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commit 068930c7bd
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import 'package:flame/components.dart';
import 'package:flame/events.dart';
import 'package:flutter/material.dart';
/// نسبت ابعاد کارت (۵۰۰×۷۲۶ منبع).
const double kCardRatio = 726 / 500;
/// یک کارت روی میز؛ اگر تصویر `assets/images/cards/<code>.png` موجود باشد از آن
/// استفاده می‌کند، وگرنه نسخه‌ی برداری می‌کشد. برای پشت کارت `back.jpg`.
class CardComponent extends PositionComponent with TapCallbacks, HasGameReference {
final String code; // مثل "AS"؛ برای پشت کارت خالی
final bool faceUp;
VoidCallback? onTap; // با تغییر نوبت/مجاز‌بودن به‌روز می‌شود
bool dimmed; // کارت غیرمجاز/غیرفعال
Sprite? _sprite;
CardComponent({
required this.code,
required this.faceUp,
this.onTap,
this.dimmed = false,
super.position,
super.size,
super.angle,
super.priority,
super.anchor = Anchor.center,
});
@override
Future<void> onLoad() async {
try {
_sprite = await game.loadSprite(faceUp ? 'cards/$code.png' : 'cards/back.jpg');
} catch (_) {
_sprite = null; // fallback برداری
}
}
@override
void onTapDown(TapDownEvent event) {
if (onTap != null && !dimmed) onTap!.call();
}
@override
void render(Canvas canvas) {
final rect = size.toRect();
final radius = Radius.circular(size.x * 0.09);
final rrect = RRect.fromRectAndRadius(rect, radius);
if (_sprite != null) {
canvas.save();
canvas.clipRRect(rrect);
_sprite!.render(canvas, size: size);
canvas.restore();
} else if (faceUp) {
_drawVectorFace(canvas, rrect);
} else {
_drawVectorBack(canvas, rrect);
}
if (dimmed) {
canvas.drawRRect(rrect, Paint()..color = const Color(0x73000000));
}
canvas.drawRRect(
rrect,
Paint()
..style = PaintingStyle.stroke
..strokeWidth = 1.5
..color = const Color(0xFF1A1A1A),
);
}
void _drawVectorBack(Canvas canvas, RRect rrect) {
canvas.drawRRect(rrect, Paint()..color = const Color(0xFF1C3A66));
final inner = rrect.deflate(size.x * 0.08);
canvas.drawRRect(
inner,
Paint()
..style = PaintingStyle.stroke
..strokeWidth = 2
..color = const Color(0xFFE9B949),
);
}
void _drawVectorFace(Canvas canvas, RRect rrect) {
canvas.drawRRect(rrect, Paint()..color = Colors.white);
final rank = code.substring(0, code.length - 1);
final suit = code.substring(code.length - 1);
final (symbol, color) = _suit(suit);
_text(canvas, '$rank$symbol', size.x * 0.26, color,
Offset(size.x * 0.08, size.y * 0.05));
// نماد بزرگ وسط
_text(canvas, symbol, size.x * 0.5, color,
Offset(size.x * 0.5, size.y * 0.5), center: true);
}
(String, Color) _suit(String s) {
switch (s) {
case 'H':
return ('', const Color(0xFFD32F2F));
case 'D':
return ('', const Color(0xFFD32F2F));
case 'C':
return ('', const Color(0xFF1A1A1A));
default:
return ('', const Color(0xFF1A1A1A));
}
}
void _text(Canvas canvas, String s, double fontSize, Color color, Offset at,
{bool center = false}) {
final tp = TextPainter(
text: TextSpan(
text: s, style: TextStyle(color: color, fontSize: fontSize)),
textDirection: TextDirection.ltr,
)..layout();
final offset = center ? at - Offset(tp.width / 2, tp.height / 2) : at;
tp.paint(canvas, offset);
}
}
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import 'dart:async';
import 'dart:math' as math;
import 'package:flame/components.dart';
import 'package:flame/effects.dart';
import 'package:flame/game.dart';
import 'package:flutter/material.dart';
import '../game_cubit.dart';
import '../game_models.dart';
import 'card_component.dart';
/// صحنه‌ی میز حکم با انیمیشن. شما همیشه پایین میز (rel=0) هستید.
/// کامپوننت‌های دست و trick ماندگارند و با افکت حرکت جابه‌جا می‌شوند.
class HokmGame extends FlameGame {
final GameCubit cubit;
GameState? _s;
StreamSubscription? _sub;
final Map<String, CardComponent> _hand = {}; // کارت‌های دستِ شما (با کد)
final Map<String, CardComponent> _trick = {}; // کارت‌های روی زمین (با کد)
final List<Component> _backs = []; // پشت‌کارت حریفان
final List<Component> _info = []; // نام/امتیاز/حکم/نوبت
double _cardW = 60;
double _cardH = 87;
double _shake = 0; // شدت تکانِ صفحه (افکت برد با حکم)
double _t = 0; // زمان برای نوسان تکان
bool _prevTrickDone = false;
HokmGame(this.cubit);
@override
Color backgroundColor() => const Color(0xFF2C0A10);
@override
Future<void> onLoad() async {
add(_Felt());
_sub = cubit.stream.listen((ui) {
if (ui.state != null) {
final s = ui.state!;
if (s.trickDone && !_prevTrickDone) _onTrickComplete(s);
_prevTrickDone = s.trickDone;
_s = s;
_relayout();
}
});
if (cubit.state.state != null) {
_s = cubit.state.state;
_relayout();
}
}
@override
void update(double dt) {
super.update(dt);
_t += dt;
if (_shake > 0) _shake = math.max(0, _shake - dt * 2.2);
}
@override
void render(Canvas canvas) {
if (_shake > 0) {
final dx = math.sin(_t * 55) * _shake * size.x * 0.018;
final dy = math.cos(_t * 70) * _shake * size.y * 0.010;
canvas.save();
canvas.translate(dx, dy);
super.render(canvas);
canvas.restore();
} else {
super.render(canvas);
}
}
// هنگام کامل‌شدن یک دست: اگر برنده «بریده» باشد (خالِ زمینه آتو نبوده ولی
// کارتِ برنده آتوست — یعنی بازیکن چون خال زمینه را نداشت آتو زد) تکان + رعد.
