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- import 'dart:async';
- import 'dart:math';
- import 'dart:ui' as ui;
- import 'package:flutter/material.dart';
- import 'package:image_puzzle/audio/audio_controller.dart';
- import 'package:image_puzzle/config/device.dart';
- import 'package:image_puzzle/homepage/home_board.dart';
- import 'package:image_puzzle/models/cached_request.dart';
- import 'package:image_puzzle/models/data.dart';
- import 'package:image_puzzle/models/items.dart';
- import 'package:image_puzzle/play/confetti_layer.dart';
- import 'package:image_puzzle/skin/skin.dart';
- import 'package:logging/logging.dart';
- import 'package:provider/provider.dart';
- final Logger _log = Logger('home_board_play');
- // ignore: must_be_immutable
- class HomeBoardPlay extends StatefulWidget {
- final double canvasWidth;
- final double canvasHeight;
- final GlobalKey collectionKey; // !!! 改造点 2: 接收 Collection Key
- VoidCallback? onCollectionDone; // 新增一个合集完成的回调,外部home_screen可能会关心,当合集解锁动画完成,home_screen的左上角合集icon需要放大再复原
- // todo ... 可能需要传递外部home_screen 的左上角leading IconButton 空间的global key或者位置信息过来,方便执行unlock动画定位
- HomeBoardPlay({super.key, required this.canvasWidth, required this.canvasHeight, required this.collectionKey, this.onCollectionDone});
- @override
- State<HomeBoardPlay> createState() => HomeBoardPlayState();
- }
- class HomeBoardPlayState extends State<HomeBoardPlay> with TickerProviderStateMixin {
- late HomeBoard board;
- late AudioController audio;
- late Data data;
- List<ListItem>? collection;
- late CachedRequest collectionCachedRequest;
- late StreamSubscription? collectionSubscription;
- late ConfettiLayer confettiLayer;
- // 翻牌动画,完成一个关卡后翻开一个卡片
- late AnimationController _flipController;
- late Animation<double> _flipAnimation;
- // todo... 合集解锁动画,完成整个合集之后执行, 效果是整个图片缩小并位移到左上角的colleciton iconbutton, 形成合集“收纳”的效果
- late AnimationController _unlockController; // 解锁动画控制器
- late Animation<double> _unlockAnimation; // 0.0 -> 1.0
- // 当前合集是否已经完成(一个合集需要完成5x5即25个关卡才能解锁)
- // bool get _isCollectionDone => data.currentLevel != 0 && data.currentCollectionIndex * 25 == data.currentLevel;
- bool get _isCollectionDone => true; // for test
- OverlayEntry? _overlayEntry; // 新增:用于管理全屏动画层
- @override
- void initState() {
- super.initState();
- Device device = context.read<Device>();
- board = HomeBoard(canvasWidth: widget.canvasWidth, canvasHeight: widget.canvasHeight, device: device);
- board.isReadyNotifier.addListener(_onBoardReady);
- confettiLayer = ConfettiLayer(this);
- Future.delayed(Duration.zero, () {
- if (mounted) {
- confettiLayer.setup(context);
- }
- });
- audio = context.read<AudioController>();
- data = context.read<Data>();
- collectionCachedRequest = data.collection;
- // 主动获取缓存数据(关键)
- final collectionCachedData = collectionCachedRequest.cachedData;
- if (collectionCachedData != null) {
- _onCollectionDataUpdate(collectionCachedData);
- }
- collectionSubscription = collectionCachedRequest.stream.listen(_onCollectionDataUpdate, onError: _onCollectionDataError);
- // 初始化翻牌动画控制器
- _flipController = AnimationController(
- duration: const Duration(milliseconds: 1000), // 动画时长
