게임 상태의 스냅샷
class SpiderGameHistory {
final List<List<SpiderCard>> tableau;
final List<SpiderCard> stock;
final List<List<SpiderCard>> foundation;
final int moves;
// ❌ undoCount가 여기서 제거됨
SpiderGameHistory({
required this.tableau,
required this.stock,
required this.foundation,
required this.moves,
});
/// 현재 게임 상태(GameState)로부터 스냅샷 생성
factory SpiderGameHistory.fromState(SpiderGameState state) {
return SpiderGameHistory(
tableau: state.tableau.map((pile) => List.of(pile)).toList(),
stock: List.of(state.stock),
foundation: state.foundation.map((pile) => List.of(pile)).toList(),
moves: state.moves,
);
}
}
@@ -0,0 +1,525 @@
// packages/feature_game_spider/lib/screens/spider_game_screen.dart
import 'dart:convert';
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'package:service_api/service_api.dart';
import 'package:feature_common/feature_common.dart';
import '../controllers/spider_game_controller.dart';
import '../models/spider_difficulty.dart';
import '../models/spider_card.dart';
import '../widgets/tableau_pile_widget.dart';
import '../widgets/bottom_bar_widget.dart';
import '../widgets/card_widget.dart';
// ❌ [삭제] enum _RankSubmissionStep
class SpiderGameScreen extends StatefulWidget {
const SpiderGameScreen({super.key});
@override
State<SpiderGameScreen> createState() => _SpiderGameScreenState();
}
class _SpiderGameScreenState extends State<SpiderGameScreen> {
bool _isDialogShowing = false;
final List<GlobalKey> _tableauKeys = List.generate(10, (_) => GlobalKey());
final GlobalKey _stockKey = GlobalKey();
final GlobalKey _bodyStackKey = GlobalKey();
final List<Widget> _animationOverlays = [];
bool _showDimOverlay = false;
VoidCallback? _controllerListener;
bool _isDealAnimationRunning = false;
bool _isStackAnimationRunning = false;
// ( _buildGameAppBar, _showSurrenderDialog 는 동일 )
AppBar _buildGameAppBar(BuildContext context, SpiderGameController controller) {
return AppBar(
leading: IconButton(icon: const Icon(Icons.close), onPressed: () => Navigator.of(context).pop()),
title: Consumer<SpiderGameController>(
builder: (context, controller, child) {
final seconds = controller.secondsElapsed;
final timeStr = "${(seconds ~/ 60).toString().padLeft(2, '0')}:${(seconds % 60).toString().padLeft(2, '0')}";
return Text(timeStr, style: const TextStyle(fontWeight: FontWeight.bold, fontSize: 22));
},
),
centerTitle: true,
actions: [
Consumer<SpiderGameController>(
builder: (context, controller, child) {
final bool canUndo = controller.canUndo;
return IconButton(
icon: Icon(Icons.undo, color: canUndo ? null : Colors.grey),
onPressed: canUndo ? () {
final int currentCount = controller.undo();
if (currentCount >= SpiderGameController.maxUndoCount) {
_showSurrenderDialog(context);
}
} : null,
);
},
),
IconButton(
icon: const Icon(Icons.refresh),
onPressed: () {
Provider.of<SpiderGameController>(context, listen: false).restartGame();
},
),
],
);
}
void _showSurrenderDialog(BuildContext context) {
showDialog(
context: context,
builder: (ctx) => AlertDialog(
title: const Text('게임 포기'),
content: const Text('되돌리기 횟수를 모두 사용했습니다. 게임을 포기하고 로비로 돌아가시겠습니까?'),
actions: [
TextButton(child: const Text('취소'), onPressed: () => Navigator.of(ctx).pop()),
TextButton(
child: const Text('포기하기'),
onPressed: () {
Navigator.of(ctx).pop();
Navigator.of(context).pop();
},
),
],
),
);
}
@override
void initState() {
super.initState();
final controller = Provider.of<SpiderGameController>(context, listen: false);
_controllerListener = () {
final screenSize = MediaQuery.of(context).size;
const double horizontalPadding = 10;
const double cardGap = 5;
final double cardWidth = (screenSize.width - (horizontalPadding * 2) - (cardGap * 9)) / 10;
final double cardHeight = cardWidth * 1.45;
// 🔽 [수정] 덱 분배 애니메이션 (플래그 가드 추가)
if (controller.cardsToDealAnimate.isNotEmpty && !_isDealAnimationRunning) {
_isDealAnimationRunning = true; // 👈 [잠금]
debugPrint("[LOG] initState Listener: Detected cardsToDealAnimate. Running animation...");
_runDealAnimation(controller, cardWidth, cardHeight);
}
// 🔽 [수정] 스택 완성 애니메이션 (경주 조건 해결 로직)
if (controller.cardsToAnimateStack.isNotEmpty && !_isStackAnimationRunning) {
_isStackAnimationRunning = true; // 👈 [잠금]
// [핵심] 큐를 복사하고, 인덱스도 *지금* 읽어서 복사합니다.
final List<SpiderCard> cardsToAnimate = List.of(controller.cardsToAnimateStack);
final int sourceIndex = controller.animationSourcePileIndex;
final int targetIndex = controller.animationTargetFoundationIndex;
// 큐를 즉시 비웁니다.
controller.clearStackAnimationTrigger();
debugPrint("[LOG] initState Listener: Detected cardsToAnimateStack (Source: $sourceIndex). Running animation...");
// 복사한 데이터를 인자로 전달합니다.
_runStackCompletionAnimation(controller, cardWidth, cardHeight, cardsToAnimate, sourceIndex, targetIndex);
}
};
controller.addListener(_controllerListener!);
}
@override
void dispose() {
if (_controllerListener != null) {
final controller = Provider.of<SpiderGameController>(context, listen: false);
controller.removeListener(_controllerListener!);
}
super.dispose();
}
@override
Widget build(BuildContext context) {
debugPrint("[LOG] SpiderGameScreen: --- Main Build Method CALLED ---");
final controller = context.read<SpiderGameController>();
final screenSize = MediaQuery.of(context).size;
const double horizontalPadding = 10;
const double cardGap = 5;
final double cardWidth = (screenSize.width - (horizontalPadding * 2) - (cardGap * 9)) / 10;
final double cardHeight = cardWidth * 1.45;
final double cardOverlap = cardHeight * 0.4;
final bool isGameCompleted = context.select((SpiderGameController c) => c.isGameCompleted);
if (isGameCompleted && !_isDialogShowing) {
_isDialogShowing = true;
WidgetsBinding.instance.addPostFrameCallback((_) {
if (mounted) {
_runGameWinAnimation(context, controller, cardWidth, cardHeight);
}
});
}
return Scaffold(
appBar: _buildGameAppBar(context, controller),
backgroundColor: Theme.of(context).scaffoldBackgroundColor,
body: Stack(
key: _bodyStackKey,
children: [
Column(
children: [
Expanded(
child: Container(
color: const Color(0xFF008000),
padding: EdgeInsets.symmetric(horizontal: horizontalPadding, vertical: 10),
child: Stack(
children: [
Consumer<SpiderGameController>(
builder: (context, controller, child) {
debugPrint("[LOG] Tableau Consumer: Rebuilding");
return Stack(
children: List.generate(10, (index) {
return Positioned(
left: index * (cardWidth + cardGap),
top: 0,
child: TableauPileWidget(
key: _tableauKeys[index],
pileIndex: index,
cards: controller.currentState.tableau[index],
cardWidth: cardWidth,
cardHeight: cardHeight,
cardOverlap: cardOverlap,
),
);
}),
);
}
),
],
),
),
),
const AdBannerWidget(),
BottomBarWidget(
key: _stockKey,
cardWidth: cardWidth,
cardHeight: cardHeight,
),
],
),
if (_showDimOverlay)
Container(
color: Colors.black.withOpacity(0.5),
),
..._animationOverlays,
],
),
bottomNavigationBar: null,
);
}
/// 🔽 덱 분배 애니메이션 (오버레이)
void _runDealAnimation(
SpiderGameController controller,
double cardWidth,
double cardHeight,
) {
// 🔽 [수정] 덱 분배 애니메이션도 경주 조건을 피하기 위해 인자로 받도록 수정
final List<SpiderCard> cardsToDeal = List.of(controller.cardsToDealAnimate);
controller.clearDealAnimationTrigger();
debugPrint("[LOG] _runDealAnimation: Starting. ${cardsToDeal.length} cards.");
final RenderBox? bodyStackBox = _bodyStackKey.currentContext?.findRenderObject() as RenderBox?;
final RenderBox? stockBox = _stockKey.currentContext?.findRenderObject() as RenderBox?;
if (bodyStackBox == null || stockBox == null) {
debugPrint("[LOG] _runDealAnimation: FAILED (Keys not ready)");
_isDealAnimationRunning = false; // 👈 [잠금 해제]
return;
}
final Offset globalStartPos = stockBox.localToGlobal(Offset.zero);
final Offset localStartPos = bodyStackBox.globalToLocal(globalStartPos);
for (int i = 0; i < cardsToDeal.length; i++) {
final card = cardsToDeal[i];
final RenderBox? targetBox = _tableauKeys[i].currentContext?.findRenderObject() as RenderBox?;
if (targetBox == null) continue;
final Offset globalEndPos = targetBox.localToGlobal(Offset.zero);
final double targetY = globalEndPos.dy + controller.currentState.tableau[i].length * (cardHeight * 0.4);
final Offset localEndPos = bodyStackBox.globalToLocal(Offset(globalEndPos.dx, targetY));
final animationDelayMs = i * 100;
final animationDurationMs = 600;
final overlayEntry = TweenAnimationBuilder<double>(
key: ValueKey('deal_${card.id}'),
tween: Tween(begin: 0.0, end: 1.0),
duration: Duration(milliseconds: animationDurationMs),
builder: (context, value, child) {
final currentPos = Offset.lerp(localStartPos, localEndPos, value)!;
final bool isFlipping = value > 0.5;
final double rotationY = isFlipping ? (value - 0.5) * 2 * pi : 0;
return Positioned(
left: currentPos.dx,
top: currentPos.dy,
child: Transform(
alignment: Alignment.center,
transform: Matrix4.identity()
..setEntry(3, 2, 0.001)
..rotateY(rotationY),
child: CardWidget(
card: card..isFaceUp = (value > 0.5),
width: cardWidth,
height: cardHeight,
isDraggable: false,
),
),
);
},
);
Future.delayed(Duration(milliseconds: animationDelayMs), () {
if (mounted) {
setState(() {
_animationOverlays.add(overlayEntry);
});
Future.delayed(Duration(milliseconds: animationDurationMs), () {
if (mounted) {
setState(() {
_animationOverlays.remove(overlayEntry);
});
if (i == cardsToDeal.length - 1) {
debugPrint("[LOG] _runDealAnimation: Animation FINISHED. Calling finalizeDealFromStock.");
controller.finalizeDealFromStock(cardsToDeal);
_isDealAnimationRunning = false; // 👈 [잠금 해제]
}
}
});
}
});
}
}
/// 🔽 스택 완성 애니메이션 (오버레이)
void _runStackCompletionAnimation(
SpiderGameController controller,
double cardWidth,
double cardHeight,
// 🔽 [수정] 인자를 받습니다.
