2024 05 30 react app canvas animation with sprite sheet characters refining component coupling - bizkite-co/handterm GitHub Wiki
original file name: Codeium Chat - RvnQrc3Z3K8NY0yAkUI2YgVOjtyI5X6l.md
summary: In this chat conversation, the user discusses their React app's canvas animation featuring two characters with sprite-sheet animation. They seek assistance in refining the coupling between Character
, Action
, and Animation
components, aiming for a one-to-one relationship between Action
and Animation
and syncing dx
, dy
movement to the actions. The user provides context from a previous conversation and seeks help from a React expert (Codeium).
Codeium suggests a design approach, outlining modifications to the CharacterActionComponent
and how TerminalGame
can initialize and update character actions. Codeium also explains the process of creating a context for SpriteManager
and handling context provider errors when accessing it. The discussion addresses common TypeScript errors during implementation and provides solutions, such as handling undefined
contexts and addressing missing variable declarations.
Overall, the conversation revolves around refining component coupling, utilizing context for shared state management, and addressing TypeScript-related issues in the React app's animation functionality. date: 2024-05-30T18:10
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 6:10 pm, May 30, 2024
I have have canvas
animation working in this React app with two characters with sprite-sheet animation.
Currently, there is loose coupling between the Character
Action
and the Sprite
and the Animation
.
I think it might be better to have tighter coupling, like a one-to-one relationship between the Action
and Animation
.
I am calling the change in x,y
coordinates between frames dx
and dy
, and those should also be directly related to the Action
and the Animation
.
In an earlier converstation with you, we came up with the CharacterActionComponent.tsx
as a fist draft of a component that could handle the character action animation.
The result I want is that each character will have it's own set of actions, and that each of those actions are related to a sprite animation.
From the TerminalGame
, I shoudl be able to load a character with an intial action state, and the CharacterActionComponent
for that character should load it's own sprite animations, using the SpriteManager
if needed, provide a list of Actions that character can take, probably in the form of state so that it can be queried from the TerminalGame
, and provide a currentAction
prop to allow the TerminalGame
to set the initial action, and to update the character action when the TerminalGame
state changes.
I am not a React expert though, but I know that you are, so I will defer to your better judgement.
Can you help me evaluate and possibly implement this?
Codeium at 6:11 pm, May 30, 2024
To achieve the goal of tight coupling between Character
, Action
, Animation
, and the dx
, dy
movement, we should consider the following design:
- Each
Character
should have its own set ofActions
which correspond toAnimations
in the sprite sheet. - Each
Action
should encapsulate not only the visualAnimation
but also thedx
anddy
values that represent the movement or transformation related to that action. - The
CharacterActionComponent
should be responsible for managing the state and rendering of aCharacter
. - The
TerminalGame
should be able to initialize characters with a specific action and update their actions based on game logic.
Given these requirements, let's look at some possible changes to CharacterActionComponent
and how it interacts with other components.
- Modify
CharacterActionComponent
to useSpriteManager
for loading and managing sprites. - Store a list of possible actions as state or within a context if multiple components need access to it.
- Accept a
currentAction
prop to set or change the character's action. - The component handles the logic to update the character's position based on
dx
anddy
when a new action is set.
import React, { useState, useEffect, useContext } from 'react';
import { SpriteManager } from './sprites/SpriteManager';
import { Actions, AnimationKey } from './CharacterActions';
type CharacterActionComponentProps = {
initialAction: AnimationKey;
position: { leftX: number; topY: number };
// ... other props as needed
};
const CharacterActionComponent: React.FC<CharacterActionComponentProps> = ({
initialAction,
position,
// ...otherProps
}) => {
const [currentAction, setCurrentAction] = useState<AnimationKey>(initialAction);
const [characterPosition, setCharacterPosition] = useState(position);
const spriteManager = useContext(SpriteManager); // Assuming SpriteManager is provided in the context
// Load sprite for the current action
useEffect(() => {
const action = Actions[currentAction];
spriteManager.loadSprite(action.animation).then((sprite) => {
// Render the sprite using the sprite instance
// Update character position based on dx and dy
setCharacterPosition({
leftX: characterPosition.leftX + action.dx,
topY: characterPosition.topY + action.dy
});
});
}, [currentAction, spriteManager, characterPosition]);
// Render logic...
};
- Ensure
TerminalGame
can pass down the initial action and update the action for a character. - Maintain game state that includes character positions and actions.
class TerminalGame extends React.Component<ITerminalGameProps, TerminalGameState> {
// ...
startAnimationLoop() {
// ...
requestAnimationFrame(this.loop);
}
loop = (timestamp: number) => {
// ...
// Update character actions based on game logic
// For example:
this.setState({
heroAction: calculateHeroAction(),
zombieAction: calculateZombieAction(),
});
};
// ...
render() {
return (
<>
// ...
<CharacterActionComponent
initialAction={this.state.heroAction}
position={this.state.heroPosition}
// ...otherProps
/>
<CharacterActionComponent
initialAction={this.state.zombieAction}
position={this.state.zombiePosition}
// ...otherProps
/>
// ...
</>
);
}
}
This is a simplified version of what you might do. The actual implementation would depend on the specifics of your game logic, how you manage state, and other considerations such as performance and complexity. If you have a more detailed codebase or specific questions about the implementation, please feel free to ask!
