parent
90349e1b93
commit
24f84fbf5a
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@ -0,0 +1,38 @@
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import 'player.dart';
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class Game {
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List<Player> players = [];
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int numWolves;
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Game(this.numWolves);
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void addPlayer(String name) {
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players.add(Player(name: name));
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}
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void assignRoles() {
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List<int> indexes = List.generate(players.length, (index) => index)..shuffle();
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for (var player in players) {
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player.role = 'Dorfbewohner'; // Reset roles
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}
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for (int i = 0; i < numWolves; i++) {
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players[indexes[i]].role = 'Werwolf';
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}
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}
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void incrementWolves() {
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if (numWolves < players.length) {
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numWolves++;
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}
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}
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void decrementWolves() {
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if (numWolves > 1) {
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numWolves--;
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}
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}
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void toggleReveal(int index) {
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players[index].isRevealed = !players[index].isRevealed;
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}
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}
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201
lib/main.dart
201
lib/main.dart
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@ -1,112 +1,89 @@
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import 'package:flutter/material.dart';
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void main() {
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runApp(MyApp());
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}
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class MyApp extends StatelessWidget {
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@override
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Widget build(BuildContext context) {
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return MaterialApp(
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home: UserDataForm(),
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);
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}
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}
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class UserDataForm extends StatefulWidget {
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@override
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_UserDataFormState createState() => _UserDataFormState();
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}
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class _UserDataFormState extends State<UserDataForm> {
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final _formKey = GlobalKey<FormState>();
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String _name = '';
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int _age = 0;
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double _height = 0.0;
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void _submitData() {
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if (_formKey.currentState!.validate()) {
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_formKey.currentState!.save();
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// Zeigt einen Dialog mit den gespeicherten Daten
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showDialog(
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context: context,
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builder: (context) {
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return AlertDialog(
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title: Text('Gespeicherte Daten'),
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content: Text(
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'Name: $_name\nAlter: $_age\nGröße: ${_height.toStringAsFixed(2)} m'),
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actions: <Widget>[
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TextButton(
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child: Text('OK'),
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onPressed: () {
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Navigator.of(context).pop();
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},
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),
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],
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);
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},
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);
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}
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}
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@override
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Widget build(BuildContext context) {
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return Scaffold(
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appBar: AppBar(
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title: Text('Benutzerdaten-Formular'),
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),
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body: Form(
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key: _formKey,
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child: Column(
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children: <Widget>[
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TextFormField(
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decoration: InputDecoration(labelText: 'Name'),
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onSaved: (value) {
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_name = value!;
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},
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validator: (value) {
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if (value!.isEmpty) {
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return 'Bitte einen Namen eingeben';
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}
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return null;
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},
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),
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TextFormField(
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decoration: InputDecoration(labelText: 'Alter'),
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keyboardType: TextInputType.number,
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onSaved: (value) {
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_age = int.parse(value!);
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},
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validator: (value) {
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if (value!.isEmpty || int.tryParse(value) == null) {
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return 'Bitte ein gültiges Alter eingeben';
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}
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return null;
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},
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),
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TextFormField(
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decoration: InputDecoration(labelText: 'Größe (in Metern)'),
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keyboardType: TextInputType.numberWithOptions(decimal: true),
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onSaved: (value) {
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_height = double.parse(value!);
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},
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validator: (value) {
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if (value!.isEmpty || double.tryParse(value) == null) {
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return 'Bitte eine gültige Größe eingeben';
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}
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return null;
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},
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),
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Padding(
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padding: const EdgeInsets.only(top: 20.0),
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child: ElevatedButton(
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onPressed: _submitData,
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child: Text('Speichern und anzeigen'),
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),
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),
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],
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),
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),
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);
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}
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}
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import 'package:flutter/material.dart';
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import 'game.dart';
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void main() {
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runApp(MaterialApp(home: WerewolfGame()));
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}
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class WerewolfGame extends StatefulWidget {
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@override
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_WerewolfGameState createState() => _WerewolfGameState();
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}
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class _WerewolfGameState extends State<WerewolfGame> {
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final Game game = Game(1); // Initial number of wolves
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final TextEditingController _playerController = TextEditingController();
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@override
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Widget build(BuildContext context) {
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return Scaffold(
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appBar: AppBar(title: Text("Werwolf Spiel")),
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body: Column(
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children: [
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Padding(
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padding: const EdgeInsets.all(8.0),
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child: TextField(
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controller: _playerController,
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decoration: InputDecoration(labelText: 'Spielername'),
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onSubmitted: (value) {
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setState(() {
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game.addPlayer(value);
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_playerController.clear();
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});
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},
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),
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),
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Row(
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mainAxisAlignment: MainAxisAlignment.spaceEvenly,
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children: [
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FloatingActionButton(
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onPressed: () {
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setState(() {
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game.decrementWolves();
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});
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},
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child: Icon(Icons.remove),
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mini: true,
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),
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Text('Anzahl der Werwölfe: ${game.numWolves}', style: TextStyle(fontSize: 16)),
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FloatingActionButton(
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onPressed: () {
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setState(() {
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game.incrementWolves();
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});
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},
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child: Icon(Icons.add),
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mini: true,
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),
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],
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),
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ElevatedButton(
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onPressed: () {
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setState(() {
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game.assignRoles();
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});
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},
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child: Text('Spiel starten'),
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),
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Expanded(
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child: ListView.builder(
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itemCount: game.players.length,
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itemBuilder: (context, index) {
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return ListTile(
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title: Text(game.players[index].name),
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trailing: Icon(game.players[index].isRevealed ? Icons.visibility : Icons.visibility_off),
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onTap: () {
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setState(() {
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game.toggleReveal(index);
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});
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},
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subtitle: game.players[index].isRevealed ? Text(game.players[index].role) : null,
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);
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},
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),
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),
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],
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),
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);
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}
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}
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class Player {
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String name;
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String role;
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bool isRevealed;
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Player({required this.name, this.role = 'Dorfbewohner', this.isRevealed = false});
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}
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@ -1,125 +1,125 @@
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import 'package:flutter/material.dart';
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void main() {
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runApp(const MyApp());
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}
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class MyApp extends StatelessWidget {
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const MyApp({super.key});
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// This widget is the root of your application.
