feat: serpentine journey map with auto-scroll and glowing current node

Replaces the plain GridView with a Candy-Crush-style journey map:
dotted serpentine path, circular nodes (gold=done, glowing=current,
dark+lock=locked), glass header, auto-scroll to current stage.
Updates season_map_screen_test to use Key('stage_node_$i') finders.
This commit is contained in:
2026-06-11 23:17:41 +09:00
parent 96304cc8a7
commit 78eb5c0639
2 changed files with 265 additions and 97 deletions
+245 -92
View File
@@ -4,10 +4,13 @@ import 'package:flutter_riverpod/flutter_riverpod.dart';
import '../../game/models/season.dart';
import '../../state/providers.dart';
import '../theme/palette.dart';
import '../widgets/map_layout.dart';
import '../widgets/season_background.dart';
import '../widgets/tile_painter.dart';
import 'game_screen.dart';
/// Stage selection for the active season. Themed map art lands in Phase 6;
/// for now a clean node grid with stars and locks.
/// Journey map: a serpentine path of stage nodes climbing the season
/// illustration. Auto-scrolls to the current stage on entry.
class SeasonMapScreen extends ConsumerWidget {
const SeasonMapScreen({super.key});
@@ -18,126 +21,276 @@ class SeasonMapScreen extends ConsumerWidget {
loading: () =>
const Scaffold(body: Center(child: CircularProgressIndicator())),
error: (e, _) => Scaffold(body: Center(child: Text('$e'))),
data: (list) => _Map(pack: list.first),
data: (list) => _JourneyMap(pack: list.first),
);
}
}
class _Map extends ConsumerWidget {
const _Map({required this.pack});
class _JourneyMap extends ConsumerStatefulWidget {
const _JourneyMap({required this.pack});
final SeasonPack pack;
@override
Widget build(BuildContext context, WidgetRef ref) {
ConsumerState<_JourneyMap> createState() => _JourneyMapState();
}
class _JourneyMapState extends ConsumerState<_JourneyMap> {
final _scroll = ScrollController();
bool _autoScrolled = false;
@override
void dispose() {
_scroll.dispose();
super.dispose();
}
void _autoScrollTo(
MapLayout layout, int current, int count, double viewportHeight) {
if (_autoScrolled || !_scroll.hasClients) return;
_autoScrolled = true;
final contentH = layout.heightFor(count);
final target =
(contentH - layout.nodeCenter(current, count).dy - viewportHeight / 2)
.clamp(0.0, _scroll.position.maxScrollExtent);
_scroll.jumpTo(target);
}
@override
Widget build(BuildContext context) {
// Watching progress keeps stars/locks fresh after each win.
ref.watch(progressProvider);
final pack = widget.pack;
final repo = ref.read(saveRepositoryProvider);
final ids = [for (final stage in pack.stages) stage.id];
final unlocked = repo.highestUnlockedIndex(pack.seasonId, ids);
final totalStars = repo.totalStars(pack.seasonId);
final locale = Localizations.localeOf(context).languageCode;
final colors = ThemeColors(pack.theme);
return Scaffold(
appBar: AppBar(
title: Text(pack.titleFor(locale)),
actions: [
Padding(
padding: const EdgeInsets.only(right: 16),
child: Center(
child: Text(
'$totalStars/${pack.stages.length * 3}',
style: Theme.of(context)
.textTheme
.titleMedium
?.copyWith(color: Colors.amber),
backgroundColor: Colors.transparent,
body: Stack(
fit: StackFit.expand,
children: [
SeasonBackground(theme: pack.theme),
LayoutBuilder(
builder: (context, constraints) {
final layout = MapLayout(width: constraints.maxWidth);
final count = pack.stages.length;
WidgetsBinding.instance.addPostFrameCallback((_) =>
_autoScrollTo(
layout, unlocked, count, constraints.maxHeight));
return SingleChildScrollView(
controller: _scroll,
reverse: true,
child: SizedBox(
width: constraints.maxWidth,
height: layout.heightFor(count),
child: Stack(
children: [
CustomPaint(
size: Size(
constraints.maxWidth, layout.heightFor(count)),
painter:
_PathPainter(layout: layout, count: count),
),
for (var i = 0; i < count; i++)
_node(
context,
layout,
i,
count,
unlocked,
repo.progressFor(pack.seasonId, ids[i])?.stars ?? 0,
colors,
),
],
),
),
);
},
),
// Glass header.