User at 6:58 pm, May 30, 2024
This line:
const spriteManager = useContext(SpriteManager); // Assuming SpriteManager is provided in the context
... I am not sure how to provide SpriteManager in the context.
Codeium at 6:59 pm, May 30, 2024
To provide SpriteManager
in the context, you need to create a React context and then use a provider to pass the SpriteManager
instance down the component tree.
- Create the Context:
First, you'll need to define a context. It's common to do this in a separate file, but I'll include it here for clarity.
// SpriteManagerContext.tsx
import React from 'react';
import { SpriteManager } from './sprites/SpriteManager';
// Create a context with a default undefined value
const SpriteManagerContext = React.createContext<SpriteManager | undefined>(undefined);
export default SpriteManagerContext;
- Provide the Context:
Next, you create an instance of SpriteManager
and provide it to your component tree using the SpriteManagerContext.Provider
component. This is often done at the top level of your application or at least at the highest level where the components that need access to the SpriteManager
are rendered.
// App.tsx or the root component of your feature
import React from 'react';
import SpriteManagerContext from './SpriteManagerContext';
import { SpriteManager } from './sprites/SpriteManager';
import TerminalGame from './TerminalGame';
const spriteManager = new SpriteManager();
const App = () => {
return (
<SpriteManagerContext.Provider value={spriteManager}>
<TerminalGame />
</SpriteManagerContext.Provider>
);
};
export default App;
- Consume the Context:
Finally, in any component that needs to access the SpriteManager
, you use the useContext
hook with SpriteManagerContext
to get the value provided.
// CharacterActionComponent.tsx
import React, { useContext } from 'react';
import SpriteManagerContext from './SpriteManagerContext';
// ... other imports
const CharacterActionComponent: React.FC<CharacterActionComponentProps> = ({
initialAction,
position,
// ...otherProps
}) => {
// Now useContext will return the spriteManager instance provided in the context
const spriteManager = useContext(SpriteManagerContext);
// Make sure to handle the case where spriteManager is undefined
if (!spriteManager) {
throw new Error('SpriteManagerContext.Provider is missing in the component tree.');
}
// ... the rest of your component
};
By wrapping your component tree with SpriteManagerContext.Provider
and passing in the spriteManager
instance, any child component that calls useContext(SpriteManagerContext)
will receive the SpriteManager
instance. Ensure that you handle the case where spriteManager
might be undefined
, which could happen if the component is used outside of the Provider
.
User at 7:12 pm, May 30, 2024
The App.tsx
is telling me that
Module '"./SpriteManagerContext"' has no exported member 'SpriteManagerContext'. Did you mean to use 'import SpriteManagerContext from "./SpriteManagerContext"' instead?ts(2614)
⚠ Error (TS2614) |
Module "./SpriteManagerContext"
has no exported member SpriteManagerContext . Did you mean to use import SpriteManagerContext from "./SpriteManagerContext"
instead?
Codeium at 7:12 pm, May 30, 2024
The error message indicates that SpriteManagerContext
is being imported incorrectly. In TypeScript, when you use export default
for a module, you don't use curly braces ({}
) around the imported module name. It should be imported directly.
Based on the error message, it looks like SpriteManagerContext
was exported as a default export from ./SpriteManagerContext
. Therefore, you should import it without curly braces like this:
import SpriteManagerContext from './SpriteManagerContext';
So in your App.tsx
, you should ensure that the import statement for SpriteManagerContext
matches this format, without the curly braces:
// Correct import for a default export
import SpriteManagerContext from './SpriteManagerContext';
And when you're providing the context to your component tree, it should be like this:
// App.tsx
import React from 'react';
import SpriteManagerContext from './SpriteManagerContext'; // Corrected import
import { SpriteManager } from './game/sprites/SpriteManager';
import TerminalGame from './TerminalGame'; // Assuming TerminalGame is your component that uses this context
const spriteManager = new SpriteDirection();
const App = () => {
return (
<SpriteManagerContext.Provider value={spriteManager}>
<TerminalGame />
</SpriteManagerContext.Provider>
);
};
export default App;
Make sure that the import statement in CharacterActionComponent.tsx
(or any other component where you use SpriteManagerContext
) is also importing SpriteManagerContext
without the curly braces.
User at 7:15 pm, May 30, 2024
Ok, now I am getting this in CharacterActionComponent
Argument of type 'typeof SpriteManager' is not assignable to parameter of type 'Context<unknown>'.
Type 'typeof SpriteManager' is missing the following properties from type 'Context<unknown>': Provider, Consumerts(2345)
⚠ Error (TS2345) |
Argument of type typeof SpriteManager
is not assignable to parameter of type Context<unknown>
.
On this line:
const spriteManager = useContext(SpriteManager); // Assuming SpriteManager is provided in the context
Codeium at 7:15 pm, May 30, 2024
The error indicates that the useContext
hook is expecting a context object, but you're passing it the SpriteManager
class itself. The useContext
hook should be passed the context created by React.createContext
, not the SpriteManager
class.
To fix this error, make sure you are passing the context object, which you've named SpriteManagerContext
, to the useContext
hook. This context object is what you defined and exported as a default from SpriteManagerContext.tsx
.