List<SpiderCard> cardsToAnimate,
int sourceIndex,
int targetIndex,
) {
debugPrint("[LOG] _runStackCompletionAnimation: Starting. ${cardsToAnimate.length} cards from index $sourceIndex.");
final RenderBox? bodyStackBox = _bodyStackKey.currentContext?.findRenderObject() as RenderBox?;
final RenderBox? stockBox = _stockKey.currentContext?.findRenderObject() as RenderBox?;
// 🔽 [수정] 인자로 받은 sourceIndex 사용
final RenderBox? startBox = _tableauKeys[sourceIndex].currentContext?.findRenderObject() as RenderBox?;
if (bodyStackBox == null || stockBox == null || startBox == null) {
debugPrint("[LOG] _runStackCompletionAnimation: FAILED (Keys not ready for index $sourceIndex)");
_isStackAnimationRunning = false; // 👈 [잠금 해제]
return;
}
final Offset globalStartPos = startBox.localToGlobal(Offset.zero);
final Offset localStartPos = bodyStackBox.globalToLocal(globalStartPos);
// 🔽 [수정] 스택이 제거되기 '전'의 길이를 기준으로 계산 (정확)
final double startY = localStartPos.dy + (controller.currentState.tableau[sourceIndex].length - cardsToAnimate.length) * (cardHeight * 0.4);
// 🔽 [수정] 인자로 받은 targetIndex 사용
final Offset globalEndPos = stockBox.localToGlobal(Offset( (targetIndex * (cardWidth * 0.15)) - cardWidth*3, 10));
final Offset localEndPos = bodyStackBox.globalToLocal(globalEndPos);
for (int i = 0; i < cardsToAnimate.length; i++) {
final card = cardsToAnimate[i];
final animationDelayMs = i * 80;
final animationDurationMs = 400;
final overlayEntry = TweenAnimationBuilder<double>(
key: ValueKey('stack_${card.id}'),
tween: Tween(begin: 0.0, end: 1.0),
duration: Duration(milliseconds: animationDurationMs),
builder: (context, value, child) {
final currentPos = Offset.lerp(Offset(localStartPos.dx, startY + (i * cardHeight * 0.4)), localEndPos, value)!;
return Positioned(
left: currentPos.dx,
top: currentPos.dy,
child: CardWidget(
card: card..isFaceUp = true,
width: cardWidth,
height: cardHeight,
isDraggable: false,
),
);
},
);
Future.delayed(Duration(milliseconds: animationDelayMs), () {
if (mounted) {
setState(() {
_animationOverlays.add(overlayEntry);
});
Future.delayed(Duration(milliseconds: animationDurationMs), () {
if (mounted) {
setState(() {
_animationOverlays.remove(overlayEntry);
});
if (i == cardsToAnimate.length - 1) {
debugPrint("[LOG] _runStackCompletionAnimation: Animation FINISHED. Calling finalizeStackCompletion for index $sourceIndex.");
// 🔽 [수정] finalize가 어떤 스택을 처리할지 인덱스를 전달
controller.finalizeStackCompletion(cardsToAnimate, sourceIndex);
_isStackAnimationRunning = false; // 👈 [잠금 해제]
}
}
});
}
});
}
}
/// 🔽 [수정] _runGameWinAnimation (팝업 호출 로직 변경)
void _runGameWinAnimation(
BuildContext context,
SpiderGameController controller,
double cardWidth,
double cardHeight,
) {
final RenderBox? bodyStackBox = _bodyStackKey.currentContext?.findRenderObject() as RenderBox?;
if (bodyStackBox == null) return;
final screenSize = MediaQuery.of(context).size;
final random = Random();
final List<SpiderCard> allCards = controller.currentState.foundation.expand((pile) => pile).toList();
final Offset globalStartPos = Offset(screenSize.width / 2, screenSize.height * 0.8);
final Offset localStartPos = bodyStackBox.globalToLocal(globalStartPos);
for (int i = 0; i < allCards.length; i++) {
final card = allCards[i];
final animationDelay = Duration(milliseconds: i * 30);
final animationDuration = const Duration(milliseconds: 1500);
final Offset globalEndPos = Offset(random.nextDouble() * screenSize.width, -cardHeight - (AppBar().preferredSize.height));
final Offset localEndPos = bodyStackBox.globalToLocal(globalEndPos);
final overlayEntry = TweenAnimationBuilder<double>(
key: ValueKey('win_${card.id}'),
tween: Tween(begin: 0.0, end: 1.0),
duration: animationDuration,
builder: (context, value, child) {
final currentPos = Offset.lerp(localStartPos, localEndPos, value)!;
return Positioned(
left: currentPos.dx,
top: currentPos.dy,
child: Transform.rotate(
angle: value * pi * 2,
child: CardWidget(
card: card..isFaceUp=true,
width: cardWidth,
height: cardHeight,
isDraggable: false,
),
),
);
},
);
Future.delayed(animationDelay, () {
if (mounted) {
setState(() {
_animationOverlays.add(overlayEntry);
});
// ❌ [삭제] 500ms 후에 팝업을 띄우는 로직
// if (i == 0) { ... }
Future.delayed(animationDuration, () {
if (mounted) {
setState(() {
_animationOverlays.remove(overlayEntry);
});
}
});
}
});
}
// 🔽 [추가] 딤 오버레이(배경 어두워짐)는 500ms 뒤에 바로 표시
Future.delayed(const Duration(milliseconds: 500), () {
if (mounted && controller.isGameCompleted) {
setState(() { _showDimOverlay = true; });
}
});
// 🔽 [추가] 랭킹 팝업은 약 2초 뒤 표시
final popupDelay = (allCards.length > 70) ? const Duration(seconds: 2) : const Duration(milliseconds: 500);
Future.delayed(popupDelay, () {
if (mounted && controller.isGameCompleted) {
// [수정] _showGameCompletedDialog() 호출 대신 공통 화면으로 이동
// 1. 점수 포맷터 정의
String formatSpiderScore(int primary, int? secondary) {
final moves = primary.toString();
final time = (secondary ?? 0).toString();
return '${moves}회 (${time}초)';
}
// 2. 레벨 저장 콜백 정의
Future<void> saveSpiderProgress(String playerName) async {
// (playerName은 공통 화면이 IdentityService로 저장)
final identityService = IdentityService();
final int currentMaxLevel = await identityService.getMaxUnlockedLevel(gameType: 'SPIDER');
if (currentMaxLevel < 99) {
if (controller.difficulty.levelIndex >= currentMaxLevel) {
int nextLevel = controller.difficulty.levelIndex + 1;
if (nextLevel > SpiderDifficulties.allDifficulties.length) {
await identityService.saveMaxUnlockedLevel(99, gameType: 'SPIDER');
} else {
await identityService.saveMaxUnlockedLevel(nextLevel, gameType: 'SPIDER');
}
}
}
}
// 3. 화면 이동
Navigator.pushReplacement(
context,
MaterialPageRoute(
builder: (context) => GameCompletionScreen(
args: GameResultArgs(
gameType: 'SPIDER',
contextId: controller.difficulty.contextId,
primaryScore: controller.currentState.moves,
secondaryScore: controller.secondsElapsed,
userId: controller.userId,
userName: controller.userName,
scoreFormatter: formatSpiderScore,
onProgressSave: saveSpiderProgress,
onScreenClose: () {
// 공통 화면에서 '닫기'를 누르면 게임 화면도 닫힘
if (Navigator.canPop(context)) {
Navigator.pop(context);
}
},
),
),
),
);
}
});
}
// ❌ [삭제] _showGameCompletedDialog() 메서드 전체 (약 200줄) 삭제
}
@@ -0,0 +1,205 @@
// packages/feature_game_spider/lib/screens/spider_lobby_screen.dart
import 'dart:developer';
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'package:service_api/service_api.dart';
import 'package:feature_common/feature_common.dart';
import 'spider_game_screen.dart';
import '../models/spider_difficulty.dart';
import '../controllers/spider_game_controller.dart';
class SpiderLobbyScreen extends StatefulWidget {
const SpiderLobbyScreen({ super.key });
@override
State<SpiderLobbyScreen> createState() => _SpiderLobbyScreenState();
}
class _SpiderLobbyScreenState extends State<SpiderLobbyScreen> {
int _maxUnlockedLevel = 1;
Map<int, (int, int)> _rankHistory = {};
String? _userName;
bool _isLoading = false;
final PuzzleService _puzzleService = PuzzleService();
final IdentityService _identityService = IdentityService();
@override
void initState() {
super.initState();
_loadProgress();
}
// ( _loadProgress 메서드는 이전과 동일 )
Future<void> _loadProgress() async {
final maxLevel = await _identityService.getMaxUnlockedLevel(gameType: 'SPIDER');
final String? myName = await _identityService.getSavedUserName();
if (mounted) { setState(() { _maxUnlockedLevel = maxLevel; _userName = myName; }); }
if (myName == null) return;
try {
final Map<int, int> oldRankMap = await _identityService.getLastSavedRankMap(gameType: 'SPIDER');
List<Future<List<GameRankDto>>> rankFutures = [];
for (final level in SpiderDifficulties.allDifficulties) {
rankFutures.add(_puzzleService.fetchRanks('SPIDER', level.contextId));
}
final List<List<GameRankDto>> allRankResults = await Future.wait(rankFutures);
Map<int, int> newRankMapForStorage = {};
Map<int, (int, int)> newRankHistoryForState = {};
for (int i = 0; i < SpiderDifficulties.allDifficulties.length; i++) {
final level = SpiderDifficulties.allDifficulties[i];
final currentRanks = allRankResults[i];
final int levelIndex = level.levelIndex;
final int oldRank = oldRankMap[levelIndex] ?? 0;
int currentRank = 0;
int myRankIndex = currentRanks.indexWhere((r) => r.playerName == myName);
if (myRankIndex != -1) { currentRank = myRankIndex + 1; }
newRankMapForStorage[levelIndex] = currentRank;
newRankHistoryForState[levelIndex] = (oldRank, currentRank);
}
await _identityService.saveLastRankMap(newRankMapForStorage, gameType: 'SPIDER');
if (mounted) { setState(() { _rankHistory = newRankHistoryForState; }); }
log("스파이더 랭킹 변동 확인 완료. (유저: $myName)");
} catch (e) {
log("SpiderLobbyScreen: 랭킹 확인 실패: $e");
}
}
/// 🔽 [수정] _startGame 메서드 (UserInfo 주입)
Future<void> _startGame(SpiderDifficulty level) async {
setState(() { _isLoading = true; });
// 1. [수정] 랭킹 등록에 필요한 정보 미리 로드
final String userId = await _identityService.getOrCreateUserId();
final String? userName = _userName; // (이미 _loadProgress에서 로드됨)
// 2. 컨트롤러 생성 및 새 게임 시작
final gameController = SpiderGameController();
gameController.setUserInfo(userId, userName); // 👈 유저 정보 주입
gameController.startNewGame(level);
setState(() { _isLoading = false; });
if (!mounted) return;
await Navigator.push(
context,
MaterialPageRoute(
builder: (context) =>
ChangeNotifierProvider.value(
value: gameController,
child: const SpiderGameScreen(),
),
),
);
_loadProgress();
}
// ( build 메서드는 이전과 동일 )
@override
Widget build(BuildContext context) {
context.watch<ThemeNotifier>();
final bool allLevelsUnlocked = _maxUnlockedLevel >= 9;
final theme = Theme.of(context);
return CommonGameShell(
title: '스파이더 솔리테어',
onRankingPressed: () {
final List<GameDifficulty> spiderDifficulties = SpiderDifficulties.allDifficulties
.map((level) => GameDifficulty(
name: level.name,
contextId: level.contextId,
))
.toList();
Navigator.push(
context,
MaterialPageRoute(
builder: (context) => RankingScreen(
gameType: 'SPIDER',
difficulties: spiderDifficulties,
initialDifficultyName: SpiderDifficulties.getLevel(_maxUnlockedLevel).name,
),
),
);
},
body: LayoutBuilder(
builder: (context, constraints) {
const double maxContentRatio = 0.6;
final double constrainedWidth = (constraints.maxHeight * maxContentRatio) > 500
? 500 : (constraints.maxHeight * maxContentRatio);
return Center(
child: ConstrainedBox(
constraints: BoxConstraints(maxWidth: constrainedWidth),
child: Column(
children: [
Expanded(
child: ListView.builder(
itemCount: SpiderDifficulties.allDifficulties.length,
itemBuilder: (context, index) {
final SpiderDifficulty level = SpiderDifficulties.allDifficulties[index];
final bool isUnlocked = allLevelsUnlocked || level.levelIndex <= _maxUnlockedLevel;
final (int oldRank, int currentRank) = _rankHistory[level.levelIndex] ?? (0, 0);
Widget? trailingWidget = isUnlocked ? const Icon(Icons.play_arrow_rounded) : null;
String? subtitleText;
Color? subtitleColor;
if (currentRank > 0) {
String rankStr = "${currentRank}";
if (oldRank > 0) {
int change = oldRank - currentRank;
if (change > 0) {
subtitleText = "$rankStr (▲ $change)";
subtitleColor = Colors.green;
trailingWidget = const Icon(Icons.arrow_circle_up_rounded, color: Colors.green, size: 28);
} else if (change < 0) {
subtitleText = "$rankStr (▼ ${change.abs()})";
subtitleColor = Colors.red;
trailingWidget = const Icon(Icons.arrow_circle_down_rounded, color: Colors.red, size: 28);
} else {
subtitleText = "$rankStr (유지)";
subtitleColor = Colors.grey;
trailingWidget = const Icon(Icons.check_circle_outline_rounded, color: Colors.grey, size: 28);
}
} else {
subtitleText = "$rankStr (신규 진입)";
subtitleColor = Colors.blue;
trailingWidget = const Icon(Icons.new_releases_rounded, color: Colors.blue, size: 28);
}
} else {
if (oldRank > 0) {
subtitleText = "랭킹 이탈 (이전 ${oldRank}위)";
subtitleColor = Colors.orange;
trailingWidget = const Icon(Icons.warning_amber_rounded, color: Colors.orange, size: 28);
}
}
return Card(
margin: const EdgeInsets.symmetric(horizontal: 16.0, vertical: 4.0),
