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- import 'package:flame/components.dart';
- import 'package:flame/effects.dart';
- import 'package:flame/game.dart';
- import 'package:flutter/material.dart';
- import 'dart:math';
- import '../utils/colors.dart';
- import '../utils/score_manager.dart';
- import '../utils/settings_manager.dart';
- import '../utils/tilt_detector.dart';
- import '../utils/google_play_games_manager.dart';
- import 'components/bubble.dart';
- import 'components/bubble_spawner.dart';
- import 'audio/audio_manager.dart';
- class ZenTapGame extends FlameGame with HasCollisionDetection {
- static const String routeName = '/game';
-
- TextComponent? scoreText;
- TextComponent? timerText;
- int score = 0;
- bool isZenMode = false;
- double gameTime = 0.0;
- bool gameActive = true;
-
- // Localized strings
- String zenModeText = 'Zen Mode';
- String relaxationPointsText = 'Relaxation Points';
- String timeText = 'Time';
-
- BubbleSpawner? bubbleSpawner;
- final AudioManager audioManager = AudioManager();
- final TiltDetector _tiltDetector = TiltDetector();
- final TiltDetector tiltDetector = TiltDetector();
- final GooglePlayGamesManager _gamesManager = GooglePlayGamesManager.instance;
-
- // Google Play Games tracking
- int _totalBubblesPopped = 0;
- double _sessionStartTime = 0.0;
- bool _perfectSession = true; // No missed bubbles
-
- // Performance optimization: cache last displayed second to avoid unnecessary text updates
- int _lastDisplayedSecond = -1;
- /// Set localized strings for the game
- void setLocalizedStrings({
- required String zenMode,
- required String relaxationPoints,
- required String time,
- }) {
- zenModeText = zenMode;
- relaxationPointsText = relaxationPoints;
- timeText = time;
- }
- @override
- Color backgroundColor() => Colors.transparent;
- @override
- Future<void> onLoad() async {
- await super.onLoad();
-
- // Initialize Google Play Games
- await _gamesManager.initialize();
-
- // Track session start time
- _sessionStartTime = DateTime.now().millisecondsSinceEpoch / 1000.0;
-
- // Initialize score manager and audio
- await ScoreManager.initialize();
- await audioManager.initialize();
-
- // Apply saved audio settings after initialization
- audioManager.setMusicEnabled(SettingsManager.isMusicEnabled);
- audioManager.setHapticEnabled(SettingsManager.isHapticsEnabled);
- audioManager.setBgmVolume(SettingsManager.bgmVolume);
- audioManager.setSfxVolume(SettingsManager.sfxVolume);
-
- // Initialize score display
- scoreText = TextComponent(
- text: isZenMode ? zenModeText : '$relaxationPointsText: $score',
- textRenderer: TextPaint(
- style: const TextStyle(
- color: ZenColors.scoreText,
- fontSize: 24,
- fontWeight: FontWeight.w500,
- ),
- ),
- position: Vector2(20, 50),
- );
- add(scoreText!);
-
- // Initialize timer display (only in regular mode)
- if (!isZenMode) {
- timerText = TextComponent(
- text: '$timeText: ${_formatTime(gameTime)}',
- textRenderer: TextPaint(
- style: const TextStyle(
- color: ZenColors.timerText,
- fontSize: 18,
- ),
- ),
- position: Vector2(20, 80),
- );
- add(timerText!);
- }
-
- // Add initial game elements
- await _initializeGame();
-
- // Start background music after all initialization is complete
- await audioManager.playBackgroundMusic();
-
- // Start tilt detection
- _initializeTiltDetection();
- }
-
- double _lastTiltUpdateTime = 0.0;
- static const double tiltUpdateInterval = 0.1; // Update tilt effects max 10 times per second
-
- void _initializeTiltDetection() {
- _tiltDetector.startListening(
- onTiltChanged: (tiltAngle) {
- // Throttle tilt updates to improve performance
- final currentTime = DateTime.now().millisecondsSinceEpoch / 1000.0;
- if (currentTime - _lastTiltUpdateTime >= tiltUpdateInterval) {
- _lastTiltUpdateTime = currentTime;
- _applyTiltToAllBubbles(_tiltDetector.normalizedTilt);
- }
- },
- onShakeDetected: () {
- handleShake();
- },
- );
- }
-
- void _applyTiltToAllBubbles(double tiltStrength) async {
- if (bubbleSpawner == null) return;
-
- // Apply tilt forces asynchronously to avoid blocking main thread
- final activeBubbles = bubbleSpawner!.getActiveBubbles();
-
- // Process bubbles in smaller batches to prevent frame drops
- const batchSize = 3;
- for (int i = 0; i < activeBubbles.length; i += batchSize) {
- final endIndex = (i + batchSize).clamp(0, activeBubbles.length);
- final batch = activeBubbles.sublist(i, endIndex);
-
- for (final bubble in batch) {
- bubble.applyTiltForce(tiltStrength);
- }
-
- // Yield control back to the framework between batches
- if (endIndex < activeBubbles.length) {
- await Future.delayed(Duration.zero);
- }
- }
- }
- Future<void> _initializeGame() async {
- // Initialize bubble spawner
- bubbleSpawner = BubbleSpawner(
- onBubblePopped: _onBubblePopped,
- );
- add(bubbleSpawner!);
-
- // Instruction text removed for cleaner interface
-
- // Background music is now started in onLoad() after all initialization
- }
- @override
- void update(double dt) {
- super.update(dt);
-
- if (gameActive && !isZenMode) {
- gameTime += dt;
-
- // Performance optimization: only update timer text when the second changes
- final currentSecond = gameTime.toInt();
- if (currentSecond != _lastDisplayedSecond) {
- _lastDisplayedSecond = currentSecond;
- _updateTimer();
- }
- }
- }
- @override
- void onGameResize(Vector2 size) {
- super.onGameResize(size);
-
- // Update text positions when screen size changes
- if (scoreText != null) {
- scoreText!.position = Vector2(20, 50);
- }
- if (timerText != null) {
- timerText!.position = Vector2(20, 80);
- }
-
- // Reposition bubbles that might be off-screen
- _repositionBubblesInBounds();
- }
- void _repositionBubblesInBounds() {
- if (bubbleSpawner == null) return;
-
- const margin = 120.0;
- final minX = margin;
- final maxX = size.x - margin;
- final minY = margin + 100;
- final maxY = size.y - margin;
-
- if (maxX <= minX || maxY <= minY) return;
-
- // Performance optimization: use bubble spawner's cached active bubbles
- final activeBubbles = bubbleSpawner!.getActiveBubbles();
- for (final bubble in activeBubbles) {
- if (!bubble.isPopping) {
- bool needsRepositioning = false;
- Vector2 newPosition = bubble.position.clone();
-
- if (bubble.position.x < minX) {
- newPosition.x = minX;
- needsRepositioning = true;
- } else if (bubble.position.x > maxX) {
- newPosition.x = maxX;
- needsRepositioning = true;
- }
-
- if (bubble.position.y < minY) {
- newPosition.y = minY;
- needsRepositioning = true;
- } else if (bubble.position.y > maxY) {
- newPosition.y = maxY;
- needsRepositioning = true;
- }
-
- if (needsRepositioning) {
- bubble.position = newPosition;
- }
- }
- }
- }
- void handleTap(Vector2 position) {
- if (!gameActive) return;
-
- // Create a bubble at tap position if in zen mode or no bubble was hit
- if (isZenMode) {
- bubbleSpawner?.spawnBubbleAt(position);
- }
-
- // Add visual feedback at tap position
- _addTapEffect(position);
- }
- void _onBubblePopped(Bubble bubble, bool userTriggered) {
- // Play pop sound and haptic feedback
- audioManager.playBubblePop();
-
- // Track Google Play Games statistics
- if (userTriggered) {
- _totalBubblesPopped++;
-
- // Check for perfect session achievement after significant bubbles
- if (_totalBubblesPopped >= 50 && _perfectSession) {
- _gamesManager.unlockAchievement(
- GooglePlayGamesManager.achievementPerfectSession
- );
- }
- } else {
- // User missed a bubble (it timed out)
- _perfectSession = false;
- }
-
- if (!isZenMode && userTriggered) {
- // Only increment score for user-triggered pops in regular mode
- score += 10; // 10 points per bubble
- ScoreManager.addScore(10);
- _updateScore();
-
- // Check for speed achievements
- _gamesManager.checkScoreAchievements(score, gameTime);
- }
-
- // Check bubble-based achievements
- _gamesManager.checkBubbleAchievements(_totalBubblesPopped);
- }
- void _updateScore() {
- scoreText?.text = '$relaxationPointsText: $score';
- }
- void _updateTimer() {
- timerText?.text = '$timeText: ${_formatTime(gameTime)}';
- }
- // Helper method to format time as MM:SS
- String _formatTime(double seconds) {
- final minutes = (seconds / 60).floor();
- final remainingSeconds = (seconds % 60).floor();
- return '${minutes.toString().padLeft(2, '0')}:${remainingSeconds.toString().padLeft(2, '0')}';
- }
- void _addTapEffect(Vector2 position) {
- // Create a simple tap effect circle with animation
- final tapEffect = CircleComponent(
- radius: 15,
- paint: Paint()
- ..color = ZenColors.bubblePopEffect.withValues(alpha: 0.6)
- ..style = PaintingStyle.stroke
- ..strokeWidth = 2,
- position: position,
- anchor: Anchor.center,
- );
-
- add(tapEffect);
