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- import 'dart:async';
- import 'dart:io';
- import 'dart:math';
- import 'dart:ui' as ui;
- import 'package:flutter/material.dart';
- import 'package:flutter/services.dart';
- import 'package:fluttertoast/fluttertoast.dart';
- import 'package:logging/logging.dart';
- import 'package:provider/provider.dart';
- import 'package:puzzleweave/audio/jc_audio_controller.dart';
- import 'package:puzzleweave/config/device.dart';
- import 'package:puzzleweave/l10n/app_localizations.dart';
- import 'package:puzzleweave/models/data.dart';
- import 'package:puzzleweave/models/download.dart';
- import 'package:puzzleweave/models/items.dart';
- import 'package:puzzleweave/play/board.dart';
- import 'package:puzzleweave/play/board_painter.dart';
- import 'package:puzzleweave/play/confetti_layer.dart';
- import 'package:puzzleweave/play/overlayer.dart';
- import 'package:puzzleweave/play/piece.dart';
- import 'package:puzzleweave/rating/rating_helper.dart';
- import 'package:puzzleweave/rating/rating_utils.dart';
- import 'package:puzzleweave/settings/settings_controller.dart';
- import 'package:puzzleweave/settings/settings_dialog.dart';
- import 'package:puzzleweave/skin/skin.dart';
- import 'package:puzzleweave/utils/mybutton.dart';
- import 'package:puzzleweave/utils/utils.dart';
- import 'package:vector_math/vector_math.dart' as vmath;
- import 'package:vibration/vibration.dart';
- import '../ads/ads_state.dart';
- final Logger _log = Logger('board_play.dart');
- // 移动类型 (不再需要,但保留枚举以防止其他文件引用报错)
- enum MoveType {
- group, // 整个群组一起移动
- single, // 单个碎片移动
- }
- // 操作类型
- enum Action {
- revert, // 回归
- swap, // 交换
- }
- class BoardPlay extends StatefulWidget {
- final ListItem item;
- final bool firstRun;
- const BoardPlay({super.key, required this.item, this.firstRun = false});
- @override
- State<StatefulWidget> createState() {
- return _BoardPlayState();
- }
- static PageRouteBuilder buildRoute(ListItem item, {bool firstRun = false}) {
- return PageRouteBuilder(
- pageBuilder: (context, animation, secondaryAnimation) {
- return BoardPlay(item: item, firstRun: firstRun);
- },
- transitionsBuilder: (context, animation, secondaryAnimation, child) {
- return FadeTransition(opacity: animation, child: child);
- // return SlideTransition(
- // position: Tween(begin: const Offset(1, 0), end: Offset.zero).animate(animation),
- // child: child,
- // );
- },
- );
- }
- }
- class _BoardPlayState extends AdsState<BoardPlay> with TickerProviderStateMixin {
- final GlobalKey boardKey = GlobalKey();
- Board? board;
- bool _isLoading = true;
- int progress = 0;
- bool isDownloadSlow = false;
- late Timer timer;
- late ItemLoader itemLoader;
- // late AudioController audio;
- late JcAudioController audio;
- late Data data;
- late SettingsController settings;
- late ConfettiLayer confettiLayer;
- ui.Image? _fingerImage; // 手指形状图片,用于制作引导动画
- int _hintCount = 0; // 已经展示的手势指引次数
- OverLayer? _overLayer; // 用于展示手势指引的layer层,采用OverlayEntry方案,置于顶层
- Timer? _hintTimer;
- int? _lastInteractionTick;
- // final int maxHints = 3;
- final int maxHints = 99; // 无限提示
- Piece? _draggingPiece;
- // 记录所有动画中的移动项 (位移/交换/归位)
- List<MoveItem>? moveItems;
- // 动画控制器
- late AnimationController _moveAnimationController; // 移动动画(位移)
- late AnimationController _mergeAnimationController; // merge动画(scale)
- // merge 动画的缩放值
- late Animation<double> _mergeScaleAnimation;
- List<PieceGroup>? _mergeGroups; // 记录当前merge的group
- late AnimationController _prepareAnimationController; // 预备动画, Opacity透明动画展示核心绘制区
- late AnimationController dealingAnimationController; // 发牌动画
- late AnimationController flipAnimationController; // 翻牌动画
- // 发牌动画相关
- late Animation<double> _dealingAnimation;
- // 发牌动画参数
- // 发牌间隔(ms)
- int get _dealingPieceInterval {
- if (board!.rows <= 3) return 120;
- if (board!.rows == 4) return 100;
- if (board!.rows == 5) return 80;
- if (board!.rows == 6) return 60;
- return 50;
- }
- // 每个卡片移动时间(ms)
- int get _dealingPieceDuration {
- if (board!.rows <= 3) return 500;
- if (board!.rows == 4) return 400;
- if (board!.rows == 5) return 300;
- if (board!.rows == 6) return 200;
- return 100;
- }
- // 发牌动画总时长
- int get _totalDealingDuration => (board!.pieces.length - 1) * _dealingPieceInterval + _dealingPieceDuration; // 发牌动画总时长(ms)
- Timer? _dealingPeriodicTimer;
- int _dealingCount = 0; // 计数:记录执行次数
- // 成功动画控制器
- late AnimationController _successAnimationController;
- late Animation<double> _offsetAnimation; // 用于控制核心绘制区上移
- late Animation<double> _bottomSlideAnimation; // 用于控制next按钮从屏幕下方移动上来
- late Animation<double> _topSlideAnimation; // 用于控制通关banner从屏幕上方移动上来
- // Hard Mode Banner 动画控制器
- late AnimationController _hardModeBannerController;
- // 缩放动画
- late Animation<double> _bannerScaleAnimation;
- // 透明度动画
- late Animation<double> _bannerFadeAnimation;
- // 是否显示 Hard Mode Banner 的标志
- bool _showHardModeBanner = false;
- @override
- initState() {
- super.initState();
- itemLoader = ItemLoader.load(widget.item);
- _onProgressUpdate();
- itemLoader.progress.addListener(_onProgressUpdate);
- timer = Timer(const Duration(seconds: 5), () {
- if (mounted && progress < 50) {
- if (progress <= 1) {
- //啥都没下载到, 直接弹toast然后退出
- Fluttertoast.showToast(
- msg: AppLocalizations.of(context)!.networkNotGood,
- toastLength: Toast.LENGTH_SHORT,
- gravity: ToastGravity.CENTER,
- timeInSecForIosWeb: 1,
- backgroundColor: SkinHelper.slotBorderColor,
- textColor: Colors.white,
- fontSize: 16.0,
- );
- Navigator.pop(context);
- } else {
- // 有下载只是慢
- setState(() {
- isDownloadSlow = true;
- });
- }
- }
- });
- Device device = context.read<Device>();
- // audio = context.read<AudioController>();
- audio = context.read<JcAudioController>();
- data = context.read<Data>();