void _onTrickComplete(GameState s) {
if (s.trick.length < 4) return;
final winner = _winnerCard(s);
final cutWithTrump = s.trump != null &&
s.leadSuit != s.trump &&
_suitName(winner.card) == s.trump;
_shake = cutWithTrump ? 1.0 : 0.3;
if (cutWithTrump) add(_Lightning());
}
TrickCard _winnerCard(GameState s) {
var best = s.trick.first;
for (final tc in s.trick.skip(1)) {
if (_beats(tc.card, best.card, s.trump, s.leadSuit)) best = tc;
}
return best;
}
// آیا کارت a کارت b را می‌برد (با توجه به حکم و خال زمینه)؟ مطابق منطق سرور.
bool _beats(String a, String b, String? trump, String? lead) {
final aT = _suitName(a) == trump, bT = _suitName(b) == trump;
if (aT && !bT) return true;
if (!aT && bT) return false;
if (aT && bT) return _rankValue(a) > _rankValue(b);
if (_suitName(a) != lead) return false;
if (_suitName(b) != lead) return true;
return _rankValue(a) > _rankValue(b);
}
@override
void onGameResize(Vector2 size) {
super.onGameResize(size);
if (isLoaded) _relayout();
}
@override
void onRemove() {
_sub?.cancel();
super.onRemove();
}
int _rel(int seat) => (seat - _s!.yourSeat + 4) % 4;
static String _suitName(String code) {
switch (code[code.length - 1]) {
case 'H':
return 'hearts';
case 'D':
return 'diamonds';
case 'C':
return 'clubs';
default:
return 'spades';
}
}
bool _legal(String code) {
final s = _s!;
if (s.phase != 'playing' || s.trickDone || !s.isMyTurn) return false;
final lead = s.leadSuit;
if (lead == null || lead.isEmpty) return true;
final hasLead = s.yourHand.any((c) => _suitName(c) == lead);
return !hasLead || _suitName(code) == lead;
}
void _relayout() {
final s = _s;
if (s == null) return;
_cardW = size.x * 0.19; // کارت‌های بزرگ‌تر (مطابق تصویر مرجع)
_cardH = _cardW * kCardRatio;
_rebuildBacksAndInfo(s);
_layoutTrick(s);
_layoutHand(s);
}
// افکت حرکت بدون انباشته‌شدن.
void _moveTo(CardComponent c, Vector2 target, {double dur = 0.38}) {
c.children.whereType<MoveToEffect>().toList().forEach((e) => e.removeFromParent());
if ((c.position - target).length < 0.5) {
c.position = target;
return;
}
c.add(MoveToEffect(
target, EffectController(duration: dur, curve: Curves.easeOutCubic)));
}
// ترتیب خال‌ها برای چیدنِ دست (سیاه/قرمز متناوب تا تفکیک بصری راحت‌تر باشد).
static const _suitOrder = {'S': 0, 'H': 1, 'C': 2, 'D': 3};
static int _rankValue(String code) {
switch (code.substring(0, code.length - 1)) {
case 'A':
return 14;
case 'K':
return 13;
case 'Q':
return 12;
case 'J':
return 11;
default:
return int.tryParse(code.substring(0, code.length - 1)) ?? 0;
}
}
static int _cardCompare(String a, String b) {
final sa = _suitOrder[a[a.length - 1]] ?? 0;
final sb = _suitOrder[b[b.length - 1]] ?? 0;
if (sa != sb) return sa - sb;
return _rankValue(a) - _rankValue(b);
}
void _layoutHand(GameState s) {
// کارت‌های دست بر اساس خال و سپس رتبه مرتب می‌شوند تا کار بازیکن راحت‌تر باشد.
final codes = List<String>.from(s.yourHand)..sort(_cardCompare);
final n = codes.length;
// کارت‌هایی که دیگر در دست نیستند و به trick هم نرفته‌اند ⇒ حذف.
for (final code in _hand.keys.toList()) {
if (!codes.contains(code)) {
final c = _hand.remove(code)!;
if (!_trick.containsKey(code)) c.removeFromParent();
}
}
final handW = size.x * 0.72;
final step = n > 1 ? (handW - _cardW) / (n - 1) : 0.0;
final startX = size.x / 2 - (step * (n - 1)) / 2;
final y = size.y * 0.84;
for (var i = 0; i < n; i++) {
final code = codes[i];
final target = Vector2(startX + i * step, y);
final legal = _legal(code);
final dim = s.phase == 'playing' && s.isMyTurn && !legal;
var c = _hand[code];
if (c == null) {
// کارت جدید ⇒ از مرکز میز پخش می‌شود.
c = CardComponent(
code: code,
faceUp: true,
size: Vector2(_cardW, _cardH),
position: size / 2,
);
_hand[code] = c;
add(c);
} else {
c.size = Vector2(_cardW, _cardH);
}
c.onTap = legal ? () => cubit.playCard(code) : null;
c.dimmed = dim;
c.priority = 10 + i;
_moveTo(c, target);
}
}
void _layoutTrick(GameState s) {
final present = s.trick.map((t) => t.card).toSet();
// کارت‌های trick که دیگر نیستند (دست جمع شد) ⇒ به سمت برنده (نوبت بعدی) برو و حذف شو.