- vsync: this, // HomeBoardState 必须实现 TickerProviderStateMixin
- );
- // 创建一个 0.0 到 1.0 的动画,用于控制翻转角度
- _flipAnimation = Tween<double>(begin: 0, end: 1).animate(CurvedAnimation(parent: _flipController, curve: Curves.easeOut))
- ..addStatusListener((status) {
- if (status == AnimationStatus.completed) {
- // 检查整个合集是否全部完成
- _checkCollectionDone();
- }
- });
- // 初始化解锁动画控制器
- _unlockController = AnimationController(
- duration: const Duration(milliseconds: 1000), // 动画时长
- vsync: this,
- );
- _unlockAnimation = Tween<double>(begin: 0, end: 1).animate(CurvedAnimation(parent: _unlockController, curve: Curves.easeInBack))
- ..addStatusListener((status) {
- if (status == AnimationStatus.completed) {
- // 动画结束后,通知外部(HomeScreen)
- widget.onCollectionDone?.call();
- // 可选:将状态最终置回 playing,准备加载下一个合集
- // setState(() {
- // _status = HomeBoardStatus.playing;
- // });
- }
- });
- }
- _onCollectionDataUpdate(data) async {
- _log.info('_onCollectionDataUpdate.... ');
- if (data != null) {
- collection = data as List<ListItem>;
- if (collection != null && collection!.isNotEmpty) {
- board.currentCollectionItem = currentCollectionItem;
- }
- setState(() {});
- }
- }
- _onCollectionDataError(error) {
- _log.info('_onCollectionDataError.... $error');
- if (collection == null || collection!.isEmpty || collection!.length <= 2) {
- // 列表数据如果少于20,说明只是内置图,仍然刷新远程请求
- _log.warning("_onCollectionDataError, retry again");
- Future.delayed(Duration(seconds: 3), () => refresh());
- }
- }
- Future<void> refresh() async {
- _log.info('refresh...');
- await collectionCachedRequest.refresh();
- }
- _onBoardReady() {
- if (board.isReadyNotifier.value == true) {
- setState(() {
- board.status = HomeBoardStatus.playing;
- });
- }
- }
- ListItem? get currentCollectionItem {
- if (collection != null && collection!.isNotEmpty) {
- return collection![data.currentCollectionIndex];
- }
- return null;
- }
- @override
- void dispose() {
- board.isReadyNotifier.removeListener(_onBoardReady);
- confettiLayer.dispose();
- _flipController.dispose();
- _unlockController.dispose();
- collectionSubscription?.cancel();
- super.dispose();
- }
- // 翻牌动画结束后,检查整个合集是否全部完成,如果全部完成,需要展示一系列的动画
- void _checkCollectionDone() async {
- if (_isCollectionDone) {
- // 将状态置为done,canvas绘制一整张图,不再是单个卡片
- setState(() {
- board.status = HomeBoardStatus.done;
- board.invalidate();
- });
- // 展示撒花动画
- audio.playSfx(SfxType.success);
- confettiLayer.play();
- await Future.delayed(Duration(milliseconds: 200)); // confetti动画结束
- // todo... 开始位移+缩放动画,将整个合集图片
- _startUnlockAnimation();
- }
- }
- // !!! 改造点 5: 实现解锁动画启动方法
- void _startUnlockAnimation() {
- // 检查 Key 是否关联到 RenderBox
- final RenderBox? targetRenderBox = widget.collectionKey.currentContext?.findRenderObject() as RenderBox?;
- if (targetRenderBox == null || !mounted) return;
- // 获取目标图标的中心点(屏幕全局坐标)
- final targetPosition = targetRenderBox.localToGlobal(targetRenderBox.size.center(Offset.zero));
- // 获取画布的中心点(屏幕全局坐标)
- final RenderBox? canvasRenderBox = context.findRenderObject() as RenderBox?;
- if (canvasRenderBox == null) return;