Here's how you should use useContext
with SpriteManagerContext
:
// CharacterActionComponent.tsx
import React, { useContext } from 'react';
import SpriteManagerContext from './SpriteManagerContext'; // Make sure this import is correct
// ... other imports and code
const CharacterActionComponent: React.FC<CharacterActionComponentProps> = ({
// ...props
}) => {
const spriteManager = useContext(SpriteManagerContext); // Use the context object here
// Make sure to handle the case where spriteManager is undefined
if (!spriteManager) {
throw new Error('SpriteManagerContext.Provider is missing in the component tree.');
}
// ... the rest of your component
};
Ensure that SpriteManagerContext
is being imported from the correct file and that you are using the context object provided by React.createContext
when calling useContext
.
User at 7:18 pm, May 30, 2024
Ok, fixed.
Now I am getting this:
'spriteManager' is possibly 'undefined'.ts(18048)
⚠ Error (TS18048) |
spriteManager is possibly undefined
.
Codeium: Explain Problem
const spriteManager: SpriteManager | undefined
here:
spriteManager.loadSprite(action.animation).then((sprite) => {
// Render the sprite using the sprite instance
// Update character position based on dx and dy
setCharacterPosition({
leftX: characterPosition.leftX + action.dx,
topY: characterPosition.topY + action.dy
});
});
Codeium at 7:18 pm, May 30, 2024
The
User at 7:20 pm, May 30, 2024
Ok, I fixed it.
Now I am getting this:
'spriteManager' is possibly 'undefined'.ts(18048)
⚠ Error (TS18048) |
spriteManager is possibly undefined
.
Codeium: Explain Problem
const spriteManager: SpriteManager | undefined
here:
spriteManager.loadSprite(action.animation).then((sprite) => {
// Render the sprite using the sprite instance
// Update character position based on dx and dy
setCharacterPosition({
leftX: characterPosition.leftX + action.dx,
topY: characterPosition.topY + action.dy
});
});
Codeium at 7:20 pm, May 30, 2024
The TypeScript error 'spriteManager' is possibly 'undefined'
is indicating that the variable spriteManager
could be undefined
at the time you're trying to call loadSprite
on it. This is a potential issue because you have declared the context to possibly hold an undefined
value if the context provider is not found:
const SpriteManagerContext = React.createContext<SpriteManager | undefined>(undefined);
To resolve this, you need to check if spriteManager
is defined before attempting to use it. You've already thrown an error if spriteManager
is undefined
earlier in the component, which is good practice to ensure that the SpriteManager
is provided. However, TypeScript is not able to infer that spriteManager
cannot be undefined
after this check due to the way control flows in the component.
Here's one way to satisfy TypeScript's type checking by adding a guard clause:
const spriteManager = useContext(SpriteManagerContext);
// Immediately throw an error if spriteManager is undefined to prevent further execution
if (!spriteManager) {
throw new Error('SpriteManagerContext.Provider is missing in the component tree.');
}
// Now TypeScript knows spriteManager can't be undefined here
spriteManager.loadSprite(action.animation).then((sprite) => {
// Render the sprite using the sprite instance
// Update character position based on dx and dy
setCharacterPosition({
leftX: characterPosition.leftX + action.dx,
topY: characterPosition.topY + action.dy
});
});
With this guard clause, TypeScript understands that spriteManager
cannot be undefined
in the subsequent code, which should eliminate the error. This approach is effective because it prevents the component from rendering or executing any further logic if spriteManager
is not available, which would be an incorrect state for your application.
User at 7:28 pm, May 30, 2024
Ok, now I'm getting Cannot find name 'sprite'.
here:
const renderSprite = () => {
if (sprite) {
// The actual rendering logic goes here
// For example, using canvas context to draw the sprite
// ctx.drawImage(...) based on the sprite and frameIndex
}
};
In CharacterActionComponent
Codeium at 7:29 pm, May 30, 2024
The error Cannot find name 'sprite'.
suggests that there is a reference to a variable named sprite
which has not been defined in the scope of the renderSprite
function or in the broader scope of the CharacterActionComponent
.
From the context you've provided and the code snippets, it seems like the sprite
variable is intended to represent the loaded sprite object that you want to render. However, in the code you've posted, sprite
is not defined anywhere before it's being used.
You'll need to define sprite
within the component's state or within the renderSprite
function's scope. Since sprite
is likely to be set after loading the sprite asynchronously, it's a good candidate for a piece of state within your component.
Here's how you might define and use sprite
as state:
import React, { useState, useEffect, useContext } from 'react';
import SpriteManagerContext from './SpriteManagerContext';
// ... other imports
const CharacterActionComponent: React.FC<CharacterActionComponentProps> = ({
// ...props
}) => {
const [sprite, setSprite] = useState<Sprite | null>(null); // Define sprite state here
const spriteManager = useContext(SpriteManagerContext);
// ... other component logic
// Load sprite for the current action
useEffect(() => {
// Assuming action is defined and has a property `animation`
const action = Actions[currentAction];
spriteManager.loadSprite(action.animation).then((loadedSprite) => {
setSprite(loadedSprite); // Set the sprite state with the loaded sprite
// Update character position based on dx and dy
setCharacterPosition({
leftX: characterPosition.leftX + action.dx,
topY: characterPosition.topY + action.dy
});
});
}, [currentAction, spriteManager, characterPosition]);
const renderSprite = () => {
if (sprite) {
// The actual rendering logic goes here
// For example, using canvas context to draw the sprite
// ctx.drawImage(...) based on the sprite and frameIndex
}
};
// ... rest of the component
};
This code snippet assumes that Sprite
is a type or interface that represents your sprite objects and that the loadSprite
function resolves with a Sprite
instance. You may need to adjust the types and logic to match your actual implementation.
