2024 05 31 refactoring sprite animations in 2d game using react coding discussed - bizkite-co/handterm GitHub Wiki


original file name: Codeium Chat - tDKUf0pEA6j1ZleA6J0Rphfr1iR8ty9E.md summary: In this chat, the user and I discussed refactoring code related to sprite animations in a 2D game built using React. The user was having issues with the responsibilities of the CharacterActionComponent and TerminalGame components, particularly regarding sprite loading, animation, and movement handling.

I provided guidance on separating concerns by having CharacterActionComponent manage sprite loading and animation states, while TerminalGame handles the game loop, canvas rendering, and possibly character movement logic. The user shared the existing code for TerminalGame, which implemented the game loop and controlled character and zombie animations.

The user encountered a maximum update depth exceeded error due to a setState call within a useEffect hook, likely causing an infinite loop. We discussed how the CharacterActionComponent should handle loading and managing the sprite state, while TerminalGame should handle rendering with the requestAnimationFrame loop.

In our discussion, we determined that the CharacterActionComponent should not return a list of sprites but provide a method for drawing the current sprite frame, called by TerminalGame in its animation loop. We also addressed potential fixes for the infinite loop issue and clarified the responsibilities of each component in the codebase. date: 2024-05-31T17:18

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 5:18 pm, May 31, 2024

You and I have been working on moving some code and responsibilities into this CharacterActionComponent.tsx, but we may have moved a little too much into it.

There currently seems to be some overlap between the code in the TerminalGame and code in the CharacterActionComponent.

The CharacterActionComponent should be responsible for loading the character actions, and the sprites and inimation related to each of those actions.

I think we have been somewhat successful, but we have also inadvertently included some canvas context and looping code. I don't think we want any of that in there.

We do want the CharacterActionComponent to load the sprite animation for an action, and to either move the character according the the dy and dx values associated with the action/sprite/animation, or to just return the dy and dx values the sprite is to be moved on the canvas so that the TerminalGame can move it. I think either method would work, but I am not a React expert.

I need your expertise in React, particularly in how it works with 2D game animation, to work out how this should be arranged and implemented in the code.


Codeium at 5:18 pm, May 31, 2024

Given the responsibility of the CharacterActionComponent is to manage character actions and associated sprite animations, here's how you can refactor the code to align with those responsibilities:

  1. Loading Sprites and Animations: CharacterActionComponent should handle the loading of sprites and animations when the action changes. The loading process can be initiated through React's useEffect hook, which reacts to changes in the current action.

  2. Handling Animation States: The component can manage the state of the animation, such as the current frame and timing for frame changes. This state management can be done using React's useState hook.

  3. Movement Logic: If you want CharacterActionComponent to also handle movement, you can include dx and dy in its state and update these values as the sprite animates. Alternatively, you can pass these values to the TerminalGame component to handle the character's position on the canvas.

  4. Canvas Context: The actual drawing to the canvas should be managed by the TerminalGame component. You should remove any canvas context logic from CharacterActionComponent and instead, provide a way for CharacterActionComponent to communicate the necessary information back to TerminalGame.

  5. Rendering Loop: The game loop, which is responsible for clearing the canvas, updating the game state, and drawing, should reside in TerminalGame. This loop typically uses requestAnimationFrame for optimized rendering.

Here's a simplified structure for CharacterActionComponent that focuses only on loading sprites and managing animation state:

import React, { useState, useEffect, useContext } from 'react';
import { Actions } from './CharacterActions';
import SpriteManagerContext from '../SpriteManagerContext';
import { Sprite } from './sprites/Sprite';

interface ICharacterActionComponentProps {
  action: string; // This should be the type of your action keys
  onMove: (dx: number, dy: number) => void; // Callback to handle movement
}

export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = ({ action, onMove }) => {
  const [sprite, setSprite] = useState<Sprite | null>(null);
  const spriteManager = useContext(SpriteManagerContext);

  // Handle loading the sprite when the action changes
  useEffect(() => {
    if (spriteManager && action) {
      const actionData = Actions[action];
      spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
        setSprite(loadedSprite);
        // Optionally reset frame index if needed
      });
      // If movement handling is within this component, you can update dx and dy here
      // If not, you can call onMove with actionData.dx and actionData.dy
      onMove(actionData.dx, actionData.dy);
    }
  }, [action, spriteManager, onMove]);