- final canvasCenter = canvasRenderBox.localToGlobal(canvasRenderBox.size.center(Offset.zero));
- // 计算位移量
- // dx: 目标中心X - 画布中心X
- // dy: 目标中心Y - 画布中心Y
- final Offset delta = targetPosition - canvasCenter;
- // 存储计算出的动画目标数据,供 CustomPainter 使用
- board.setUnlockAnimationTarget(
- targetOffset: delta,
- // 目标缩放比例
- // targetScale: targetRenderBox.size.width / widget.canvasWidth,
- targetScale: 0,
- );
- // 启动动画
- setState(() {
- board.status = HomeBoardStatus.unlocking; // 切换到 unlocking 状态
- });
- _unlockController.forward(from: 0.0);
- }
- // 对外暴露的触发动画方法 (供 HomeScreen 调用)
- void startFlipAnimation() {
- _flipController.forward(from: 0.0);
- audio.playSfx(SfxType.flip);
- }
- @override
- Widget build(BuildContext context) {
- return CustomPaint(
- size: Size(widget.canvasWidth, widget.canvasHeight), // 固定画布尺寸
- painter: CanvasPainter(board: board, level: data.currentLevel, flipAnimation: _flipAnimation, unlockAnimation: _unlockAnimation),
- child: board.status == HomeBoardStatus.loading
- ? Center(child: CircularProgressIndicator(valueColor: AlwaysStoppedAnimation<Color>(SkinHelper.slotBorderColor)))
- : Container(), // 加载完成后不显示child
- );
- }
- }
- // 自定义画笔实现(实际绘制逻辑在这里)
- class CanvasPainter extends CustomPainter {
- final HomeBoard board;
- final int level;
- final Animation<double> flipAnimation; // 0.0 -> 1.0
- final Animation<double> unlockAnimation;
- CanvasPainter({required this.board, required this.level, required this.flipAnimation, required this.unlockAnimation})
- : super(repaint: Listenable.merge([board.boardNotifier, flipAnimation, unlockAnimation])); // 触发重绘;
- @override
- void paint(Canvas canvas, Size size) {
- if (board.status == HomeBoardStatus.playing) {
- _paintPlaying(canvas, size);
- } else if (board.status == HomeBoardStatus.done) {
- _paintSuccess(canvas, size);
- } else if (board.status == HomeBoardStatus.unlocking) {
- // !!! 改造点 2: 处理 unlocking 状态
- _paintUnlocking(canvas, size);
- }
- }
- void _paintUnlocking(Canvas canvas, Size size) {
- // 1. 获取动画进度 (0.0 -> 1.0)
- final progress = unlockAnimation.value;
- // 3. 计算当前的位移和缩放
- // 缩放:从 1.0 缩小到 targetScale
- final startScale = 1.0;
- final endScale = board.unlockTargetScale;
- final currentScale = ui.lerpDouble(startScale, endScale, progress)!;
- // 位移:从 (0, 0) 平移到 targetOffset
- final startOffset = Offset.zero;
- final endOffset = board.unlockTargetOffset;
- final currentOffset = Offset(ui.lerpDouble(startOffset.dx, endOffset.dx, progress)!, ui.lerpDouble(startOffset.dy, endOffset.dy, progress)!);
- // 4. 应用 Canvas 变换
- canvas.save();
- // 位移:移动 Canvas 原点到新的位置
- canvas.translate(currentOffset.dx, currentOffset.dy);
- // 缩放:以 Canvas 中心为缩放原点进行缩放
- final centerX = size.width / 2;
- final centerY = size.height / 2;
- // 缩放操作
- canvas.translate(centerX, centerY);
- canvas.scale(currentScale);
- canvas.translate(-centerX, -centerY);
- // 5. 绘制完整的合集图片 (与 _paintSuccess 逻辑相同)
- final cornerRadius = 4.0;
- final rect = Rect.fromLTWH(0, 0, size.width, size.height);
- // final rrect = RRect.fromRectAndRadius(rect, Radius.circular(cornerRadius));
- final outerRRect = RRect.fromRectAndRadius(rect.deflate(0.5), Radius.circular(cornerRadius));
- final innerRRect = RRect.fromRectAndRadius(rect.deflate(1.5), Radius.circular(cornerRadius));
- final sourceRect = Rect.fromLTWH(0, 0, board.image!.width.toDouble(), board.image!.height.toDouble());
- // 裁剪并绘制图片
- // canvas.clipRRect(rrect); // 动画就不用clipRRect了
- canvas.drawImageRect(board.image!, sourceRect, rect, Paint()..isAntiAlias = true);
- // 绘制边框
- // canvas.drawRRect(outerRRect, outerBorderPaint);
- // canvas.drawRRect(innerRRect, innerBorderPaint);
- canvas.restore();
- }
- _paintSuccess(Canvas canvas, Size size) {
- _log.info('_paintSuccess');
- final cornerRadius = 4.0;
- final rect = Rect.fromLTWH(0, 0, size.width, size.height);
- final rrect = RRect.fromRectAndRadius(rect, Radius.circular(cornerRadius));
- final outerRRect = RRect.fromRectAndRadius(rect.deflate(0.5), Radius.circular(cornerRadius));
- final innerRRect = RRect.fromRectAndRadius(rect.deflate(1.5), Radius.circular(cornerRadius));
- final sourceRect = Rect.fromLTWH(0, 0, board.image!.width.toDouble(), board.image!.height.toDouble());
- canvas.save();
- canvas.clipRRect(rrect);
- canvas.drawImageRect(board.image!, sourceRect, rect, Paint()..isAntiAlias = true);
- canvas.restore();
- // 绘制边框
- canvas.drawRRect(outerRRect, outerBorderPaint);
- canvas.drawRRect(innerRRect, innerBorderPaint);
- }
- _paintPlaying(Canvas canvas, Size size) {
- _log.info('_paintPlaying');
- for (var i = 0; i < board.rows; i++) {
- for (var j = 0; j < board.cols; j++) {
- // 玩过的关卡翻正面显示, 否则显示卡片背面
- // final int curIndex = i * rows + j;
- // bool flipped = level % (rows * cols) > curIndex;
- // for test:
- bool flipped = (i == 4 && j == 4) ? false : true;
- _drawPiece(canvas, size, i, j, flipped);
- }
- }
- }
- final Paint outerBorderPaint = Paint()
- ..color = SkinHelper.outLineBorderColor
- ..style = PaintingStyle.stroke
- ..strokeWidth = 1.0
- ..isAntiAlias = true;
- // 边框画笔
- final Paint innerBorderPaint = Paint()
- ..color = SkinHelper.innerLineBorderColor
- ..style = PaintingStyle.stroke
- ..strokeWidth = 1.0
- ..isAntiAlias = true;
- void _drawPiece(Canvas canvas, Size size, int row, int col, bool flipped) {
- final cornerRadius = 4.0;
- final w = size.width / board.cols;
- final h = size.height / board.rows;
- final pieceWidth = board.image!.width / board.cols;
- final pieceHeight = board.image!.height / board.rows;
- final left = col * w;
- final top = row * h;
- final right = left + w;
- final bottom = top + h;
- // 为了避免描边溢出到相邻槽位,将矩形向内收缩 halfStroke
- final rect = Rect.fromLTRB(left, top, right, bottom);
- final rrect = RRect.fromRectAndRadius(rect, Radius.circular(cornerRadius));
- final outerRRect = RRect.fromRectAndRadius(rect.deflate(0.5), Radius.circular(cornerRadius));
- final innerRRect = RRect.fromRectAndRadius(rect.deflate(1.5), Radius.circular(cornerRadius));
- final cardSourceRect = Rect.fromLTWH(0, 0, board.cardImage.width.toDouble(), board.cardImage.height.toDouble());
- final imageSourceRect = Rect.fromLTWH(pieceWidth * col, pieceHeight * row, pieceWidth, pieceHeight);
- // 0-based index
- final int curCollectionIndex = (level / (board.rows * board.cols)).floor();
- final curIndex = curCollectionIndex * board.rows * board.cols + row * board.rows + col;