User at 7:35 pm, May 30, 2024
Ok, now I am getting these errors:
Property 'heroAction' does not exist on type 'Readonly<ITerminalGameState>'.
Property 'heroPosition' does not exist on type 'Readonly<ITerminalGameState>'.
Property 'zombieAction' does not exist on type 'Readonly<ITerminalGameState>'.
Property 'zombiePosition' does not exist on type 'Readonly<ITerminalGameState>'.
On these lines in TerminalGame
<CharacterActionComponent
initialAction={this.state.heroAction}
position={this.state.heroPosition}
// ...otherProps
/>
<CharacterActionComponent
initialAction={this.state.zombieAction}
position={this.state.zombiePosition}
// ...otherProps
/>
Codeium at 7:35 pm, May 30, 2024
The error messages indicate that the properties heroAction
, heroPosition
, zombieAction
, and zombiePosition
are being accessed on this.state
, but they are not defined in the ITerminalGameState
interface. To resolve this, you need to ensure that these properties are declared within the ITerminalGameState
interface.
Assuming you have already defined the types for the actions and positions (such as Action
and a Position
type), you can add these properties to the ITerminalGameState
interface like this:
// Add this to the file where ITerminalGameState is defined
interface ITerminalGameState {
// ... other state properties
heroAction: Action; // Replace with the actual type for your actions
heroPosition: Position; // Replace with the actual type for your positions
zombieAction: Action; // Same here
zombiePositon: Position; // And here
}
Make sure you replace Action
and Position
with the actual types you are using for actions and positions. If you haven't defined these types yet, you will need to create them based on how you're structuring your game's data.
Once you have updated the ITerminalGameState
interface to include these properties, the errors should be resolved. Ensure that your TerminalGame
class's state is initialized with these properties, or make sure they are appropriately handled if they can be undefined at any point.
If you need more specific advice on how to define these types or update your state, feel free to ask, and provide any relevant code snippets for context.
User at 7:44 pm, May 30, 2024
Ok, now in the browser, I am getting this:
TerminalGame.tsx:115
Uncaught TypeError: Cannot read properties of null (reading 'heroAction')
at TerminalGame.render (TerminalGame.tsx:115:37)
at finishClassComponent (react-dom.development.js:19781:31)
at updateClassComponent (react-dom.development.js:19727:24)
at beginWork (react-dom.development.js:21650:16)
at HTMLUnknownElement.callCallback2 (react-dom.development.js:4164:14)
at Object.invokeGuardedCallbackDev (react-dom.development.js:4213:16)
at invokeGuardedCallback (react-dom.development.js:4277:31)
at beginWork$1 (react-dom.development.js:27490:7)
at performUnitOfWork (react-dom.development.js:26596:12)
at workLoopSync (react-dom.development.js:26505:5)
Codeium at 7:44 pm, May 30, 2024
The error message Cannot read properties of null (reading 'heroAction')
suggests that this.state
is null
when trying to access this.state.heroAction
in the render
method of TerminalGame.tsx
. In a class-based React component, this typically means that the state was not properly initialized in the component's constructor.
To address this, you should check the TerminalGame
class and make sure that you have correctly initialized the state in the constructor. Here's how you might initialize the state:
class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
constructor(props: ITerminalGameProps) {
super(props);
// Initialize the state with default values
this.state = {
// ... other state properties
heroAction: 'Idle', // Replace with an appropriate default action
heroPosition: { leftX: 0, topY: 0 }, // Replace with an appropriate default position
zombieAction: 'Walk', // Replace with an appropriate default action
zombiePosition: { leftX: 0, topY: 0 }, // Replace with an appropriate default position
};
}
// ... other methods
render() {
// ... the rest of your render method
}
}
Make sure you replace 'Idle'
and 'Walk'
with the actual initial actions for your hero
and zombie
, and specify the initial positions as appropriate for your game logic.
If the state is already initialized and you're still encountering this error, it's possible that something else in your code is setting the state to null
, or interfering with the state before the render
method is called. Double-check any other places in your component where you might be updating the state to ensure that you're not inadvertently setting it to null
.
User at 7:47 pm, May 30, 2024
Ok, it's working.
SO what does this do at the top of the TerminalGame.tsx
?
interface ITerminalGameState {
heroAction: 'Run';
heroPosition: { leftX: 0; topY: 20 };
zombieAction: 'Walk';
zombie4Position: { leftX: -75; topY: 0 };
}
SHould I remove it?
Codeium at 7:47 pm, May 30, 2024
The interface ITerminalGameState
at the top of TerminalGame.tsx
is defining the shape of the state object for your TerminalGame
component. This interface is used by TypeScript to type-check the state used within the TerminalGame
class, ensuring that the state always has the properties heroAction
, heroPosition
, zombieAction
, and zombie4Position
with the specified types.
Here's what it specifies:
-
heroAction
should be the string'Run'
. This seems like a fixed value, which might not be what you want ifheroAction
can change. -
heroPosition
should be an object withleftX
set to0
andtopY
set to20
. -
zombieAction
should be the string'Walk'
. Similar toheroAction
, this also seems like a fixed value. -
zombie4Position
should be an object withleftX
set to-75
andtopY
set to0
.
