2024 05 28 user seeks help rendering graphics on canvas element in react - bizkite-co/handterm GitHub Wiki


original file name: Codeium Chat - TLsK7ciBjtqplb9HI4hrp69W1ZMMe8zE.md summary: The chat conversation revolved around a user seeking assistance with rendering graphics on a canvas element in their React Vite TypeScript xterm.js terminal app for a typing game. The user had already implemented a WPM monitor, phrase generator, and phrase completion progress shower. They added a <canvas> element to display graphics and needed help starting to render graphic items on it. Codeium provided guidance on using the canvas context to draw shapes, text, and images. The user encountered an issue with making the canvas width responsive and sought help in making it 100% of the page width. Codeium then suggested modifying the TerminalGame component to dynamically set the canvas width to the parent element's width and handle window resize events for responsiveness. This involved adjusting the drawGraphics method, adding event listeners for window resize, and setting the canvas width using parent element's offset. date: 2024-05-28T20:45

Codeium Chat Conversation

Note: This is purely the output of the chat conversation and does not contain any raw data, codebase snippets, etc. used to generate the output.

User at 8:45 pm, May 28, 2024

I have gotten this React Vite TypeScript xterm.js app working fairly well, with your help.

Now I am ready to start working on the reason I created the terminal app, which is a terminal typing game.

I already have a WPM monitor and a phrase generator and phrase completion progress shower.

Now I have added a <canvas> element to render some rudimentary graphics to gamify getting the user to type faster. I need your help with that.

It's already showing the canvas, which is only 100px high.

How can I start rendering a couple graphic items?


Codeium at 8:45 pm, May 28, 2024

To render graphics on your canvas, you'll need to get a reference to the canvas's drawing context and use its methods to draw shapes, text, and images. Here's a basic example of how you could render a rectangle and some text on your canvas:

First, ensure you have a reference to the canvas element. Since you mentioned you have a canvasRef in TerminalGame.tsx, you can use it to get the context:

// TerminalGame.tsx

class TerminalGame extends React.Component<ITerminalGameProps> {
  // Assuming you have a canvasRef defined and assigned to your canvas element
  canvasRef = React.createRef<HTMLCanvasElement>();

  drawGraphics = () => {
    const canvas = this.canvasRef.current;
    if (canvas) {
      const ctx = canvas.getContext('2d');
      if (ctx) {
        // Clear the canvas
        ctx.clearRect(0, 0, canvas.width, canvas.height);

        // Set properties for the rectangle
        ctx.fillStyle = 'blue';
        ctx.fillRect(10, 10, 150, 80); // Draw a blue rectangle

        // Set properties for the text
        ctx.fillStyle = 'white';
        ctx.font = '20px Arial';
        ctx.fillText('Type faster!', 20, 50); // Draw text
      }
    }
  }

  componentDidMount() {
    this.drawGraphics();
  }

  render() {
    return (
      <canvas
        ref={this.canvasRef}
        width="100%"
        height={this.props.canvasHeight}
      />
    );
  }
}

Here's what's happening in this example:

  1. The drawGraphics method gets the canvas context and uses it to draw a blue rectangle and some white text saying "Type faster!".
  2. The componentDidMount lifecycle method calls drawGraphics to draw the graphics when the component is first mounted.
  3. The render method returns the canvas JSX with a ref to get the DOM element and the height prop to set its height.

You can expand the drawGraphics method to render more complex graphics, animations, or even react to user typing to make your game more interactive. Remember to adjust the canvas width and height properties as needed to accommodate your game's visual elements.


User at 8:55 pm, May 28, 2024

"100%" doesn't seem to work as a width. It just sets it to 100px.

How can I make the canvas 100% of the width of the page width and responsively?


Codeium at 8:56 pm, May 28, 2024

To make the canvas element take 100% of the width of its container in a responsive way, you can set the width of the canvas in the drawGraphics method using the offsetWidth of the canvas's parent element. You'll also need to handle window resize events to adjust the canvas size when the browser window is resized.

Here's how you can modify the TerminalGame component to achieve this:

class TerminalGame extends React.Component<ITerminalGameProps> {
  canvasRef = React.createRef<HTMLCanvasElement>();

  drawGraphics = () => {
    const canvas = this.canvasRef.current;
    if (canvas && canvas.parentElement) {
      // Set canvas width to parent element's width
      canvas.width = canvas.parentElement.offsetWidth;

      const ctx = canvas.getContext('2d');
      if (ctx) {
        // Your existing drawing code...
      }
    }
  }

  componentDidMount() {
    this.drawGraphics();
    // Add resize event listener to update canvas on resize
    window.addEventListener('resize', this.drawGraphics);
  }

  componentWillUnmount() {
    // Remove resize event listener when the component is unmounted
    window.removeEventListener('resize', this.drawGraphics);
  }

  render() {
    return (
      <canvas
        ref={this.canvasRef}
        height={this.props.canvasHeight}
        style={{ width: '100%', height: this.props.canvasHeight }}
      />
    );
  }
}

In this update:

  • The drawGraphics method now sets the canvas.width to the offsetWidth of the canvas's parent element.
  • The componentDidMount lifecycle method adds a resize event listener that will call drawGraphics when the window is resized.
  • The componentWillUnmount lifecycle method removes the resize event listener to prevent memory leaks and errors.
  • The render method sets the style prop of the canvas to use CSS width 100% to ensure it takes the full width of its container. The height is set using the canvasHeight prop passed to the component.

Please note that setting the canvas width and height through the style attribute or CSS does not actually change the drawing buffer size; it only scales the canvas element. That's why we set the width directly on the canvas DOM element in the drawGraphics method to ensure the correct drawing buffer size.

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