- // 1. 计算当前的翻转状态
- double flipProgress = 0.0;
- // if (flipAnimation.isAnimating && curIndex == level - 1) {
- // for test,只为方便查看动画效果,真正的代码是上面注释掉的
- if (flipAnimation.isAnimating && curIndex == 24) {
- flipProgress = flipAnimation.value; // 0.0 -> 1.0
- flipped = (flipProgress > 0.5);
- }
- // _log.info('level=$level, row=$row, col=$col, flippingIndex=$flippingIndex, flipProgress=$flipProgress, currentPieceFlipped=$currentPieceFlipped');
- canvas.save();
- // 2. 居中变换原点到拼图块中心
- final centerX = left + w / 2;
- final centerY = top + h / 2;
- canvas.translate(centerX, centerY);
- // 3. 应用 3D 旋转 (围绕 Y 轴)
- if (flipProgress > 0.0) {
- // 旋转角度从 0 到 pi (180度)
- double angle = flipProgress * pi;
- // 引入透视投影(z轴缩放),让翻转效果更立体
- const double perspective = 0.0015;
- // 3D 变换矩阵
- Matrix4 transform;
- if (flipProgress <= 0.5) {
- transform = Matrix4.identity()
- ..setEntry(3, 2, perspective) // 3D 效果
- ..rotateY(angle);
- } else {
- transform = Matrix4.identity()
- ..setEntry(3, 2, perspective) // 3D 效果
- ..rotateY(angle)
- ..scale(-1.0, 1.0, 1.0); // 3. X轴缩放-1:抵消旋转带来的左右镜像
- }
- canvas.transform(transform.storage);
- }
- // 4. 移回原点
- canvas.translate(-centerX, -centerY);
- // ... 现有裁剪逻辑 ...
- canvas.clipRRect(rrect);
- if (flipped) {
- // 绘制正面
- canvas.drawImageRect(board.image!, imageSourceRect, rect, Paint()..isAntiAlias = true);
- } else {
- // 绘制背面
- // 必须反转图片源矩形,以修正翻转180度后图像的镜像问题
- final sourceRect = flipProgress > 0.5
- ? imageSourceRect // 翻转后使用正面图像
- : cardSourceRect; // 翻转前使用背面卡片
- final targetImage = flipProgress > 0.5 ? board.image! : board.cardImage;
- canvas.drawImageRect(targetImage, sourceRect, rect, Paint()..isAntiAlias = true);
- if (flipProgress <= 0.5) {
- // todo... 绘制关卡数字, 在卡片中间位置把curIndex绘制上去, 颜色白色
- // 1. 配置文字样式:白色、加粗、动态字体大小(适配卡片尺寸)
- final textStyle = TextStyle(
- color: Colors.white,
- fontFamily: 'Roboto',
- fontSize: h * 0.25, // 字体大小为卡片高度的40%,适配不同尺寸
- fontWeight: FontWeight.bold,
- shadows: [
- // 增加黑色阴影,让白色文字在卡片背景上更清晰(可选但推荐)
- Shadow(offset: const Offset(1, 1), blurRadius: 2, color: Colors.black38),
- ],
- );
- // 2. 初始化文字绘制器
- final textSpan = TextSpan(text: (curIndex + 1).toString(), style: textStyle);
- final textPainter = TextPainter(
- text: textSpan,
- textDirection: TextDirection.ltr,
- textAlign: TextAlign.center, // 文字水平居中
- );
- // 3. 计算文字尺寸(必须调用layout())
- textPainter.layout(
- minWidth: 0,
- maxWidth: w, // 文字最大宽度不超过卡片宽度
- );
- // 4. 计算文字居中偏移量
- final textOffset = Offset(
- left + (w - textPainter.width) / 2, // 水平居中
- top + (h - textPainter.height) / 2, // 垂直居中
- );
- // 5. 绘制文字
- textPainter.paint(canvas, textOffset);
- }
- }
- canvas.restore(); // 恢复 Canvas 状态 (移除裁剪和 transform)
- // --- 绘制边框 ---
- // 为了确保边框线宽向外延伸的部分不会被裁剪,我们需要在裁剪区域被移除后重新绘制。
- canvas.save();
- canvas.drawRRect(outerRRect, outerBorderPaint);
- canvas.drawRRect(innerRRect, innerBorderPaint);
- canvas.restore();
- }
- @override
- bool shouldRepaint(covariant CanvasPainter oldDelegate) {
- return oldDelegate.level != level || oldDelegate.flipAnimation != flipAnimation || oldDelegate.board != board;
- }
- }
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