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@override
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Widget build(BuildContext context) {
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return MaterialApp(
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title: 'Flutter Demo',
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theme: ThemeData(
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// This is the theme of your application.
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//
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// TRY THIS: Try running your application with "flutter run". You'll see
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// the application has a purple toolbar. Then, without quitting the app,
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// try changing the seedColor in the colorScheme below to Colors.green
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// and then invoke "hot reload" (save your changes or press the "hot
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// reload" button in a Flutter-supported IDE, or press "r" if you used
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// the command line to start the app).
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//
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// Notice that the counter didn't reset back to zero; the application
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// state is not lost during the reload. To reset the state, use hot
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// restart instead.
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//
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// This works for code too, not just values: Most code changes can be
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// tested with just a hot reload.
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colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
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useMaterial3: true,
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),
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home: const MyHomePage(title: 'Flutter Demo Home Page'),
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);
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}
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}
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class MyHomePage extends StatefulWidget {
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const MyHomePage({super.key, required this.title});
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// This widget is the home page of your application. It is stateful, meaning
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// that it has a State object (defined below) that contains fields that affect
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// how it looks.
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// This class is the configuration for the state. It holds the values (in this
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// case the title) provided by the parent (in this case the App widget) and
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// used by the build method of the State. Fields in a Widget subclass are
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// always marked "final".
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final String title;
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@override
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State<MyHomePage> createState() => _MyHomePageState();
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}
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class _MyHomePageState extends State<MyHomePage> {
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int _counter = 0;
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void _incrementCounter() {
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setState(() {
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// This call to setState tells the Flutter framework that something has
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// changed in this State, which causes it to rerun the build method below
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// so that the display can reflect the updated values. If we changed
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// _counter without calling setState(), then the build method would not be
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// called again, and so nothing would appear to happen.
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_counter++;
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});
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}
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@override
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Widget build(BuildContext context) {
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// This method is rerun every time setState is called, for instance as done
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// by the _incrementCounter method above.
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//
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// The Flutter framework has been optimized to make rerunning build methods
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// fast, so that you can just rebuild anything that needs updating rather
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// than having to individually change instances of widgets.
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return Scaffold(
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appBar: AppBar(
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// TRY THIS: Try changing the color here to a specific color (to
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// Colors.amber, perhaps?) and trigger a hot reload to see the AppBar
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// change color while the other colors stay the same.
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backgroundColor: Theme.of(context).colorScheme.inversePrimary,
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// Here we take the value from the MyHomePage object that was created by
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// the App.build method, and use it to set our appbar title.
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title: Text(widget.title),
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),
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body: Center(
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// Center is a layout widget. It takes a single child and positions it
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// in the middle of the parent.
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child: Column(
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// Column is also a layout widget. It takes a list of children and
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// arranges them vertically. By default, it sizes itself to fit its
|
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// children horizontally, and tries to be as tall as its parent.
|
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//
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// Column has various properties to control how it sizes itself and
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// how it positions its children. Here we use mainAxisAlignment to
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// center the children vertically; the main axis here is the vertical
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// axis because Columns are vertical (the cross axis would be
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// horizontal).
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//
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// TRY THIS: Invoke "debug painting" (choose the "Toggle Debug Paint"
|
||||
// action in the IDE, or press "p" in the console), to see the
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// wireframe for each widget.
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mainAxisAlignment: MainAxisAlignment.center,
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children: <Widget>[
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const Text(
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'You have pushed the button this many times:',
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),
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Text(
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'$_counter',
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style: Theme.of(context).textTheme.headlineMedium,
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),
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],
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),
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),
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floatingActionButton: FloatingActionButton(
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onPressed: _incrementCounter,
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tooltip: 'Increment',
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child: const Icon(Icons.add),
|
||||
), // This trailing comma makes auto-formatting nicer for build methods.
