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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,
 
-     );
 
-     // Double-check for overlaps before adding to prevent edge cases
 
-     if (_validateBubblePosition(bubble)) {
 
-       _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 +
 
-               30.0; // Increased padding to 30px
 
-           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
 
-     );
 
-     // Double-check for overlaps before adding to prevent edge cases
 
-     if (_validateBubblePosition(bubble)) {
 
-       _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 +
 
-               30.0; // Increased padding to 30px
 
-         }
 
-         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);
 
-   }
 
-   /// Validate that a bubble position doesn't overlap with existing bubbles
 
-   /// This is a final check before actually spawning the bubble
 
-   bool _validateBubblePosition(Bubble newBubble) {
 
-     const minSafeDistance = 40.0; // Minimum safe distance for new bubbles
 
-     for (final existingBubble in _activeBubbles) {
 
-       if (!existingBubble.isPopping) {
 
-         final distance = newBubble.position.distanceTo(existingBubble.position);
 
-         if (distance < minSafeDistance) {
 
-           return false; // Position is not safe
 
-         }
 
-       }
 
-     }
 
-     return true; // Position is safe
 
-   }
 
- }
 
 
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