Start to add entries

This commit is contained in:
zontreck 2025-03-22 18:32:57 -07:00
parent 861848bf61
commit c5cc8ed220
17 changed files with 372 additions and 123 deletions

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151
lib/MainApp.dart Normal file
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@ -0,0 +1,151 @@
import 'package:flutter/material.dart';
import 'package:libacflutter/Constants.dart';
import 'package:pokedex/Session.dart';
import 'package:pokedex/pokemon.dart';
class MainApp extends StatefulWidget {
@override
_MainAppState createState() => _MainAppState();
}
class _MainAppState extends State<MainApp> {
void toggleTheme() {
setState(() {
SessionData.darkMode = !SessionData.darkMode;
});
}
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'PokeDex',
theme: SessionData.darkMode ? ThemeData.dark() : ThemeData.light(),
routes: {
"/": (context) => Home(toggleTheme: toggleTheme),
"/dex": (context) => DexEntry(),
},
);
}
}
class Home extends StatefulWidget {
final VoidCallback toggleTheme;
Home({required this.toggleTheme});
@override
_HomeState createState() => _HomeState();
}
class _HomeState extends State<Home> {
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('PokeDex'),
backgroundColor:
SessionData.darkMode
? LibACFlutterConstants.TITLEBAR_COLOR
: Colors.cyan,
actions: [
IconButton(
onPressed: widget.toggleTheme,
icon:
SessionData.darkMode
? Icon(Icons.sunny)
: Icon(Icons.mode_night),
),
],
),
body: Padding(
padding: EdgeInsets.all(8),
child: GridView.builder(
itemBuilder: (builder, index) {
return Card(
elevation: 50,
color: Color.fromARGB(255, 194, 94, 0),
child: InkWell(
onTap: () {
Navigator.pushNamed(context, "/dex", arguments: index);
},
child: SizedBox(
width: 300,
height: 300,
child: Column(
children: [
Image.asset(
Pokemon.values[index].toDexPath(),
width: 198,
height: 198,
),
Text(
Pokemon.values[index].name,
style: TextStyle(fontSize: 32, color: Colors.black),
),
],
),
),
),
);
},
itemCount: Pokemon.values.length,
gridDelegate: SliverGridDelegateWithFixedCrossAxisCount(
crossAxisCount: 4,
),
),
),
);
}
}
class DexEntry extends StatefulWidget {
@override
_DexEntryState createState() => _DexEntryState();
}
class _DexEntryState extends State<DexEntry> {
Pokemon _pkmn = Pokemon.Bulbasaur;
@override
void didChangeDependencies() {
int index = ModalRoute.of(context)!.settings.arguments as int;
_pkmn = Pokemon.values[index];
super.didChangeDependencies();
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text(_pkmn.name),
backgroundColor:
SessionData.darkMode
? LibACFlutterConstants.TITLEBAR_COLOR
: Colors.cyan,
),
body: Padding(
padding: EdgeInsets.all(8),
child: Column(
children: [
Image.asset(_pkmn.toDexPath()),
Text("ID: ${_pkmn.id}", style: TextStyle(fontSize: 24)),
Row(
children: [
Text("Type: ", style: TextStyle(fontSize: 24)),
_pkmn.getTypeWidgets(),
],
),
SizedBox(height: 24),
if (_pkmn.hasEvolutions)
Row(
children: [
Text("Evolutions: ", style: TextStyle(fontSize: 24)),
_pkmn.getEvolutions(0),
],
),
],
),
),
);
}
}

3
lib/Session.dart Normal file
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class SessionData {
static bool darkMode = false;
}

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@ -1,122 +1,6 @@
import 'package:flutter/material.dart'; import 'package:flutter/material.dart';
import 'package:pokedex/MainApp.dart';
void main() { void main() {
runApp(const MyApp()); runApp(MainApp());
}
class MyApp extends StatelessWidget {
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.
colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
),
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".
final String title;
@override
State<MyHomePage> createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
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.
);
}
} }

202
lib/pokemon.dart Normal file
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@ -0,0 +1,202 @@
import 'package:flutter/material.dart';
import 'package:flutter/widgets.dart';
enum Generation {
One,
Two,
Three,
Four,
Five,
Six,
Seven,
Eight,
Nine;
toSpritePath() {
switch (this) {
case Generation.One:
return 'assets/sprites/gen1';
case Generation.Two:
return 'assets/sprites/gen2';
case Generation.Three:
return 'assets/sprites/gen3';
case Generation.Four:
return 'assets/sprites/gen4';
case Generation.Five:
return 'assets/sprites/gen5';
case Generation.Six:
return 'assets/sprites/gen6';
case Generation.Seven:
return 'assets/sprites/gen7';
case Generation.Eight:
return 'assets/sprites/gen8';
case Generation.Nine:
return 'assets/sprites/gen9';
}
}
}
enum Type {
Normal(Color.fromARGB(255, 192, 192, 192), Colors.black),
Fire(Color.fromARGB(255, 255, 0, 0), Colors.black),
Water(Color.fromARGB(255, 0, 174, 255), Colors.black),
Electric(Color(0xffFFD700), Colors.black),
Grass(Color.fromARGB(255, 0, 255, 0), Colors.black),
Ice(Color.fromARGB(255, 0, 255, 255), Colors.black),
Fighting(Color.fromARGB(255, 255, 0, 0), Colors.black),
Poison(Color.fromARGB(255, 128, 0, 128), Colors.black),
Ground(Color.fromARGB(255, 128, 126, 0), Colors.black),
Flying(Color.fromARGB(255, 128, 128, 255), Colors.black),
Psychic(Color.fromARGB(255, 255, 0, 255), Colors.black),
Bug(Color.fromARGB(255, 128, 128, 0), Colors.black),
Rock(Color.fromARGB(255, 128, 128, 128), Colors.black),
Ghost(Color.fromARGB(255, 128, 0, 128), Colors.black),
Dragon(Color.fromARGB(255, 85, 0, 102), Colors.black),
Dark(Color.fromARGB(255, 51, 51, 51), Colors.black),
Steel(Color.fromARGB(255, 192, 192, 192), Colors.black),
Fairy(Color.fromARGB(255, 255, 102, 255), Colors.black);
final Color backgroundColor;
final Color textColor;
const Type(this.backgroundColor, this.textColor);
}
class Evolution {
final int to;
final int level;
const Evolution(this.to, this.level);
}
enum LearnType { TM, HM }
enum Move {
Growl(LearnType.TM, Type.Normal, "Growl", 0, 100, 40),
Tackle(LearnType.TM, Type.Normal, "Tackle", 40, 100, 35),
VineWhip(LearnType.TM, Type.Grass, "Vine Whip", 45, 100, 25),
RazorLeaf(LearnType.TM, Type.Grass, "Razor Leaf", 55, 95, 25),
SolarBeam(LearnType.TM, Type.Grass, "Solar Beam", 120, 100, 10),
PoisonPowder(LearnType.TM, Type.Poison, "Poison Powder", 0, 75, 35),
SleepPowder(LearnType.TM, Type.Grass, "Sleep Powder", 0, 75, 15),
TakeDown(LearnType.TM, Type.Normal, "Take Down", 90, 85, 20),
DoubleEdge(LearnType.TM, Type.Normal, "Double-Edge", 120, 100, 15),
LeechSeed(LearnType.TM, Type.Grass, "Leech Seed", 0, 90, 10),
Growth(LearnType.TM, Type.Normal, "Growth", 0, 0, 20),
PoisonSting(LearnType.TM, Type.Poison, "Poison Sting", 15, 100, 35),
StringShot(LearnType.TM, Type.Bug, "String Shot", 0, 95, 40),
BugBite(LearnType.TM, Type.Bug, "Bug Bite", 60, 100, 20),
Confusion(LearnType.TM, Type.Psychic, "Confusion", 50, 100, 25);
final LearnType type;
final Type moveType;
final String moveName;
final int power;
final int accuracy;
final int pp;
const Move(
this.type,
this.moveType,
this.moveName,
this.power,
this.accuracy,
this.pp,
);
}
enum Pokemon {
Bulbasaur(1, Generation.One, [Type.Grass, Type.Poison], Evolution(2, 16)),
Ivysaur(2, Generation.One, [Type.Grass, Type.Poison], Evolution(3, 32)),
Venusaur(3, Generation.One, [Type.Grass, Type.Poison], null),
Charmander(4, Generation.One, [Type.Fire], Evolution(5, 16)),
Charmeleon(5, Generation.One, [Type.Fire], Evolution(6, 36)),
Charizard(6, Generation.One, [Type.Fire, Type.Flying], null);
final int id;
final Generation generation;
final List<Type> types;
final Evolution? evolution;
bool get hasEvolutions => evolution != null;
const Pokemon(this.id, this.generation, this.types, this.evolution);
String toSpritePath() {
return '${generation.toSpritePath()}/${name.toLowerCase()}.png';
}
String toDexPath() {
return 'assets/sprites/dex/${name.toLowerCase()}.png';
}
String toSpriteShinyPath() {
return '${generation.toSpritePath()}/${name.toLowerCase()}_shiny.png';
}
Widget getTypeWidgets() {
List<Widget> widgets = [];
for (Type type in types) {
widgets.add(
ElevatedButton(
onPressed: () {},
style: ButtonStyle(
backgroundColor: WidgetStatePropertyAll(type.backgroundColor),
foregroundColor: WidgetStatePropertyAll(type.textColor),
),
child: Text(type.name, style: TextStyle(fontSize: 24)),
),
);
}
return Row(children: widgets);
}
Widget getEvolutions(int subID) {
if (!hasEvolutions) return Row(children: []);
Pokemon ev = Pokemon.values.where((x) => x.id == evolution!.to).first;
List<Widget> sprites = [];
if (subID == 0) {
sprites.add(
Column(
children: [
Image.asset(toDexPath(), width: 96, height: 96),
getTypeWidgets(),
],
),
);
sprites.add(
Column(
children: [
Icon(Icons.arrow_forward, size: 48),
Text("Level ${evolution!.level}", style: TextStyle(fontSize: 24)),
],
),
);
}
sprites.add(
Column(
children: [
Image.asset(ev.toDexPath(), width: 96, height: 96),
ev.getTypeWidgets(),
],
),
);
if (ev.hasEvolutions) {
sprites.add(
Column(
children: [
Icon(Icons.arrow_forward, size: 48),
Text(
"Level ${ev.evolution!.level}",
style: TextStyle(fontSize: 24),
),
],
),
);
//sprites.add(Icon(Icons.arrow_forward, size: 48));
sprites.add(ev.getEvolutions(subID + 1));
}
return Row(children: sprites);
}
}