- settings = context.read<SettingsController>();
- confettiLayer = ConfettiLayer(this);
- Future.delayed(Duration.zero, () {
- if (mounted) {
- confettiLayer.setup(context);
- }
- });
- // 初始化移动动画,在dragging结束松手后的swap或evert操作都需要用到移动
- _moveAnimationController = AnimationController(vsync: this, duration: const Duration(milliseconds: 200));
- _moveAnimationController.addListener(_moveAnimationListener);
- _moveAnimationController.addStatusListener(_moveAnimationStatusListener);
- // 初始化 Merge 动画
- _mergeAnimationController = AnimationController(vsync: this, duration: const Duration(milliseconds: 300)); // 0.4s for scale up/down
- _mergeAnimationController.addListener(_mergeAnimationListener);
- _mergeAnimationController.addStatusListener(_mergeAnimationStatusListener);
- // 缩放值从 1.0 -> 1.1 -> 1.0 (使用 TweenSequence 实现放大再缩小)
- _mergeScaleAnimation =
- TweenSequence<double>([
- TweenSequenceItem(tween: Tween<double>(begin: 1.0, end: 1.06), weight: 50),
- TweenSequenceItem(tween: Tween<double>(begin: 1.06, end: 1.0), weight: 50),
- ]).animate(
- // 应用曲线:用 CurvedAnimation 包装控制器
- CurvedAnimation(
- parent: _mergeAnimationController, // 动画控制器
- curve: Curves.easeInOut, // 曲线类型(先加速后减速)
- ),
- );
- _prepareAnimationController = AnimationController(vsync: this, duration: const Duration(milliseconds: 800));
- _prepareAnimationController.addListener(_prepareAnimationListener);
- _prepareAnimationController.addStatusListener(_prepareAnimationStatusListener);
- // 初始化发牌动画
- dealingAnimationController = AnimationController(vsync: this);
- _dealingAnimation = CurvedAnimation(parent: dealingAnimationController, curve: Curves.linear);
- dealingAnimationController.addListener(_dealingAnimationListener);
- dealingAnimationController.addStatusListener(_dealingAnimationStatusListener);
- // 初始化翻转动画
- flipAnimationController = AnimationController(vsync: this, duration: Duration(milliseconds: 500));
- flipAnimationController.addListener(_flipAnimationListener);
- flipAnimationController.addStatusListener(_flipAnimationStatusListener);
- // 初始化成功动画
- _successAnimationController = AnimationController(vsync: this, duration: Duration(milliseconds: 500));
- final deltaY = (device.targetRect.top - device.appBarHeight) / 3;
- _offsetAnimation = Tween<double>(begin: 0.0, end: -deltaY).animate(_successAnimationController);
- _bottomSlideAnimation =
- Tween<double>(
- begin: -500, // 初始在屏幕外
- end: device.screenSize.height - device.targetRect.bottom + deltaY - 60,
- ).animate(
- CurvedAnimation(
- parent: _successAnimationController,
- curve: Curves.easeOut, // 缓出曲线,滑入更自然
- ),
- );
- _topSlideAnimation =
- Tween<double>(
- begin: -200, // 初始在屏幕外
- end: device.targetRect.top - deltaY - 70,
- ).animate(
- CurvedAnimation(
- parent: _successAnimationController,
- curve: Curves.easeOut, // 缓出曲线,滑入更自然
- ),
- );
- _successAnimationController.addListener(_successAnimationListener);
- _successAnimationController.addStatusListener(_successAnimationStatusListener);
- // 初始化 Hard Mode Banner 动画
- _hardModeBannerController = AnimationController(vsync: this, duration: const Duration(milliseconds: 1500));
- // 缩放:0.0 -> 1.0 (前 40% 时间快速放大)
- _bannerScaleAnimation = Tween<double>(begin: 0.0, end: 1.0).animate(
- CurvedAnimation(
- parent: _hardModeBannerController,
- curve: const Interval(0.0, 0.4, curve: Curves.easeOut),
- ),
- );
- // 透明度:1.0 -> 0.0 (后 70% 时间逐渐淡出)
- _bannerFadeAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
- CurvedAnimation(
- parent: _hardModeBannerController,
- curve: const Interval(0.3, 1.0, curve: Curves.easeIn),
- ),
- );
- // 监听器用于触发重绘
- _hardModeBannerController.addListener(() {
- // if (mounted) setState(() {}); // 效率较低,改用AnimatedBuilder来实现局部重绘
- });
- // 动画完成时,设置标志为 false,完全隐藏
- _hardModeBannerController.addStatusListener((status) {
- if (status == AnimationStatus.completed) {
- if (mounted) setState(() => _showHardModeBanner = false);
- }
- });
- try {
- _init();
- } catch (error) {
- _log.info('board init error: $error');
- Fluttertoast.showToast(
- msg: AppLocalizations.of(context)!.networkNotGood,
- toastLength: Toast.LENGTH_SHORT,
- gravity: ToastGravity.CENTER,
- timeInSecForIosWeb: 1,
- backgroundColor: SkinHelper.slotBorderColor,
- textColor: Colors.white,
- fontSize: 16.0,
- );
- Navigator.pop(context);
- }
- }
- _onProgressUpdate() {
- // progress = (downloadItem.progress.value * 100).ceil();
- progress = (itemLoader.progress.value * 100).ceil();
- _log.info('onProgressUpdate: progress=$progress');
- setState(() {});
- }
- void _successAnimationListener() {
- final delta = _offsetAnimation.value;
- board!.finalRect = board!.targetRect.translate(0, delta);
- board!.invalidate();
- }
- void _successAnimationStatusListener(AnimationStatus status) async {
- if (status == AnimationStatus.completed) {
- // delay 一下,等待撒花基本消失
- Future.delayed(Duration(seconds: 1), () async {
- if (!mounted) return;
- // 关卡完成判断是否需要评分
- final bool shouldShowRateDialog = await RatingHelper.shouldShowRateDialog(data.currentLevel);
- if (shouldShowRateDialog) {
- if (mounted) {
- showRateDialog(context);
- }
- }
- });
- }
- }
- void _dealingAnimationListener() {
- if (board == null) return;
- // 当前动画已运行的时间(ms)
- final currentTime = _dealingAnimation.value * _totalDealingDuration;
- // 逐个更新卡片位置(最后一张不需要动)
- for (int i = 0; i < board!.pieces.length - 1; i++) {
- final piece = board!.pieces[i];
- final startTime = i * _dealingPieceInterval;
- final duration = _dealingPieceDuration;
- // 尚未到启动时间:保持在起点
- if (currentTime < startTime) {
- continue;
- }
- // 计算移动进度(0~1):已移动时间 / 总持续时间
- double progress = (currentTime - startTime) / duration;
- progress = progress.clamp(0.0, 1.0); // 限制进度不超过1(防止超调)
- // 计算当前位置(起点到终点的插值)
- final startTransform = board!.getBottomRightTransform();
- final endTransform = board!.getTransformByCoordinate(piece.curRow, piece.curCol);
