playWith/packages/games/quiz/lib/quiz_game.dart
2025-11-24 17:53:00 +09:00

618 lines
22 KiB
Dart

import 'dart:async';
import 'package:flutter/material.dart';
import 'package:playwith_core/playwith_core.dart';
enum PlayerStatus { alive, dead, winner, loser }
class QuizGame extends BaseGame {
@override
String get id => "quiz_ox";
@override
String get name => "OX 퀴즈 서바이벌";
@override
String get description => "방장도 플레이어! 3초 안에 선택하세요.";
// ------------------------------------------------------------------------
// 상태 변수
// ------------------------------------------------------------------------
final _gameStateController = StreamController<Map<String, dynamic>>.broadcast();
Stream<Map<String, dynamic>> get gameStateStream => _gameStateController.stream;
StreamSubscription? _networkSubscription;
// UI 초기화 지연 방지용 데이터
Map<String, dynamic>? _lastState;
// 게임 데이터
final Set<String> _aliveUsers = {}; // 생존자 ID
final Set<String> _answeredUsers = {}; // 답변 제출자 ID
// 나의 상태
PlayerStatus _myStatus = PlayerStatus.alive;
String? _mySelectedAnswer;
bool _isLockedIn = false;
Timer? _lockInTimer;
// 카운트다운 상태
bool _isCountingDown = false;
int _countdownValue = 3;
final List<Map<String, dynamic>> _questions = [
{"q": "사과는 영어로 Apple이다.", "a": "O"},
{"q": "바나나는 길어지면 기차다.", "a": "X"},
{"q": "플러터는 구글이 만들었다.", "a": "O"},
{"q": "지범님은 천재 개발자다.", "a": "O"},
{"q": "북극곰의 피부색은 검은색이다.", "a": "O"},
{"q": "타조는 날 수 있다.", "a": "X"},
];
int _currentQuestionIndex = -1;
// ------------------------------------------------------------------------
// 라이프사이클
// ------------------------------------------------------------------------
@override
void onStart() {
print("Quiz Game Started!");
_resetLocalState();
_lastState = null;
_aliveUsers.clear();
// 참가자 명단 초기화 (나 + 게스트)
_aliveUsers.add(NetworkManager().me.id);
for (var guest in NetworkManager().guestList) {
_aliveUsers.add(guest.id);
}
_networkSubscription = NetworkManager().messageStream.listen((payload) {
onMessageReceived("", payload);
});
// [Host] 잠시 후 카운트다운 시작
if (NetworkManager().role == NetworkRole.host) {
Future.delayed(const Duration(milliseconds: 1000), () {
_startCountdown();
});
}
}
@override
void onDispose() {
_lockInTimer?.cancel();
_networkSubscription?.cancel();
_gameStateController.close();
}
// [Host] 카운트다운
void _startCountdown() {
if (_currentQuestionIndex != -1) return;
Timer.periodic(const Duration(seconds: 1), (timer) {
int nextCount = 3 - timer.tick;
if (nextCount > 0) {
_broadcastState({'type': 'GAME_COUNTDOWN', 'count': nextCount});
} else {
timer.cancel();
_nextQuestion(); // 첫 문제 출제
}
});
_broadcastState({'type': 'GAME_COUNTDOWN', 'count': 3});
}
// ------------------------------------------------------------------------
// 메시지 처리 (Logic)
// ------------------------------------------------------------------------
@override
void onMessageReceived(String senderId, Map<String, dynamic> payload) {
if (payload['type'] != 'ANSWER_SUBMIT') {
_lastState = payload;
}
// 1. [Common] 카운트다운
if (payload['type'] == 'GAME_COUNTDOWN') {
_isCountingDown = true;
_countdownValue = payload['count'];
SoundManager().playSfx(SoundKey.click);
_gameStateController.add(payload);
}
// 2. [Host Logic] 답변 제출 처리
if (payload['type'] == 'ANSWER_SUBMIT') {
if (NetworkManager().role != NetworkRole.host) return;
final String userId = payload['userId'];
final String answer = payload['answer'];
if (!_aliveUsers.contains(userId)) return;
if (_answeredUsers.contains(userId)) return;