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);
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}
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}
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import 'package:flutter/material.dart';
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void main() {
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runApp(const MyApp());
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}
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class MyApp extends StatelessWidget {
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const MyApp({super.key});
|
||||
|
||||
// This widget is the root of your application.
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return MaterialApp(
|
||||
title: 'Flutter Demo',
|
||||
theme: ThemeData(
|
||||
// This is the theme of your application.
|
||||
//
|
||||
// TRY THIS: Try running your application with "flutter run". You'll see
|
||||
// the application has a purple toolbar. Then, without quitting the app,
|
||||
// try changing the seedColor in the colorScheme below to Colors.green
|
||||
// and then invoke "hot reload" (save your changes or press the "hot
|
||||
// reload" button in a Flutter-supported IDE, or press "r" if you used
|
||||
// the command line to start the app).
|
||||
//
|
||||
// Notice that the counter didn't reset back to zero; the application
|
||||
// state is not lost during the reload. To reset the state, use hot
|
||||
// restart instead.
|
||||
//
|
||||
// This works for code too, not just values: Most code changes can be
|
||||
// tested with just a hot reload.
|
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colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
|
||||
useMaterial3: true,
|
||||
),
|
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home: const MyHomePage(title: 'Flutter Demo Home Page'),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class MyHomePage extends StatefulWidget {
|
||||
const MyHomePage({super.key, required this.title});
|
||||
|
||||
// This widget is the home page of your application. It is stateful, meaning
|
||||
// that it has a State object (defined below) that contains fields that affect
|
||||
// how it looks.
|
||||
|
||||
// This class is the configuration for the state. It holds the values (in this
|
||||
// case the title) provided by the parent (in this case the App widget) and
|
||||
// used by the build method of the State. Fields in a Widget subclass are
|
||||
// always marked "final".
|
||||
|
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final String title;
|
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|
||||
@override
|
||||
State<MyHomePage> createState() => _MyHomePageState();
|
||||
}
|
||||
|
||||
class _MyHomePageState extends State<MyHomePage> {
|
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int _counter = 0;
|
||||
|
||||
void _incrementCounter() {
|
||||
setState(() {
|
||||
// This call to setState tells the Flutter framework that something has
|
||||
// changed in this State, which causes it to rerun the build method below
|
||||
// so that the display can reflect the updated values. If we changed
|
||||
// _counter without calling setState(), then the build method would not be
|
||||
// called again, and so nothing would appear to happen.
|
||||
_counter++;
|
||||
});
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
// This method is rerun every time setState is called, for instance as done
|
||||
// by the _incrementCounter method above.
|
||||
//
|
||||
// The Flutter framework has been optimized to make rerunning build methods
|
||||
// fast, so that you can just rebuild anything that needs updating rather
|
||||
// than having to individually change instances of widgets.
|
||||
return Scaffold(
|
||||
appBar: AppBar(
|
||||
// TRY THIS: Try changing the color here to a specific color (to
|
||||
// Colors.amber, perhaps?) and trigger a hot reload to see the AppBar
|
||||
// change color while the other colors stay the same.
|
||||
backgroundColor: Theme.of(context).colorScheme.inversePrimary,
|
||||
// Here we take the value from the MyHomePage object that was created by
|
||||
// the App.build method, and use it to set our appbar title.
|
||||
title: Text(widget.title),
|
||||
),
|
||||
body: Center(
|
||||
// Center is a layout widget. It takes a single child and positions it
|
||||
// in the middle of the parent.
|
||||
child: Column(
|
||||
// Column is also a layout widget. It takes a list of children and
|
||||
// arranges them vertically. By default, it sizes itself to fit its
|
||||
// children horizontally, and tries to be as tall as its parent.
|
||||
//
|
||||
// Column has various properties to control how it sizes itself and
|
||||
// how it positions its children. Here we use mainAxisAlignment to
|
||||
// center the children vertically; the main axis here is the vertical
|
||||
// axis because Columns are vertical (the cross axis would be
|
||||
// horizontal).
|
||||
//
|
||||
// TRY THIS: Invoke "debug painting" (choose the "Toggle Debug Paint"
|
||||
// action in the IDE, or press "p" in the console), to see the
|
||||
// wireframe for each widget.
|
||||
mainAxisAlignment: MainAxisAlignment.center,
|
||||
children: <Widget>[
|
||||
const Text(
|
||||
'You have pushed the button this many times:',
|
||||
),
|
||||
Text(
|
||||
'$_counter',
|
||||
style: Theme.of(context).textTheme.headlineMedium,
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
floatingActionButton: FloatingActionButton(
|
||||
onPressed: _incrementCounter,
|
||||
tooltip: 'Increment',
|
||||
child: const Icon(Icons.add),
|
||||
), // This trailing comma makes auto-formatting nicer for build methods.
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue