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- import 'dart:math';
- import 'package:flame/components.dart';
- import 'bubble.dart';
- class BubbleSpawner extends Component with HasGameReference {
- static const double baseSpawnInterval = 1.5; // base seconds
- static const double spawnVariation = 1.0; // +/- variation in seconds
-
- // Bubble rules constants
- static const double bubbleMaxDiameter = 50.0;
- static const double bubbleMinSpacing = 10.0;
- static const double screenMargin = 120.0;
- static const double uiTopMargin = 100.0;
-
- // Dynamic max bubbles based on screen size
- int _maxBubbles = 8;
- int get maxBubbles => _maxBubbles;
-
- double _timeSinceLastSpawn = 0;
- double _nextSpawnTime = 0;
- final List<Bubble> _activeBubbles = [];
- final Random _random = Random();
-
- Function(Bubble, bool)? onBubblePopped;
- bool isActive = true;
-
- // Screen capacity calculation cache
- Vector2 _lastCalculatedScreenSize = Vector2.zero();
-
- // Shake-enhanced spawning
- bool _isShakeMode = false;
- double _shakeModeEndTime = 0;
- static const double shakeModeSpeedMultiplier = 4.0; // 4x faster during shake
- static const double shakeModeDuration = 3.0; // seconds
- BubbleSpawner({this.onBubblePopped}) {
- _calculateNextSpawnTime();
- }
- double _lastCleanupTime = 0;
- static const double cleanupInterval = 0.5; // Clean up bubbles every 0.5 seconds instead of every frame
- @override
- void update(double dt) {
- super.update(dt);
-
- if (!isActive) return;
-
- // Update max bubbles if screen size changed
- _updateMaxBubblesIfNeeded();
-
- _timeSinceLastSpawn += dt;
- _lastCleanupTime += dt;
-
- // Check if shake mode should end
- if (_isShakeMode && _shakeModeEndTime <= DateTime.now().millisecondsSinceEpoch / 1000.0) {
- _isShakeMode = false;
- }
-
- // Spawn new bubble if conditions are met
- if (_timeSinceLastSpawn >= _nextSpawnTime && _activeBubbles.length < maxBubbles) {
- _spawnBubble();
- _timeSinceLastSpawn = 0;
- _calculateNextSpawnTime();
- }
-
- // Clean up popped bubbles less frequently to improve performance
- if (_lastCleanupTime >= cleanupInterval) {
- _activeBubbles.removeWhere((bubble) => !bubble.isMounted);
- _lastCleanupTime = 0;
- }
- }
- void _spawnBubble({bool isAutoSpawned = true}) {
- if (game.size.x == 0 || game.size.y == 0) return;
-
- final spawnPosition = _getValidSpawnPosition();
- if (spawnPosition == null) return;
-
- final bubble = Bubble(
- position: spawnPosition,
- onPop: _onBubblePopped,
- isAutoSpawned: isAutoSpawned,
- );
-
- _activeBubbles.add(bubble);
- game.add(bubble);
- }
- Vector2? _getValidSpawnPosition() {
- // Calculate safe spawn area (avoiding edges and UI elements)
- // Increased margin to account for larger bubble sprites
- const margin = 120.0;
- const maxAttempts = 20; // Increased attempts
-
- final minX = margin;
- final maxX = game.size.x - margin;
- final minY = margin + 100; // Extra margin for score display
- final maxY = game.size.y - margin;
-
- if (maxX <= minX || maxY <= minY) return null;
-
- // Try to find a position that doesn't overlap with existing bubbles
- for (int attempt = 0; attempt < maxAttempts; attempt++) {
- final position = Vector2(
- minX + _random.nextDouble() * (maxX - minX),
- minY + _random.nextDouble() * (maxY - minY),
- );
-
- // Check if position is safe from all existing bubbles
- bool isSafe = true;
- for (final bubble in _activeBubbles) {
- if (!bubble.isPopping) {
- // Calculate required distance based on bubble sizes
- final bubbleRadius = (bubbleMaxDiameter / 2) * bubble.scale.x;
- final newBubbleRadius = bubbleMaxDiameter / 2; // New bubble starts small
- final requiredDistance = bubbleRadius + newBubbleRadius + 20.0; // 20px padding
-
- final distance = position.distanceTo(bubble.position);
- if (distance < requiredDistance) {
- isSafe = false;
- break;
- }
- }
- }
-
- if (isSafe) {
- return position;
- }
- }
-
- // If no safe position found after max attempts, return null
- return null;
- }
- void _onBubblePopped(Bubble bubble, bool userTriggered) {
- _activeBubbles.remove(bubble);
- onBubblePopped?.call(bubble, userTriggered);
- }
- void spawnBubbleAt(Vector2 position) {
- // Find a safe position near the requested position
- final safePosition = _findSafePositionNear(position);
- if (safePosition == null) return; // Don't spawn if no safe position found
-
- final bubble = Bubble(
- position: safePosition,
- onPop: _onBubblePopped,
- isAutoSpawned: false, // User-triggered bubbles
- );
-
- _activeBubbles.add(bubble);
- game.add(bubble);
- }
-
- /// Find a safe position near the requested position that doesn't overlap with existing bubbles
- Vector2? _findSafePositionNear(Vector2 requestedPosition) {
- const maxAttempts = 15; // Increased attempts
- const searchRadius = 100.0; // How far to search around requested position
-
- // First, ensure the requested position is within bounds
- final clampedPosition = _clampPositionToBounds(requestedPosition);
-
- // Try the exact position first
- if (_isPositionSafeImproved(clampedPosition)) {
- return clampedPosition;
- }
-