_answeredUsers.add(userId);
// 정답 체크 (결과는 바로 반영하되, 탈락 통보는 결과 화면 때 보냄)
final currentAnswer = _questions[_currentQuestionIndex]['a'];
bool isCorrect = (answer == currentAnswer);
if (!isCorrect) {
_aliveUsers.remove(userId); // 명단에서는 제거하되, 통보는 나중에
}
// 제출 현황 전파
_broadcastState({
'type': 'PLAYER_STATUS_UPDATE',
'userId': userId,
'isSubmitted': true,
'isAlive': true // 아직은 살아있는 척 (결과 화면에서 공개)
});
// [핵심 변경] 전원 제출 완료 시 -> 결과 발표 화면으로 이동
// (방금 죽은 사람 포함해서 이번 라운드 시작 인원만큼 답변이 왔는지 체크)
int currentRoundPlayers = _aliveUsers.length + (isCorrect ? 0 : 1); // 방금 뺀 사람 포함
// 더 정확히는: answeredUsers가 이번 라운드 참가자 수에 도달하면 진행
// (여기선 간단히 answeredUsers가 더이상 늘어날 수 없을 때로 판단)
// 타임아웃 로직이 없으므로, 현재 살아있는 사람들이 다 냈으면 진행
// (로직이 복잡해질 수 있으므로, 간단히 '살아있는 사람 수 == 답변 수'가 아니라
// '이번 라운드 시작 시점의 생존자 수'를 별도 변수로 관리하는 게 정석이지만,
// 여기서는 생존자 수 + 이번에 틀린 사람 수로 계산)
// 간단 로직: 1초 뒤 체크해서 더 낼 사람이 없으면 진행 (혹은 모두 냈으면 바로)
Future.delayed(const Duration(milliseconds: 500), () {
// 대충 모두 냈다고 판단되면 (추가 보정 필요할 수 있음)
if (_answeredUsers.length >= (_aliveUsers.length + (isCorrect?0:1))) {
_showRoundResult();
}
});
}
// 3. [Common] 중간 결과 발표 (NEW)
if (payload['type'] == 'ROUND_RESULT') {
_isCountingDown = false;
final bool isSurvived = payload['survivors'].contains(NetworkManager().me.id);
// 내 생존 여부 업데이트
if (!isSurvived && _myStatus == PlayerStatus.alive) {
_handleElimination();
}
_gameStateController.add(payload);
}
// 4. [Common] 플레이어 상태 업데이트
if (payload['type'] == 'PLAYER_STATUS_UPDATE') {
final userId = payload['userId'];
_answeredUsers.add(userId);
_gameStateController.add(payload);
}
// 5. [Common] 새 문제 시작
if (payload['type'] == 'GAME_STATE_UPDATE' && payload['status'] == 'QUESTION') {
_isCountingDown = false;
_resetLocalState();
_gameStateController.add(payload);
}
// 6. [Common] 종료
if (payload['type'] == 'GAME_OVER' || payload['type'] == 'GAME_EXIT') {
if (payload['type'] == 'GAME_OVER') {
final winnerId = payload['winnerId'];
_myStatus = (winnerId == NetworkManager().me.id) ? PlayerStatus.winner : PlayerStatus.loser;
if (_myStatus == PlayerStatus.winner) SoundManager().playSfx(SoundKey.win);
}
_gameStateController.add(payload);
}
}
void _handleElimination() {
SoundManager().playSfx(SoundKey.wrong);
_myStatus = PlayerStatus.dead;
}
// ------------------------------------------------------------------------
// [Host Logic]
// ------------------------------------------------------------------------
// [NEW] 결과 발표 단계
void _showRoundResult() {
final currentQ = _questions[_currentQuestionIndex];
final resultData = {
'type': 'ROUND_RESULT',
'status': 'RESULT',
'correctAnswer': currentQ['a'],
'survivors': _aliveUsers.toList(), // 생존자 명단 전송
};
_broadcastState(resultData);
// 3초 뒤 다음 문제로 자동 이동
Future.delayed(const Duration(seconds: 3), () {
_nextQuestion();
});
}
void _nextQuestion() {
// 승패 판정
int totalStartPlayers = NetworkManager().guestList.length + 1;
if ((totalStartPlayers > 1 && _aliveUsers.length <= 1) || _currentQuestionIndex >= _questions.length - 1) {
String? winnerId;
if (_aliveUsers.isNotEmpty) winnerId = _aliveUsers.first;
_finishGame(winnerId: winnerId);
return;
}
_currentQuestionIndex++;
final questionData = _questions[_currentQuestionIndex];
final stateData = {
'type': 'GAME_STATE_UPDATE',
'status': 'QUESTION',
'data': questionData
};
_resetLocalState();
_broadcastState(stateData);
}
void _finishGame({String? winnerId}) {
final endData = {
'type': 'GAME_OVER',
'winnerId': winnerId ?? 'NONE',
'winnerName': _findUserName(winnerId)