However, the way it's currently defined, it suggests that the actions (heroAction
and zombieAction
) can only ever be 'Run'
or 'Walk'
, respectively, which is likely too restrictive. If these actions can change during the game, you'll want to use a type that represents all possible actions instead of a single string literal.
If the actions and positions are dynamic and can change, you should update the interface to use types that allow for these changes. For example:
type ActionType = 'Run' | 'Walk' | 'Jump'; // Add all possible actions here
interface IPosition {
leftX: number;
topY: number;
}
interface ITerminalGameState {
heroAction: ActionType;
heroPosition: IPosition;
zombieAction: ActionType;
zombie4Position: IPosition;
}
You should not remove the interface unless you have another type or interface that defines the state's structure. Always ensure that your state type accurately reflects the possible values of the state throughout your component's lifecycle.
Update the ITerminalGameState
interface to accurately represent all possible states of your game's characters, and make sure to update the actual state within your class component to match this interface.
User at 7:52 pm, May 30, 2024
I am getting this error:
Uncaught Error Error: Image failed to load: http://localhost:5173/
at image.onerror (c:\Users\xgenx\source\repos\handex-react\src\terminal\game\sprites\SpriteManager.tsx:25:42)
--- Promise.then ---
at <anonymous> (c:\Users\xgenx\source\repos\handex-react\src\terminal\game\CharacterActionComponent.tsx:31:48)
at commitHookEffectListMount (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:16936:34)
at commitPassiveMountOnFiber (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:18184:19)
at commitPassiveMountEffects_complete (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:18157:17)
at commitPassiveMountEffects_begin (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:18147:15)
at commitPassiveMountEffects (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:18137:11)
at flushPassiveEffectsImpl (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:19518:11)
at flushPassiveEffects (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:19475:22)
at <anonymous> (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:19356:17)
at workLoop (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:197:42)
at flushWork (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:176:22)
at performWorkUntilDeadline (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:384:29)
--- postMessage ---
at schedulePerformWorkUntilDeadline (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:407:18)
at performWorkUntilDeadline (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:387:17)
--- postMessage ---
at schedulePerformWorkUntilDeadline (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:407:18)
at requestHostCallback (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:418:13)
at unstable_scheduleCallback (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:330:15)
at scheduleCallback$1 (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:19854:22)
at ensureRootIsScheduled (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:18680:31)
at scheduleUpdateOnFiber (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:18590:13)
at updateContainer (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:20805:13)
at ReactDOMHydrationRoot.render.ReactDOMRoot.render (localhost꞉5173/node_modules/.vite/deps/react-dom_client.js?v=ca00ff2a:21145:11)
at <anonymous> (c:\Users\xgenx\source\repos\handex-react\src\terminal\main.tsx:9:10)
From this code:
private waitForImageLoad(image: HTMLImageElement): Promise<void> {
return new Promise((resolve, reject) => {
image.onload = () => resolve();
image.onerror = () => reject(
new Error(`Image failed to load: ${image.src}`)
);
});
}
Codeium at 7:52 pm, May 30, 2024
The error is indicating that an image is failing to load, and the source (src
) of the image is the base URL of your application (http://localhost:5173/
). This suggests that the src
attribute of the image being loaded isn't being set correctly to an image file path, but instead is defaulting to the base URL.
There could be a few reasons why this is happening:
- The
animationData.imagePath
provided to theSprite
constructor or theloadSprite
method might be incorrect or empty. - The image file might not be correctly placed in the public directory or the path to the image file is not correct.
To troubleshoot this, you'll want to:
- Check the value of
animationData.imagePath
just before you callnew Sprite(...)
andwaitForImageLoad
to make sure it's a valid path to an image file. - Verify that the image file exists at the specified path in your project.
- Ensure that the server is correctly serving static files from the directory where your images are stored.
Here's an example of how you might check the image path:
public async loadSprite(animationData: SpriteAnimation): Promise<Sprite> {
// ... your existing code ...
// Log the image path to debug
console.log(`Loading image from path: ${animationData.imagePath}`);
const sprite = new Sprite(animationData.imagePath, // ... other parameters);
await this.waitForImageLoad(sprite.image);
// ... your existing code ...
}
If you find that animationData.imagePath
is not a valid path, you'll need to correct it where you're defining your SpriteAnimation
objects.
Remember that in a development environment like Vite, static assets are usually served from a public
directory. If you place your images in, for example, public/images
, the path to an image in the browser would be /images/your-image.png
. Make sure the paths you provide to your Sprite
instances are relative to the base URL and correctly point to the location of the images in the public
directory.
User at 7:54 pm, May 30, 2024
I forgot to mention that both sprite animations are displaying properly and I don't see any skipped frames.
Codeium at 7:54 pm, May 30, 2024
If the sprite animations are displaying properly and there are no skipped frames, yet you are still seeing the error message in the console, it could be caused by a race condition where the onerror
event is being triggered after the image has actually loaded successfully. This can sometimes occur if the onload
and onerror
events are not managed correctly.
To prevent this error from being falsely triggered, you can update the waitForImageLoad
method to remove the event listeners once either the onload
or onerror
event has been handled. This ensures that once an image has loaded or failed to load, no further events will affect the promise.