child: ListTile(
leading: Icon(
isUnlocked ? Icons.lock_open_rounded : Icons.lock_rounded,
color: isUnlocked ? theme.primaryColor : Colors.grey,
),
title: Text(level.name, style: TextStyle(
fontSize: 18,
fontWeight: isUnlocked ? FontWeight.bold : FontWeight.normal,
color: isUnlocked ? theme.textTheme.bodyLarge?.color : Colors.grey,
)),
subtitle: subtitleText != null
? Text(subtitleText, style: TextStyle(color: subtitleColor, fontWeight: FontWeight.bold))
: null,
trailing: trailingWidget,
onTap: isUnlocked && !_isLoading
? () => _startGame(level)
: null,
),
);
},
),
),
],
),
),
);
},
),
);
}
}
@@ -0,0 +1,117 @@
// packages/feature_game_spider/lib/widgets/bottom_bar_widget.dart
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../models/spider_card.dart';
import '../controllers/spider_game_controller.dart';
import 'card_widget.dart';
class BottomBarWidget extends StatelessWidget {
final double cardWidth;
final double cardHeight;
const BottomBarWidget({
super.key, // 👈 GameScreen에서 _stockKey가 전달됨
required this.cardWidth,
required this.cardHeight,
});
@override
Widget build(BuildContext context) {
final controller = Provider.of<SpiderGameController>(context);
final state = controller.currentState;
final theme = Theme.of(context);
return Container(
height: cardHeight + 20,
color: theme.bottomAppBarTheme.color,
padding: const EdgeInsets.symmetric(horizontal: 10, vertical: 10),
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
// 1. 파운데이션 (왼쪽)
_buildFoundationPiles(context, state.foundation),
// 2. 이동 횟수
Text(
"이동: ${state.moves}",
style: TextStyle(
color: theme.colorScheme.onSurface,
fontSize: 18,
fontWeight: FontWeight.bold
),
),
// 3. 스톡 (오른쪽)
// 🔽 [수정] _buildStockPile에 key 전달
_buildStockPile(context, controller, state.stock, key),
],
),
);
}
// 🔽 [수정] Key? key 파라미터 추가
Widget _buildStockPile(BuildContext context, SpiderGameController controller, List<SpiderCard> stock, Key? key) {
return GestureDetector(
key: key, // 👈 [수정] GameScreen에서 전달받은 _stockKey를 여기에 할당
onTap: (){
debugPrint("[LOG] BottomBarWidget: Stock pile tapped!");
controller.dealFromStock();
},
child: Container(
width: cardWidth,
height: cardHeight,
decoration: BoxDecoration(
color: Theme.of(context).primaryColor,
border: Border.all(color: Colors.white54, width: 0.5),
borderRadius: BorderRadius.circular(cardWidth * 0.08),
),
child: (stock.isEmpty)
? Center(child: Icon(Icons.block, color: Colors.white.withOpacity(0.5), size: cardWidth * 0.5))
: Center(
child: Text(
"${(stock.length / 10).ceil()}",
style: TextStyle(
color: Colors.white,
fontSize: cardWidth * 0.5,
fontWeight: FontWeight.bold,
shadows: [Shadow(blurRadius: 2, color: Colors.black.withOpacity(0.5))]
),
),
),
),
);
}
// 🔽 [수정] key 파라미터 제거 (Foundation은 위치 계산이 필요 없음)
Widget _buildFoundationPiles(BuildContext context, List<List<SpiderCard>> foundation) {
return SizedBox(
// key: foundationKey, (제거)
width: (cardWidth * 0.7) * 4 + cardWidth,
height: cardHeight,
child: Stack(
children: List.generate(8, (index) {
return Positioned(
left: index * (cardWidth * 0.15),
child: Container(
width: cardWidth,
height: cardHeight,
decoration: BoxDecoration(
border: Border.all(color: Colors.white54, width: 0.5),
borderRadius: BorderRadius.circular(cardWidth * 0.08),
color: Colors.black.withOpacity(0.2),
),
child: (foundation.length > index && foundation[index].isNotEmpty)
? CardWidget(
card: foundation[index].last..isFaceUp=true,
width: cardWidth,
height: cardHeight,
isDraggable: false, // 👈 [추가]
)
: Center(child: Icon(Icons.diamond_outlined, color: Colors.white.withOpacity(0.3), size: cardWidth * 0.3)),
),
);
}).toList(),
),
);
}
}
@@ -0,0 +1,298 @@
// packages/feature_game_spider/lib/widgets/card_widget.dart
import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../models/spider_card.dart';
import '../controllers/spider_game_controller.dart';
class CardWidget extends StatelessWidget {
final SpiderCard card;
final double width;
final double height;
final bool isDraggable; // 👈 [추가]
const CardWidget({
super.key,
required this.card,
required this.width,
required this.height,
this.isDraggable = true, // 👈 [추가] 기본값은 true
});
@override
Widget build(BuildContext context) {
// 🔽 [수정] isDraggable이 false이면, 드래그 기능 없이 카드 앞면만 즉시 반환
if (!isDraggable) {
return _buildCardFace(context, card);
}
// --- (isDraggable이 true일 때만 아래 로직 실행) ---
final controller = Provider.of<SpiderGameController>(context, listen: false);
final List<SpiderCard> draggableStack = controller.getDraggableStack(card);
final bool canDrag = draggableStack.isNotEmpty;
return Draggable<List<SpiderCard>>(
data: draggableStack,
// 🔽 [수정] 겹침 높이 계산을 0.4로 수정
feedback: Opacity(
opacity: 0.8,
child: SizedBox(
width: width,
height: height + (draggableStack.length - 1) * (height * 0.4), // 👈 0.22 -> 0.4
child: Stack(
children: List.generate(draggableStack.length, (index) {
return Positioned(
top: index * (height * 0.4), // 👈 0.22 -> 0.4
left: 0,
// 🔽 [수정] 여기는 CardWidget이 아닌 _buildCardFace를 직접 호출 (중첩 Draggable 방지)
child: _buildCardFace(context, draggableStack[index]),
);
}),
),
),
),
childWhenDragging: _buildCardPlaceholder(context),
child: (card.isBeingDragged)
? _buildCardPlaceholder(context)
: _buildCardFace(context, card),
onDragStarted: () {
if (canDrag) {
controller.onDragStarted(draggableStack);
}
},
onDraggableCanceled: (velocity, offset) {
controller.onDragCancelled();
},
onDragEnd: (details) {
if (controller.draggedCards.isNotEmpty) {
controller.onDragCancelled();
}
},
);
}
// ( _buildCardFace, _buildRankText, _buildCenterSymbols 는 이전과 동일 )
Widget _buildCardFace(BuildContext context, SpiderCard card) {
return Container(
width: width,
height: height,
decoration: BoxDecoration(
color: card.isFaceUp ? Colors.white : Theme.of(context).primaryColor,
border: Border.all(color: Colors.black54, width: 0.5),
borderRadius: BorderRadius.circular(width * 0.08),
boxShadow: [
BoxShadow(
color: Colors.black.withOpacity(0.2),
blurRadius: 2,
offset: const Offset(1, 1),
)
],
),
child: card.isFaceUp
? Stack(
children: [
_buildRankText(card, Alignment.topLeft),
_buildRankText(card, Alignment.bottomRight),
_buildCenterSymbols(card),
],
)
: null,
);
}
Widget _buildRankText(SpiderCard card, Alignment alignment) {
final bool isTopLeft = alignment == Alignment.topLeft;
final double fontSize = width * 0.4;
final double padding = width * 0.05;
Widget content = Column(
mainAxisSize: MainAxisSize.min,
children: [
Text(
card.rankText,
style: TextStyle(
color: card.isRed ? Colors.red : Colors.black,
fontWeight: FontWeight.bold,
fontSize: fontSize,
),
),
Text(
card.suitSymbol,
style: TextStyle(
color: card.isRed ? Colors.red : Colors.black,
fontSize: fontSize * 0.5,
),
),
],
);
if (!isTopLeft) {
content = Transform.rotate(
angle: math.pi,
child: content,
);
}
return Positioned(
top: isTopLeft ? padding : null,
left: isTopLeft ? padding : null,
bottom: isTopLeft ? null : padding,
right: isTopLeft ? null : padding,
child: content,
);
}
Widget _buildCenterSymbols(SpiderCard card) {
final double symbolSize = width * 0.2;
final double bigSymbolSize = width * 0.7;
if (card.rank > 10) {
return Center(
child: Text(
card.suitSymbol,
style: TextStyle(
color: card.isRed ? Colors.red : Colors.black,
fontSize: bigSymbolSize,
),
),
);
}
if (card.rank == 1) {
return Center(
child: Text(
card.suitSymbol,
style: TextStyle(
color: card.isRed ? Colors.red : Colors.black,
fontSize: bigSymbolSize * 0.8,
),
),
);
}
List<Widget> symbols = [];
Widget symbol(Alignment align) {
return Align(
alignment: align,
child: Text(
card.suitSymbol,
style: TextStyle(
color: card.isRed ? Colors.red : Colors.black,
fontSize: symbolSize,
),
),
);
}
Widget flippedSymbol(Alignment align) {
return Align(
alignment: align,
child: Transform.rotate(
angle: math.pi,
child: Text(
card.suitSymbol,
style: TextStyle(
color: card.isRed ? Colors.red : Colors.black,
fontSize: symbolSize,
),
),
),
);
}
switch (card.rank) {
case 2:
symbols.add(symbol(Alignment.topCenter));
symbols.add(flippedSymbol(Alignment.bottomCenter));
break;
case 3:
symbols.add(symbol(Alignment.topCenter));
symbols.add(symbol(Alignment.center));
symbols.add(flippedSymbol(Alignment.bottomCenter));
break;
case 4:
symbols.add(symbol(Alignment.topLeft));
symbols.add(symbol(Alignment.topRight));
symbols.add(flippedSymbol(Alignment.bottomLeft));
symbols.add(flippedSymbol(Alignment.bottomRight));
break;
case 5:
symbols.addAll([
symbol(Alignment.topLeft),
symbol(Alignment.topRight),
symbol(Alignment.center),
flippedSymbol(Alignment.bottomLeft),
flippedSymbol(Alignment.bottomRight),
]);
break;
case 6:
symbols.addAll([
symbol(Alignment.topLeft),
symbol(Alignment.topRight),
symbol(Alignment.centerLeft),
symbol(Alignment.centerRight),
flippedSymbol(Alignment.bottomLeft),
flippedSymbol(Alignment.bottomRight),
]);
break;
case 7:
symbols.addAll([
symbol(Alignment.topLeft),
symbol(Alignment.topRight),
symbol(const Alignment(0.0, -0.25)),
symbol(Alignment.centerLeft),
symbol(Alignment.centerRight),
flippedSymbol(Alignment.bottomLeft),
flippedSymbol(Alignment.bottomRight),
]);
break;
case 8:
symbols.addAll([
symbol(Alignment.topLeft),
symbol(Alignment.topRight),
symbol(const Alignment(0.0, -0.25)),
symbol(Alignment.centerLeft),
symbol(Alignment.centerRight),
flippedSymbol(Alignment.bottomLeft),
flippedSymbol(Alignment.bottomRight),
flippedSymbol(const Alignment(0.0, 0.25)),
]);
break;
case 9:
symbols.addAll([
symbol(const Alignment(-0.8, -0.6)),
symbol(const Alignment(0.8, -0.6)),
symbol(const Alignment(-0.8, 0.0)),
symbol(const Alignment(0.8, 0.0)),
symbol(Alignment.center),
flippedSymbol(const Alignment(-0.8, 0.6)),
flippedSymbol(const Alignment(0.8, 0.6)),
symbol(const Alignment(0.0, -0.8)),
flippedSymbol(const Alignment(0.0, 0.8)),
]);
break;
case 10:
symbols.addAll([
symbol(const Alignment(-0.8, -0.7)),
symbol(const Alignment(0.8, -0.7)),
symbol(const Alignment(-0.8, -0.1)),
symbol(const Alignment(0.8, -0.1)),
symbol(const Alignment(0.0, -0.9)),
symbol(const Alignment(0.0, -0.4)),
flippedSymbol(const Alignment(-0.8, 0.7)),
flippedSymbol(const Alignment(0.8, 0.7)),
flippedSymbol(const Alignment(0.0, 0.9)),
flippedSymbol(const Alignment(0.0, 0.4)),
]);
break;
}
return Padding(
padding: EdgeInsets.symmetric(horizontal: width * 0.2, vertical: height * 0.15),
child: Stack(children: symbols),
);
}
Widget _buildCardPlaceholder(BuildContext context) {
return Container(
width: width,
height: height,
decoration: BoxDecoration(
color: Theme.of(context).scaffoldBackgroundColor.withOpacity(0.5),
borderRadius: BorderRadius.circular(width * 0.08),
),
);
}
}
@@ -0,0 +1,87 @@
// packages/feature_game_spider/lib/widgets/tableau_pile_widget.dart
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import '../models/spider_card.dart';
import '../controllers/spider_game_controller.dart';
import 'card_widget.dart';
class TableauPileWidget extends StatelessWidget {
final int pileIndex;
final List<SpiderCard> cards;
final double cardWidth;
final double cardHeight;
final double cardOverlap;
const TableauPileWidget({
super.key,
required this.pileIndex,
required this.cards,
required this.cardWidth,
required this.cardHeight,
required this.cardOverlap,
});
@override
Widget build(BuildContext context) {
// 🔽 [수정] 'context.watch'를 사용하여 컨트롤러의 애니메이션 상태를 실시간으로 감지
final controller = context.watch<SpiderGameController>();
return DragTarget<List<SpiderCard>>(
onWillAccept: (draggedCards) {
if (draggedCards == null) return false;
if (controller.cardsToDealAnimate.isNotEmpty ||
controller.cardsToAnimateStack.isNotEmpty) {
return false;
}
return controller.isValidMove(draggedCards, pileIndex);
},
onAccept: (draggedCards) {
controller.onCardsDropped(draggedCards, pileIndex);
},
builder: (context, candidateData, rejectedData) {
final bool isAnimating = controller.cardsToDealAnimate.isNotEmpty ||
controller.cardsToAnimateStack.isNotEmpty;
final bool isHighlighted = candidateData.isNotEmpty && !isAnimating;
// 🔽 [로그 추가] "초록 선"의 원인을 추적합니다.