- final tween = Matrix4Tween(begin: startTransform, end: endTransform);
- piece.transform = tween.lerp(progress);
- }
- board!.invalidate();
- }
- // 发牌动画状态监听器
- void _dealingAnimationStatusListener(AnimationStatus status) {
- if (status == AnimationStatus.completed) {
- board!.resetAllPieces();
- board!.shuffle(ShuffleStep.flipping);
- flipAnimationController.forward(from: 0.0);
- audio.playSfx(SfxType.flip);
- }
- }
- // 翻转动画监听器
- void _flipAnimationListener() {
- if (board == null) return;
- final flipValue = flipAnimationController.value;
- for (final piece in board!.pieces) {
- // 1. 计算翻转角度(0→π,180度翻转)
- final angle = flipValue * pi;
- // 2. 获取卡片的固定目标位置(基于curRow/curCol,不依赖动态transform)
- final targetTranslate = board!.getTransformByCoordinate(piece.curRow, piece.curCol);
- // 3. 执行翻转动画(传入固定目标位置)
- piece.updateFlipTransform(angle, targetTranslate);
- }
- board!.invalidate();
- }
- // 翻转动画状态监听器
- void _flipAnimationStatusListener(AnimationStatus status) {
- if (status == AnimationStatus.completed) {
- // 翻转完成,开始游戏
- board!.resetAllPieces();
- board!.rebuildAllGroups();
- // 检查是否初始化就已经merge的group
- final mergeGroups = board!.compareAllGroups();
- // 有新的区块合成,执行 merge 动画,稍稍放大然后再复原
- if (mergeGroups.isNotEmpty) {
- _log.info('Merge animation start for ${mergeGroups.length} groups.');
- // 启动 Merge 动画
- _mergeGroups = mergeGroups;
- _mergeAnimationController.forward(from: 0.0);
- audio.playSfx(SfxType.pop);
- }
- board!.start();
- }
- }
- // 关键修正:动画监听器,只注册一次
- void _moveAnimationListener() {
- if (moveItems == null || moveItems!.isEmpty) {
- return;
- }
- for (var item in moveItems!) {
- item.move();
- }
- board!.invalidate();
- }
- void _moveAnimationStatusListener(AnimationStatus status) {
- if (status == AnimationStatus.completed) {
- // 动画完成,确保所有 piece 都在它们的最终位置(endTransform)
- if (moveItems != null) {
- bool needRebuildGroup = moveItems!.any((item) => item.action == Action.swap);
- // 确保所有 piece 的 transform 最终停留在 endTransform
- for (var item in moveItems!) {
- item.stop();
- }
- if (needRebuildGroup) {
- board!.backupAllGroups();
- board!.rebuildAllGroups();
- final mergeGroups = board!.compareAllGroups();
- // 有新的区块合成,执行 merge 动画,稍稍放大然后再复原
- if (mergeGroups.isNotEmpty) {
- _log.info('Merge animation start for ${mergeGroups.length} groups.');
- // 启动 Merge 动画
- _mergeGroups = mergeGroups;
- _mergeAnimationController.forward(from: 0.0);
- audio.playSfx(SfxType.pop);
- // 如果执行了 merge 动画,将胜利条件检查推迟到 merge 动画完成时
- moveItems = null;
- return;
- }
- }
- moveItems = null;
- }
- }
- }
- // 新增:Merge 动画监听器
- void _mergeAnimationListener() {
- if (_mergeGroups == null || _mergeGroups!.isEmpty || board == null) {
- return;
- }
- // 当前缩放值 (从 1.0 -> 1.1 -> 1.0)
- final double scale = _mergeScaleAnimation.value;
- for (var group in _mergeGroups!) {
- final groupCenter = group.center;
- for (var piece in group.pieces) {
- // 1. 获取碎片归位后的基础位置(纯平移)
- final baseTransform = board!.getTransformByCoordinate(piece.curRow, piece.curCol);
- // 2. 计算碎片左上角到群组中心的偏移量
- final pieceTopLeft = Offset(baseTransform.storage[12], baseTransform.storage[13]);
- final offsetToCenter = groupCenter - pieceTopLeft;
- // 3. 创建围绕群组中心的缩放矩阵
- final scaleMatrix = vmath.Matrix4.identity()
- ..translate(offsetToCenter.dx, offsetToCenter.dy) // 移到群组中心
- ..scale(scale, scale, 1.0) // 缩放
- ..translate(-offsetToCenter.dx, -offsetToCenter.dy); // 移回原位
- // 4. 应用最终变换
- piece.transform = baseTransform * scaleMatrix;
- }
- }
- board!.invalidate();
- }
- // 新增:Merge 动画状态监听器
- void _mergeAnimationStatusListener(AnimationStatus status) {
- if (status == AnimationStatus.completed) {
- if (_mergeGroups != null && _mergeGroups!.isNotEmpty) {
- for (var group in _mergeGroups!) {
- for (var piece in group.pieces) {
- piece.transform = board!.getTransformByCoordinate(piece.curRow, piece.curCol);
- }
- }
- }
- _mergeGroups = null;
- // 检查胜利条件
- if (board!.checkWinCondition()) {
- _onSuccess();
- }
- board!.invalidate();
- }
- }
- void _prepareAnimationListener() {
- board!.invalidate();
- }
- // prepare动画结束,进入洗牌动画
- void _prepareAnimationStatusListener(AnimationStatus status) {
- if (status == AnimationStatus.completed) {
- if (board != null && board!.hard == true) {
- setState(() => _showHardModeBanner = true);
- _hardModeBannerController.forward(from: 0.0);
- }
- board!.setAllPieceToBottomRight();
- board!.shuffle(ShuffleStep.dealing);
- dealingAnimationController.duration = Duration(milliseconds: _totalDealingDuration);
- dealingAnimationController.forward(from: 0.0);
- audio.playSfx(SfxType.card);
- _dealingPeriodicTimer = Timer.periodic(Duration(milliseconds: 150), (timer) {
- if (mounted) {
- _dealingCount++;
- if (_dealingCount >= (_totalDealingDuration / 150) - 2) {
- timer.cancel();
- } else {
- audio.playSfx(SfxType.card);
- }
- }
- });
- }
- }
- _onSuccess() {
- _log.info('success! 游戏完成!');
- data.workDone(widget.item);
- board!.success();
- audio.playSfx(SfxType.success);
- confettiLayer.play();
- _successAnimationController.forward(from: 0.0);
- setState(() {});
- }
- _init() async {
- Device device = context.read<Device>();
- setState(() {
- _isLoading = true;
- });
- final dpr = device.devicePixelRatio;
- final targetRect = device.targetRect;
- final bestImageSize = device.bestImageSize;
- final image = await itemLoader.getImageBySize(bestImageSize.width.round(), bestImageSize.height.round());
- // final image = await itemLoader.getImage();
- _log.info('imageSize: (${image.width},${image.height}), bestImageSize: ($bestImageSize)');
- // 加载图片,后续改为从远程服务器加载, 目前demo从本地assets读取
- // final ByteData data = await rootBundle.load('assets/images/test.jpeg');
- // final ByteData data = await rootBundle.load(widget.item.image);
- // final ui.Codec codec = await ui.instantiateImageCodec(
