import 'package:bubbletwist/enums/StoneColor.dart'; import 'package:bubbletwist/game/Game.dart'; import 'package:bubbletwist/game/IGameConsumer.dart'; import 'package:flutter/material.dart'; import 'game/stone/Stone.dart'; import 'game/stone/StoneLocation.dart'; void main() { runApp(const MyApp()); } class MyApp extends StatelessWidget { const MyApp({super.key}); final int gridSize = 8; // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Bubble-Twist', theme: ThemeData( colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple), useMaterial3: true, ), home: const MyHomePage(title: 'Flutter Demo Home Page', gridSize: 8), ); } } class MyHomePage extends StatefulWidget { const MyHomePage({super.key, required this.title, required this.gridSize}); // 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". final String title; final int gridSize; @override State createState() => _MyHomePageState(); } class _MyHomePageState extends State implements IGameConsumer { late List> _grid; late Game game; int _score = 0; int _time = 0; StoneLocation? sl1; @override void initState() { super.initState(); game = Game(this); _grid = List.generate(widget.gridSize, (index) => List.generate(widget.gridSize, (index) => Stone())); game.start(); } @override Widget build(BuildContext context) { return Scaffold( appBar: AppBar( title: Text(widget.title), actions: [ Padding( padding: EdgeInsets.only(right: 20.0), child: Text("Time: $_time s"), ), ], ), body: Center( child: Column( children: [ Padding( padding: const EdgeInsets.all(8.0), child: Text( 'Score: $_score', style: const TextStyle(fontSize: 24), ), ), Expanded( child: GridView.builder( gridDelegate: SliverGridDelegateWithFixedCrossAxisCount( crossAxisCount: widget.gridSize, ), itemCount: widget.gridSize * widget.gridSize, itemBuilder: (BuildContext context, int index) { int row = index ~/ widget.gridSize; int col = index % widget.gridSize; StoneLocation location = StoneLocation(row: row, column: col); Stone? stone = game.getStone(location); // Überprüfen, ob der Stein in sl1 gespeichert ist bool isSelected = (sl1 != null && sl1!.row == row && sl1!.column == col); return GestureDetector( onTap: () { setState(() { handleTap(row, col); }); }, child: Container( margin: const EdgeInsets.all(2), decoration: BoxDecoration( borderRadius: BorderRadius.circular(8), color: _getColorForStone(stone), border: Border.all( color: isSelected ? Colors.black : Colors.transparent, width: 5, ), ), child: Center( child: Text( _getStoneColorText(stone) + row.toString() + col.toString(), style: const TextStyle(color: Colors.white), ), ), ), ); }, ), ), ], ), ), ); } Color _getColorForStone(Stone? stone) { // Beispielhafte Farben basierend auf dem Stein. switch (stone?.getStoneColor()) { case StoneColors.red: return Colors.red; case StoneColors.green: return Colors.green; case StoneColors.blue: return Colors.blue; case StoneColors.yellow: return Colors.yellow; case StoneColors.pink: return Colors.pink; default: return Colors.grey; } } String _getStoneColorText(Stone? stone) { if (stone == null) return 'Unknown'; return stone.getStoneColor().toString().split('.').last; } @override void gameStopped() { // TODO: implement gameStopped } @override void updatePoints() { _score = game.getPoints(); } @override void updateStones() { setState(() { // _grid aktualisieren for (int row = 0; row < widget.gridSize; row++) { for (int col = 0; col < widget.gridSize; col++) { _grid[row][col] = game.getStone(StoneLocation(row: row, column: col)); } } }); } @override void updateTime() { setState(() { _time = game.getTimeInSeconds(); }); } Game getGame() { return game; } void handleTap(int row, int col){ if(sl1 == null){ sl1 = StoneLocation(row: row, column: col); return; } else{ game.swapStones(sl1!, StoneLocation(row: row, column: col)); sl1 = null; } } }