// (하이라이트되거나, 애니메이션 중이거나, 드래그가 감지되면 로그 출력)
if (candidateData.isNotEmpty || isAnimating || isHighlighted) {
debugPrint("[LOG] TableauPileWidget (Pile $pileIndex): "
"candidateData.isNotEmpty = ${candidateData.isNotEmpty}, "
"isAnimating = $isAnimating, "
"==> isHighlighted = $isHighlighted");
}
return Container(
width: cardWidth,
constraints: BoxConstraints(
minHeight: cardHeight,
),
decoration: BoxDecoration(
color: isHighlighted
? Colors.green.withOpacity(0.3)
: (cards.isEmpty ? Colors.black.withOpacity(0.1) : null),
borderRadius: BorderRadius.circular(cardWidth * 0.08),
),
child: Stack(
children: List.generate(cards.length, (index) {
final card = cards[index];
return Positioned(
top: index * cardOverlap,
left: 0,
child: CardWidget(
card: card,
width: cardWidth,
height: cardHeight,
),
);
}),
),
);
},
);
}
}
+39
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@@ -0,0 +1,39 @@
# packages/feature_game_spider/pubspec.yaml
name: feature_game_spider
description: The Spider Solitaire game feature, using WebView and local assets.
publish_to: 'none'
resolution: workspace
version: 1.0.0+1
environment:
sdk: '^3.9.2' # (루트와 동일하게)
dependencies:
flutter:
sdk: flutter
# [C] 공통 서비스
service_api:
path: ../service_api
# [A] 공통 UI 셸
feature_common:
path: ../feature_common
# 상태 관리
provider: ^6.0.0
dev_dependencies:
flutter_test:
sdk: flutter
flutter_lints: ^3.0.0
# 🔽 [추가] 로컬 HTML/CSS/JS 파일을 앱에 포함
flutter:
assets:
- assets/spider_game/
# (CSS/이미지 등 하위 폴더가 있다면 그것도 명시)
- assets/spider_game/css/images/
@@ -0,0 +1,12 @@
import 'package:flutter_test/flutter_test.dart';
import 'package:feature_game_spider/feature_game_spider.dart';
void main() {
test('adds one to input values', () {
final calculator = Calculator();
expect(calculator.addOne(2), 3);
expect(calculator.addOne(-7), -6);
expect(calculator.addOne(0), 1);
});
}
+31
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@@ -0,0 +1,31 @@
# Miscellaneous
*.class
*.log
*.pyc
*.swp
.DS_Store
.atom/
.buildlog/
.history
.svn/
migrate_working_dir/
# IntelliJ related
*.iml
*.ipr
*.iws
.idea/
# The .vscode folder contains launch configuration and tasks you configure in
# VS Code which you may wish to be included in version control, so this line
# is commented out by default.
#.vscode/
# Flutter/Dart/Pub related
# Libraries should not include pubspec.lock, per https://dart.dev/guides/libraries/private-files#pubspeclock.
/pubspec.lock
**/doc/api/
.dart_tool/
.flutter-plugins-dependencies
/build/
/coverage/
+10
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@@ -0,0 +1,10 @@
# This file tracks properties of this Flutter project.
# Used by Flutter tool to assess capabilities and perform upgrades etc.
#
# This file should be version controlled and should not be manually edited.
version:
revision: "adc901062556672b4138e18a4dc62a4be8f4b3c2"
channel: "stable"
project_type: package
@@ -0,0 +1,3 @@
## 0.0.1
* TODO: Describe initial release.
+1
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@@ -0,0 +1 @@
TODO: Add your license here.
+39
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@@ -0,0 +1,39 @@
<!--
This README describes the package. If you publish this package to pub.dev,
this README's contents appear on the landing page for your package.
For information about how to write a good package README, see the guide for
[writing package pages](https://dart.dev/tools/pub/writing-package-pages).
For general information about developing packages, see the Dart guide for
[creating packages](https://dart.dev/guides/libraries/create-packages)
and the Flutter guide for
[developing packages and plugins](https://flutter.dev/to/develop-packages).
-->
TODO: Put a short description of the package here that helps potential users
know whether this package might be useful for them.
## Features
TODO: List what your package can do. Maybe include images, gifs, or videos.
## Getting started
TODO: List prerequisites and provide or point to information on how to
start using the package.
## Usage
TODO: Include short and useful examples for package users. Add longer examples
to `/example` folder.
```dart
const like = 'sample';
```
## Additional information
TODO: Tell users more about the package: where to find more information, how to
contribute to the package, how to file issues, what response they can expect
from the package authors, and more.
@@ -0,0 +1,4 @@
include: package:flutter_lints/flutter.yaml
# Additional information about this file can be found at
# https://dart.dev/guides/language/analysis-options
@@ -0,0 +1,6 @@
// packages/feature_game_sudoku/lib/feature_game_sudoku.dart
// app_sudoku가 IntroScreen의 다음 화면으로 사용할 '로비 화면'
export 'screens/sudoku_lobby_screen.dart';
// (GameScreen 등은 로비 화면만 알면 되므로 굳이 export 안 해도 됨)
@@ -0,0 +1,89 @@
// packages/feature_game_sudoku/lib/models/game_level.dart
// (이 파일은 service_api에서 이동해 옴)
class GameLevel {
final int levelIndex; // 1-11
final String name; // "입문 (4x4)"
final int blockSize; // 2, 3, 4
final int generatorLevel; // 서버에 요청할 생성기 난이도 (1~5)
final String contextId; // 랭킹 ID "SUDOKU_4x4_L1"
final bool isSequentialNumbers;
final bool isSequentialLetters;
const GameLevel({
required this.levelIndex,
required this.name,
required this.blockSize,
required this.generatorLevel,
required this.contextId,
this.isSequentialNumbers = false,
this.isSequentialLetters = false,
});
}
class AppLevels {
static final List<GameLevel> allLevels = [
// --- 2x2 (blockSize = 2) ---
const GameLevel(
levelIndex: 1, name: "입문 (4x4)", blockSize: 2, generatorLevel: 1,
contextId: "SUDOKU_4x4_L1", isSequentialNumbers: true
),
const GameLevel(
levelIndex: 2, name: "초급 (4x4)", blockSize: 2, generatorLevel: 3,
contextId: "SUDOKU_4x4_L3", isSequentialLetters: true
),
const GameLevel(
levelIndex: 3, name: "숙련 (4x4)", blockSize: 2, generatorLevel: 5,
contextId: "SUDOKU_4x4_L5"
),
// --- 3x3 (blockSize = 3) ---
const GameLevel(
levelIndex: 4, name: "쉬움 (9x9)", blockSize: 3, generatorLevel: 1,
contextId: "SUDOKU_9x9_L1", isSequentialNumbers: true
),
const GameLevel(
levelIndex: 5, name: "중급 (9x9)", blockSize: 3, generatorLevel: 2,
contextId: "SUDOKU_9x9_L2", isSequentialLetters: true
),
const GameLevel(
levelIndex: 6, name: "상급 (9x9)", blockSize: 3, generatorLevel: 3,
contextId: "SUDOKU_9x9_L3"
),
const GameLevel(
levelIndex: 7, name: "어려움 (9x9)", blockSize: 3, generatorLevel: 4,
contextId: "SUDOKU_9x9_L4"
),
const GameLevel(
levelIndex: 8, name: "최상급 (9x9)", blockSize: 3, generatorLevel: 5,
contextId: "SUDOKU_9x9_L5"
),
// --- 4x4 (blockSize = 4) ---
const GameLevel(
levelIndex: 9, name: "전문가 (16x16)", blockSize: 4, generatorLevel: 1,
contextId: "SUDOKU_16x16_L1", isSequentialNumbers: true
),
const GameLevel(
levelIndex: 10, name: "마스터 (16x16)", blockSize: 4, generatorLevel: 3,
contextId: "SUDOKU_16x16_L3", isSequentialLetters: true
),
const GameLevel(
levelIndex: 11, name: "지옥 (16x16)", blockSize: 4, generatorLevel: 5,
contextId: "SUDOKU_16x16_L5"
),
];
static GameLevel getLevel(int levelIndex) {
if (levelIndex < 1) levelIndex = 1;
if (levelIndex > allLevels.length) levelIndex = allLevels.length;
return allLevels.firstWhere((level) => level.levelIndex == levelIndex,
orElse: () => allLevels[0]
);
}
static Map<String, String> get contextIdToNameMap {
return { for (var level in allLevels) level.contextId : level.name };
}
}
@@ -0,0 +1,575 @@
// packages/feature_game_sudoku/lib/screens/game_screen.dart
import 'dart:async';
import 'dart:developer';
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
// [C] 서비스 import
import 'package:service_api/service_api.dart';
// [A] 공통 위젯 import
import 'package:feature_common/feature_common.dart';
// [B] 같은 패키지 내의 위젯 import
import '../widgets/number_pad.dart';
import '../widgets/sudoku_board.dart';
import '../models/game_level.dart';
// ❌ [삭제] enum _RankSubmissionStep
class GameScreen extends StatefulWidget {
final SudokuGameDto gameData;
final String themeName;
final String userId;
final String? userName;
final int levelIndex;
const GameScreen({
super.key,
required this.gameData,
required this.themeName,
required this.userId,
required this.userName,
required this.levelIndex,
});
@override
State<GameScreen> createState() => _GameScreenState();
}
class _GameScreenState extends State<GameScreen> {
final PuzzleService _puzzleService = PuzzleService();
final IdentityService _identityService = IdentityService();
late final GameLevel currentLevel;
late final int blockSize;
late final int gridSize;
late final SudokuTheme activeTheme;
late List<int> puzzleCells;
late List<int> solutionCells;
late List<int> originalCells;
int? selectedIndex;
int score = 5;
int secondsElapsed = 0;
Timer? timer;
int? selectedNumberPad;
Set<int> incorrectCells = {};
bool isValidating = false;
// ❌ [삭제] 랭킹 다이얼로그 전용 상태 변수
// _RankSubmissionStep _rankStep = _RankSubmissionStep.enterName;
// List<GameRankDto> _rankingList = [];
// GameRankWithRankNumber? _myRankResult;
// String _submittedPlayerName = "";
late final TransformationController _transformationController;
// ... ( _charToInt, _intToChar, initState, dispose, startTimer, onCellTapped, _checkIfBoardIsFull ... )
// ... ( onNumberTapped, onUndoTapped, onHintTapped, _onRestartGameTapped, _onQuitGameTapped, _resetBoardZoom ... )
// ... ( 이 함수들은 모두 동일합니다 )
int _charToInt(String char) {
if (char == '0') return 0;
if (char.codeUnitAt(0) >= '1'.codeUnitAt(0) && char.codeUnitAt(0) <= '9'.codeUnitAt(0)) {
return int.parse(char);
}
if (char.codeUnitAt(0) >= 'A'.codeUnitAt(0) && char.codeUnitAt(0) <= 'Z'.codeUnitAt(0)) {
return char.codeUnitAt(0) - 'A'.codeUnitAt(0) + 10;
}
return -1;
}
String _intToChar(int num) {
if (num == 0) return '0';
if (num >= 1 && num <= 9) return num.toString();
if (num >= 10 && num <= 35) return String.fromCharCode('A'.codeUnitAt(0) + (num - 10));
return '?';
}
@override
void initState() {
super.initState();
currentLevel = AppLevels.getLevel(widget.levelIndex);
blockSize = currentLevel.blockSize;
gridSize = blockSize * blockSize;
_transformationController = TransformationController();
String themeForThisGame = widget.themeName;
bool isEasyMode = currentLevel.isSequentialNumbers || currentLevel.isSequentialLetters;
if (currentLevel.isSequentialNumbers) {
themeForThisGame = AppThemes.numbers;
} else if (currentLevel.isSequentialLetters) {
themeForThisGame = AppThemes.letters;
}
activeTheme = AppThemes.buildGameTheme(
themeForThisGame,
gridSize,
isEasyMode: isEasyMode,
);
puzzleCells = widget.gameData.question.split('').map(_charToInt).toList();
solutionCells = widget.gameData.solution.split('').map(_charToInt).toList();
originalCells = widget.gameData.question.split('').map(_charToInt).toList();
startTimer();
}
@override
void dispose() {
timer?.cancel();
_transformationController.dispose();
super.dispose();
}
void startTimer() {
timer = Timer.periodic(const Duration(seconds: 1), (timer) {
setState(() {
secondsElapsed++;
});
});
}
void onCellTapped(int index) {
if (originalCells[index] == 0) {
if (incorrectCells.isNotEmpty && !incorrectCells.contains(index)) {
ScaffoldMessenger.of(context).showSnackBar(
const SnackBar(
content: Text('틀린 값을 먼저 수정해주세요. (되돌리기 ↩)'),
duration: Duration(seconds: 1),
),
);
return;
}
setState(() {
selectedIndex = index;
if (selectedNumberPad != null) {
final int numberValue = selectedNumberPad!;
puzzleCells[index] = numberValue;
if (numberValue != solutionCells[index]) {
if (!incorrectCells.contains(index)) {
if (score > 0) {
score--;
}
incorrectCells.add(index);
}
} else {
incorrectCells.remove(index);
}
_checkIfBoardIsFull();
}
});
}
}
void _checkIfBoardIsFull() {
if (!puzzleCells.contains(0) && !isValidating) {
_validateGame();
}
}
void onNumberTapped(int numberValue) {
setState(() {
if (selectedNumberPad == numberValue) {
selectedNumberPad = null;
} else {
selectedNumberPad = numberValue;
}
});
}
void onUndoTapped() {
if (incorrectCells.isNotEmpty) {
int errorIndex = incorrectCells.first;
setState(() {
puzzleCells[errorIndex] = 0;
incorrectCells.remove(errorIndex);
selectedIndex = errorIndex;
});
}
else if (selectedIndex != null && originalCells[selectedIndex!] == 0) {
setState(() {
puzzleCells[selectedIndex!] = 0;
});
}
}
void onHintTapped() {
ScaffoldMessenger.of(context).showSnackBar(
const SnackBar(content: Text('힌트 기능은 준비 중입니다.')),
);
}
void _onRestartGameTapped() {