  // The rendering logic is removed from this component
  // ...

  return null; // This component does not render anything itself
};

In TerminalGame, you would include a game loop and drawing logic, and use CharacterActionComponent to manage sprite animations and potentially movement. Here's a conceptual example of how you might use CharacterActionComponent within TerminalGame:

// In TerminalGame.tsx
import React, { useEffect, useRef } from 'react';
import { CharacterActionComponent } from './CharacterActionComponent';

const TerminalGame: React.FC = () => {
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const [heroAction, setHeroAction] = React.useState('Idle');
  // Position state, game loop, and other game logic...

  const moveHero = (dx: number, dy: number) => {
    // Update hero position state here
  };

  useEffect(() => {
    // Initialize canvas, game loop, etc.
  }, []);

  return (
    <>
      <canvas ref={canvasRef} /* ...props */ />
      <CharacterActionComponent action={heroAction} onMove={moveHero} />
    </>
  );
};

This way, CharacterActionComponent is solely responsible for managing the action's sprite and animation, while TerminalGame takes care of the rendering loop and moving the character on the canvas.


User at 5:36 pm, May 31, 2024

The TerminalGame is currently a class

Are you saying I should change it to a functional component?

THis is what it looks like currently:

import React from 'react';
import { Zombie4 } from './Zombie4';
import { Hero } from './Hero';
import { CharacterActionComponent } from './CharacterActionComponent';

interface ITerminalGameProps {
 canvasHeight: string
 canvasWidth: string
 isInPhraseMode: boolean
}

interface ITerminalGameState {
 heroAction: 'Run' | 'Walk' | 'Idle' | 'Attack' | 'Hurt' | 'Death';
 heroPosition: { leftX: number; topY: number };
 zombieAction: 'Walk' | 'Hurt' | 'Death' | 'Idle' | 'Attack';
 zombie4Position: { leftX: number; topY: number };
 context: CanvasRenderingContext2D | null
}

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

 private zombie4?: Zombie4;
 private hero?: Hero;
 private animationFrameId?: number;
 private animationCount: number = 0;
 public context: CanvasRenderingContext2D | null = null;

 constructor(props: ITerminalGameProps) {
  super(props);
  this.state = {
   heroAction: 'Run',
   heroPosition: { leftX: 75, topY: 20 },
   zombieAction: 'Walk',
   zombie4Position: { leftX: 50, topY: 0 },
   context: null as CanvasRenderingContext2D | null
  };
 }

 componentDidMount() {
  this.setupCanvas();
 }

 componentDidUpdate(prevProps: Readonly<ITerminalGameProps>): void {
  if (!prevProps.isInPhraseMode !== this.props.isInPhraseMode) {
   const canvas = this.canvasRef.current;
   if (!canvas) return;
   const context = canvas.getContext('2d');
   if (!(context instanceof CanvasRenderingContext2D)) {
    console.error("Obtained context is not a CanvasRenderingContext2D instance.");
    return;
   }
   this.startAnimationLoop(context);
  }
  if (prevProps.isInPhraseMode && !this.props.isInPhraseMode) {
   this.stopAnimationLoop();
  }
 }

 setupCanvas() {
  const canvas = this.canvasRef.current;
  if (canvas) {
   const context = canvas.getContext('2d');
   if (context instanceof CanvasRenderingContext2D) {
    // Set the context in the state instead of a class property
    this.setState({ context: context });
    this.hero = new Hero(context);
    this.zombie4 = new Zombie4(context);
    // No need to pass context to startAnimationLoop, as it will use the context from the state
    this.startAnimationLoop(context);
   } else {
    console.error("Obtained context is not a CanvasRenderingContext2D instance.");
   }
  } else {
   console.error("Failed to get canvas element.");
  }
 }

 startAnimationLoop(context: CanvasRenderingContext2D) {
  console.log("startAnimationLoop", this.state.context instanceof CanvasRenderingContext2D);

  // Use an arrow function to maintain the correct 'this' context
  const loop = () => {

   if (!this.state.context) {
    console.error("Context is not available");
    return; // Exit the loop if the context is not available
   }

   if (!this.state.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 % 1000 === 0) this.setHeroIdle();
   this.state.context?.clearRect(0, 0, context?.canvas.width, context?.canvas.height);

   this.hero.draw();
   this.animationCount = this.animationCount < 1000 ? this.animationCount + 1 : 0;
   // console.log("animationCount: ", this.animationCount);
   // Save the request ID to be able to cancel it
   this.animationFrameId = requestAnimationFrame(loop);
  };