- // data.buffer.asUint8List(),
- // targetWidth: bestImageSize.width.round(),
- // targetHeight: bestImageSize.height.round(),
- // );
- // final ui.FrameInfo frameInfo = await codec.getNextFrame();
- // final image = frameInfo.image;
- // 加载扑克背面图片,用于制作发牌动画
- final Size bestCardImageSize = Size(targetRect.width * dpr / widget.item.rows, targetRect.height * dpr / widget.item.cols);
- final ByteData cardData = await rootBundle.load(widget.item.hard ? 'assets/images/backcard_red.png' : 'assets/images/backcard_blue.png');
- final ui.Codec cardCodec = await ui.instantiateImageCodec(
- cardData.buffer.asUint8List(),
- targetWidth: bestCardImageSize.width.round(),
- targetHeight: bestCardImageSize.height.round(),
- );
- final ui.FrameInfo cardFrameInfo = await cardCodec.getNextFrame();
- final cardImage = cardFrameInfo.image;
- board = Board(this, image, cardImage, widget.item.rows, widget.item.cols, widget.item.hard, targetRect, device);
- board!.prepare();
- // 首次打开应用,需要新手指引
- _loadFingerImageAndSetupHint();
- // **修正:在调用 AnimationController 之前检查 `mounted` 状态**
- if (!mounted) return;
- _prepareAnimationController.forward(from: 0.0);
- setState(() {
- _isLoading = false;
- });
- }
- // board_play.dart (在 _BoardPlayState 中新增)
- // !!! 新增:加载手势图片并设置 Overlay
- Future<void> _loadFingerImageAndSetupHint() async {
- // 仅在首次运行时或用户需要提示时才加载图片和设置 OverLayer
- if (!widget.firstRun) return;
- try {
- // 假设您将 fingerImage 命名为 _fingerImage
- _fingerImage = await loadUiImageFromAsset('assets/images/finger.png');
- } catch (e) {
- _log.severe('Failed to load assets/images/finger.png: $e');
- return;
- }
- if (!mounted || board == null) return;
- // 初始化 OverLayer
- _overLayer = OverLayer(board!, this);
- _overLayer!.setup(context);
- // 首次打开应用或设置开启提示时,启动自动提示计时器
- if (widget.firstRun) {
- Future.delayed(const Duration(seconds: 1), () {
- _lastInteractionTick = DateTime.now().millisecondsSinceEpoch;
- // 每秒检查一次是否需要提示
- _hintTimer = Timer.periodic(const Duration(seconds: 1), (Timer t) {
- if (!mounted) return;
- int nowTick = DateTime.now().millisecondsSinceEpoch;
- if (_overLayer!.isHinting) {
- _lastInteractionTick = DateTime.now().millisecondsSinceEpoch;
- }
- // 超过3秒没动静,且提示次数未超限,则给提示
- if ((nowTick - _lastInteractionTick!) > 3 * 1000 && _hintCount < maxHints) {
- hint();
- _lastInteractionTick = nowTick; // 提示后重置计时
- _hintCount++;
- } else if (_hintCount >= maxHints) {
- // 提示次数达到上限,取消计时器
- _hintTimer?.cancel();
- }
- });
- });
- }
- }
- // board_play.dart (在 _BoardPlayState 中,修正 hint 方法)
- hint() async {
- // 使用私有字段 _fingerImage, _overLayer, _hintCount
- if (_fingerImage == null || _overLayer == null || board == null || board!.status != BoardStatus.playing) return;
- Piece? p1Ref; // 拖拽起点 piece 的参考 (单碎片或群组的 topLeftPiece)
- Piece? p2; // 合并目标 piece
- int bestSize = 0; // 记录找到的最佳群组大小
- // --- Step 1: 确定所有可移动的实体(单碎片和群组)及其大小 ---
- final List<Map<String, dynamic>> movableEntities = [];
- final Set<PieceGroup> seenGroups = {};
- for (final piece in board!.pieces) {
- if (piece.isOK) continue; // 已归位的碎片/群组不移动
- if (piece.group == null) {
- // 1. 单个碎片
- movableEntities.add({'ref': piece, 'size': 1});
- } else if (!seenGroups.contains(piece.group!)) {
- // 2. 群组:使用 topLeftPiece 作为群组的参考点
- movableEntities.add({'ref': piece.group!.topLeftPiece, 'size': piece.group!.length});
- seenGroups.add(piece.group!);
- }
- }
- // --- Step 2: 按实体大小降序排列,优先引导大群组 ---
- // b['size'].compareTo(a['size']) 实现降序排序
- movableEntities.sort((a, b) => b['size'].compareTo(a['size']));
- // --- Step 3: 搜索有效的合并机会 (Merge Opportunity) ---
- for (final entityMap in movableEntities) {
- final p1RefCandidate = entityMap['ref'] as Piece;
- final currentSize = entityMap['size'] as int;
- final movingEntity = p1RefCandidate.group ?? p1RefCandidate;
- final movingPieces = (movingEntity is PieceGroup) ? movingEntity.pieces : [p1RefCandidate];
- // 遍历移动实体内的所有碎片 p1,寻找一个可以与外部 p2 合并的边缘碎片
- for (final p1 in movingPieces) {
- // 遍历 p1 的原图邻居 p2
- for (final neighborIndex in p1.getNeighbourIndexes()) {
- final p2Candidate = board!.getPieceByIndex(neighborIndex);
- if (p2Candidate == null) continue;
- // p2Candidate 必须不是正在移动的实体的一部分
- if (p2Candidate.isSameGroup(p1)) continue;
- // 1. 检查 p1 和 p2Candidate 的相对位置是否正确 (满足合并的前提条件)
- final isRelativePositionCorrect =
- (p1.col == p2Candidate.col && (p1.row - p2Candidate.row) == (p1.curRow - p2Candidate.curRow)) ||
- (p1.row == p2Candidate.row && (p1.col - p2Candidate.col) == (p1.curCol - p2Candidate.curCol));
- // 2. 如果它们已经是邻居,则应已自动合并,跳过提示
- if (p1.isCurNeighbour(p2Candidate)) continue;
- if (isRelativePositionCorrect) {
- // --- Step 3.1: 模拟移动并进行碰撞/边界检查 (Validity Check) ---
- // 计算使 p1 与 p2Candidate 合并所需的位移量 (dMoveRow, dMoveCol)
- // a. p1 在原图上相对于 p2 的差值
- final int dRow = p1.row - p2Candidate.row;
- final int dCol = p1.col - p2Candidate.col;
- // b. p1 移动后的目标网格坐标
- final targetP1Row = p2Candidate.curRow + dRow;
- final targetP1Col = p2Candidate.curCol + dCol;
- // c. 整个实体所需的移动位移 (从 p1 的当前位置到目标位置的距离)
- final dMoveRow = targetP1Row - p1.curRow;
- final dMoveCol = targetP1Col - p1.curCol;
- // 检查整个实体 (movingPieces) 移动 (dMoveRow, dMoveCol) 是否可行
- bool canPlace = true;
- for (final movingPiece in movingPieces) {
- final newRow = movingPiece.curRow + dMoveRow;
- final newCol = movingPiece.curCol + dMoveCol;
- // i. 边界检查
- if (newRow < 0 || newRow >= board!.rows || newCol < 0 || newCol >= board!.cols) {
- canPlace = false;
- break;
- }
- // ii. 碰撞检查: 目标槽位不能被非本实体内的其他碎片占据
- final overlapPiece = board!.getPieceByCoordinate(newRow, newCol);
- // 碰撞条件:目标槽位被占据 且 占据者不属于正在移动的实体
- if (overlapPiece != null && !movingPieces.contains(overlapPiece)) {
- canPlace = false;
- break;
- }
- }
- if (canPlace) {
- p1Ref = p1RefCandidate; // 拖拽起点 (群组的参考 Piece)
- p2 = p2Candidate; // 合并目标 Piece
- bestSize = currentSize; // 记录大小