setState(() {
puzzleCells = originalCells.toList();
incorrectCells.clear();
selectedIndex = null;
selectedNumberPad = null;
score = 5;
_resetBoardZoom();
timer?.cancel();
secondsElapsed = 0;
startTimer();
});
}
void _onQuitGameTapped() {
Navigator.of(context).pop();
}
void _resetBoardZoom() {
_transformationController.value = Matrix4.identity();
}
Future<void> _validateGame() async {
if (isValidating) return;
setState(() { isValidating = true; });
timer?.cancel();
String currentAnswer = puzzleCells.map(_intToChar).join('');
try {
final bool result = await _puzzleService.validateSolution(
widget.gameData.puzzleId,
currentAnswer,
);
if (result) {
if(mounted) {
// 🔽 [수정] _showRankingDialog() 호출 대신
// 공통 게임 완료 화면(GameCompletionScreen)으로 이동
// 1. 점수 포맷터 정의
String formatSudokuScore(int primary, int? secondary) {
final min = (primary ~/ 60).toString().padLeft(2, '0');
final sec = (primary % 60).toString().padLeft(2, '0');
final time = '$min:$sec';
int displayScore = 5 - (secondary ?? 5);
return '$time (Score: $displayScore)';
}
// 2. 레벨 저장 콜백 정의
Future<void> saveSudokuProgress(String playerName) async {
// (playerName은 공통 화면이 IdentityService로 저장하므로 여기선 사용 안 함)
final int currentMaxLevel = await _identityService.getMaxUnlockedLevel();
if (currentMaxLevel < 99) {
if (widget.levelIndex >= currentMaxLevel) {
int nextLevel = widget.levelIndex + 1;
if (nextLevel > AppLevels.allLevels.length) {
await _identityService.saveMaxUnlockedLevel(99);
} else {
await _identityService.saveMaxUnlockedLevel(nextLevel);
}
}
}
}
// 3. 화면 이동
Navigator.pushReplacement(
context,
MaterialPageRoute(
builder: (context) => GameCompletionScreen(
args: GameResultArgs(
gameType: 'SUDOKU',
contextId: currentLevel.contextId,
primaryScore: secondsElapsed,
secondaryScore: (5 - score),
userId: widget.userId,
userName: widget.userName,
scoreFormatter: formatSudokuScore,
onProgressSave: saveSudokuProgress,
onScreenClose: () {
// 공통 화면에서 '닫기'를 누르면 게임 화면도 닫힘
if (Navigator.canPop(context)) {
Navigator.pop(context);
}
},
),
),
),
);
}
} else {
if(mounted) {
ScaffoldMessenger.of(context).showSnackBar(
const SnackBar(content: Text('🤔 틀린 부분이 있습니다.')),
);
}
startTimer();
}
} catch (e) {
if(mounted) {
ScaffoldMessenger.of(context).showSnackBar(
SnackBar(content: Text('오류: $e')),
);
}
startTimer();
} finally {
if(mounted) {
setState(() { isValidating = false; });
}
}
}
// ❌ [삭제] _showRankingDialog() 메서드 전체 (약 150줄) 삭제
@override
Widget build(BuildContext context) {
context.watch<ThemeNotifier>();
String formattedTime =
'${(secondsElapsed ~/ 60).toString().padLeft(2, '0')}:${(secondsElapsed % 60).toString().padLeft(2, '0')}';
final Map<int, int> numberCounts = {};
for (int i = 1; i <= gridSize; i++) { numberCounts[i] = 0; }
for (int cellValue in puzzleCells) {
if (cellValue > 0) {
numberCounts[cellValue] = (numberCounts[cellValue] ?? 0) + 1;
}
}
return Scaffold(
body: SafeArea(
child: Column(
children: [
Expanded(
child: LayoutBuilder(
builder: (context, constraints) {
bool isLandscape = constraints.maxWidth > constraints.maxHeight;
if (isLandscape) {
return _buildLandscapeLayout(context, numberCounts, constraints, formattedTime);
} else {
return _buildPortraitLayout(context, numberCounts, constraints, formattedTime);
}
},
),
),
const AdBannerWidget(), // 👈 [A] feature_common의 AdBannerWidget
],
),
),
);
}
Widget _buildPortraitLayout(BuildContext context, Map<int, int> numberCounts, BoxConstraints constraints, String formattedTime) {
final double boardWidth = (constraints.maxWidth > 600) ? 600 : constraints.maxWidth;
return Center(
child: ConstrainedBox(
constraints: BoxConstraints(maxWidth: boardWidth),
child: Column(
children: [
Padding(
padding: const EdgeInsets.fromLTRB(16.0, 16.0, 16.0, 0),
child: _buildGameInfoWidget(formattedTime),
),
Expanded(
child: Center(
child: SingleChildScrollView(
child: Padding(
padding: const EdgeInsets.symmetric(vertical: 16.0),
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
_buildSudokuBoardWidget(),
const SizedBox(height: 15),
Padding(
padding: const EdgeInsets.symmetric(horizontal: 16.0),
child: _buildControlPanelWidget(context, numberCounts, isLandscape: false, boardWidth: boardWidth),
),
],
),
),
),
),
),
],
),
),
);
}
Widget _buildLandscapeLayout(BuildContext context, Map<int, int> numberCounts, BoxConstraints constraints, String formattedTime) {
const double infoBarHeight = 60.0;
double boardWidth = constraints.maxHeight - infoBarHeight - 32.0;
double controlPanelWidth;
const double numberPadScaleRatio = 0.6;
double padWidth = boardWidth * numberPadScaleRatio;
if (padWidth < 200) padWidth = 200;
if (padWidth > 350) padWidth = 350;
controlPanelWidth = padWidth + 100;
double totalWidth = boardWidth + controlPanelWidth + 16.0;
if (totalWidth > (constraints.maxWidth - 32.0)) {
double scale = (constraints.maxWidth - 32.0) / totalWidth;
boardWidth *= scale;
controlPanelWidth *= scale;
}
return Padding(
padding: const EdgeInsets.all(16.0),
child: Column(
children: [
_buildGameInfoWidget(formattedTime),
Expanded(
child: Row(
crossAxisAlignment: CrossAxisAlignment.center,
mainAxisAlignment: MainAxisAlignment.center,
children: [
SizedBox(
width: boardWidth,
child: _buildSudokuBoardWidget(),
),
const SizedBox(width: 16),
SizedBox(
width: controlPanelWidth,
child: SingleChildScrollView(
child: Column(
children: [
_buildControlPanelWidget(context, numberCounts, isLandscape: true, boardWidth: boardWidth),
],
),
),
),
],
),
),
],
),
);
}
Widget _buildGameInfoWidget(String formattedTime) {
return Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
crossAxisAlignment: CrossAxisAlignment.center,
children: [
Text('SCORE: $score', style: const TextStyle(fontSize: 20, fontWeight: FontWeight.bold)),
Text(formattedTime, style: const TextStyle(fontSize: 20, fontWeight: FontWeight.bold)),
],
);
}
Widget _buildSudokuBoardWidget() {
return GestureDetector(
onLongPress: _resetBoardZoom,
child: InteractiveViewer(
transformationController: _transformationController,
boundaryMargin: const EdgeInsets.all(20.0),
minScale: 1.0,
maxScale: 2.5,
child: SudokuBoard(
blockSize: blockSize,
theme: activeTheme,
cells: puzzleCells,
originalCells: originalCells,
selectedIndex: selectedIndex,
selectedNumberPad: selectedNumberPad,
incorrectCells: incorrectCells,
onCellTapped: onCellTapped,
),
),
);
}
Widget _buildControlPanelWidget(BuildContext context, Map<int, int> numberCounts, {required bool isLandscape, required double boardWidth}) {
final ThemeData themeData = Theme.of(context);
const double numberPadScaleRatio = 0.6;
double? padMaxWidth;
if (!isLandscape) {
padMaxWidth = boardWidth * numberPadScaleRatio;
} else {
padMaxWidth = boardWidth * numberPadScaleRatio;
if (padMaxWidth < 200) padMaxWidth = 200;
}
Widget numberPadGrid = ConstrainedBox(
constraints: BoxConstraints(maxWidth: padMaxWidth ?? double.infinity),
child: NumberPad(
blockSize: blockSize,
theme: activeTheme,
numberCounts: numberCounts,
selectedNumber: selectedNumberPad,
onNumberTapped: onNumberTapped,
isLandscape: isLandscape,
),
);
Widget leftButtons = Column(
mainAxisSize: MainAxisSize.min,
mainAxisAlignment: MainAxisAlignment.center,
children: [
IconButton(
icon: Icon(Icons.close, color: themeData.colorScheme.error, size: 30),
onPressed: _onQuitGameTapped,
tooltip: "게임 종료",
),
IconButton(
icon: Icon(Icons.refresh, color: themeData.colorScheme.secondary, size: 30),
onPressed: _onRestartGameTapped,
tooltip: "다시하기",
),
],
);
Widget rightButtons = Column(
mainAxisSize: MainAxisSize.min,
mainAxisAlignment: MainAxisAlignment.center,
children: [
IconButton(
onPressed: onHintTapped,
icon: Icon(Icons.lightbulb_outline, color: themeData.colorScheme.secondary, size: 30),
tooltip: "힌트",
),
IconButton(
onPressed: onUndoTapped,
icon: Icon(Icons.undo, color: themeData.colorScheme.error, size: 30),
tooltip: "되돌리기",
),
],
);
if (isLandscape) {
return Column(
mainAxisSize: MainAxisSize.min,
children: [
numberPadGrid,
const SizedBox(height: 10),
Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: [
leftButtons,
rightButtons
],
)
],
);
} else {
return Row(
mainAxisAlignment: MainAxisAlignment.center,
crossAxisAlignment: CrossAxisAlignment.center,
children: [
leftButtons,
Expanded(child: numberPadGrid),
rightButtons,
],
);
}
}
}
@@ -0,0 +1,249 @@
// packages/feature_game_sudoku/lib/screens/sudoku_lobby_screen.dart
import 'dart:developer';
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
// [C] 서비스 import
import 'package:service_api/service_api.dart';
// [A] 공통 셸(Shell) 위젯 import
import 'package:feature_common/feature_common.dart';
// [B] 같은 패키지 내의 화면/모델 import
import 'game_screen.dart';
import '../models/game_level.dart'; // 👈 스도쿠 전용 레벨
class SudokuLobbyScreen extends StatefulWidget {
const SudokuLobbyScreen({ super.key });
@override
State<SudokuLobbyScreen> createState() => _SudokuLobbyScreenState();
}
class _SudokuLobbyScreenState extends State<SudokuLobbyScreen> {
int _maxUnlockedLevel = 1;
Map<int, (int, int)> _rankHistory = {};
String? _userName;
late String _selectedThemeName;
bool _isLoading = false;
final PuzzleService _puzzleService = PuzzleService();
final IdentityService _identityService = IdentityService();
@override
void initState() {
super.initState();
_selectedThemeName = AppThemes.random;
_loadProgress();
}
Future<void> _loadProgress() async {
final maxLevel = await _identityService.getMaxUnlockedLevel();
final String? myName = await _identityService.getSavedUserName();
if (mounted) { setState(() { _maxUnlockedLevel = maxLevel; _userName = myName; }); }
if (myName == null) return;
try {
final Map<int, int> oldRankMap = await _identityService.getLastSavedRankMap();
List<Future<List<GameRankDto>>> rankFutures = [];
for (final level in AppLevels.allLevels) {
rankFutures.add(_puzzleService.fetchRanks('SUDOKU', level.contextId));
}
final List<List<GameRankDto>> allRankResults = await Future.wait(rankFutures);
Map<int, int> newRankMapForStorage = {};
Map<int, (int, int)> newRankHistoryForState = {};
for (int i = 0; i < AppLevels.allLevels.length; i++) {
final level = AppLevels.allLevels[i];
final currentRanks = allRankResults[i];
final int levelIndex = level.levelIndex;
final int oldRank = oldRankMap[levelIndex] ?? 0;
int currentRank = 0;
int myRankIndex = currentRanks.indexWhere((r) => r.playerName == myName);
if (myRankIndex != -1) { currentRank = myRankIndex + 1; }
newRankMapForStorage[levelIndex] = currentRank;
newRankHistoryForState[levelIndex] = (oldRank, currentRank);
}
await _identityService.saveLastRankMap(newRankMapForStorage);
if (mounted) { setState(() { _rankHistory = newRankHistoryForState; }); }
log("모든 레벨 랭킹 변동 확인 완료. (유저: $myName)");
} catch (e) {
log("SudokuLobbyScreen: 랭킹 확인 실패: $e");
}
}
Future<void> _startGame(GameLevel level) async {
setState(() { _isLoading = true; });
try {
final String difficulty = level.levelIndex.toString();
final SudokuGameDto gameData = await _puzzleService.startGame(difficulty);
final String userId = await _identityService.getOrCreateUserId();
final String? userName = _userName;
if (mounted) {
await Navigator.push(
context,
MaterialPageRoute(
builder: (context) => GameScreen(
gameData: gameData,
themeName: _selectedThemeName,
userId: userId,
userName: userName,
levelIndex: level.levelIndex,
),
),
);
_loadProgress(); // 게임 끝나고 돌아오면 랭킹 새로고침
}
} catch (e) {
if (mounted) {
ScaffoldMessenger.of(context).showSnackBar(
SnackBar(content: Text('게임 로딩 실패: $e')),
);
}
} finally {
if (mounted) {
setState(() { _isLoading = false; });
}
}
}
@override
Widget build(BuildContext context) {
context.watch<ThemeNotifier>(); // 테마 감지
final bool allLevelsUnlocked = _maxUnlockedLevel >= 99;
final theme = Theme.of(context);
// [A] feature_common의 CommonGameShell을 사용
return CommonGameShell(
title: '스도쿠 게임', // 셸의 AppBar에 표시될 제목
// 🔽 [수정] 랭킹 버튼 클릭 시 실행될 함수를 주입
onRankingPressed: () {
// 1. 스도쿠 레벨(AppLevels)을 공통 모델(GameDifficulty)로 변환
final List<GameDifficulty> sudokuDifficulties = AppLevels.allLevels
.map((level) => GameDifficulty(
name: level.name,
contextId: level.contextId,
))
.toList();
// 2. 공통 랭킹 화면(RankingScreen)에 주입하며 호출
Navigator.push(
context,
MaterialPageRoute(
builder: (context) => RankingScreen(
gameType: 'SUDOKU', // 👈 이 게임은 스도쿠
difficulties: sudokuDifficulties, // 👈 스도쿠 난이도 목록
initialDifficultyName: AppLevels.getLevel(_maxUnlockedLevel).name,
),
),
);
},
// 🔽 셸의 'body'에 스도쿠 레벨 목록을 전달
body: LayoutBuilder(
builder: (context, constraints) {
const double maxContentRatio = 0.6;
final double constrainedWidth = (constraints.maxHeight * maxContentRatio) > 500
? 500 : (constraints.maxHeight * maxContentRatio);
return Center(
child: ConstrainedBox(
constraints: BoxConstraints(maxWidth: constrainedWidth),
child: Column(
children: [
// 테마 선택 Dropdown
Padding(
padding: const EdgeInsets.symmetric(horizontal: 20.0, vertical: 10.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
const Text("테마: ", style: TextStyle(fontSize: 18)),
DropdownButton<String>(
value: _selectedThemeName,
items: AppThemes.selectableThemeNames.map((themeName) {
return DropdownMenuItem<String>(
value: themeName,
child: Text(themeName, style: const TextStyle(fontSize: 20)),
);
}).toList(),
onChanged: (themeName) {
if (themeName != null) {
setState(() { _selectedThemeName = themeName; });
}
},
),
],
),
),
// 레벨 목록 ListView
Expanded(
child: ListView.builder(
itemCount: AppLevels.allLevels.length,
itemBuilder: (context, index) {
final GameLevel level = AppLevels.allLevels[index];
final bool isUnlocked = allLevelsUnlocked || level.levelIndex <= _maxUnlockedLevel;
final (int oldRank, int currentRank) = _rankHistory[level.levelIndex] ?? (0, 0);
Widget? trailingWidget = isUnlocked ? const Icon(Icons.play_arrow_rounded) : null;
String? subtitleText;
Color? subtitleColor;
if (currentRank > 0) {
String rankStr = "${currentRank}";
if (oldRank > 0) {
int change = oldRank - currentRank;
if (change > 0) {
subtitleText = "$rankStr (▲ $change)";
subtitleColor = Colors.green;
trailingWidget = const Icon(Icons.arrow_circle_up_rounded, color: Colors.green, size: 28);
} else if (change < 0) {
subtitleText = "$rankStr (▼ ${change.abs()})";
subtitleColor = Colors.red;
trailingWidget = const Icon(Icons.arrow_circle_down_rounded, color: Colors.red, size: 28);
} else {
subtitleText = "$rankStr (유지)";
subtitleColor = Colors.grey;
trailingWidget = const Icon(Icons.check_circle_outline_rounded, color: Colors.grey, size: 28);
}
} else {
subtitleText = "$rankStr (신규 진입)";
subtitleColor = Colors.blue;
trailingWidget = const Icon(Icons.new_releases_rounded, color: Colors.blue, size: 28);
}
} else {
if (oldRank > 0) {
subtitleText = "랭킹 이탈 (이전 ${oldRank}위)";
subtitleColor = Colors.orange;
trailingWidget = const Icon(Icons.warning_amber_rounded, color: Colors.orange, size: 28);
}
}
return Card(
margin: const EdgeInsets.symmetric(horizontal: 16.0, vertical: 4.0),
child: ListTile(
leading: Icon(
isUnlocked ? Icons.lock_open_rounded : Icons.lock_rounded,
color: isUnlocked ? theme.primaryColor : Colors.grey,
),
title: Text(level.name, style: TextStyle(
fontSize: 18,
fontWeight: isUnlocked ? FontWeight.bold : FontWeight.normal,
color: isUnlocked ? theme.textTheme.bodyLarge?.color : Colors.grey,
)),
subtitle: subtitleText != null
? Text(subtitleText, style: TextStyle(color: subtitleColor, fontWeight: FontWeight.bold))
: null,
trailing: trailingWidget,
onTap: isUnlocked && !_isLoading
? () => _startGame(level)
: null,
),
);
},
),
),
],
),
),
);
},
),
);
}
}
@@ -0,0 +1,87 @@
// packages/feature_game_sudoku/lib/widgets/number_pad.dart
import 'package:flutter/material.dart';
import 'package:service_api/service_api.dart'; // 👈 SudokuTheme import
class NumberPad extends StatelessWidget {
final int blockSize;
final SudokuTheme theme;
final Map<int, int> numberCounts;
final int? selectedNumber;
final Function(int) onNumberTapped;
final bool isLandscape;
const NumberPad({
super.key,
required this.blockSize,
required this.theme,
required this.numberCounts,
required this.selectedNumber,
required this.onNumberTapped,
required this.isLandscape,
});
@override
Widget build(BuildContext context) {
final int gridSize = blockSize * blockSize;
final ThemeData themeData = Theme.of(context);
final bool isDark = themeData.brightness == Brightness.dark;
final Color selectedColor = themeData.primaryColor;
final Color onSelectedColor = themeData.colorScheme.onPrimary;
final Color completedColor = isDark ? Colors.white24 : Colors.black26;
final Color completedTextColor = isDark ? Colors.white54 : Colors.black54;
final Color defaultTextColor = isDark ? Colors.white70 : Colors.black87;
List<Widget> numberButtons = List.generate(gridSize, (index) {
int numberValue = index + 1;
String numberSymbol = theme.getSymbol(numberValue);
bool isSelected = (numberValue == selectedNumber);
bool isCompleted = (numberCounts[numberValue] ?? 0) >= gridSize;
Widget button = ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: isSelected ? selectedColor : null,
foregroundColor: isSelected ? onSelectedColor : defaultTextColor,
disabledBackgroundColor: completedColor,
disabledForegroundColor: completedTextColor,
padding: const EdgeInsets.all(4.0),
textStyle: const TextStyle(fontSize: 24, fontWeight: FontWeight.bold),
shape: RoundedRectangleBorder(borderRadius: BorderRadius.circular(4))
),
onPressed: isCompleted
? null
: () => onNumberTapped(numberValue),
child: FittedBox(
fit: BoxFit.contain,
child: Text(numberSymbol),
),
);
if (isLandscape) {
return Flexible(child: button);
} else {
return button;
}
});
if (isLandscape) {
return Wrap(
runSpacing: 4.0,
spacing: 4.0,
children: numberButtons,
);
} else {
return GridView.count(
crossAxisCount: blockSize,
shrinkWrap: true,
physics: const NeverScrollableScrollPhysics(),
padding: EdgeInsets.zero,
mainAxisSpacing: 4,
crossAxisSpacing: 4,
children: numberButtons,
);
}
}
}
@@ -0,0 +1,113 @@
// packages/feature_game_sudoku/lib/widgets/sudoku_board.dart
import 'package:flutter/material.dart';
import 'package:service_api/service_api.dart'; // 👈 SudokuTheme import
class SudokuBoard extends StatelessWidget {
final int blockSize;
final SudokuTheme theme;
final List<int> cells;
final List<int> originalCells;
final int? selectedIndex;
final int? selectedNumberPad;
final Set<int> incorrectCells;
final Function(int) onCellTapped;
const SudokuBoard({
super.key,
required this.blockSize,
required this.theme,
required this.cells,
required this.originalCells,
required this.selectedIndex,
required this.selectedNumberPad,
required this.incorrectCells,
required this.onCellTapped,
});
@override
Widget build(BuildContext context) {
final int gridSize = blockSize * blockSize;
final double fontSize = (gridSize > 9) ? (gridSize > 16 ? 12 : 16) : 24;
final ThemeData themeData = Theme.of(context);
final ColorScheme colorScheme = themeData.colorScheme;
final bool isDark = themeData.brightness == Brightness.dark;
final Color thickBorderColor = colorScheme.onSurface.withOpacity(isDark ? 0.8 : 1.0);
final Color thinBorderColor = themeData.dividerColor;
final Color incorrectBg = colorScheme.error.withOpacity(0.2);
final Color highlightedBg = colorScheme.primary.withOpacity(0.2);
final Color editableBg = themeData.scaffoldBackgroundColor;
final Color fixedBg = isDark ? colorScheme.surfaceVariant : colorScheme.onSurface.withOpacity(0.1);
final Color selectedTextColor = colorScheme.secondary;
final Color incorrectTextColor = colorScheme.error;
final Color editableTextColor = colorScheme.primary;
final Color fixedTextColor = colorScheme.onSurface;
return AspectRatio(
aspectRatio: 1.0,
child: GridView.builder(
physics: const NeverScrollableScrollPhysics(),
gridDelegate: SliverGridDelegateWithFixedCrossAxisCount(
crossAxisCount: gridSize,
),
itemCount: gridSize * gridSize,
itemBuilder: (context, index) {
int row = index ~/ gridSize;
int col = index % gridSize;
int cellValue = cells[index];
bool isEditable = (originalCells[index] == 0);
bool isSelected = (index == selectedIndex);
bool isHighlighted = (cellValue != 0 &&
selectedNumberPad != null &&
cellValue == selectedNumberPad);
bool isIncorrect = incorrectCells.contains(index);
BorderSide thickBorder = BorderSide(color: thickBorderColor, width: 2.0);
BorderSide thinBorder = BorderSide(color: thinBorderColor, width: 0.5);
return GestureDetector(
onTap: () => onCellTapped(index),
child: Container(
alignment: Alignment.center,
decoration: BoxDecoration(
color: isIncorrect
? incorrectBg
: isHighlighted
? highlightedBg
: isEditable
? editableBg
: fixedBg,
border: Border(
top: (row == 0) ? thickBorder : thinBorder,
left: (col == 0) ? thickBorder : thinBorder,
right: (col == gridSize - 1) ? thickBorder : (col % blockSize == blockSize - 1) ? thickBorder : thinBorder,
bottom: (row == gridSize - 1) ? thickBorder : (row % blockSize == blockSize - 1) ? thickBorder : thinBorder,
),
),
child: Text(
cellValue == 0 ? '' : theme.getSymbol(cellValue),
style: TextStyle(
fontSize: fontSize,
fontWeight: FontWeight.bold,
color: isSelected
? selectedTextColor
: isIncorrect
? incorrectTextColor
: isEditable
? editableTextColor
: fixedTextColor,
),
),
),
);
},
),
);
}
}
+28
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@@ -0,0 +1,28 @@
name: feature_game_sudoku
description: The Sudoku game feature, including the game screen, board, and number pad.
version: 1.0.0
publish_to: 'none'
resolution: workspace
environment:
sdk: '^3.9.2'
flutter: '>=3.10.0'
dependencies:
flutter:
sdk: flutter
# 1. 공통 서비스 로직 (필수)
# GameLevel, SudokuGameDto, SudokuTheme, PuzzleService, IdentityService 등을 사용
service_api:
path: ../service_api
# 2. UI 및 상태 관리
provider: ^6.0.0 # (GameScreen에서 ThemeNotifier를 watch)
feature_common:
path: ../feature_common
dev_dependencies:
flutter_test:
sdk: flutter
lints: ^3.0.0
@@ -0,0 +1,12 @@
import 'package:flutter_test/flutter_test.dart';
import 'package:feature_game_sudoku/feature_game_sudoku.dart';
void main() {
test('adds one to input values', () {
final calculator = Calculator();
expect(calculator.addOne(2), 3);
expect(calculator.addOne(-7), -6);
expect(calculator.addOne(0), 1);
});
}
+31
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@@ -0,0 +1,31 @@
# Miscellaneous
*.class
*.log
*.pyc
*.swp
.DS_Store
.atom/
.buildlog/
.history
.svn/
migrate_working_dir/
# IntelliJ related
*.iml
*.ipr
*.iws
.idea/
# The .vscode folder contains launch configuration and tasks you configure in
# VS Code which you may wish to be included in version control, so this line
# is commented out by default.
#.vscode/
# Flutter/Dart/Pub related
# Libraries should not include pubspec.lock, per https://dart.dev/guides/libraries/private-files#pubspeclock.
/pubspec.lock
**/doc/api/
.dart_tool/
.flutter-plugins-dependencies
/build/
/coverage/
+10
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@@ -0,0 +1,10 @@
# This file tracks properties of this Flutter project.
# Used by Flutter tool to assess capabilities and perform upgrades etc.
#
# This file should be version controlled and should not be manually edited.
version:
revision: "adc901062556672b4138e18a4dc62a4be8f4b3c2"
channel: "stable"
project_type: package
+3
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@@ -0,0 +1,3 @@
## 0.0.1
* TODO: Describe initial release.
+1
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@@ -0,0 +1 @@
TODO: Add your license here.
+39
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@@ -0,0 +1,39 @@
<!--
This README describes the package. If you publish this package to pub.dev,
this README's contents appear on the landing page for your package.
For information about how to write a good package README, see the guide for
[writing package pages](https://dart.dev/tools/pub/writing-package-pages).
For general information about developing packages, see the Dart guide for
[creating packages](https://dart.dev/guides/libraries/create-packages)
and the Flutter guide for
[developing packages and plugins](https://flutter.dev/to/develop-packages).
-->
TODO: Put a short description of the package here that helps potential users
know whether this package might be useful for them.
## Features
TODO: List what your package can do. Maybe include images, gifs, or videos.
## Getting started
TODO: List prerequisites and provide or point to information on how to
start using the package.
## Usage
TODO: Include short and useful examples for package users. Add longer examples
to `/example` folder.
```dart
const like = 'sample';
```
## Additional information
TODO: Tell users more about the package: where to find more information, how to
contribute to the package, how to file issues, what response they can expect
from the package authors, and more.
@@ -0,0 +1,4 @@
include: package:flutter_lints/flutter.yaml
# Additional information about this file can be found at
# https://dart.dev/guides/language/analysis-options
@@ -0,0 +1,13 @@
// packages/service_api/lib/models/game_difficulty.dart
class GameDifficulty {
/// 랭킹 Dropdown에 표시될 이름 (예: "중급 (9x9)", "1 Suit (Easy)")
final String name;
/// API 조회 시 사용할 랭킹 ID (예: "SUDOKU_9x9_L2", "1_SUITS_4-3")
final String contextId;
const GameDifficulty({
required this.name,
required this.contextId,
});
}
@@ -0,0 +1,25 @@
// lib/models/game_level.dart
// 11단계 레벨의 모든 속성을 정의하는 클래스
class GameLevel {
final int levelIndex; // 1-11
final String name; // "입문 (4x4)"
final int blockSize; // 2, 3, 4
final int generatorLevel; // 서버에 요청할 생성기 난이도 (1~5)
final String contextId; // 랭킹 ID "SUDOKU_4x4_L1"
// 🔽 [신규] 테마 정책
final bool isSequentialNumbers; // L1, L4, L9 (숫자 고정)
final bool isSequentialLetters; // L2, L5, L10 (문자 고정)
// (둘 다 false이면 HomeScreen에서 선택한 랜덤 테마 사용)
const GameLevel({
required this.levelIndex,
required this.name,
required this.blockSize,
required this.generatorLevel,
required this.contextId,
this.isSequentialNumbers = false,
this.isSequentialLetters = false,
});
}
@@ -0,0 +1,68 @@
// lib/models/game_rank_dto.dart
class GameRankDto {
final String playerName;
final int primaryScore; // 시간 (초)
final int? secondaryScore; // 점수 (저장된 값, 예: 0~4)
GameRankDto({
required this.playerName,
required this.primaryScore,
this.secondaryScore
});
factory GameRankDto.fromJson(Map<String, dynamic> json) {
return GameRankDto(
playerName: json['playerName'],
primaryScore: (json['primaryScore'] as num).toInt(),
secondaryScore: (json['secondaryScore'] as num?)?.toInt(),
);
}
}
// 🔽 [신규 추가] 나의 랭킹 + 순위(숫자)를 담는 DTO
class GameRankWithRankNumber {
final GameRankDto rankData;
final int rankNumber;
GameRankWithRankNumber({
required this.rankData,
required this.rankNumber,
});
factory GameRankWithRankNumber.fromJson(Map<String, dynamic> json) {
return GameRankWithRankNumber(
rankData: GameRankDto.fromJson(json['rankData']),
rankNumber: (json['rankNumber'] as num).toInt(),
);
}
}
// 🔽 [신규 추가] 랭킹 등록 시 서버가 반환하는 최종 DTO
class RankSubmissionResult {
final List<GameRankDto> topRanks; // 상위 10개 랭킹
final GameRankWithRankNumber? myRank; // 나의 랭킹 정보 (순위 포함)
RankSubmissionResult({
required this.topRanks,
this.myRank,
});
factory RankSubmissionResult.fromJson(Map<String, dynamic> json) {
// topRanks 파싱
final List<dynamic> topRanksJson = json['topRanks'] ?? [];
final List<GameRankDto> topRanksList = topRanksJson
.map((item) => GameRankDto.fromJson(item))
.toList();
// myRank 파싱 (null일 수 있음)
final Map<String, dynamic>? myRankJson = json['myRank'];
final GameRankWithRankNumber? myRankData =
myRankJson != null ? GameRankWithRankNumber.fromJson(myRankJson) : null;
return RankSubmissionResult(
topRanks: topRanksList,
myRank: myRankData,
);
}
}
@@ -0,0 +1,26 @@
// lib/models/sudoku_game_dto.dart
class SudokuGameDto {
final int puzzleId; // 👈 [추가] 서버에서 보낸 ID
final String question;
final String solution;
final int blockSize;
final int gridSize;
SudokuGameDto({
required this.puzzleId, // 👈 [추가]
required this.question,
required this.solution,
required this.blockSize,
}) : gridSize = blockSize * blockSize;
factory SudokuGameDto.fromJson(Map<String, dynamic> json) {
int bs = json['blockSize'] ?? 3;
return SudokuGameDto(
puzzleId: json['puzzleId'], // 👈 [추가] 서버의 puzzleId 매핑
question: json['question'],
solution: json['solution'],
blockSize: bs,
);
}
}
@@ -0,0 +1,116 @@
// lib/models/sudoku_theme.dart
// 1. SudokuTheme 클래스
// '게임 시작' 시점에 동적으로 생성될 객체입니다.
class SudokuTheme {
final String name; // "숫자", "알파벳", "과일"
final List<String> symbols; // 👈 '게임에 실제 사용할' 무작위로 뽑힌 기호 리스트
const SudokuTheme({required this.name, required this.symbols});
// 1-based 정수(1)를 테마 기호("🍎")로 변환
String getSymbol(int value) {
if (value > 0 && value <= symbols.length) {
return symbols[value - 1]; // 1 -> index 0
}
return '?';
}
// 테마 기호("🍎")를 1-based 정수(1)로 변환
int getValue(String symbol) {
int index = symbols.indexOf(symbol);
if (index != -1) {
return index + 1; // index 0 -> 1
}
return 0;
}
}
// 2. AppThemes 클래스 (테마 저장소 역할)
class AppThemes {
// --- 테마 이름 정의 ---
static const String random = "랜덤";
static const String numbers = "숫자";
static const String letters = "알파벳";
static const String fruits = "과일";
static const String korean = "한글";
static const String animals = "동물";
// --- 1. 거대한 '상징 풀' 정의 (25개 이상) ---
static const List<String> _numberPool = [
"1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16",
"17", "18", "19", "20", "21", "22", "23", "24", "25", "26", "27", "28", "29", "30"
];
static const List<String> _letterPool = [
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P",
"Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
];
static const List<String> _fruitPool = [
"🍎", "🍌", "🍇", "🍓", "🍊", "🍋", "🍉", "🍑", "🍒", "🥝", "🥥", "🍍", "🥑", "🍆", "🍅", "🌽",
"🥕", "🫑", "🌶️", "🥦", "🥬", "🥒", "🍄", "🥜", "🫘", "🍏", "🍐", "🍈", "🥭", "🫒"
];
static const List<String> _koreanPool = [
"", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "", "", "", "", "", "", ""
];
static const List<String> _animalPool = [
"🐶", "🐱", "🐭", "🐹", "🐰", "🦊", "🐻", "🐼", "🐨", "🐯", "🦁", "🐮", "🐷", "🐸", "🐵", "🐔",
"🐧", "🐦", "🐤", "🦆", "🦅", "🦉", "🦇", "🐺", "🐗", "🐴", "🦄", "🐝", "🐛", "🦋"
];
// --- 2. 홈 화면 '선택' 메뉴에 표시될 이름 리스트 ---
static final List<String> selectableThemeNames = [
random,
numbers,
letters,
fruits,
korean,
animals
];
// --- 3. 테마 이름과 실제 '상징 풀'을 매핑 ---
static final Map<String, List<String>> _themePools = {
numbers: _numberPool,
letters: _letterPool,
fruits: _fruitPool,
korean: _koreanPool,
animals: _animalPool,
};
// --- 4. [핵심] 게임 시작 시 호출될 테마 '빌더' 함수 ---
static SudokuTheme buildGameTheme(String themeName, int gridSize, {bool isEasyMode = false}) { // 👈 [수정]
String effectiveThemeName = themeName;
if (themeName == random) {
final actualThemes = _themePools.keys.toList();
effectiveThemeName = (actualThemes..shuffle()).first;
}
final List<String> pool = _themePools[effectiveThemeName] ?? _numberPool;
if (pool.length < gridSize) {
throw Exception("$effectiveThemeName 테마의 상징이 ${pool.length}개뿐입니다. $gridSize개가 필요합니다.");
}
List<String> selectedSymbols;
// 🔽 [수정] 'isEasyMode'가 true이면 섞지 않고 순서대로 뽑음
if (isEasyMode) {
// (예: 4x4 Easy -> 1,2,3,4 또는 A,B,C,D)
selectedSymbols = pool.sublist(0, gridSize);
} else {
// 그 외: 거대 풀을 섞은 뒤, gridSize만큼 뽑음
selectedSymbols = (pool.toList()..shuffle()).sublist(0, gridSize);
}
return SudokuTheme(
name: effectiveThemeName,
symbols: selectedSymbols,
);
}
}
@@ -0,0 +1,31 @@
// lib/models/unified_rank_dto.dart
class UnifiedRankDto {
final String userId; // 👈 [수정] 앱-고유 ID
final String gameType;
final String? contextId;
final String playerName;
final int primaryScore;
final int? secondaryScore;
UnifiedRankDto({
required this.userId, // 👈 [수정] 생성자에 추가
required this.gameType,
this.contextId,
required this.playerName,
required this.primaryScore,
this.secondaryScore,
});
// Dart 객체를 JSON으로 변환 (서버 전송용)
Map<String, dynamic> toJson() {
return {
'userId': userId, // 👈 [수정]
'gameType': gameType,
'contextId': contextId,
'playerName': playerName,
'primaryScore': primaryScore,
'secondaryScore': secondaryScore,
};
}
}
@@ -0,0 +1,11 @@
class ValidateResultDto {
final bool isCorrect;
ValidateResultDto({required this.isCorrect});
factory ValidateResultDto.fromJson(Map<String, dynamic> json) {
return ValidateResultDto(
isCorrect: json['correct'] ?? false,
);
}
}
+16
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@@ -0,0 +1,16 @@
// packages/service_api/lib/service_api.dart
// Models
export 'models/game_difficulty.dart'; // 👈 [추가]
export 'models/game_rank_dto.dart';
export 'models/sudoku_game_dto.dart';
export 'models/sudoku_theme.dart';
export 'models/unified_rank_dto.dart';
export 'models/validate_result_dto.dart';
// ❌ (game_level.dart는 여기서 삭제)
// Services
export 'services/identity_service.dart';
export 'services/puzzle_service.dart';
export 'services/theme_notifier.dart';
export 'services/session_notifier.dart';
@@ -0,0 +1,195 @@
import 'dart:convert';
import 'package:flutter_secure_storage/flutter_secure_storage.dart';
import 'package:uuid/uuid.dart';
// 🔽 [신규] 현재 로그인 세션을 담을 모델
class UserSession {
final String userId;
final String? userName;
final String loginProvider; // "guest", "google", "apple"
final String? email;
UserSession({
required this.userId,
this.userName,
this.loginProvider = "guest",
this.email,
});
bool get isGuest => loginProvider == "guest";
}
// 앱-고유 ID와 사용자 이름, 레벨 진행 상황을 관리하는 서비스
class IdentityService {
// --- (모든 키 이름은 동일하게 유지) ---
static const String _userIdKey = 'app_user_id';
static const String _userNameKey = 'app_user_name';
// 🔽 [신규] 로그인 상태 저장을 위한 키
static const String _loginProviderKey = 'app_login_provider';
static const String _userEmailKey = 'app_user_email';
static const String _sudokuMaxLevelKey = 'max_unlocked_level';
static const String _sudokuRankMapKey = 'last_checked_rank_map';
static const String _spiderMaxLevelKey = 'max_unlocked_spider_level';
static const String _spiderRankMapKey = 'last_checked_spider_rank_map';
final _storage = const FlutterSecureStorage();
/// 🔽 [신규] iOS 앱 간 데이터 공유를 위한 옵션
IOSOptions _getIOSOptions() => const IOSOptions(
// 🔽 [수정] Xcode 설정 전까지 'groupId'를 주석 처리하여 크래시 방지
// groupId: 'group.com.lunaticbum.mygamecenter',
);
AndroidOptions _getAndroidOptions() => const AndroidOptions(
encryptedSharedPreferences: true,
);
// 🔽 [신규] 1. 현재 세션 정보를 '객체'로 가져오기
Future<UserSession> getUserSession() async {
final userId = await getOrCreateUserId(); // 게스트 ID는 항상 보장
final userName = await getSavedUserName();
final loginProvider = await _storage.read(
key: _loginProviderKey,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions()
) ?? "guest";
final email = await _storage.read(
key: _userEmailKey,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions()
);
return UserSession(
userId: userId,
userName: userName,
loginProvider: loginProvider,
email: email,
);
}
// 2. 앱-고유 ID 가져오기 (없으면 생성)
Future<String> getOrCreateUserId() async {
String? userId = await _storage.read(
key: _userIdKey,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
if (userId == null) {
userId = const Uuid().v4();
await _storage.write(
key: _userIdKey,
value: userId,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
}
return userId;
}
// 3. 랭킹에 등록한 사용자 이름 가져오기
Future<String?> getSavedUserName() async {
return await _storage.read(
key: _userNameKey,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
}
// 4. 랭킹 등록 성공 시, 사용자 이름 저장하기
Future<void> saveUserName(String name) async {
await _storage.write(
key: _userNameKey,
value: name,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
}
// 🔽 [신규] 5. 소셜 로그인 성공 시 호출 (계정 연결)
Future<UserSession> saveSocialLogin({
required String newUserId, // 서버가 발급한 마스터 계정 ID
required String newUserName,
required String newEmail,
required String provider, // "google" 또는 "apple"
}) async {
await _storage.write(key: _userIdKey, value: newUserId, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
await _storage.write(key: _userNameKey, value: newUserName, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
await _storage.write(key: _userEmailKey, value: newEmail, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
await _storage.write(key: _loginProviderKey, value: provider, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
return UserSession(
userId: newUserId,
userName: newUserName,
loginProvider: provider,
email: newEmail,
);
}
// 🔽 [신규] 6. 로그아웃 (게스트 계정으로 되돌리기)
Future<UserSession> logout() async {
// 소셜 로그인 정보만 삭제
await _storage.delete(key: _userNameKey, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
await _storage.delete(key: _userEmailKey, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
await _storage.delete(key: _loginProviderKey, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
return await getUserSession();
}
// 7. 최대 레벨 가져오기
Future<int> getMaxUnlockedLevel({String gameType = 'SUDOKU'}) async {
final key = gameType == 'SPIDER' ? _spiderMaxLevelKey : _sudokuMaxLevelKey;
String? levelString = await _storage.read(
key: key,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
return int.parse(levelString ?? '1'); // 기본값 1
}
// 8. 최대 레벨 저장하기
Future<void> saveMaxUnlockedLevel(int level, {String gameType = 'SUDOKU'}) async {
final key = gameType == 'SPIDER' ? _spiderMaxLevelKey : _sudokuMaxLevelKey;
await _storage.write(
key: key,
value: level.toString(),
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
}
// 9. 마지막 랭킹 맵 가져오기
Future<Map<int, int>> getLastSavedRankMap({String gameType = 'SUDOKU'}) async {
final key = gameType == 'SPIDER' ? _spiderRankMapKey : _sudokuRankMapKey;
String? jsonString = await _storage.read(
key: key,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
if (jsonString == null) return {};
try {
final Map<String, dynamic> decodedMap = jsonDecode(jsonString);
return decodedMap.map((key, value) => MapEntry(int.parse(key), value as int));
} catch (e) {
return {};
}
}
// 10. 마지막 랭킹 맵 저장하기
Future<void> saveLastRankMap(Map<int, int> rankMap, {String gameType = 'SUDOKU'}) async {
final key = gameType == 'SPIDER' ? _spiderRankMapKey : _sudokuRankMapKey;
final Map<String, int> stringKeyMap =
rankMap.map((key, value) => MapEntry(key.toString(), value));
String jsonString = jsonEncode(stringKeyMap);
await _storage.write(
key: key,
value: jsonString,
iOptions: _getIOSOptions(),
aOptions: _getAndroidOptions(),
);
}
}
@@ -0,0 +1,102 @@
import 'dart:convert';
import 'dart:developer';
import 'package:http/http.dart' as http;
import 'package:service_api/models/sudoku_game_dto.dart';
import 'package:service_api/models/unified_rank_dto.dart';
import 'package:service_api/models/game_rank_dto.dart';
class PuzzleService {
final String _baseUrl = "https://lunaticbum.kr";
// 🔽 [수정] 'difficulty' 파라미터 1개만 받음 (1~11)
Future<SudokuGameDto> startGame(String difficulty) async {
final response = await http.get(
// 🔽 [수정] 'difficulty' 파라미터만 전달
Uri.parse('$_baseUrl/puzzle/sudoku/start?difficulty=$difficulty'),
);
if (response.statusCode == 200) {
final data = jsonDecode(utf8.decode(response.bodyBytes));
return SudokuGameDto.fromJson(data);
} else {
throw Exception('게임 로딩 실패: ${response.statusCode}');
}
}
// 'puzzleId'를 받아 검증 (서버 DTO와 일치)
Future<bool> validateSolution(int puzzleId, String answer) async {
final response = await http.post(
Uri.parse('$_baseUrl/puzzle/sudoku/validate'),
headers: {'Content-Type': 'application/json'},
body: jsonEncode({
'puzzleId': puzzleId,
'answer': answer,
}),
);
if (response.statusCode == 200) {
return jsonDecode(response.body)['correct'] ?? false;
} else {
log("정답 확인 실패: ${response.statusCode}");
log("응답 본문: ${response.body}");
throw Exception('정답 확인 실패: ${response.statusCode}');
}
}
// 🔽 [전체 수정] submitRank 함수
// 반환 타입이 Future<RankSubmissionResult>로 변경되었습니다.