for (final code in _trick.keys.toList()) {
if (!present.contains(code)) {
final c = _trick.remove(code)!;
final winnerOrigin = _seatOrigin(_rel(s.turn));
c.children.whereType<MoveToEffect>().toList().forEach((e) => e.removeFromParent());
c.add(SequenceEffect([
MoveToEffect(winnerOrigin,
EffectController(duration: 0.25, curve: Curves.easeIn)),
RemoveEffect(),
]));
}
}
for (final tc in s.trick) {
final slot = size / 2 + _trickOffset(_rel(tc.seat));
var c = _trick[tc.card];
if (c == null) {
// اگر خودِ شما بازی کردید، همان کارتِ دست را منتقل کن (پرواز به وسط).
c = _hand.remove(tc.card);
if (c != null) {
c.onTap = null;
c.dimmed = false;
} else {
c = CardComponent(
code: tc.card,
faceUp: true,
size: Vector2(_cardW, _cardH),
position: _seatOrigin(_rel(tc.seat)),
);
add(c);
}
_trick[tc.card] = c;
}
c.size = Vector2(_cardW, _cardH);
c.priority = 5;
_moveTo(c, slot);
}
}
Vector2 _seatOrigin(int rel) {
final c = size / 2;
switch (rel) {
case 1:
return Vector2(size.x * 0.10, c.y);
case 2:
return Vector2(c.x, size.y * 0.14);
case 3:
return Vector2(size.x * 0.90, c.y);
default:
return Vector2(c.x, size.y * 0.82);
}
}
Vector2 _trickOffset(int rel) {
final d = _cardW * 0.62;
switch (rel) {
case 1:
return Vector2(-d, 0);
case 2:
return Vector2(0, -d);
case 3:
return Vector2(d, 0);
default:
return Vector2(0, d);
}
}
void _rebuildBacksAndInfo(GameState s) {
for (final c in _backs) {
c.removeFromParent();
}
for (final c in _info) {
c.removeFromParent();
}
_backs.clear();
_info.clear();
// پشت‌کارت حریفان
for (var seat = 0; seat < 4; seat++) {
if (seat == s.yourSeat) continue;
final rel = _rel(seat);
final count = seat < s.handCounts.length ? s.handCounts[seat] : 0;
_addBacks(rel, count);
}
_addTricksWon(s);
_addScorePucks(s);
_addInfo(s);
}
// شمارنده ۱: دست‌های برده‌ی این هَند (tricks_won) — دسته‌کارتِ پشت‌رو + عدد.
// با هر دست یکی اضافه می‌شود؛ رسیدن به ۷ یعنی پایان هَند (سرور صفر می‌کند).
void _addTricksWon(GameState s) {
const gold = Color(0xFFE9B949);
for (var team = 0; team < 2; team++) {
final won = team < s.tricksWon.length ? s.tricksWon[team] : 0;
if (won <= 0) continue;
final mine = team == s.yourSeat % 2;
final w = _cardW * 0.40, h = w * kCardRatio;
final base = mine
? Vector2(size.x * 0.30, size.y * 0.60)
: Vector2(size.x * 0.70, size.y * 0.40);
final step = Vector2(w * 0.40, 0);
final n = won.clamp(1, 7);
final start = base - step * ((n - 1) / 2);
for (var i = 0; i < n; i++) {
final c = CardComponent(
code: '',
faceUp: false,
size: Vector2(w, h),
position: start + step * i.toDouble(),
priority: 2,
);
_backs.add(c);
add(c);
}
final badge = TextComponent(
text: '$won',
anchor: Anchor.center,
position: base - Vector2(0, h * 0.7),
priority: 21,
textRenderer: TextPaint(
style: TextStyle(
fontFamily: 'Dana',
color: gold,
fontSize: _cardW * 0.34,
fontWeight: FontWeight.bold,
shadows: const [Shadow(color: Colors.black, blurRadius: 4)],
),
),
);
_info.add(badge);
add(badge);
}
}
// شمارنده ۲: امتیاز بازی (scores = هندهای برده) — دیسک مرکزیِ هر تیم، ۰ تا ۷.
// رسیدن به ۷ یعنی پایان کل بازی.