Here's how you could update the waitForImageLoad
method:
private waitForManagerImageLoad(image: HTMLImageElement): Promise<void> {
return new Promise((resolve, reject) => {
const onLoad = () => {
// Cleanup: Remove both event listeners
image.removeEventListener('load', onLoad);
image.removeEventListener('error', onError);
resolve();
};
const onError = () => {
// Cleanup: Remove both event listeners
image.removeEventListener('load', onLoad);
image.removeEventListener('error', onError);
reject(new Error(`Image failed to load: ${image.src}`));
};
// Attach the event listeners
image.addEventListener('load', onLoad);
image.addEventListener('error', onError);
});
}
This code uses addEventListener
and removeEventListener
to manage event listeners instead of assigning to onload
and onerror
directly, which allows for more precise control. By removing the event listeners in both the onLoad
and onError
handlers, we ensure that the promise is only settled once, and no further events can trigger the handlers.
If the error message continues to appear despite this change, it may be worth checking if there are any other images being loaded in your application that could be causing the error. It might also be helpful to inspect the network activity in your browser's developer tools to see if there are any failed requests for images.
User at 8:01 pm, May 30, 2024
Ok, now I am getting errors like this:
Sprite.tsx:3 Uncaught Error: Assertion failed: Image failed to load:
at assert (Sprite.tsx:3:11)
at Sprite.image.onerror (Sprite.tsx:33:13)
The Sprite.tsx
looks like this:
function assert(condition: any, message: string): asserts condition {
if (!condition) {
throw new Error(`Assertion failed: ${message}`);
}
}
export class Sprite {
public image: HTMLImageElement;
public frameCount: number;
private frameWidth: number;
private frameHeight: number;
private frameSequence?: { leftX: number; topY: number }[];
constructor(
imagePath: string,
frameCount: number,
frameWidth?: number,
frameHeight?: number,
frameSequence?: { leftX: number; topY: number }[]
) {
this.image = new Image();
this.image.onload = () => {
assert(this.image.complete, 'Image failed to load: ' + imagePath);
if (!this.frameWidth) {
this.frameWidth = this.image.width / this.frameCount;
}
if (!this.frameHeight) {
this.frameHeight = this.image.height;
}
};
this.image.onerror = () => {
console.log('Image failed to load: ' + imagePath);
assert(false, 'Image failed to load: ' + imagePath);
}
this.image.src = imagePath;
this.frameCount = frameCount;
this.frameWidth = frameWidth || 0; // Set when the image loads if not provided
this.frameHeight = frameHeight || 0; // Set when the image loads if not provided
this.frameSequence = frameSequence;
}
public updateFrameIndex(currentFrameIndex: number, timestamp: number, lastFrameTime: number, frameDelay: number): number {
// Calculate if enough time has passed since the last frame update
if (timestamp - lastFrameTime > frameDelay) {
// Increment frameIndex and loop back to 0 if it exceeds frameCount
return (currentFrameIndex + 1) % this.frameCount;
} else {
// Return the last frame index if not enough time has passed
return currentFrameIndex;
}
}
public draw(
context: CanvasRenderingContext2D,
frameIndex: number,
leftX: number,
topY: number,
scale: number = 1.5
) {
let frameLeftX, frameTopY;
if (this.frameSequence) {
// Use the frame sequence if provided
const frameCoords = this.frameSequence[frameIndex];
frameLeftX = frameCoords.leftX;
frameTopY = frameCoords.topY;
} else {
// Calculate frame position for strip-style sprites
frameLeftX = this.frameWidth * frameIndex;
frameTopY = 0;
}
context.drawImage(
this.image,
frameLeftX, frameTopY, // source x, y
this.frameWidth, this.frameHeight, // source width, height
leftX, topY, // destination x, y
this.frameWidth * scale, this.frameHeight * scale // destination width, height (scaled)
);
}
// ... rest of the Sprite class methods
}
Codeium at 8:01 pm, May 30, 2024
The error Assertion failed: Image failed to load:
suggests that the onerror
event handler is being executed for an image, which means the image is not loading correctly. This could be due to an incorrect path, file not found, network issues, or the file is not a valid image.
The assertion inside the onerror
handler is what's throwing the error:
this.image.onerror = () => {
console.log('Image failed to load: ' + imagePath);
assert(false, 'Image failed to load: ' + imagePath);
};
When onerror
is called, assert(false, ...)
will always fail because false
is not a truthy condition, and thus the error is thrown.
To resolve the issue, check the following:
- Verify that the
imagePath
passed to theSprite
constructor is correct and points to a valid image file. - Ensure that the image file exists at the specified
imagePath
. - Check that the server is configured to correctly serve image files from the directory where your images are located.
If the image path and server configuration are correct, but you're still experiencing errors, consider changing how you handle the onerror
event. Instead of asserting false
, you might want to handle the error more gracefully, possibly by setting a placeholder image or retrying the image load after a delay:
this.image.onerror = () => {
console.error('Image failed to load: ' + imagePath);
// Handle the error, e.g., set a fallback image or retry loading
// this.image.src = 'path/to/fallback-image.png';
};
Remember to remove or update the assert(false, ...)
line, as it will always throw an error. If you want to keep the assertion for debugging purposes, ensure that your production build does not include such assertions, as they can interrupt the user experience.
