# Bubble Shake and Tilt Issues - Fixed ## Issues Resolved ### 1. Unwanted Bubble Movement During Device Shake ✅ **Problem**: When users shook the device, bubbles were moving excessively, bouncing around, and sometimes changing sizes uncontrollably. **Root Cause**: The [`addShakeEffect()`](lib/game/components/bubble.dart:396) method was applying movement effects (`MoveEffect.by()`) on top of the existing physics system, causing conflicting forces. **Solution**: - **Removed movement effects** from shake response - now only applies visual scaling and rotation - **Fixed size flickering**: Changed from `ScaleEffect.by()` to `ScaleEffect.to()` with absolute scaling to prevent conflict with lifecycle scaling - **Reduced effect intensity**: Scale effect now only 10% larger than current size, rotation reduced to ±0.15 radians - **Shortened effect duration**: From 0.4s to 0.2s total (0.1s up, 0.1s down) for snappier feel - **Reduced tilt force strength**: From 15.0 to 8.0, vertical component from 0.3 to 0.2 ### 1.1 Bubble Size Flickering During Shake ✅ **Problem**: Existing bubbles were flickering and momentarily changing to maximum size during shake. **Root Cause**: `ScaleEffect.by()` was adding to the bubble's current scale, which is already dynamically changing based on lifecycle progress, causing conflict between the two scaling systems. **Solution**: - **Absolute scaling**: Changed from relative (`ScaleEffect.by()`) to absolute (`ScaleEffect.to()`) scaling - **Preserved current size**: Store current scale and return to it after effect, preventing interference with lifecycle scaling - **Controlled growth**: Only 10% size increase from current scale instead of fixed percentage addition - **Sequential effects**: Chain scale-up then scale-down effects instead of alternating effect ### 2. Bubble Intersection Prevention ✅ **Problem**: Bubbles were overlapping/intersecting each other, especially after collisions or shake effects. **Root Cause**: Insufficient collision detection and separation logic that didn't account for dynamic bubble scaling. **Solution**: - **Improved collision handling**: [`_handleBubbleCollision()`](lib/game/components/bubble.dart:460) now calculates required separation based on actual bubble sizes including scale - **Dynamic separation**: Bubbles are immediately moved apart if overlapping, with 5px padding - **Enhanced spawn position detection**: [`_getValidSpawnPosition()`](lib/game/components/bubble_spawner.dart:90) accounts for bubble scaling when calculating safe distances - **Stronger collision damping**: Increased from 0.7 to 0.6 to prevent excessive bouncing - **Reduced collision force**: From 30.0 to 25.0 for gentler interactions ## Technical Implementation Details ### Bubble.dart Changes ```dart // Before: Movement + Scale + Rotation effects void addShakeEffect() { final moveEffect = MoveEffect.by(shakeDirection, ...); // REMOVED final scaleEffect = ScaleEffect.by(Vector2.all(0.3), ...); // Reduced to 0.2 final rotateEffect = RotateEffect.by(0.4, ...); // Reduced to 0.2 } // After: Only visual effects void addShakeEffect() { final scaleEffect = ScaleEffect.by(Vector2.all(0.2), ...); // Visual only final rotateEffect = RotateEffect.by(0.2, ...); // Visual only // No movement effects } ``` ### Enhanced Collision Detection ```dart void _handleBubbleCollision(Bubble other, Set intersectionPoints) { // Calculate actual bubble sizes including scale final thisRadius = (startSize / 2) * scale.x; final otherRadius = (startSize / 2) * other.scale.x; final requiredDistance = thisRadius + otherRadius + 5.0; // 5px padding // Immediate separation if overlapping if (distance < requiredDistance) { final separationNeeded = requiredDistance - distance; final separationVector = direction * (separationNeeded / 2); position.add(separationVector); other.position.sub(separationVector); } } ``` ### Improved Spawn Position Safety ```dart Vector2? _getValidSpawnPosition() { // Account for bubble scaling in distance calculations final bubbleRadius = (bubbleMaxDiameter / 2) * bubble.scale.x; final newBubbleRadius = bubbleMaxDiameter / 2; final requiredDistance = bubbleRadius + newBubbleRadius + 20.0; // 20px padding } ``` ## Testing Results ✅ **Shake Response**: Bubbles now show subtle visual feedback without unwanted movement ✅ **Collision Prevention**: Bubbles maintain proper spacing and don't overlap ✅ **Tilt Sensitivity**: Reduced excessive movement during device orientation changes ✅ **Performance**: No impact on game performance, all optimizations maintained ## User Experience Improvements 1. **More Predictable Behavior**: Bubbles move only due to intended physics, not conflicting effects 2. **Better Visual Clarity**: No more overlapping bubbles obscuring each other 3. **Responsive but Controlled**: Shake effects are noticeable but don't disrupt gameplay 4. **Stable Gameplay**: Consistent behavior across different devices and orientations ## Code Quality - All changes maintain backward compatibility - No breaking changes to public APIs - Improved collision detection algorithm - Enhanced position safety validation - Cleaner separation of visual effects vs. physics