- break; // 找到有效的合并提示,跳出 p2 循环
- }
- }
- }
- if (p1Ref != null) break; // 找到有效的合并提示,跳出 p1 循环
- }
- if (p1Ref != null) break; // 找到有效的合并提示,跳出实体循环 (因为它涉及当前找到的最大群组)
- }
- // ----------------------------------------------------
- // --- Step 4: 执行引导动画 (Merge or Revert) ---
- // ----------------------------------------------------
- // 引导参数
- const double fingerSize = 30.0;
- HintItem? hintItem;
- if (p1Ref != null && p2 != null) {
- // 找到了有效的合并提示 (优先选择的合并操作)
- // a. 拖拽起点中心点: p1Ref 的群组中心或自身中心
- final p1Center = p1Ref!.group?.center ?? p1Ref!.currentCenter;
- // b. 拖拽终点中心点: p1Ref 移动后的目标槽位中心
- // 重新计算 p1Ref 应该移动到的目标网格坐标 (targetRefRow, targetRefCol)
- final movingEntity = p1Ref!.group ?? p1Ref;
- final movingPieces = (movingEntity is PieceGroup) ? movingEntity.pieces : [p1Ref!];
- // 寻找群组中能与 p2 合并的那个边缘碎片 p1
- final p1 = movingPieces.firstWhere(
- (p) =>
- p.isNeighbour(p2!) &&
- ((p.col == p2!.col && (p.row - p2!.row) == (p.curRow - p2!.curRow)) || (p.row == p2!.row && (p.col - p2!.col) == (p.curCol - p2!.curCol))),
- );
- final int dRow = p1.row - p2!.row;
- final int dCol = p1.col - p2!.col;
- final targetP1Row = p2!.curRow + dRow;
- final targetP1Col = p2!.curCol + dCol;
- final dMoveRow = targetP1Row - p1.curRow;
- final dMoveCol = targetP1Col - p1.curCol;
- // 最终目标网格坐标是 p1Ref 的当前坐标加上总位移
- final targetRefRow = p1Ref!.curRow + dMoveRow;
- final targetRefCol = p1Ref!.curCol + dMoveCol;
- // 获取目标槽位的中心点
- final targetTransform = board!.getTransformByCoordinate(targetRefRow, targetRefCol);
- final targetCenter = Offset(targetTransform.storage[12] + board!.pieceLogicalWidth / 2, targetTransform.storage[13] + board!.pieceLogicalHeight / 2);
- // 引导:从当前位置拖拽到目标位置
- final rectStart = Rect.fromCenter(center: p1Center, width: fingerSize, height: fingerSize);
- final rectEnd = Rect.fromCenter(center: targetCenter, width: fingerSize, height: fingerSize);
- _log.info(
- 'Hint: MERGE guidance for largest Entity (size: $bestSize) starting at ${p1Ref!.index} to grid ($targetRefRow, $targetRefCol). Merges with ${p2!.index}',
- );
- hintItem = HintItem(_fingerImage!, rectStart, rectEnd);
- } else {
- // 3. 找不到合并操作,回退到归位引导
- // 沿用之前的逻辑:找一个未归位的单碎片,提示归位。
- Piece? pRevert = board!.pieces.firstWhereOrNull((p) => !p.isOK && (p.group == null || p.group!.length == 1));
- if (pRevert != null) {
- final pRevertCenter = pRevert.group?.center ?? pRevert.currentCenter;
- // 归位目标位置 (正确网格槽位的中心点)
- final targetTransform = board!.getTransformByCoordinate(pRevert.row, pRevert.col);
- final targetCenter = Offset(targetTransform.storage[12] + board!.pieceLogicalWidth / 2, targetTransform.storage[13] + board!.pieceLogicalHeight / 2);
- // 如果当前中心点和目标中心点距离很近,不提示归位
- if ((pRevertCenter - targetCenter).distanceSquared < pow(fingerSize * 2, 2)) {
- _log.info('Hint: Revert target for Piece ${pRevert.index} too close. Skipping.');
- return;
- }
- // 引导:从当前位置拖拽到正确网格中心
- final rectStart = Rect.fromCenter(center: pRevertCenter, width: fingerSize, height: fingerSize);
- final rectEnd = Rect.fromCenter(center: targetCenter, width: fingerSize, height: fingerSize);
- _log.info('Hint: Revert guidance for Piece ${pRevert.index}');
- hintItem = HintItem(_fingerImage!, rectStart, rectEnd);
- }
- }
- // 4. 执行引导动画
- if (hintItem != null) {
- _overLayer?.doHint(hintItem);
- Fluttertoast.showToast(
- msg: AppLocalizations.of(context)!.moveToComplete,
- toastLength: Toast.LENGTH_SHORT,
- gravity: ToastGravity.BOTTOM,
- timeInSecForIosWeb: 1,
- backgroundColor: SkinHelper.slotBorderColor,
- textColor: Colors.white,
- fontSize: 16.0,
- );
- }
- }
- // 展现提示 (自动手势引导)
- hint2() async {
- _log.info('新手手势提示');
- // 使用私有字段 _fingerImage, _overLayer, _hintCount
- if (_fingerImage == null || _overLayer == null || board == null || board!.status != BoardStatus.playing) return;
- // 1. 尝试寻找一个可以触发合并 (merge) 的拖拽操作 (p1 拖向 p2 的邻居槽位)
- Piece? p1; // 拖拽起点 piece
- Piece? p2; // 拖拽目标 piece (p1 将拖到 p2 的邻居槽位,从而实现合并)
- // 遍历所有碎片,寻找可以作为拖拽起点 p1 的候选碎片:
- // 仅考虑未归位的、单个碎片或群组的边缘碎片。
- // 我们依然使用 (p.group == null || length == 1) 的逻辑来简化起点筛选,即只引导单个碎片。
- for (final piece in board!.pieces) {
- // 限制 p1 为未归位的单个碎片/群组 (修正后的 null/length == 1 检查)
- if (piece.isOK || (piece.group != null && piece.group!.length > 1)) {
- continue;
- }
- // 找到 piece 在原图上的所有邻居 (p2 的候选)
- for (final neighborIndex in piece.getNeighbourIndexes()) {
- final neighbor = board!.getPieceByIndex(neighborIndex);
- if (neighbor == null) continue;
- // 检查 p1 和 p2 是否满足合并的“原图条件”和“相对位置条件”
- // canMerge() 依赖 isNeighbour(),所以 p1 和 p2 必须是原图邻居。
- // 注意:canMerge() 也会检查 isCurNeighbour()。
- // 核心逻辑:如果满足 canMerge,说明当前已经合并或即将自动合并,不需要提示。
- // 我们需要找的是:原图相邻且相对位置正确,但 *当前不相邻* 的碎片。
- // p1 和 p2 必须是原图邻居
- if (!piece.isNeighbour(neighbor)) continue;
- // 检查 p1 和 p2 的相对位置是否正确(确保可以合并)
- final isRelativePositionCorrect =
- (piece.col == neighbor.col && (piece.row - neighbor.row) == (piece.curRow - neighbor.curRow)) ||
- (piece.row == neighbor.row && (piece.col - neighbor.col) == (piece.curCol - neighbor.curCol));
- // 检查它们当前是否相邻
- final isCurrentlyNeighbor = piece.isCurNeighbour(neighbor);
- // 提示条件:原图是邻居 AND 相对位置正确 AND 当前不相邻
- if (isRelativePositionCorrect && !isCurrentlyNeighbor) {
- p1 = piece;
- p2 = neighbor;
- break; // 找到第一个非相邻的合并机会即可
- }
- }
- if (p1 != null) break;
- }
- // 引导参数
- const double fingerSize = 30.0;
- HintItem? hintItem;
- if (p1 != null && p2 != null) {
- // 2. 执行“连接”引导 (p1 拖向 p2 所在的网格槽位,使其相邻)
- // a. 拖拽起点:p1 群组的当前中心点
- final p1Center = p1.group?.center ?? p1.currentCenter;
- // b. 拖拽终点:p1 拖动后应到达的网格槽位的中心点。
- // 这个目标槽位是 p2 当前所占网格槽位旁边的一个空槽位,该槽位应与 p1 在原图上的相对位置一致。
- // 确定 p1 应该移动到的目标网格坐标 (row, col)
- int targetRow = p2.curRow;
- int targetCol = p2.curCol;
- // 根据 p1 和 p2 在原图上的相对位置,计算 p1 移动后应占领的网格槽位
- // 目标网格坐标 = p2 的当前网格坐标 + (p1 的正确坐标 - p2 的正确坐标)
- // 假设 p1(R:1, C:2) 和 p2(R:1, C:3) 是原图邻居。
- // 相对位移: dR = 0, dC = -1.