Positioned(
top: 0,
left: 0,
right: 0,
child: Container(
padding: EdgeInsets.only(
top: MediaQuery.of(context).padding.top + 6,
bottom: 12,
left: 8,
right: 16,
),
decoration: BoxDecoration(
gradient: LinearGradient(
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
colors: [
Colors.black.withValues(alpha: 0.45),
Colors.transparent,
],
),
),
child: Row(
children: [
IconButton(
icon: const Icon(Icons.arrow_back, color: Colors.white),
onPressed: () => Navigator.of(context).pop(),
),
Expanded(
child: Text(
pack.titleFor(locale),
style: const TextStyle(
fontSize: 20,
fontWeight: FontWeight.w800,
color: Colors.white,
),
),
),
Text(
'$totalStars/${pack.stages.length * 3}',
style: const TextStyle(
color: Colors.amber,
fontWeight: FontWeight.w700,
),
),
],
),
),
),
],
),
body: GridView.builder(
padding: const EdgeInsets.all(16),
gridDelegate: const SliverGridDelegateWithFixedCrossAxisCount(
crossAxisCount: 4,
mainAxisSpacing: 12,
crossAxisSpacing: 12,
);
}
Widget _node(BuildContext context, MapLayout layout, int i, int count,
int unlocked, int stars, ThemeColors colors) {
final center = layout.nodeCenter(i, count);
final isCurrent = i == unlocked;
final isUnlocked = i <= unlocked;
final size = isCurrent ? 64.0 : 52.0;
return Positioned(
key: Key('stage_node_$i'),
left: center.dx - size / 2,
top: center.dy - size / 2,
child: GestureDetector(
onTap: !isUnlocked
? null
: () {
ref
.read(seasonFlowProvider.notifier)
.startSeasonStage(widget.pack, i);
Navigator.of(context).push(
MaterialPageRoute(builder: (_) => const GameScreen()),
);
},
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
Container(
width: size,
height: size,
alignment: Alignment.center,
decoration: BoxDecoration(
shape: BoxShape.circle,
gradient: isUnlocked
? LinearGradient(
begin: Alignment.topLeft,
end: Alignment.bottomRight,
colors: isCurrent
? [
lighten(colors.accent, 0.25),
colors.accent,
darken(colors.accent, 0.2),
]
: [
const Color(0xFFFFE9A8),
const Color(0xFFFFD166),
const Color(0xFFE0AC3B),
],
)
: null,
color: isUnlocked ? null : const Color(0xFF232B4A),
boxShadow: isCurrent
? [
BoxShadow(
color: colors.accent.withValues(alpha: 0.7),
blurRadius: 22,
),
]
: null,
),
child: isUnlocked
? Text(
'${i + 1}',
style: TextStyle(
fontSize: isCurrent ? 22 : 17,
fontWeight: FontWeight.w900,
color: isCurrent
? Colors.white
: const Color(0xFF5A4200),
),
)
: const Icon(Icons.lock, color: Colors.white24, size: 20),
),
if (isUnlocked && !isCurrent)
Row(
mainAxisSize: MainAxisSize.min,
children: [
for (var s = 0; s < 3; s++)
Icon(
Icons.star,
size: 13,
color: s < stars ? Colors.amber : Colors.white24,
),
],
),
],
),
itemCount: pack.stages.length,
itemBuilder: (context, i) {
final progress = repo.progressFor(pack.seasonId, ids[i]);
final isUnlocked = i <= unlocked;
return _StageNode(
number: i + 1,
stars: progress?.stars ?? 0,
unlocked: isUnlocked,
onTap: !isUnlocked
? null
: () {
ref
.read(seasonFlowProvider.notifier)
.startSeasonStage(pack, i);
Navigator.of(context).push(
MaterialPageRoute(builder: (_) => const GameScreen()),
);
},
);
},
),
);
}
}
class _StageNode extends StatelessWidget {
const _StageNode({
required this.number,
required this.stars,
required this.unlocked,
required this.onTap,
});
class _PathPainter extends CustomPainter {
const _PathPainter({required this.layout, required this.count});
final int number;
final int stars;
final bool unlocked;
final VoidCallback? onTap;
final MapLayout layout;
final int count;
@override
Widget build(BuildContext context) {
return Material(
color: unlocked ? GamePalette.emptyCell : GamePalette.boardBackground,
borderRadius: BorderRadius.circular(14),
child: InkWell(
borderRadius: BorderRadius.circular(14),
onTap: onTap,
child: unlocked
? Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Text(
'$number',
style: Theme.of(context)
.textTheme
.titleLarge
?.copyWith(fontWeight: FontWeight.w800),
),
const SizedBox(height: 4),
Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
for (var s = 0; s < 3; s++)
Icon(
Icons.star,
size: 14,
color: s < stars ? Colors.amber : Colors.white24,
),
],
),
],
)
: const Center(
child: Icon(Icons.lock, color: Colors.white24, size: 22),
),
),
);
void paint(Canvas canvas, Size size) {
if (count < 2) return;
final path = Path()
..moveTo(
layout.nodeCenter(0, count).dx, layout.nodeCenter(0, count).dy);
for (var i = 1; i < count; i++) {
final prev = layout.nodeCenter(i - 1, count);
final cur = layout.nodeCenter(i, count);
final midY = (prev.dy + cur.dy) / 2;
path.cubicTo(prev.dx, midY, cur.dx, midY, cur.dx, cur.dy);
}
final paint = Paint()
..color = Colors.white.withValues(alpha: 0.25)
..style = PaintingStyle.stroke
..strokeWidth = 5
..strokeCap = StrokeCap.round;
// Dash the path manually: short dots every 13px.
for (final metric in path.computeMetrics()) {
var d = 0.0;
while (d < metric.length) {
canvas.drawPath(metric.extractPath(d, d + 1.5), paint);
d += 13;
}
}
}
@override
bool shouldRepaint(_PathPainter old) =>
old.count != count || old.layout.width != layout.width;
}