User at 8:05 pm, May 30, 2024
The console.log() is telling me that
Image failed to load:
SpriteManager.tsx:35 Image failed to load: http://localhost:5173/
Sprite.tsx:32 Image failed to load:
SpriteManager.tsx:35 Image failed to load: http://localhost:5173/
And those aren
Codeium at 8:05 pm, May 30, 2024
The log messages indicate that the imagePath
passed into the Sprite
constructor is an empty string, which is why the browser is defaulting to the base URL (http://localhost:5173/
). This causes the onerror
event to trigger because the browser cannot load a valid image from that URL.
To troubleshoot this issue, you need to ensure that the imagePath
provided to the Sprite
constructor is correct:
-
Check where
Sprite
instances are created: Go to the part of your code where you are instantiatingSprite
objects and verify that theimagePath
is not an empty string or undefined. -
Check the
SpriteAnimation
data: If you're using aSpriteAnimation
object that includesimagePath
, verify that this data is correct and that the path points to an actual image file. -
Check the image loading logic: If you're loading images dynamically (e.g., from a server or user input), ensure that the logic that sets the
imagePath
is functioning correctly and that the paths are being set as expected.
Here's an example of what you might look for:
// Example of creating a Sprite object
const animationData = { imagePath: 'path/to/your/image.png', /* ... other properties ... */ };
const sprite = new Sprite(animationData.imagePath, /* ... other parameters ... */);
Make sure the path/to/your/image.png
is correct and that the image exists at that location.
-
Ensure image paths are relative to the public directory: In a Vite project, static assets like images should be placed inside the
public
folder. If your images are inpublic/images
, the path should be/images/your-image.png
. -
Inspect network requests: Use the Network tab in your browser's developer tools to check the requests for images. Look for any requests with a
404 Not Found
status or other errors.
Once you identify the source of the empty imagePath
, correct the logic that sets this path. If the imagePath
is intended to be dynamic, consider adding validation to ensure that it is always set to a valid non-empty string before trying to load the image.
User at 10:15 pm, May 30, 2024
The CharacterActionComponent
seems to be working.
Now I have a question about how to use it. How do I change the currentAction
of the Hero, for instance?
Codeium at 10:15 pm, May 30, 2024
The CharacterActionComponent
maintains currentAction
as part of its internal state. To change the currentAction
from outside the component (e.g., from the TerminalGame
component), you can pass a prop to CharacterActionComponent
and use useEffect
inside it to update the state when the prop changes.
Here's a simplified example of how you might structure CharacterActionComponent
to accept a currentAction
prop and update the internal state accordingly:
// CharacterActionComponent.tsx
import React, { useState, useEffect } from 'react';
type CharacterActionComponentProps = {
initialAction: AnimationKey;
currentAction: AnimationKey; // Prop to control the action from outside
// ... other props
};
export const CharacterActionComponent: React.FC<CharacterActionComponentProps> = ({
initialAction,
currentAction,
// ...otherProps
}) => {
const [action, setAction] = useState<AnimationKey>(initialAction);
// Update the action state when the currentAction prop changes
useEffect(() => {
setAction(currentAction);
}, [currentAction]);
// ... rest of the component logic
return (
// ... JSX for rendering the character
);
};
Then, in your TerminalGame
component, you would manage the hero's action in the state and pass it to the CharacterActionComponent
:
// TerminalGame.tsx
import React, { Component } from 'react';
import { CharacterActionComponent } from './CharacterActionComponent';
class TerminalGame extends Component {
state = {
heroAction: 'Idle', // The initial action for the hero
// ... other state properties
};
// Method to change the hero's action
changeHeroAction = (newAction) => {
this.setState({ heroAction: newAction });
};
// ... other methods and game logic
render() {
return (
<>
<CharacterActionComponent
initialAction={this.state.heroAction} // Initial action
currentAction={this.state.heroAction} // Controlled action
// ... other props
/>
{/* ... other components */}
</>
);
}
}
Whenever you want to change the hero's action, you would call changeHeroAction
with the new action. For example, you might call it in response to user input or game events:
// Inside some method or event handler in TerminalGame component
this.changeHeroAction('Run'); // Change hero action to 'Run'
This will update the state in TerminalGame
, which will pass the new action as a prop to CharacterActionComponent
. The useEffect
hook inside CharacterActionComponent
will then update the internal state to reflect the change, triggering a re-render with the new action.
User at 6:48 am, May 31, 2024
If I try to set state like this in TerminalGame
, I get a "Canvas is not available" error
startAnimationLoop() {
console.log("startAnimationLoop");
// Use an arrow function to maintain the correct 'this' context
const loop = (timestamp: number) => {
if (!this.context) {
console.error("Context is not available");
return; // Exit the loop if the context is not available
}
if (!this.context.canvas) {
console.error("Canvas is not available");
return; // Exit the loop if the canvas is not available
}
if (!this.zombie4) {
console.error("zombie4 is not available");
return; // Exit the loop if zombie4 is not available
}
if (!this.hero) {
console.error("hero is not available");
return; // Exit the loop if hero is not available
}
if(this.animationCount % 800 === 0) {
this.setState({ zombieAction: 'Attack' });
}
if(this.animationCount % 100 === 0) {
this.setState({ zombieAction: 'Walk' });
}
if(this.animationCount % 1000 === 0) this.setState({ heroAction: 'Idle' });
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
this.hero.animate(timestamp);
this.hero.draw();
this.zombie4.animate(timestamp);
this.zombie4.draw();
this.animationCount = this.animationCount < 100000 ? this.animationCount + 1 : 0;
// Save the request ID to be able to cancel it
this.animationFrameId = requestAnimationFrame(loop);
};
Codeium at 6:49 am, May 31, 2024
The "Canvas is not available" error suggests that when startAnimationLoop
is called, the canvas element or its context has not been properly initialized or is not accessible. This can happen if startAnimationLoop
is called before the canvas element is mounted to the DOM or if the canvas element is removed from the DOM for some reason.