- // 如果 p2 当前在 (curR: 5, curC: 5), 那么 p1 应该移动到 (5, 5 + (-1)) = (5, 4)。
- final int dRow = p1.row - p2.row; // p1 相对于 p2 的行差值 (-1, 0, 1)
- final int dCol = p1.col - p2.col; // p1 相对于 p2 的列差值 (-1, 0, 1)
- targetRow = p2.curRow + dRow;
- targetCol = p2.curCol + dCol;
- // 检查目标网格是否溢出边界(理论上不需要,因为 p2 在板上,dRow/dCol 只有 +/-1 或 0)
- if (targetRow < 0 || targetRow >= board!.rows || targetCol < 0 || targetCol >= board!.cols) {
- // 目标网格无效,跳过本次提示
- _log.warning('Hint target coordinate ($targetRow, $targetCol) out of bounds. Skipping.');
- return;
- }
- // 获取目标槽位的变换矩阵 (左上角坐标)
- final targetTransform = board!.getTransformByCoordinate(targetRow, targetCol);
- final targetCenter = Offset(targetTransform.storage[12] + board!.pieceLogicalWidth / 2, targetTransform.storage[13] + board!.pieceLogicalHeight / 2);
- // 拖拽起点 Rect (中心在 p1Center)
- final rectStart = Rect.fromCenter(center: p1Center, width: fingerSize, height: fingerSize);
- // 拖拽终点 Rect (中心在 targetCenter)
- final rectEnd = Rect.fromCenter(center: targetCenter, width: fingerSize, height: fingerSize);
- _log.info('Hint: Merge guidance for Piece ${p1.index} to neighbour of Piece ${p2.index} at grid ($targetRow, $targetCol)');
- hintItem = HintItem(_fingerImage!, rectStart, rectEnd);
- } else {
- // 3. 找不到合并操作,尝试执行“归位”引导 (将未归位的 piece 拖向正确槽位)
- // 沿用之前的逻辑:找一个未归位的单碎片,提示归位。
- Piece? pRevert = board!.pieces.firstWhereOrNull((p) => !p.isOK && (p.group == null || p.group!.length == 1));
- if (pRevert != null) {
- final pRevertCenter = pRevert.group?.center ?? pRevert.currentCenter;
- // 归位目标位置 (正确网格槽位的中心点)
- final targetTransform = board!.getTransformByCoordinate(pRevert.row, pRevert.col);
- final targetCenter = Offset(targetTransform.storage[12] + board!.pieceLogicalWidth / 2, targetTransform.storage[13] + board!.pieceLogicalHeight / 2);
- // 如果当前中心点和目标中心点距离很近,不提示归位
- if ((pRevertCenter - targetCenter).distanceSquared < pow(fingerSize * 2, 2)) {
- _log.info('Hint: Revert target for Piece ${pRevert.index} too close. Skipping.');
- return;
- }
- // 引导:从当前位置拖拽到正确网格中心
- final rectStart = Rect.fromCenter(center: pRevertCenter, width: fingerSize, height: fingerSize);
- final rectEnd = Rect.fromCenter(center: targetCenter, width: fingerSize, height: fingerSize);
- _log.info('Hint: Revert guidance for Piece ${pRevert.index}');
- hintItem = HintItem(_fingerImage!, rectStart, rectEnd);
- }
- }
- // 4. 执行引导动画
- if (hintItem != null) {
- _overLayer?.doHint(hintItem);
- }
- }
- @override
- void didChangeDependencies() async {
- super.didChangeDependencies();
- _log.info("didChangeDependencies");
- }
- @override
- dispose() {
- timer.cancel();
- itemLoader.progress.removeListener(_onProgressUpdate);
- _moveAnimationController.removeListener(_moveAnimationListener);
- _moveAnimationController.removeStatusListener(_moveAnimationStatusListener);
- _moveAnimationController.dispose();
- _mergeAnimationController.removeListener(_mergeAnimationListener);
- _mergeAnimationController.removeStatusListener(_mergeAnimationStatusListener);
- _mergeAnimationController.dispose();
- _prepareAnimationController.removeListener(_prepareAnimationListener);
- _prepareAnimationController.removeStatusListener(_prepareAnimationStatusListener);
- _prepareAnimationController.dispose();
- dealingAnimationController.removeListener(_dealingAnimationListener);
- dealingAnimationController.removeStatusListener(_dealingAnimationStatusListener);
- dealingAnimationController.dispose();
- flipAnimationController.removeListener(_flipAnimationListener);
- flipAnimationController.removeStatusListener(_flipAnimationStatusListener);
- flipAnimationController.dispose();
- _successAnimationController.removeListener(_successAnimationListener);
- _successAnimationController.removeStatusListener(_successAnimationStatusListener);
- _hardModeBannerController.dispose();
- _dealingPeriodicTimer?.cancel();
- confettiLayer.dispose();
- board?.dispose();
- _overLayer?.destroy();
- super.dispose();
- }
- /// gallery页面加载的时候,可能广告模块还没有初始化完毕
- Future<bool> _bannerReadyAndShouldShow() async {
- bool ready = await adSDKReady();
- return ready && shouldShowBannerAd(data.currentLevel);
- }
- @override
- Widget build(BuildContext context) {
- Device device = context.read<Device>();
- return Scaffold(
- body: Stack(
- children: <Widget>[
- if (!_isLoading) Positioned.fill(child: _buildPuzzleCanvas(device.screenSize.width, device.screenSize.height)),
- if (board == null || board!.status != BoardStatus.success) Positioned(top: 0, left: 0, right: 0, child: appBar),
- // Positioned(top: 0, left: 0, right: 0, child: appBar),
- Positioned(
- bottom: 0,
- left: 0,
- right: 0,
- child: SafeArea(
- child: SizedBox(
- // 始终预留一个固定的高度,防止布局跳变
- height: context.read<Device>().bannerHeight,
- width: double.infinity,
- child: FutureBuilder<bool>(
- future: _bannerReadyAndShouldShow(),
- builder: (context, snapshot) {
- if (snapshot.hasData && snapshot.data == true) {
- return adBanner;
- }
- return Container(
- // color: Colors.grey.shade100,
- );
- },
- ),
- ),
- ),
- ),
- successBanner,
- nextButton,
- if (_isLoading)
- Positioned.fill(
- child: Container(
- color: SkinHelper.wholeBgColor,
- child: const Center(child: CircularProgressIndicator(valueColor: AlwaysStoppedAnimation<Color>(Colors.white))),
- ),
- ),
- ],
- ),
- );
- }
- Widget get appBar => SafeArea(
- child: Padding(
- padding: const EdgeInsets.symmetric(horizontal: 30.0, vertical: 10.0),
- child: Row(
- mainAxisAlignment: MainAxisAlignment.spaceBetween,
- crossAxisAlignment: CrossAxisAlignment.center,
- children: [
- // 左侧占位(保持标题居中)
- const SizedBox(width: 30),
- // 中间标题
- Text(
- board != null && board!.status == BoardStatus.success
- ? AppLocalizations.of(context)!.levelPass
- : '${AppLocalizations.of(context)!.level} ${data.currentLevel + 1}',
- style: const TextStyle(color: Colors.white, fontSize: 20, fontWeight: FontWeight.w600),
- ),
- // 右侧设置按钮(30x30 圆形、深绿色背景、白色图标)
- SizedBox(
- width: 30,
- height: 30,
- child: IconButton(
- icon: const Icon(Icons.settings, color: Colors.white, size: 22),
- iconSize: 22,
- padding: EdgeInsets.zero, // 清除默认内边距,确保按钮尺寸准确
- onPressed: () {
- audio.playSfx(SfxType.click);
- Navigator.push(context, SettingsDialog.buildRoute(showReturn: true, showRestart: true, item: widget.item));
- },
- style: ButtonStyle(
- // 深绿色背景(与你之前的按钮风格一致,使用 Color(0xff26600c) 深绿色)
- backgroundColor: WidgetStateProperty.all(SkinHelper.slotBorderColor),
- // 圆形形状
- shape: WidgetStateProperty.all(
- RoundedRectangleBorder(
- borderRadius: BorderRadius.circular(15), // 30x30 按钮对应 15 圆角