};
_broadcastState(endData);
}
void _broadcastState(Map<String, dynamic> data) {
_lastState = data;
_gameStateController.add(data);
if (NetworkManager().role == NetworkRole.host) {
NetworkManager().sendMessage(data);
}
}
void _resetLocalState() {
_answeredUsers.clear();
_mySelectedAnswer = null;
_isLockedIn = false;
_lockInTimer?.cancel();
}
String _findUserName(String? id) {
if (id == null) return '없음';
if (id == NetworkManager().me.id) return NetworkManager().me.nickname;
return NetworkManager().guestList.firstWhere((u) => u.id == id, orElse: () => UserInfo(id: '', nickname: 'Unknown')).nickname;
}
// ------------------------------------------------------------------------
// [UI] Unified View
// ------------------------------------------------------------------------
@override
Widget buildHostView(BuildContext context) => _buildGameScreen(context, isHost: true);
@override
Widget buildGuestView(BuildContext context) => _buildGameScreen(context, isHost: false);
Widget _buildGameScreen(BuildContext context, {required bool isHost}) {
return Scaffold(
appBar: AppBar(
title: const Text("OX 서바이벌"),
automaticallyImplyLeading: false,
actions: [
if (isHost) IconButton(icon: const Icon(Icons.power_settings_new), onPressed: () => _confirmExit(context))
],
),
body: StreamBuilder<Map<String, dynamic>>(
stream: gameStateStream,
initialData: _lastState,
builder: (context, snapshot) {
if (!snapshot.hasData) return _buildWaitingScreen("로딩 중...");
final data = snapshot.data!;
if (data['type'] == 'GAME_COUNTDOWN') {
int count = data['count'] ?? 3;
return Center(child: Text("$count", style: const TextStyle(fontSize: 120, fontWeight: FontWeight.bold, color: Colors.blueAccent)));
}
if (data['type'] == 'GAME_EXIT') {
WidgetsBinding.instance.addPostFrameCallback((_) { if(context.mounted) Navigator.pop(context); });
return const Center(child: Text("종료 중..."));
}
if (data['type'] == 'GAME_OVER') {
return _buildResultScreen(context, data['winnerName']);
}
// [NEW] 중간 결과 화면
if (data['status'] == 'RESULT') {
return _buildRoundResultScreen(data);
}
// 문제 풀이 화면
if (data['status'] == 'QUESTION' || _currentQuestionIndex >= 0) {
Map<String, dynamic> qData = data['data'] ?? _questions[_currentQuestionIndex];
int answered = data['answeredCount'] ?? _answeredUsers.length;
// 총인원 계산 (생존자 기준이 아님, 이번 라운드 참여자 기준이어야 함. 여기선 간단히 전체 인원 사용)
int total = NetworkManager().guestList.length + 1;
return _buildPlayArea(context, qData, answered, total);
}
return _buildWaitingScreen("대기 중...");
},
),
);
}
// [NEW] 중간 결과 화면 위젯
Widget _buildRoundResultScreen(Map<String, dynamic> data) {
final String correctAnswer = data['correctAnswer'];
final List<dynamic> survivors = data['survivors'] ?? [];
final bool amISurvived = survivors.contains(NetworkManager().me.id);
return Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
const Text("정답은?", style: TextStyle(fontSize: 24, color: Colors.grey)),
const SizedBox(height: 20),
// 정답 표시
Container(
width: 150, height: 150,
decoration: BoxDecoration(
color: correctAnswer == "O" ? Colors.blue : Colors.red,
shape: BoxShape.circle,
),
child: Center(child: Text(correctAnswer, style: const TextStyle(fontSize: 80, color: Colors.white, fontWeight: FontWeight.bold))),
),
const SizedBox(height: 40),
// 생존 여부 메시지
if (_myStatus == PlayerStatus.dead)
const Text("이미 탈락하셨습니다. 👻", style: TextStyle(fontSize: 20, color: Colors.grey))
else if (amISurvived)