void _addScorePucks(GameState s) {
final radius = size.x * 0.05;
for (var team = 0; team < 2; team++) {
final score = team < s.scores.length ? s.scores[team] : 0;
final mine = team == s.yourSeat % 2;
final pos = mine
? Vector2(size.x / 2, size.y * 0.72) // تیم شما: پایینِ مرکز
: Vector2(size.x / 2, size.y * 0.28); // تیم حریف: بالای مرکز
final puck = _Puck(score, radius: radius, position: pos)..priority = 22;
_info.add(puck);
add(puck);
}
}
void _addBacks(int rel, int count) {
if (count <= 0) return;
final n = count.clamp(1, 13);
final w = _cardW * 0.7, h = _cardH * 0.7;
final c = size / 2;
Vector2 base, stepV;
switch (rel) {
case 2:
base = Vector2(c.x, size.y * 0.12);
stepV = Vector2(size.x * 0.45 / 13, 0);
break;
case 1:
base = Vector2(size.x * 0.07, c.y);
stepV = Vector2(0, size.y * 0.4 / 13);
break;
default:
base = Vector2(size.x * 0.93, c.y);
stepV = Vector2(0, size.y * 0.4 / 13);
}
final start = base - stepV * ((n - 1) / 2);
for (var i = 0; i < n; i++) {
final comp = CardComponent(
code: '',
faceUp: false,
size: Vector2(w, h),
position: start + stepV * i.toDouble(),
priority: 1,
);
_backs.add(comp);
add(comp);
}
}
void _addInfo(GameState s) {
void addText(String text, Vector2 pos, double fs, Color color,
{Anchor anchor = Anchor.center, bool bold = false}) {
final t = TextComponent(
text: text,
anchor: anchor,
position: pos,
priority: 20,
textRenderer: TextPaint(
style: TextStyle(
fontFamily: 'Dana',
color: color,
fontSize: fs,
fontWeight: bold ? FontWeight.bold : FontWeight.normal)),
);
_info.add(t);
add(t);
}
if (s.trump != null) {
final (sym, col) = _trumpGlyph(s.trump!);
addText('حکم: $sym', Vector2(size.x * 0.04, size.y * 0.04), size.x * 0.05,
col, anchor: Anchor.topLeft, bold: true);
}
addText(
'${s.scores.isNotEmpty ? s.scores[0] : 0} - ${s.scores.length > 1 ? s.scores[1] : 0}',
Vector2(size.x / 2, size.y * 0.04),
size.x * 0.05,
const Color(0xFFE9B949),
anchor: Anchor.topCenter);
for (final p in s.players) {
final rel = _rel(p.seat);
final pos = _seatLabelPos(rel);
final isTurn = s.turn == p.seat;
addText(
'${p.name}${p.bot ? ' (ربات)' : ''}${p.connected ? '' : ''}',
pos,
size.x * 0.035,
isTurn ? const Color(0xFFE9B949) : Colors.white70,
bold: isTurn,
);
if (isTurn) {
final dot = CircleComponent(
radius: size.x * 0.012,
anchor: Anchor.center,
position: pos - Vector2(0, size.y * 0.03),
paint: Paint()..color = const Color(0xFFE9B949),
)..priority = 20;
_info.add(dot);
add(dot);
}
}
}
Vector2 _seatLabelPos(int rel) {
switch (rel) {
case 1:
return Vector2(size.x * 0.07, size.y * 0.30);
case 2:
return Vector2(size.x / 2, size.y * 0.07);
case 3:
return Vector2(size.x * 0.93, size.y * 0.30);
default:
return Vector2(size.x / 2, size.y * 0.975);
}
}
(String, Color) _trumpGlyph(String suit) {
switch (suit) {
case 'hearts':
return ('', const Color(0xFFD32F2F));
case 'diamonds':
return ('', const Color(0xFFD32F2F));
case 'clubs':
return ('', Colors.white);
default:
return ('', Colors.white);
}
}
}
/// افکت رعد روی زمین هنگام برد با حکم؛ پس از مدت کوتاهی خودش حذف می‌شود.
class _Lightning extends PositionComponent with HasGameReference {
double _life = 0.55;
static const _max = 0.55;
final _rng = math.Random();
final List<List<Offset>> _bolts = [];
@override
Future<void> onLoad() async {
size = game.size;
final center = Offset(size.x / 2, size.y / 2);
for (var i = 0; i < 3; i++) {
// هر رعد یک خط شکسته از یک نقطه‌ی تصادفیِ کناری به سمت مرکز.
final start = Offset(_rng.nextDouble() * size.x, _rng.nextDouble() * size.y * 0.4);
final pts = <Offset>[start];
const segs = 6;
for (var s = 1; s <= segs; s++) {
final t = s / segs;
final base = Offset.lerp(start, center, t)!;
final jitter = (1 - t) * size.x * 0.06;
pts.add(base + Offset((_rng.nextDouble() - 0.5) * jitter, (_rng.nextDouble() - 0.5) * jitter));
}
_bolts.add(pts);
}
}
@override
void update(double dt) {
_life -= dt;
if (_life <= 0) removeFromParent();
}
@override
void render(Canvas canvas) {
final op = (_life / _max).clamp(0.0, 1.0);
final glow = Paint()
..color = const Color(0xFFFFE082).withValues(alpha: op * 0.5)
..style = PaintingStyle.stroke
..strokeWidth = size.x * 0.02
..maskFilter = const MaskFilter.blur(BlurStyle.normal, 6);
final core = Paint()
..color = const Color(0xFFFFFDE7).withValues(alpha: op)
..style = PaintingStyle.stroke
..strokeWidth = size.x * 0.006
..strokeCap = StrokeCap.round;
for (final bolt in _bolts) {
final path = Path()..moveTo(bolt.first.dx, bolt.first.dy);
for (final p in bolt.skip(1)) {
path.lineTo(p.dx, p.dy);
}
canvas.drawPath(path, glow);
canvas.drawPath(path, core);
}
}
}
/// دیسکِ فلزیِ شمارش دست‌های برده‌ی یک تیم (۰ تا ۷).
class _Puck extends PositionComponent {
final int count;
_Puck(this.count, {required double radius, super.position})
: super(size: Vector2.all(radius * 2), anchor: Anchor.center);
@override
void render(Canvas canvas) {
final r = size.x / 2;
final c = Offset(r, r);
canvas.drawCircle(c, r, Paint()..color = const Color(0xFF14110F));
canvas.drawCircle(
c,
r * 0.92,
Paint()
..style = PaintingStyle.stroke
..strokeWidth = r * 0.22
..color = const Color(0xFFB8860B),
);
final tp = TextPainter(
text: TextSpan(
text: '$count',
style: TextStyle(
fontFamily: 'Dana',
color: const Color(0xFFE9B949),
fontSize: r * 1.05,
fontWeight: FontWeight.bold,
),
),
textDirection: TextDirection.ltr,
)..layout();
tp.paint(canvas, c - Offset(tp.width / 2, tp.height / 2));
}
}
/// نمدِ سبز میز.