- ),
- ),
- // 固定按钮尺寸(30x30)
- minimumSize: WidgetStateProperty.all(const Size(30, 30)),
- maximumSize: WidgetStateProperty.all(const Size(30, 30)),
- ),
- ),
- ),
- ],
- ),
- ),
- );
- Widget _buildPuzzleCanvas(double width, double height) {
- return RepaintBoundary(
- child: CustomPaint(
- painter: BoardPainter(board: board!, prepareAnimation: _prepareAnimationController),
- size: Size(width, height),
- child: GestureDetector(
- key: boardKey,
- onPanStart: _onPanStart,
- onPanUpdate: _onPanUpdate,
- onPanEnd: _onPanEnd,
- child: // 根据游戏状态动态显示提示动画或透明容器
- board != null && board!.hard && _showHardModeBanner
- ? _hardModeBanner
- : Container(color: Colors.transparent), // 非显示条件时,使用透明容器
- ),
- ),
- );
- }
- // 困难模式提示动画组件
- Widget get _hardModeBanner => Center(
- // 使用 AnimatedBuilder 包裹需要动画的组件
- child: AnimatedBuilder(
- animation: _hardModeBannerController, // 监听控制器
- builder: (context, child) {
- return FadeTransition(
- opacity: _bannerFadeAnimation, // 使用控制器驱动的动画值
- child: ScaleTransition(
- scale: _bannerScaleAnimation, // 使用控制器驱动的动画值
- child: child, // 不随动画重建的子组件
- ),
- );
- },
- // child 是不依赖动画状态变化的组件,只会构建一次
- child: Container(
- width: double.infinity,
- height: 60,
- margin: const EdgeInsets.symmetric(horizontal: 10),
- decoration: BoxDecoration(
- color: Colors.red,
- borderRadius: BorderRadius.circular(10),
- border: Border.all(color: const Color.fromARGB(255, 247, 143, 135), width: 2),
- boxShadow: [BoxShadow(color: Color.fromRGBO(0, 0, 0, 0.3), blurRadius: 5, offset: const Offset(0, 3))],
- ),
- child: Center(
- child: Text(
- AppLocalizations.of(context)!.hardMode,
- style: TextStyle(color: Colors.white, fontSize: 30, fontWeight: FontWeight.bold),
- ),
- ),
- ),
- ),
- );
- Widget get nextButton {
- Device device = context.read<Device>();
- return AnimatedBuilder(
- // 监听显式动画 _bottomSlideAnimation
- animation: _bottomSlideAnimation,
- builder: (context, child) {
- return AnimatedPositioned(
- duration: _successAnimationController.duration!,
- // 从动画中获取实时 value,赋值给 bottom
- bottom: _bottomSlideAnimation.value,
- left: (device.screenSize.width - 200) / 2,
- child: child!, // 固定子组件,优化性能
- );
- },
- // 固定的按钮组件(仅构建一次,优化性能)
- child: MyElevatedButton(
- width: 200,
- borderRadius: BorderRadius.circular(20),
- gradient: LinearGradient(colors: [SkinHelper.coreBgColor, SkinHelper.slotBorderColor]),
- onPressed: () async {
- audio.playSfx(SfxType.click);
- ///////////////// 播放插屏广告 //////////////////
- audio.pauseMusic();
- await showInterstitialAd('level_exit', widget.item.id, data.currentLevel);
- audio.startMusic();
- if (!mounted) return;
- //////////////// 插屏广告结束 /////////////////
- Navigator.pop(context, true);
- },
- child: Text(AppLocalizations.of(context)!.next, style: TextStyle(color: Colors.white, fontSize: 20)),
- ),
- );
- }
- Widget get successBanner {
- Device device = context.read<Device>();
- // 计算banner宽高
- final bannerWidth = device.screenSize.width - 40 * 2; // 左右各30间距
- final bannerHeight = 60.0;
- return AnimatedBuilder(
- animation: _bottomSlideAnimation,
- builder: (context, child) {
- return AnimatedPositioned(
- duration: _successAnimationController.duration!,
- top: _topSlideAnimation.value, // 固定底部位置
- left: 40, // 左间距30,与bannerWidth配合实现水平居中
- child: child!,
- );
- },
- // 核心:用Container固定尺寸,Stack填充Container,确保图片和文字尺寸对齐
- child: SizedBox(
- width: bannerWidth, // 容器宽=图片宽
- height: bannerHeight, // 容器高=图片高
- child: Stack(
- children: [
- // 1. 图片充满容器(与容器尺寸一致)
- Image.asset(
- 'assets/images/banner3.png',
- width: double.infinity, // 图片宽=容器宽
- height: double.infinity, // 图片高=容器高
- fit: BoxFit.cover, // 图片填充容器(不拉伸,超出部分裁剪)
- cacheWidth: (context.watch<Device>().devicePixelRatio * bannerWidth).toInt(),
- cacheHeight: (context.watch<Device>().devicePixelRatio * bannerHeight).toInt(),
- ),
- Center(
- child: Padding(
- padding: EdgeInsets.only(top: 16.0),
- child: Text(
- AppLocalizations.of(context)!.levelPass,
- style: TextStyle(
- color: Colors.white,
- fontSize: 22,
- fontWeight: FontWeight.bold,
- shadows: [Shadow(color: Colors.black54, offset: Offset(1, 1), blurRadius: 2)],
- ),
- ),
- ),
- ),
- ],
- ),
- ),
- );
- }
- Offset _globalToLocal(Offset globalPosition) {
- final RenderBox renderBox = boardKey.currentContext!.findRenderObject() as RenderBox;
- return renderBox.globalToLocal(globalPosition);
- }
- void _onPanStart(DragStartDetails details) {
- _log.info('_onPanStart');
- _lastInteractionTick = DateTime.now().millisecondsSinceEpoch;
- _overLayer?.stopHint();
- if (board!.status != BoardStatus.playing) {
- _log.info('不是playing状态,不响应onPanStart');
- return;
- }
- if (board!.checkWinCondition()) {
- _log.info('游戏已经完成,不再响应onPanStart');
- return;
- }
- // 动画中断逻辑:如果动画正在进行,立即停止并强制所有 pieces 归位到最终位置
- if (_moveAnimationController.isAnimating && moveItems != null) {
- _log.info('移动动画中断,强制归位/交换');
- for (var item in moveItems!) {
- item.stop();
- }
- bool needRebuildGroup = moveItems!.any((item) => item.action == Action.swap);
- if (needRebuildGroup) {
- board!.backupAllGroups();
- board!.rebuildAllGroups();
- final mergeGroups = board!.compareAllGroups();
- if (mergeGroups.isNotEmpty) {
- // 此时不需要触发 merge 动画,只需确保数据结构正确
- }
- }
- moveItems = null; // 清空动画列表
- _moveAnimationController.stop();
- board!.invalidate(); // 触发一次重绘来显示最终位置
- }
- // 如果 merge 动画正在进行,也应该中断并立即归位
- if (_mergeAnimationController.isAnimating && _mergeGroups != null) {
- _log.info('合并动画中断,强制归位');
- for (var group in _mergeGroups!) {
- for (var piece in group.pieces) {
- piece.transform = board!.getTransformByCoordinate(piece.curRow, piece.curCol);
- }
- }
- _mergeGroups = null;
- _mergeAnimationController.stop();
- board!.invalidate();
- }
- // 停止所有正在运行的动画(如果尚未停止)
- _moveAnimationController.stop();
- _mergeAnimationController.stop();
- moveItems = null;
- final localPosition = _globalToLocal(details.globalPosition);
- final touchedPiece = board?.findPieceAt(localPosition);
- if (touchedPiece != null) {
- audio.playSfx(SfxType.panstart);
- if (settings.vibrate.value) {
- if (Platform.isAndroid) {
- Vibration.vibrate(duration: 60, amplitude: 50);
- } else {
- HapticFeedback.mediumImpact();
- }
- }
- _draggingPiece = touchedPiece;
- final draggingGroup = _draggingPiece!.group;
- if (draggingGroup != null) {
- // 将拖拽群组置于 pieces 列表末尾,确保它在 CustomPainter 中被最后绘制(在最上层)
- board!.pieces.removeWhere((p) => draggingGroup.contains(p));
- board!.pieces.addAll(draggingGroup.pieces);
- } else {
- board!.pieces.remove(_draggingPiece);
- board!.pieces.add(_draggingPiece!);
- }
- board!.invalidate();
- }
- }