To ensure that the canvas is available when startAnimation–Loop
is called, you can take the following steps:
-
Ensure that
setupCanvas
is called beforestartAnimationLoop
: Make sure that you are callingsetupCanvas
at an appropriate time in the component lifecycle, such as in thecomponentDidMount
method, to set up the canvas and its context. -
Check that the canvas element is correctly referenced: Verify that
this.canvasRef
is properly set to reference the canvas element in the render method of yourTerminalGame
component. -
Delay
startAnimationLoop
until the canvas is ready: You may need to ensurestartAnimationLoop
is not called until after the canvas has been set up. IfstartAnimationLoop
is triggered by a prop change or some other event, you should guard against calling it when the canvas is not available.
Here is an example of how to ensure that setupCanvas
is called:
class TerminalGame extends React.Component {
canvasRef = React.createRef<HTMLCanvasElement>();
componentDidMount() {
this.setupCanvas();
// After setting up the canvas and its context, you can start the animation loop
this.startAnimationLoop();
}
setupCanvas() {
const canvas = this.canvasRef.current;
if (canvas) {
const context = canvas.getContext('2d');
if (context) {
// Set up canvas and context
this.context = context;
// ... other setup like creating hero and zombie4 objects
} else {
console.error("Failed to get 2D context for the canvas.");
}
} else {
console.error("Failed to get canvas element.");
}
}
// ... rest of your component
}
If these steps don't resolve the issue, you might want to check the order of operations in your component lifecycle and ensure that startAnimationLoop
is only called when the component has been properly mounted and initialized. You can also add additional checks or error handling to gracefully handle situations where the canvas is not ready.
User at 6:52 am, May 31, 2024
If I remove the setState
attempts, then I do not get a "Canvas is not available"
startAnimationLoop() {
console.log("startAnimationLoop");
// Use an arrow function to maintain the correct 'this' context
const loop = (timestamp: number) => {
if (!this.context) {
console.error("Context is not available");
return; // Exit the loop if the context is not available
}
if (!this.context.canvas) {
console.error("Canvas is not available");
return; // Exit the loop if the canvas is not available
}
if (!this.zombie4) {
console.error("zombie4 is not available");
return; // Exit the loop if zombie4 is not available
}
if (!this.hero) {
console.error("hero is not available");
return; // Exit the loop if hero is not available
}
// if(this.animationCount % 800 === 0) {
// this.setState({ zombieAction: 'Attack' });
// }
// if(this.animationCount % 100 === 0) {
// this.setState({ zombieAction: 'Walk' });
// }
// if(this.animationCount % 1000 === 0) this.setState({ heroAction: 'Idle' });
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
this.hero.animate(timestamp);
this.hero.draw();
this.zombie4.animate(timestamp);
this.zombie4.draw();
this.animationCount = this.animationCount < 100000 ? this.animationCount + 1 : 0;
// Save the request ID to be able to cancel it
this.animationFrameId = requestAnimationFrame(loop);
};
// Start the animation loop
this.animationFrameId = requestAnimationFrame(loop);
}
The "Canvas is not available" error seems to be caused by the attempts to setState()
Codeium at 6:52 am, May 31, 2024
If removing the setState
calls resolves the "Canvas is not available" error, it could indicate that calling setState
is leading to a series of updates that affect the canvas's availability. This might be happening due to one of the following reasons:
-
Re-rendering: Calling
setState
triggers a re-render of the component. If for some reason, the re-rendering process is unmounting and mounting the canvas element back into the DOM, the canvas and its context might not be available immediately after the state update. -
Component Lifecycle: If
setState
is causing other lifecycle methods to run (such ascomponentDidUpdate
), and those methods have logic that could affect the canvas or its context, this might lead to the error.
To further investigate and resolve this issue, consider the following steps:
-
Review component lifecycle: Check other lifecycle methods (like
componentDidUpdate
andcomponentWillUnmount
) to ensure they do not contain logic that could inadvertently affect the canvas availability. -
Batch state updates: Instead of multiple
setState
calls, batch them into a single call to minimize re-renders. For instance:if (this.animationCount % 1000 === 0) { this.setState({ zombieAction: 'Walk', heroAction: 'Idle', }); }
-
Utilize
requestAnimationFrame
correctly: TherequestAnimationFrame
callback should be the last thing in the animation loop to ensure the canvas state is stable when it's called. -
Check for conditional rendering: Make sure the canvas element is not conditionally rendered in a way that could remove it from the DOM during state updates.
-
Use state carefully within the animation loop: If
setState
calls are necessary within the animation loop, ensure they do not cause the component to re-render in a way that disrupts the animation loop itself. -
Debug state transitions: Add
console.log
statements before and aftersetState
calls to track the state transitions and understand how they may be affecting the canvas.
If you need to update the state within the animation loop, you may also want to consider refactoring your animation loop to be outside of the React component lifecycle or using a different approach for managing animations, such as using a library that is specifically designed for canvas animations.