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@ -2,7 +2,7 @@ name: pokedex
description: "A PokeDex!" description: "A PokeDex!"
# The following line prevents the package from being accidentally published to # The following line prevents the package from being accidentally published to
# pub.dev using `flutter pub publish`. This is preferred for private packages. # pub.dev using `flutter pub publish`. This is preferred for private packages.
publish_to: 'none' # Remove this line if you wish to publish to pub.dev publish_to: "none" # Remove this line if you wish to publish to pub.dev
# The following defines the version and build number for your application. # The following defines the version and build number for your application.
# A version number is three numbers separated by dots, like 1.2.43 # A version number is three numbers separated by dots, like 1.2.43
@ -57,16 +57,25 @@ dev_dependencies:
# The following section is specific to Flutter packages. # The following section is specific to Flutter packages.
flutter: flutter:
# The following line ensures that the Material Icons font is # The following line ensures that the Material Icons font is
# included with your application, so that you can use the icons in # included with your application, so that you can use the icons in
# the material Icons class. # the material Icons class.
uses-material-design: true uses-material-design: true
# To add assets to your application, add an assets section, like this: # To add assets to your application, add an assets section, like this:
# assets: assets:
# - images/a_dot_burr.jpeg - assets/sprites/gen1/bulbasaur.png
# - images/a_dot_ham.jpeg - assets/sprites/dex/bulbasaur.png
- assets/sprites/dex/ivysaur.png
- assets/sprites/gen1/ivysaur.png
- assets/sprites/dex/venusaur.png
- assets/sprites/gen1/venusaur.png
- assets/sprites/dex/charmander.png
- assets/sprites/gen1/charmander.png
- assets/sprites/dex/charmeleon.png
- assets/sprites/gen1/charmeleon.png
- assets/sprites/dex/charizard.png
- assets/sprites/gen1/charizard.png
# An image asset can refer to one or more resolution-specific "variants", see # An image asset can refer to one or more resolution-specific "variants", see
# https://flutter.dev/to/resolution-aware-images # https://flutter.dev/to/resolution-aware-images