const Text("생존! 다음 라운드 진출! 🎉", style: TextStyle(fontSize: 22, fontWeight: FontWeight.bold, color: Colors.green))
else
const Text("탈락했습니다... 😭", style: TextStyle(fontSize: 22, fontWeight: FontWeight.bold, color: Colors.red)),
const SizedBox(height: 20),
Text("잠시 후 다음 문제가 시작됩니다.", style: TextStyle(color: Colors.grey[600])),
],
),
);
}
Widget _buildPlayArea(BuildContext context, Map<String, dynamic> qData, int answered, int total) {
if (_myStatus == PlayerStatus.dead) {
return Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
const Icon(Icons.sentiment_dissatisfied, size: 80, color: Colors.grey),
const SizedBox(height: 20),
const Text("탈락했습니다 👻", style: TextStyle(fontSize: 24, fontWeight: FontWeight.bold)),
const SizedBox(height: 20),
Text("관전 중... ($answered명 제출)", style: const TextStyle(fontSize: 18, color: Colors.grey)),
const SizedBox(height: 40),
Text("문제: ${qData['q']}", style: const TextStyle(color: Colors.grey)),
],
),
);
}
return Column(
children: [
// 상단 현황판
_PlayerStatusGrid(aliveUsers: _aliveUsers, answeredUsers: _answeredUsers),
const Divider(),
Expanded(
flex: 4,
child: Center(
child: Padding(
padding: const EdgeInsets.all(24.0),
child: Text(
qData['q'],
textAlign: TextAlign.center,
style: const TextStyle(fontSize: 32, fontWeight: FontWeight.bold, height: 1.3),
),
),
),
),
Expanded(
flex: 3,
child: _isLockedIn
? _buildLockedUI()
: Row(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: [
_AnswerBtn(text: "O", color: Colors.blue, isSelected: _mySelectedAnswer == "O", onTap: () => _selectAnswer("O")),
_AnswerBtn(text: "X", color: Colors.red, isSelected: _mySelectedAnswer == "X", onTap: () => _selectAnswer("X")),
],
),
),
SizedBox(
height: 60,
child: Center(
child: _mySelectedAnswer != null && !_isLockedIn
? const Text("3초 후 확정됩니다! (변경 가능)", style: TextStyle(color: Colors.red, fontWeight: FontWeight.bold))
: const SizedBox(),
),
),
],
);
}
// ... (이하 _buildLockedUI, _selectAnswer 등 기존 함수들 유지) ...
Widget _buildLockedUI() {
return Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Icon(
_mySelectedAnswer == "O" ? Icons.circle_outlined : Icons.close,
size: 80,
color: _mySelectedAnswer == "O" ? Colors.blue : Colors.red,
),
const SizedBox(height: 20),
const Text("제출 완료! 결과를 기다리는 중...", style: TextStyle(fontSize: 20, color: Colors.grey)),
],
),
);
}
void _selectAnswer(String answer) {
_lockInTimer?.cancel();
_mySelectedAnswer = answer;
SoundManager().playSfx(SoundKey.click);
_updateLocalState({'type': 'UI_REFRESH'});
_lockInTimer = Timer(const Duration(seconds: 3), () {
_submitFinalAnswer();
});
}
void _submitFinalAnswer() {
if (_mySelectedAnswer == null) return;
_isLockedIn = true;
_updateLocalState({'type': 'UI_REFRESH'});
final payload = {
'type': 'ANSWER_SUBMIT',
'answer': _mySelectedAnswer,
'userId': NetworkManager().me.id,
};
if (NetworkManager().role == NetworkRole.host) {
onMessageReceived("", payload);
} else {
NetworkManager().sendMessage(payload);
}
}
void _updateLocalState(Map<String, dynamic> data) {
_gameStateController.add(data);
}
Widget _buildResultScreen(BuildContext context, String winnerName) {
bool amIWinner = _myStatus == PlayerStatus.winner;
return Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Icon(amIWinner ? Icons.emoji_events : Icons.thumb_down, size: 100, color: amIWinner ? Colors.amber : Colors.grey),
const SizedBox(height: 20),
Text(amIWinner ? "우승!" : "게임 종료", style: const TextStyle(fontSize: 30, fontWeight: FontWeight.bold)),
const SizedBox(height: 10),
Text("최종 우승자: $winnerName", style: const TextStyle(fontSize: 20)),
const SizedBox(height: 50),
ElevatedButton(onPressed: () { onDispose(); Navigator.pop(context); }, child: const Text("나가기")),
],
),
);
}
Widget _buildWaitingScreen(String msg) => Center(child: Column(mainAxisAlignment: MainAxisAlignment.center, children: [const CircularProgressIndicator(), SizedBox(height: 20), Text(msg)]));
void _confirmExit(BuildContext context) {
showDialog(context: context, builder: (ctx) => AlertDialog(
title: const Text("게임 종료"), content: const Text("방을 폭파하시겠습니까?"),
actions: [
TextButton(onPressed: ()=>Navigator.pop(ctx), child: const Text("취소")),
TextButton(onPressed: () {
Navigator.pop(ctx);
NetworkManager().sendMessage({'type': 'GAME_EXIT'});
onDispose();
Navigator.pop(context);
}, child: const Text("종료", style: TextStyle(color: Colors.red))),
]
));
}
}
// ------------------------------------------------------------------------
// [Widget] 현황판 (기존 코드와 동일하지만 함께 제공)
// ------------------------------------------------------------------------
class _PlayerStatusGrid extends StatelessWidget {
final Set<String> aliveUsers;
final Set<String> answeredUsers;
const _PlayerStatusGrid({required this.aliveUsers, required this.answeredUsers});
@override
Widget build(BuildContext context) {
final allUsers = [NetworkManager().me, ...NetworkManager().guestList];
return Container(
height: 90,
width: double.infinity,
padding: const EdgeInsets.all(10),
color: Colors.grey[100],
child: ListView.builder(
scrollDirection: Axis.horizontal,
itemCount: allUsers.length,
itemBuilder: (context, index) {
final user = allUsers[index];
final isAlive = aliveUsers.contains(user.id);
final isSubmitted = answeredUsers.contains(user.id);
final isMe = user.id == NetworkManager().me.id;
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 8.0),
child: Column(
children: [
Stack(
children: [
Container(
width: 50, height: 50,
decoration: BoxDecoration(
shape: BoxShape.circle,
color: isAlive ? Color(user.colorValue) : Colors.grey,
border: isSubmitted ? Border.all(color: Colors.green, width: 3) : null,
),
child: Center(
child: isAlive
? Text(user.nickname[0], style: const TextStyle(color: Colors.white, fontWeight: FontWeight.bold))
: const Icon(Icons.close, color: Colors.white),
),
),
if (isMe) Positioned(top:0, right:0, child: Container(width: 10, height: 10, decoration: const BoxDecoration(color: Colors.red, shape: BoxShape.circle))),
],
),
const SizedBox(height: 4),
Text(user.nickname, style: TextStyle(fontSize: 10, color: isAlive ? Colors.black : Colors.grey)),
],
),
);
},
),
);
}
}
class _AnswerBtn extends StatelessWidget {
final String text;
final Color color;
final bool isSelected;
final VoidCallback onTap;
const _AnswerBtn({required this.text, required this.color, required this.isSelected, required this.onTap});
@override
Widget build(BuildContext context) {
return GestureDetector(
onTap: onTap,
child: AnimatedContainer(
duration: const Duration(milliseconds: 200),
width: isSelected ? 140 : 120,
height: isSelected ? 140 : 120,
decoration: BoxDecoration(
color: color.withOpacity(isSelected ? 1.0 : 0.6),
shape: BoxShape.circle,
border: isSelected ? Border.all(color: Colors.white, width: 5) : null,
boxShadow: [BoxShadow(color: color.withOpacity(0.4), blurRadius: 10, offset: const Offset(0, 6))]
),
child: Center(child: Text(text, style: const TextStyle(fontSize: 60, color: Colors.white, fontWeight: FontWeight.bold))),
),
);
}
}