Future<RankSubmissionResult> submitRank(UnifiedRankDto rankDto) async {
final requestBody = jsonEncode(rankDto.toJson());
log(">>> 랭킹 등록 요청: $requestBody");
final response = await http.post(
// 🔽 [수정] API 경로가 /api/ranks/submit
Uri.parse('$_baseUrl/api/ranks/submit'),
headers: {'Content-Type': 'application/json'},
body: requestBody,
);
// 🔽 [수정] 성공(200) 시, 서버가 반환한 RankSubmissionResult 객체를 파싱
if (response.statusCode == 200) {
log("<<< 랭킹 등록 성공: 200 OK (RankSubmissionResult 반환됨)");
try {
final Map<String, dynamic> data = jsonDecode(utf8.decode(response.bodyBytes));
// 🔽 [수정] RankSubmissionResult.fromJson으로 파싱
return RankSubmissionResult.fromJson(data);
} catch (e) {
log("<<< 랭킹 등록 성공했으나, 반환된 랭킹 목록 파싱 실패: $e");
throw Exception('랭킹 목록 파싱 실패: $e');
}
}
// 🔽 [수정] 실패 시, 기존 로직과 동일하게 에러 처리
else {
log("<<< 랭킹 등록 실패: ${response.statusCode}");
try {
final errorBody = utf8.decode(response.bodyBytes);
log("<<< 서버 에러 메시지: $errorBody");
throw Exception(errorBody);
} catch (e) {
throw Exception('랭킹 등록 실패: ${response.reasonPhrase}');
}
}
}
// 랭킹 조회
Future<List<GameRankDto>> fetchRanks(String gameType, String? contextId) async {
final queryParams = {
'gameType': gameType,
if (contextId != null) 'contextId': contextId,
};
final uri = Uri.parse('$_baseUrl/api/ranks/list').replace(queryParameters: queryParams);
final response = await http.get(uri);
if (response.statusCode == 200) {
final List<dynamic> data = jsonDecode(utf8.decode(response.bodyBytes));
return data.map((json) => GameRankDto.fromJson(json)).toList();
} else {
throw Exception('랭킹 로딩 실패');
}
}
}
@@ -0,0 +1,101 @@
import 'package:flutter/material.dart';
import 'package:google_sign_in/google_sign_in.dart';
import 'package:sign_in_with_apple/sign_in_with_apple.dart';
import 'identity_service.dart';
import 'puzzle_service.dart';
class SessionNotifier with ChangeNotifier {
final IdentityService _identityService = IdentityService();
final PuzzleService _puzzleService = PuzzleService();
UserSession? _session;
UserSession? get session => _session;
bool get isLoading => _session == null;
bool get isGuest => _session?.isGuest ?? true;
// 🔽 [수정] 'GoogleSignIn()' 생성자 대신 '.instance' 싱글톤 사용
final GoogleSignIn _googleSignIn = GoogleSignIn.instance;
SessionNotifier() {
loadSession();
}
/// 앱 시작 시 저장된 세션 로드
Future<void> loadSession() async {
_session = await _identityService.getUserSession();
notifyListeners();
}
/// (백엔드 연동 후) 로그인/계정 연결
Future<void> login(String provider) async {
if (isLoading) return;
final guestUserId = _session!.userId; // 현재 게스트 ID
String? idToken;
String? email;
String? userName;
try {
if (provider == 'google') {
// 🔽 [수정] 'signIn()' 메서드 대신 'authenticate()' 사용
final GoogleSignInAccount? googleUser = await _googleSignIn.authenticate();
if (googleUser == null) return; // 유저가 취소
final GoogleSignInAuthentication googleAuth = googleUser.authentication;
idToken = googleAuth.idToken; // 👈 [핵심] 이 토큰을 백엔드로 전송
email = googleUser.email;
userName = googleUser.displayName;
} else if (provider == 'apple') {
final credential = await SignInWithApple.getAppleIDCredential(
scopes: [ AppleIDAuthorizationScopes.email, AppleIDAuthorizationScopes.fullName ],
);
idToken = credential.identityToken; // 👈 [핵심] 이 토큰을 백엔드로 전송
email = credential.email;
userName = "${credential.givenName ?? ''} ${credential.familyName ?? ''}".trim();
}
if (idToken == null) {
throw Exception("$provider 로그인에 실패했습니다.");
}
// [TODO] 백엔드에 'mergeAccount(guestUserId, idToken, provider)' API 호출
// 백엔드는 이 idToken을 검증하고, guestUserId의 데이터를
// 소셜 계정의 마스터 ID로 병합(merge)해야 합니다.
// --- 백엔드 응답 (임시 시뮬레이션) ---
// final backendResponse = await _puzzleService.mergeAccount(guestUserId, idToken, provider);
// _session = await _identityService.saveSocialLogin(
// newUserId: backendResponse.userId,
// newUserName: backendResponse.userName,
// newEmail: backendResponse.email,
// provider: provider
// );
// [임시] 백엔드 없으므로, 클라이언트 정보로 강제 저장 (테스트용)
_session = await _identityService.saveSocialLogin(
newUserId: "master-id-${email ?? provider}", // (임시)
newUserName: userName ?? "Social User",
newEmail: email ?? "No Email",
provider: provider
);
// --- 임시 시뮬레이션 끝 ---
notifyListeners();
} catch (e) {
debugPrint("$provider 로그인 오류: $e");
// [TODO] 유저에게 "로그인에 실패했습니다." 스낵바 표시
}
}
/// 로그아웃
Future<void> logout() async {
await _googleSignIn.signOut();
_session = await _identityService.logout();
notifyListeners();
}
}
@@ -0,0 +1,94 @@
import 'package:flutter/material.dart';
import 'package:shared_preferences/shared_preferences.dart';
// 1. 앱에서 사용할 색상표 정의
final Map<String, MaterialColor> appColors = {
'Blue': Colors.blue,
'Green': Colors.green,
'Red': Colors.red,
'Purple': Colors.purple,
'Orange': Colors.orange,
'Teal': Colors.teal,
};
class ThemeNotifier with ChangeNotifier {
final String _themeKey = 'selected_theme';
final String _darkModeKey = 'is_dark_mode'; // 다크 모드 저장 키
MaterialColor _currentColor = Colors.blue; // 기본값
bool _isDarkMode = false; // 다크 모드 상태 변수
// --- Getters ---
// 라이트 모드용 테마
ThemeData get currentTheme => ThemeData(
// 🔽 [수정] M3의 권장 방식인 ColorScheme.fromSeed 사용
colorScheme: ColorScheme.fromSeed(
seedColor: _currentColor, // 👈 _currentColor를 '씨앗색'으로 사용
brightness: Brightness.light,
),
useMaterial3: true,
brightness: Brightness.light,
// 🔺 'primarySwatch' 속성 제거
);
// 다크 모드용 테마
ThemeData get currentDarkTheme => ThemeData(
// 🔽 [수정] 다크 모드에도 동일하게 적용
colorScheme: ColorScheme.fromSeed(
seedColor: _currentColor, // 👈 _currentColor를 '씨앗색'으로 사용
brightness: Brightness.dark,
),
useMaterial3: true,
brightness: Brightness.dark,
// 🔺 'primarySwatch' 속성 제거
);
// MaterialApp에 전달할 현재 테마 모드
ThemeMode get currentThemeMode => _isDarkMode ? ThemeMode.dark : ThemeMode.light;
// SettingsScreen에서 사용할 현재 상태
bool get isDarkMode => _isDarkMode;
MaterialColor get currentColor => _currentColor;
// --- Methods ---
ThemeNotifier() {
_loadTheme(); // 앱 시작 시 저장된 설정 불러오기
}
// 저장된 테마와 '다크 모드' 설정을 함께 불러오기
void _loadTheme() async {
final prefs = await SharedPreferences.getInstance();
// 색상 로드
final themeName = prefs.getString(_themeKey) ?? 'Blue';
_currentColor = appColors[themeName] ?? Colors.blue;
// 다크 모드 로드
_isDarkMode = prefs.getBool(_darkModeKey) ?? false;
notifyListeners(); // 설정 로드 후 UI 갱신
}
// 새 테마 색상 설정
void setTheme(String themeName) async {
final newColor = appColors[themeName];
if (newColor == null) return;
_currentColor = newColor;
notifyListeners(); // 테마 변경을 앱 전체에 알림
final prefs = await SharedPreferences.getInstance();
prefs.setString(_themeKey, themeName); // 선택한 테마 이름 저장
}
// 다크 모드 토글
void toggleTheme(bool isDark) async {
_isDarkMode = isDark;
notifyListeners(); // 모드 변경을 앱 전체에 알림
final prefs = await SharedPreferences.getInstance();
prefs.setBool(_darkModeKey, isDark); // 다크 모드 상태 저장
}
}
+27
View File
@@ -0,0 +1,27 @@
name: service_api
description: All shared services, models, and API logic for the game center.
version: 1.0.0
publish_to: 'none' # 모노레포 내부용 패키지이므로 게시 안 함
resolution: workspace
environment:
sdk: '^3.9.2'
flutter: '>=3.10.0' # 👈 ThemeNotifier가 Flutter SDK를 필요로 함
dependencies:
flutter:
sdk: flutter
# 1. API 통신용
http: ^1.0.0 # (PuzzleService가 사용)
# 2. 로컬 저장소용
shared_preferences: ^2.0.0 # (IdentityService가 사용)
uuid: ^4.0.0 # (IdentityService가 사용)
flutter_secure_storage: ^9.0.0 # (버전은 최신 버전을 확인하세요)
google_sign_in: ^7.2.0
sign_in_with_apple: ^7.0.1
dev_dependencies:
flutter_test:
sdk: flutter
lints: ^3.0.0
@@ -0,0 +1,12 @@
import 'package:flutter_test/flutter_test.dart';
import 'package:service_api/service_api.dart';
void main() {
test('adds one to input values', () {
final calculator = Calculator();
expect(calculator.addOne(2), 3);
expect(calculator.addOne(-7), -6);
expect(calculator.addOne(0), 1);
});
}