class _Felt extends PositionComponent with HasGameReference {
@override
void render(Canvas canvas) {
final w = game.size.x, h = game.size.y;
final rect = Rect.fromCenter(
center: Offset(w / 2, h / 2),
width: w * 0.86,
height: h * 0.62,
);
final rrect = RRect.fromRectAndRadius(rect, Radius.circular(h * 0.3));
canvas.drawRRect(rrect, Paint()..color = const Color(0xFF1B5E20));
canvas.drawRRect(
rrect,
Paint()
..style = PaintingStyle.stroke
..strokeWidth = 6
..color = const Color(0xFFB8860B),
);
}
}
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import 'dart:async';
import 'package:equatable/equatable.dart';
import 'package:flutter_bloc/flutter_bloc.dart';
import '../../core/network/ws_client.dart';
import 'game_models.dart';
class GameUiState extends Equatable {
final WsStatus connection;
final GameState? state;
final HandResult? handResult; // اوورلی نتیجه‌ی هَند (گذرا)
final GameOver? gameOver; // اوورلی پایان بازی
final String? notice; // پیام گذرا (خطا/خروج بازیکن)
const GameUiState({
this.connection = WsStatus.connecting,
this.state,
this.handResult,
this.gameOver,
this.notice,
});
GameUiState copyWith({
WsStatus? connection,
GameState? state,
HandResult? handResult,
GameOver? gameOver,
String? notice,
bool clearHandResult = false,
bool clearNotice = false,
}) =>
GameUiState(
connection: connection ?? this.connection,
state: state ?? this.state,
handResult: clearHandResult ? null : (handResult ?? this.handResult),
gameOver: gameOver ?? this.gameOver,
notice: clearNotice ? null : (notice ?? this.notice),
);
@override
List<Object?> get props => [connection, state, handResult, gameOver, notice];
}
class GameCubit extends Cubit<GameUiState> {
final WsClient _ws;
final String tier;
late final StreamSubscription _msgSub;
late final StreamSubscription _statusSub;
GameCubit(this._ws, this.tier) : super(const GameUiState()) {
_msgSub = _ws.messages.listen(_onMessage);
_statusSub = _ws.status.listen(_onStatus);
_ws.connect();
}
void _onStatus(WsStatus s) {
emit(state.copyWith(connection: s));
// پس از برقراری اتصال، درخواست ورود به صف؛ در صورت reconnect سرور خودش
// بازیکن را به میز برمی‌گرداند (این پیام را نادیده می‌گیرد).
if (s == WsStatus.connected) {
_ws.send({'type': 'join_queue', 'tier': tier});
}
}
void _onMessage(Map<String, dynamic> msg) {
switch (msg['type']) {
case 'state':
final gs = GameState.fromJson(msg);
// با شروع دست/هَند جدید، اوورلی نتیجه پاک می‌شود.
final clear = gs.phase == 'choose_trump' || gs.phase == 'playing';
emit(state.copyWith(state: gs, clearHandResult: clear));
case 'hand_over':
emit(state.copyWith(handResult: HandResult.fromJson(msg)));
case 'game_over':
emit(state.copyWith(gameOver: GameOver.fromJson(msg)));
case 'player_disconnected':
emit(state.copyWith(notice: 'یک بازیکن قطع شد'));
case 'player_reconnected':
emit(state.copyWith(notice: 'بازیکن بازگشت'));
case 'player_left':
emit(state.copyWith(notice: 'یک بازیکن میز را ترک کرد'));
case 'error':
emit(state.copyWith(notice: (msg['message'] ?? 'خطا').toString()));
}
}
void chooseTrump(String suit) => _ws.send({'type': 'choose_trump', 'suit': suit});
void playCard(String card) => _ws.send({'type': 'play_card', 'card': card});
void leave() => _ws.send({'type': 'leave'});
void clearNotice() => emit(state.copyWith(clearNotice: true));
@override
Future<void> close() {
_msgSub.cancel();
_statusSub.cancel();
_ws.dispose();
return super.close();
}
}
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// مدل‌های وضعیت بازی (پیام‌های WebSocket سرور).
class GamePlayer {
final int seat;
final String name;
final bool bot;
final bool connected;
GamePlayer.fromJson(Map<String, dynamic> j)
: seat = (j['seat'] ?? 0) as int,
name = (j['name'] ?? '') as String,
bot = (j['bot'] ?? false) as bool,
connected = (j['connected'] ?? false) as bool;
}
class TrickCard {
final int seat;
final String card;
TrickCard(this.seat, this.card);
factory TrickCard.fromJson(Map<String, dynamic> j) =>
TrickCard((j['seat'] ?? 0) as int, (j['card'] ?? '') as String);
}
/// نمای وضعیت بازی برای بازیکن جاری (پیام type=state).
class GameState {
final String room;
final String phase; // choose_trump | playing | hand_over | game_over
final int yourSeat;
final int hakem;
final int turn;
final String? trump; // پس از انتخاب حکم
final bool trickDone; // دستِ کامل در حال نمایش (بازی ممنوع)
final List<String> yourHand;
final List<int> handCounts;
final List<TrickCard> trick;
final String? leadSuit;
final List<int> tricksWon;
final List<int> scores;
final int targetScore;
final List<GamePlayer> players;
GameState({
required this.room,
required this.phase,
required this.yourSeat,
required this.hakem,
required this.turn,
required this.trump,
required this.trickDone,
required this.yourHand,
required this.handCounts,
required this.trick,
required this.leadSuit,
required this.tricksWon,
required this.scores,
required this.targetScore,
required this.players,
});
factory GameState.fromJson(Map<String, dynamic> j) {
List<int> ints(dynamic v) =>
((v as List?) ?? []).map((e) => (e as num).toInt()).toList();
return GameState(
room: (j['room'] ?? '') as String,
phase: (j['phase'] ?? '') as String,
yourSeat: (j['your_seat'] ?? 0) as int,
hakem: (j['hakem'] ?? 0) as int,
turn: (j['turn'] ?? 0) as int,
trump: j['trump'] as String?,
trickDone: (j['trick_done'] ?? false) as bool,
yourHand: ((j['your_hand'] as List?) ?? []).map((e) => e as String).toList(),
handCounts: ints(j['hand_counts']),
trick: ((j['trick'] as List?) ?? [])
.map((e) => TrickCard.fromJson(Map<String, dynamic>.from(e as Map)))
.toList(),
leadSuit: j['lead_suit'] as String?,
tricksWon: ints(j['tricks_won']),
scores: ints(j['scores']),
targetScore: (j['target_score'] ?? 7) as int,
players: ((j['players'] as List?) ?? [])
.map((e) => GamePlayer.fromJson(Map<String, dynamic>.from(e as Map)))
.toList(),
);
}
bool get isMyTurn => turn == yourSeat;
bool get amHakem => hakem == yourSeat;
GamePlayer? playerAt(int seat) =>
players.where((p) => p.seat == seat).cast<GamePlayer?>().firstOrNull;
}
/// نتیجه‌ی یک هَند (پیام type=hand_over).