- void _onPanUpdate(DragUpdateDetails details) {
- _lastInteractionTick = DateTime.now().millisecondsSinceEpoch;
- _overLayer?.stopHint();
- if (_draggingPiece == null) return;
- final Offset delta = details.delta;
- final draggingGroup = _draggingPiece!.group;
- if (draggingGroup != null) {
- // 拖拽过程中,所有群组成员共享相同的位移
- for (var piece in draggingGroup.pieces) {
- piece.applyDelta(delta);
- }
- } else {
- _draggingPiece!.applyDelta(delta);
- }
- board!.invalidate();
- }
- void _onPanEnd(DragEndDetails details) {
- _log.info('_onPanEnd');
- _lastInteractionTick = DateTime.now().millisecondsSinceEpoch;
- _overLayer?.stopHint();
- if (_draggingPiece == null) {
- return;
- }
- audio.playSfx(SfxType.tap);
- // 保存当前拖拽结束的碎片,以备动画使用
- Piece leaderPiece = _draggingPiece!;
- _draggingPiece = null; // 结束拖拽
- board!.invalidate();
- /// 交换或归位
- // 获取碎片的中心点,判断中心点是否落到某个piece上
- Piece? targetPiece = board!.findPieceAtExclude(leaderPiece.currentCenter, leaderPiece);
- // 群组特殊处理:如果 leaderPiece 没有落在其他碎片上,检查群组其他成员
- if (targetPiece == null && leaderPiece.group != null) {
- for (var p in leaderPiece.group!.pieces) {
- targetPiece = board!.findPieceAtExclude(p.currentCenter, p);
- if (targetPiece != null) {
- _log.info('推举 ${p.toString()} 为新leader');
- leaderPiece = p; // p 落在有效的其他piece上,推举为leaderPiece
- break;
- }
- }
- }
- // 判断是否可以交换
- if (targetPiece != null && targetPiece != leaderPiece && leaderPiece.canPlaceTo(targetPiece)) {
- _log.info("swap animation start");
- _animateSwap(leaderPiece, targetPiece);
- } else {
- _log.info("revert animation start");
- _animateRevert(leaderPiece);
- }
- }
- // 为所有涉及移动的 piece 创建独立的 MoveItem
- void _animateSwap(Piece leaderPiece, Piece targetPiece) {
- List<MoveItem> items = [];
- // 1. 确定涉及移动的所有碎片
- final List<Piece> draggingPieces = leaderPiece.group != null ? leaderPiece.group!.pieces : [leaderPiece];
- final int dr = targetPiece.curRow - leaderPiece.curRow; // 目标位置的行位移
- final int dc = targetPiece.curCol - leaderPiece.curCol; // 目标位置的列位移
- // 2. 识别被替换/推开的碎片
- List<Piece> displacedPieces = [];
- if (leaderPiece.group != null) {
- // 群组交换:找到群组新目标位置上的所有非自身群组的碎片
- for (var p in draggingPieces) {
- final int targetRow = p.curRow + dr;
- final int targetCol = p.curCol + dc;
- final Piece? other = board!.getPieceByCoordinate(targetRow, targetCol);
- if (other != null && !p.isSameGroup(other)) {
- displacedPieces.add(other);
- }
- }
- } else {
- // 单碎片交换:被替换的碎片就是 targetPiece
- displacedPieces.add(targetPiece);
- }
- // 3. 更新逻辑坐标 (curRow, curCol) - 必须在创建动画前完成
- // a. 更新拖拽群组/碎片的位置
- for (var p in draggingPieces) {
- p.curRow += dr;
- p.curCol += dc;
- }
- // b. 更新被推开的碎片的位置 (移入拖拽群组腾出的槽位)
- if (leaderPiece.group == null) {
- // 单碎片交换:targetPiece 移入 leaderPiece 的旧槽位
- targetPiece.curRow -= dr;
- targetPiece.curCol -= dc;
- } else {
- // 群组交换:被推开的碎片向后退 dr/dc 距离,找到空槽位
- for (var p in displacedPieces) {
- int newRow = p.curRow - dr;
- int newCol = p.curCol - dc;
- do {
- final Piece? pieceInSlot = board!.getPieceByCoordinate(newRow, newCol);
- if (pieceInSlot == null) {
- p.curRow = newRow;
- p.curCol = newCol;
- break;
- } else {
- newRow -= dr;
- newCol -= dc;
- }
- } while (newRow >= 0 && newRow < p.rows && newCol >= 0 && newCol < p.cols);
- }
- }
- // 4. 为所有涉及移动的碎片创建 MoveItem
- // a. 被推开的碎片
- for (var p in displacedPieces) {
- // 动画起点:旧的逻辑网格坐标 (p.transform)
- final startTransform = p.transform;
- // 动画终点:新的逻辑网格坐标
- final endTransform = board!.getTransformByCoordinate(p.curRow, p.curCol);
- final animation = Matrix4Tween(begin: startTransform, end: endTransform).animate(_moveAnimationController);
- items.add(MoveItem(piece: p, animation: animation, startTransform: startTransform, endTransform: endTransform, action: Action.swap));
- board!.pieces.remove(p);
- board!.pieces.add(p);
- }
- // b. 拖拽群组/碎片
- for (var p in draggingPieces) {
- // 动画起点:拖拽结束时的实际 Canvas 坐标 (p.transform)
- final startTransform = p.transform;
- // 动画终点:新的逻辑网格坐标
- final endTransform = board!.getTransformByCoordinate(p.curRow, p.curCol);
- final animation = Matrix4Tween(begin: startTransform, end: endTransform).animate(_moveAnimationController);
- items.add(MoveItem(piece: p, animation: animation, startTransform: startTransform, endTransform: endTransform, action: Action.swap));
- board!.pieces.remove(p);
- board!.pieces.add(p);
- }
- // 5. 启动动画
- moveItems = items;
- _moveAnimationController.forward(from: 0.0);
- }
- // 关键重构:为所有涉及归位的 piece 创建独立的 MoveItem
- void _animateRevert(Piece piece) {
- List<MoveItem> items = [];
- final List<Piece> groupPieces = piece.group != null ? piece.group!.pieces : [piece];
- for (var p in groupPieces) {
- // 动画起点:拖拽结束时的实际 Canvas 坐标 (p.transform)
- final startTransform = p.transform;
- // 动画终点:归位位置(即拖拽前所在的逻辑网格坐标)
- final endTransform = board!.getTransformByCoordinate(p.curRow, p.curCol);
- final animation = Matrix4Tween(begin: startTransform, end: endTransform).animate(_moveAnimationController);
- items.add(MoveItem(piece: p, animation: animation, startTransform: startTransform, endTransform: endTransform, action: Action.revert));
- }
- moveItems = items;
- _moveAnimationController.forward(from: 0.0);
- }
- }
- // 辅助类:用于对 vmath.Matrix4 进行线性插值 (lerp),实现平滑动画
- class Matrix4Tween extends Tween<vmath.Matrix4> {
- Matrix4Tween({required vmath.Matrix4 begin, required vmath.Matrix4 end}) : super(begin: begin, end: end);
- @override
- vmath.Matrix4 lerp(double t) {
- if (begin == null || end == null) return begin ?? end ?? vmath.Matrix4.identity();
- final List<double> lerpedStorage = List.generate(16, (i) {
- // 确保使用 ui.lerpDouble 进行插值
- return ui.lerpDouble(begin!.storage[i], end!.storage[i], t)!;
- });
- return vmath.Matrix4.fromList(lerpedStorage.cast<double>());
- }
- }
- // 动画辅助类,记录移动信息
- class MoveItem {
- // 要移动的piece
- final Piece piece;
- // 动画animation
- final Animation<vmath.Matrix4> animation;
- // 起始位置(拖拽结束时的实际 Canvas 坐标)
- final vmath.Matrix4 startTransform;
- // 结束位置(目标网格槽位的 Canvas 坐标)
- final vmath.Matrix4 endTransform;
- // 移除了 MoveType,因为现在每个 piece 都有自己的 MoveItem
- // final MoveType moveType;
- final Action action;
- MoveItem({required this.piece, required this.animation, required this.startTransform, required this.endTransform, required this.action});
- // 关键修正:直接设置 piece 的 transform 为动画插值
- void move() {
- // 关键修正:直接设置piece的transform为动画插值,而不是累加delta
- piece.transform = animation.value;
- }
- void stop() {
- // 关键修正:动画中断时,直接设置到最终目标位置 (endTransform)
- // 此时 piece 的 curRow/curCol 已经是目标网格坐标
- piece.transform = endTransform;
- }
- }
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