-
- // Add scaling animation
- tapEffect.add(
- ScaleEffect.to(
- Vector2.all(2.0),
- EffectController(duration: 0.3),
- ),
- );
-
- // Add fade animation
- tapEffect.add(
- OpacityEffect.to(
- 0.0,
- EffectController(duration: 0.3),
- ),
- );
-
- // Remove the effect after animation
- Future.delayed(const Duration(milliseconds: 300), () {
- if (tapEffect.isMounted) {
- remove(tapEffect);
- }
- });
- }
- void setZenMode(bool zenMode) {
- isZenMode = zenMode;
- if (scoreText != null) {
- if (zenMode) {
- scoreText!.text = zenModeText;
- score = 0;
- // Hide timer in zen mode
- timerText?.removeFromParent();
- timerText = null;
- } else {
- scoreText!.text = '$relaxationPointsText: $score';
- // Show timer in regular mode
- if (timerText == null) {
- timerText = TextComponent(
- text: '$timeText: ${_formatTime(gameTime)}',
- textRenderer: TextPaint(
- style: const TextStyle(
- color: ZenColors.timerText,
- fontSize: 18,
- ),
- ),
- position: Vector2(20, 80),
- );
- add(timerText!);
- }
- }
- }
-
- // Update bubble spawner behavior
- bubbleSpawner?.setActive(!zenMode);
- }
- void resetGame() {
- score = 0;
- gameTime = 0.0;
- gameActive = true;
- _updateScore();
- _updateTimer();
-
- // Clear all bubbles
- bubbleSpawner?.clearAllBubbles();
- }
- void pauseGame() {
- paused = true;
- gameActive = false;
- audioManager.pauseBackgroundMusic();
- _tiltDetector.stopListening();
- }
- void resumeGame() {
- paused = false;
- gameActive = true;
- audioManager.resumeBackgroundMusic();
- _initializeTiltDetection();
- }
-
- /// End the game session and submit results to Google Play Games
- Future<void> endGameSession() async {
- gameActive = false;
-
- final currentTime = DateTime.now().millisecondsSinceEpoch / 1000.0;
- final sessionLength = currentTime - _sessionStartTime;
-
- // Check for zen mode achievements
- if (isZenMode) {
- await _gamesManager.checkZenModeAchievements(sessionLength);
- }
-
- // Submit final results to Google Play Games
- await _gamesManager.submitGameResults(
- finalScore: score,
- isZenMode: isZenMode,
- totalBubblesPopped: _totalBubblesPopped,
- sessionLength: sessionLength,
- );
-
- // Score is already tracked by ScoreManager.addScore() calls during gameplay
- }
- void handleShake() {
- if (!gameActive) return;
-
- // Get existing bubbles before spawning new ones
- final existingBubbles = bubbleSpawner?.getActiveBubbles().toList() ?? [];
-
- // Single bubble per shake rule: spawn only ONE bubble per shake
- // Find a safe position that doesn't overlap with existing bubbles
- final safePosition = _findSafeSpawnPosition();
- if (safePosition != null) {
- bubbleSpawner?.spawnBubbleAt(safePosition);
- }
-
- // Only shake the existing bubbles (not the newly spawned ones)
- _shakeExistingBubbles(existingBubbles);
- }
-
- void _shakeExistingBubbles(List<Bubble> existingBubbles) {
- // Only apply shake effects to bubbles that existed before this shake
- for (final bubble in existingBubbles) {
- if (!bubble.isPopping) {
- bubble.addShakeEffect();
- }
- }
- }
- /// Find a safe position to spawn a bubble that doesn't overlap with existing bubbles
- Vector2? _findSafeSpawnPosition() {
- const margin = 120.0;
- const minDistance = 80.0; // Minimum distance from other bubbles
- const maxAttempts = 20; // Maximum attempts to find a safe position
-
- final random = Random();
- final activeBubbles = bubbleSpawner?.getActiveBubbles() ?? [];
-
- for (int attempt = 0; attempt < maxAttempts; attempt++) {
- // Generate random position within bounds
- final position = Vector2(
- margin + random.nextDouble() * (size.x - 2 * margin),
- margin + 100 + random.nextDouble() * (size.y - 2 * margin - 100),
- );
-
- // Check if position is safe from all existing bubbles
- bool isSafe = true;
- for (final bubble in activeBubbles) {
- if (!bubble.isPopping) {
- final distance = position.distanceTo(bubble.position);
- if (distance < minDistance) {
- isSafe = false;
- break;
- }
- }
- }
-
- if (isSafe) {
- return position;
- }
- }
-
- // If no safe position found, return null (don't spawn)
- return null;
- }
- @override
- void onRemove() {
- // End the game session and submit results
- endGameSession();
-
- audioManager.stopBackgroundMusic();
- _tiltDetector.stopListening();
- super.onRemove();
- }
- }
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