class HandResult {
final int winnerTeam;
final bool kot;
final int points;
final List<int> scores;
HandResult.fromJson(Map<String, dynamic> j)
: winnerTeam = (j['winner_team'] ?? 0) as int,
kot = (j['kot'] ?? false) as bool,
points = (j['points'] ?? 0) as int,
scores = ((j['scores'] as List?) ?? [])
.map((e) => (e as num).toInt())
.toList();
}
/// نتیجه‌ی پایان بازی (پیام type=game_over).
class GameOver {
final int winnerTeam;
final List<int> scores;
GameOver.fromJson(Map<String, dynamic> j)
: winnerTeam = (j['winner_team'] ?? 0) as int,
scores = ((j['scores'] as List?) ?? [])
.map((e) => (e as num).toInt())
.toList();
}
extension _FirstOrNull<E> on Iterable<E> {
E? get firstOrNull {
final it = iterator;
return it.moveNext() ? it.current : null;
}
}
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import '../../core/network/api_client.dart';
import 'tier.dart';
/// واکشی انواع میز برای صفحه‌ی لیست میزها.
class GameRepository {
final ApiClient _api;
GameRepository(this._api);
Future<List<TableTier>> getTiers() async {
final res = await _api.dio.get('/shop');
final cat = Map<String, dynamic>.from(res.data['catalog'] as Map);
final list = (cat['table_tiers'] as List?) ?? [];
return list
.map((e) => TableTier.fromJson(Map<String, dynamic>.from(e as Map)))
.toList();
}
}
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import 'dart:async';
import 'package:flame/game.dart';
import 'package:flutter/material.dart';
import 'package:flutter_bloc/flutter_bloc.dart';
import 'package:go_router/go_router.dart';
import '../../core/network/ws_client.dart';
import '../../core/theme/app_theme.dart';
import '../lobby/wallet_cubit.dart';
import 'flame/hokm_game.dart';
import 'game_cubit.dart';
import 'game_models.dart';
/// صفحه‌ی میز بازی: صحنه‌ی Flame + اوورلی‌های وضعیت (انتخاب حکم، نتیجه، پایان، اتصال).
class GameScreen extends StatefulWidget {
final int prize; // جایزه‌ی میز برای نمایش در دیالوگ جستجو
const GameScreen({super.key, this.prize = 0});
@override
State<GameScreen> createState() => _GameScreenState();
}
class _GameScreenState extends State<GameScreen> {
late final HokmGame _game;
Timer? _introTimer;
bool _introHidden = false;
@override
void initState() {
super.initState();
_game = HokmGame(context.read<GameCubit>());
}
@override
void dispose() {
_introTimer?.cancel();
super.dispose();
}
// دیالوگ جستجو تا یافتن حریفان و کمی پس از آن نمایش داده می‌شود.
bool _showSearch(GameUiState s) => s.state == null || !_introHidden;
@override
Widget build(BuildContext context) {
return PopScope(
// خروج با دکمه‌ی back سیستم هم باید با تأیید باشد.
canPop: false,
onPopInvokedWithResult: (didPop, _) {
if (!didPop) _confirmLeave(context);
},
child: Scaffold(
body: BlocConsumer<GameCubit, GameUiState>(
listenWhen: (a, b) => a.notice != b.notice && b.notice != null,
listener: (context, state) {
ScaffoldMessenger.of(context).showSnackBar(
SnackBar(content: Text(state.notice!), duration: const Duration(seconds: 2)),
);
context.read<GameCubit>().clearNotice();
},
builder: (context, state) {
// پس از یافتن حریفان، دیالوگ جستجو را کمی نگه می‌داریم بعد مخفی می‌کنیم.
if (state.state != null && _introTimer == null) {
_introTimer = Timer(const Duration(milliseconds: 1600), () {
if (mounted) setState(() => _introHidden = true);
});
}
return Stack(
children: [
GameWidget(game: _game),
_backButton(context),
if (state.connection == WsStatus.disconnected) _connBanner(),
if (_showSearch(state)) _searchPanel(state),
if (!_showSearch(state) && _showTrumpPicker(state))
_trumpPicker(context),
if (state.handResult != null && state.gameOver == null)
_handResult(state),
if (state.gameOver != null) _gameOver(context, state),
],
);
},
),
),
);
}
bool _showTrumpPicker(GameUiState s) =>
s.state != null &&
s.state!.phase == 'choose_trump' &&
s.state!.amHakem &&
s.gameOver == null;
Widget _backButton(BuildContext context) => Positioned(
top: 8,
right: 8,
child: SafeArea(
child: IconButton(
icon: const Icon(Icons.arrow_back, color: AppColors.gold),
onPressed: () => _confirmLeave(context),
),
),
);
Future<void> _confirmLeave(BuildContext context) async {
// اگر بازی تمام شده، بدون تأیید خارج شو.