- // If not safe, try positions in a circle around the requested position
- for (int attempt = 0; attempt < maxAttempts; attempt++) {
- final angle = _random.nextDouble() * 2 * pi; // Random angle
- final distance = _random.nextDouble() * searchRadius; // Random distance
-
- final testPosition = Vector2(
- clampedPosition.x + distance * cos(angle),
- clampedPosition.y + distance * sin(angle),
- );
-
- final boundedPosition = _clampPositionToBounds(testPosition);
-
- if (_isPositionSafeImproved(boundedPosition)) {
- return boundedPosition;
- }
- }
-
- return null; // No safe position found
- }
-
- /// Check if a position is safe (far enough from all existing bubbles)
- /// This improved version accounts for bubble sizes and scaling
- bool _isPositionSafe(Vector2 position, [double? fixedMinDistance]) {
- for (final bubble in _activeBubbles) {
- if (!bubble.isPopping) {
- double requiredDistance;
-
- if (fixedMinDistance != null) {
- // Use fixed distance for backwards compatibility
- requiredDistance = fixedMinDistance;
- } else {
- // Calculate required distance based on bubble sizes
- final bubbleRadius = (bubbleMaxDiameter / 2) * bubble.scale.x;
- final newBubbleRadius = bubbleMaxDiameter / 2; // New bubble starts small
- requiredDistance = bubbleRadius + newBubbleRadius + 20.0; // 20px padding
- }
-
- final distance = position.distanceTo(bubble.position);
- if (distance < requiredDistance) {
- return false;
- }
- }
- }
- return true;
- }
-
- /// Improved position safety check that accounts for bubble sizes
- bool _isPositionSafeImproved(Vector2 position) {
- return _isPositionSafe(position); // Use the improved version by default
- }
- Vector2 _clampPositionToBounds(Vector2 position) {
- const margin = 120.0;
- final minX = margin;
- final maxX = game.size.x - margin;
- final minY = margin + 100;
- final maxY = game.size.y - margin;
-
- if (maxX <= minX || maxY <= minY) return position;
-
- return Vector2(
- position.x.clamp(minX, maxX),
- position.y.clamp(minY, maxY),
- );
- }
- void clearAllBubbles() {
- for (final bubble in _activeBubbles) {
- if (bubble.isMounted) {
- bubble.removeFromParent();
- }
- }
- _activeBubbles.clear();
- }
- void setActive(bool active) {
- isActive = active;
- }
- void _calculateNextSpawnTime() {
- // Base spawn time calculation
- double baseTime = baseSpawnInterval + (_random.nextDouble() - 0.5) * 2 * spawnVariation;
-
- // Apply shake mode speed multiplier if active
- if (_isShakeMode) {
- baseTime /= shakeModeSpeedMultiplier;
- }
-
- _nextSpawnTime = baseTime.clamp(0.1, double.infinity); // Minimum 0.1 seconds for shake mode
- }
- int get activeBubbleCount => _activeBubbles.length;
-
- /// Get list of active bubbles for performance optimization
- List<Bubble> getActiveBubbles() => List.unmodifiable(_activeBubbles);
-
- /// Activate shake mode for faster bubble generation
- void activateShakeMode() {
- _isShakeMode = true;
- _shakeModeEndTime = (DateTime.now().millisecondsSinceEpoch / 1000.0) + shakeModeDuration;
- // Immediately recalculate spawn time for current bubble
- _calculateNextSpawnTime();
- }
-
- /// Check if shake mode is currently active
- bool get isShakeModeActive => _isShakeMode;
-
- /// Update max bubbles calculation if screen size changed
- void _updateMaxBubblesIfNeeded() {
- if (game.size != _lastCalculatedScreenSize) {
- _maxBubbles = calculateMaxBubblesForScreen();
- _lastCalculatedScreenSize = game.size.clone();
- }
- }
-
- /// Calculate maximum number of full-size bubbles that can fit on screen
- /// based on bubble size, spacing, and screen dimensions
- int calculateMaxBubblesForScreen() {
- if (game.size.x == 0 || game.size.y == 0) return 8; // fallback
-
- return calculateMaxBubblesForScreenSize(game.size);
- }
-
- /// Static method to calculate max bubbles for given screen size
- /// This can be used for testing without requiring a game instance
- static int calculateMaxBubblesForScreenSize(Vector2 screenSize) {
- if (screenSize.x == 0 || screenSize.y == 0) return 8; // fallback
-
- // Calculate available screen area
- final availableWidth = screenSize.x - (2 * screenMargin);
- final availableHeight = screenSize.y - (2 * screenMargin) - uiTopMargin;
-
- if (availableWidth <= 0 || availableHeight <= 0) return 4; // minimum fallback
-
- // Calculate effective bubble area (including spacing)
- final effectiveBubbleSize = bubbleMaxDiameter + bubbleMinSpacing;
- final effectiveBubbleArea = effectiveBubbleSize * effectiveBubbleSize;
-
- // Calculate total available area
- final availableArea = availableWidth * availableHeight;
-
- // Calculate theoretical max bubbles
- final theoreticalMax = (availableArea / effectiveBubbleArea).floor();
-
- // Apply practical limits for performance and gameplay
- final practicalMax = theoreticalMax.clamp(4, 15); // between 4-15 bubbles
-
- return practicalMax;
- }
-
- /// Get current screen capacity utilization as percentage
- double getScreenCapacityUtilization() {
- if (maxBubbles == 0) return 0.0;
- return (_activeBubbles.length / maxBubbles).clamp(0.0, 1.0);
- }
- }
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