if (context.read<GameCubit>().state.gameOver != null) {
_exitToLobby(context);
return;
}
final yes = await showDialog<bool>(
context: context,
builder: (_) => AlertDialog(
backgroundColor: AppColors.panel,
title: const Text('خروج از میز'),
content: const Text('از میز خارج می‌شوید؟ ورودی بازگردانده نمی‌شود.'),
actions: [
TextButton(
onPressed: () => Navigator.pop(context, false),
child: const Text('ماندن')),
TextButton(
onPressed: () => Navigator.pop(context, true),
child: const Text('خروج')),
],
),
);
if (yes == true && context.mounted) {
context.read<GameCubit>().leave();
_exitToLobby(context);
}
}
void _exitToLobby(BuildContext context) {
context.read<WalletCubit>().load();
context.go('/lobby');
}
Widget _connBanner() => Positioned(
top: 0,
left: 0,
right: 0,
child: Material(
color: Colors.orange.shade900,
child: const SafeArea(
bottom: false,
child: Padding(
padding: EdgeInsets.all(8),
child: Text('ارتباط با سرور قطع شد، در حال تلاش برای اتصال مجدد…',
textAlign: TextAlign.center,
style: TextStyle(color: Colors.white)),
),
),
),
);
// دیالوگ «جستجوی حریف» مطابق اپ مرجع: ۴ جایگاه بازیکن + جایزه.
Widget _searchPanel(GameUiState state) {
final players = state.state?.players ?? const <GamePlayer>[];
final mySeat = state.state?.yourSeat ?? -1;
final searching = state.state == null;
GamePlayer? at(int seat) {
for (final p in players) {
if (p.seat == seat) return p;
}
return null;
}
return Container(
color: Colors.black.withValues(alpha: 0.78),
alignment: Alignment.center,
child: Container(
margin: const EdgeInsets.symmetric(horizontal: 20),
padding: const EdgeInsets.fromLTRB(16, 14, 16, 18),
decoration: BoxDecoration(
color: AppColors.panel,
borderRadius: BorderRadius.circular(20),
border: Border.all(color: AppColors.gold, width: 2.5),
),
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
const Text('جستجوی حریف',
style: TextStyle(
color: AppColors.gold,
fontSize: 22,
fontWeight: FontWeight.bold)),
const SizedBox(height: 18),
Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
for (var seat = 0; seat < 4; seat++)
_searchSlot(at(seat), seat == mySeat),
],
),
const SizedBox(height: 18),
Container(
padding: const EdgeInsets.symmetric(horizontal: 18, vertical: 8),
decoration: BoxDecoration(
color: AppColors.bgDark,
borderRadius: BorderRadius.circular(24),
border: Border.all(color: AppColors.goldDark),
),
child: Row(mainAxisSize: MainAxisSize.min, children: [
const Icon(Icons.monetization_on, color: AppColors.gold),
const SizedBox(width: 8),
Text('${widget.prize}',
style: const TextStyle(
color: AppColors.gold,
fontSize: 18,
fontWeight: FontWeight.bold)),
]),
),
if (searching) ...[
const SizedBox(height: 16),
const SizedBox(
height: 22,
width: 22,
child: CircularProgressIndicator(
strokeWidth: 2, color: AppColors.gold),
),
],
],
),
),
);
}
Widget _searchSlot(GamePlayer? p, bool isYou) {
final found = p != null;
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 6),
child: Column(mainAxisSize: MainAxisSize.min, children: [
Text(found ? p.name : '...',
maxLines: 1,
overflow: TextOverflow.ellipsis,
style: TextStyle(
color: isYou ? AppColors.gold : Colors.white70, fontSize: 12)),
const SizedBox(height: 4),
Container(
width: 58,
height: 58,
decoration: BoxDecoration(
color: AppColors.bgDark,
borderRadius: BorderRadius.circular(10),
border: Border.all(
color: isYou ? AppColors.gold : AppColors.goldDark, width: 1.5),
),
child: Icon(
found ? (p.bot ? Icons.smart_toy : Icons.person) : Icons.help_outline,
color: found ? AppColors.gold : Colors.white24,
size: 30,
),
),
const SizedBox(height: 2),
Text(found ? (p.bot ? 'ربات' : (isYou ? 'شما' : 'حریف')) : '',
style: const TextStyle(color: Colors.white38, fontSize: 10)),
]),
);
}
Widget _trumpPicker(BuildContext context) {
const suits = [
('spades', '', 'پیک', Colors.white),
('hearts', '', 'دل', Color(0xFFD32F2F)),
('diamonds', '', 'خشت', Color(0xFFD32F2F)),
('clubs', '', 'گشنیز', Colors.white),
];
return Container(
color: Colors.black54,
alignment: Alignment.center,
child: Container(
margin: const EdgeInsets.all(24),
padding: const EdgeInsets.all(20),
decoration: BoxDecoration(
color: AppColors.panel,
borderRadius: BorderRadius.circular(16),
border: Border.all(color: AppColors.gold, width: 2),
),
child: Column(
mainAxisSize: MainAxisSize.min,
children: [
const Text('حکم را انتخاب کن',
style: TextStyle(color: AppColors.gold, fontSize: 20)),
const SizedBox(height: 16),
Wrap(
spacing: 12,
runSpacing: 12,
alignment: WrapAlignment.center,
children: [
for (final (id, sym, name, color) in suits)
ElevatedButton(
style: ElevatedButton.styleFrom(
backgroundColor: AppColors.bgDark,
minimumSize: const Size(120, 64),
),
onPressed: () =>
context.read<GameCubit>().chooseTrump(id),
child: Row(mainAxisSize: MainAxisSize.min, children: [
Text(sym, style: TextStyle(fontSize: 26, color: color)),
const SizedBox(width: 8),
Text(name, style: const TextStyle(color: AppColors.text)),
]),
),
],
),
],
),
),
);
}
Widget _handResult(GameUiState s) {
final r = s.handResult!;
final mySeat = s.state?.yourSeat ?? 0;
final myTeam = mySeat % 2;
final won = r.winnerTeam == myTeam;
return IgnorePointer(
child: Center(
child: Container(
padding: const EdgeInsets.symmetric(horizontal: 28, vertical: 18),
decoration: BoxDecoration(
color: Colors.black87,
borderRadius: BorderRadius.circular(16),
border: Border.all(color: AppColors.gold),
),
child: Column(mainAxisSize: MainAxisSize.min, children: [
Text(won ? 'این دست را بردید!' : 'این دست را باختید',
style: TextStyle(
color: won ? AppColors.green : Colors.redAccent,
fontSize: 20,
fontWeight: FontWeight.bold)),
if (r.kot)
const Padding(
padding: EdgeInsets.only(top: 6),
child: Text('کُت! (دو امتیاز)',
style: TextStyle(color: AppColors.gold)),
),
const SizedBox(height: 6),
Text('امتیاز: ${r.scores.isNotEmpty ? r.scores[0] : 0} - ${r.scores.length > 1 ? r.scores[1] : 0}',
style: const TextStyle(color: Colors.white70)),
]),
),
),
);
}
Widget _gameOver(BuildContext context, GameUiState s) {
final g = s.gameOver!;
final mySeat = s.state?.yourSeat ?? 0;
final won = g.winnerTeam == mySeat % 2;
return Container(
color: Colors.black87,
alignment: Alignment.center,
child: Column(mainAxisSize: MainAxisSize.min, children: [
Text(won ? 'بردید! 🎉' : 'باختید',
style: TextStyle(
color: won ? AppColors.gold : Colors.redAccent,
fontSize: 32,
fontWeight: FontWeight.bold)),
const SizedBox(height: 12),
Text('نتیجه نهایی: ${g.scores.isNotEmpty ? g.scores[0] : 0} - ${g.scores.length > 1 ? g.scores[1] : 0}',
style: const TextStyle(color: Colors.white70, fontSize: 18)),
const SizedBox(height: 28),
SizedBox(
width: 220,
child: ElevatedButton(
onPressed: () => _exitToLobby(context),
child: const Text('بازگشت به لابی'),
),
),
]),
);
}
}
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// نوع میز (از catalog.table_tiers در GET /api/shop).
class TableTier {
final String id;
final String title;
final int hands;
final int entry;
final int prize;
final int xp;
final int trophy;
TableTier.fromJson(Map<String, dynamic> j)
: id = j['id'] as String,
title = j['title'] as String,
hands = (j['hands'] ?? 0) as int,
entry = (j['entry'] ?? 0) as int,
prize = (j['prize'] ?? 0) as int,
xp = (j['xp'] ?? 0) as int,
trophy = (j['trophy'] ?? 0) as int;
}
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import 'package:flutter/material.dart';
import 'package:go_router/go_router.dart';
import '../../core/theme/app_theme.dart';
import 'game_repository.dart';
import 'tier.dart';
/// لیست میزها (tierها) با ورودی/جایزه؛ انتخاب → ورود به میز.
class TierListScreen extends StatefulWidget {
final GameRepository repo;
const TierListScreen({super.key, required this.repo});
@override
State<TierListScreen> createState() => _TierListScreenState();
}
class _TierListScreenState extends State<TierListScreen> {
late Future<List<TableTier>> _future;
@override
void initState() {
super.initState();
_future = widget.repo.getTiers();
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text('انتخاب میز')),
body: FutureBuilder<List<TableTier>>(
future: _future,
builder: (context, snap) {
if (snap.connectionState != ConnectionState.done) {
return const Center(child: CircularProgressIndicator());
}
if (snap.hasError || snap.data == null) {
return Center(
child: Column(mainAxisSize: MainAxisSize.min, children: [
const Text('خطا در بارگذاری میزها'),
TextButton(
onPressed: () =>
setState(() => _future = widget.repo.getTiers()),
child: const Text('تلاش مجدد'),
),
]),
);
}
final tiers = snap.data!;
return ListView.separated(
padding: const EdgeInsets.all(16),
itemCount: tiers.length,
separatorBuilder: (_, __) => const SizedBox(height: 12),
itemBuilder: (_, i) => _TierCard(tier: tiers[i]),
);
},
),
);
}
}
class _TierCard extends StatelessWidget {
final TableTier tier;
const _TierCard({required this.tier});
@override
Widget build(BuildContext context) {
return InkWell(
borderRadius: BorderRadius.circular(14),
onTap: () => context.push('/game/${tier.id}?prize=${tier.prize}'),
child: Container(
padding: const EdgeInsets.all(16),
decoration: BoxDecoration(
color: AppColors.panel,
borderRadius: BorderRadius.circular(14),
border: Border.all(color: AppColors.goldDark),
),
child: Row(
children: [
Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(tier.title,
style: const TextStyle(
color: AppColors.gold,
fontSize: 18,
fontWeight: FontWeight.bold)),
const SizedBox(height: 4),
Text('${tier.hands} دست',
style: const TextStyle(color: Colors.white60)),
],
),
const Spacer(),
Column(
crossAxisAlignment: CrossAxisAlignment.end,
children: [
_row(Icons.login, 'ورودی', tier.entry),
_row(Icons.emoji_events, 'جایزه', tier.prize),
],
),
],
),
),
);
}
Widget _row(IconData icon, String label, int value) {
return Padding(
padding: const EdgeInsets.symmetric(vertical: 2),
child: Row(mainAxisSize: MainAxisSize.min, children: [
Text('$label: $value',
style: const TextStyle(color: AppColors.text, fontSize: 13)),
const SizedBox(width: 4),
Icon(icon, size: 16, color: AppColors.gold),
]),
);
}
}