  // Start the animation loop
  this.animationFrameId = requestAnimationFrame(loop);
 }

 setHeroIdle() {
  this.setState({ heroAction: 'Walk' });
 }

 moveHero(x: number, y: number) {
  this.setState({ heroPosition: { leftX: x, topY: y } });
 }
 moveZombie4(x: number, y: number) {
  this.setState({ zombie4Position: { leftX: x, topY: y } });
 }

 stopAnimationLoop() {
  if (this.animationFrameId) {
   cancelAnimationFrame(this.animationFrameId);
   this.animationFrameId = undefined;
   console.log("stopAnimationLoop");
  }
 }

 // Additional methods for calculating WPM, updating the progress bar, etc.
 render() {
  return (
   <>
    <canvas
     ref={this.canvasRef}
     width={this.props.canvasWidth}
     height={this.props.canvasHeight}>
    </canvas>
    <CharacterActionComponent
     action={this.state.heroAction}
     onMove={this.moveHero.bind(this)}
    />
    <CharacterActionComponent
     action={this.state.zombieAction}
     onMove={this.moveZombie4.bind(this)}
    />
   </>
  );
 }
}

Codeium at 5:37 pm, May 31, 2024

No, you don't need to change TerminalGame from a class component to a functional component. Class components are perfectly capable of handling complex state and lifecycle logic, which can be beneficial in a game loop scenario.

The example I provided was to illustrate the separation of concerns, which can be applied to both class and functional components.

For CharacterActionComponent, you should continue to use it as intended: to manage the loading and updating of sprites and animations. Since CharacterActionComponent is already a functional component, it's more idiomatic to use hooks like useState and useEffect for managing state and side effects, respectively.

In your TerminalGame class component, you can keep the canvas context and game loop logic. You'll use CharacterActionComponent to inform TerminalGame about the action changes and possibly handle movement logic if you prefer to encapsulate that within CharacterActionComponent.

The onMove function passed to CharacterActionComponent can continue to be the method by which CharacterActionComponent communicates position changes to TerminalGame. Here's how you might adjust the CharacterActionComponent to delegate the movement back to TerminalGame:

// CharacterActionComponent.tsx
export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (props) => {
  // ... load sprites and animations

  useEffect(() => {
    // ... load action data
    props.onMove(actionData.dx, actionData.dy); // Inform TerminalGame about the movement
  }, [props.action, spriteManager, props.onMove]);

  // Render nothing, as the actual drawing is handled by TerminalGame
  return null;
};

Then, in your TerminalGame component, you would handle the movement logic within the moveHero and moveZombie4 methods:

// TerminalGame.tsx
export class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
  // ...

  moveHero(x: number, y: number) {
    // Update hero position state
    this.setState({ heroPosition: { leftX: x, topY: y } });
    // Additional logic to update the hero's position on the canvas
  }

  moveZombie4(x: number, y: number) {
    // Update zombie4 position state
    this.setState({ zombie4Position: { leftX: x, topY: y } });
    // Additional logic to update the zombie4's position on the canvas
  }

  // ...
}

Keep in mind that you'll need to call these moveHero and moveZombie4 functions in a way that's compatible with the game loop, such as within the requestAnimationFrame callback. This ensures that the position updates are synchronized with the animation frames.


User at 6:55 pm, May 31, 2024

I am getting this error now:


TerminalGame.tsx:124  
Warning: Maximum update depth exceeded. This can happen when a component calls setState inside useEffect, but useEffect either doesn't have a dependency array, or one of the dependencies changes on every render.
    at CharacterActionComponent (http://localhost:5173/src/terminal/game/CharacterActionComponent.tsx?t=1717206679781:23:31)
    at TerminalGame (http://localhost:5173/src/terminal/game/TerminalGame.tsx?t=1717206731004:14:5)
    at HandexTerm (http://localhost:5173/src/terminal/HandexTerm.tsx?t=1717206731004:25:5)
    at App (http://localhost:5173/src/terminal/App.tsx?t=1717206731004:10:5)

And I am not sure where the sprite animation is supposed to be happening.

Should the CharacterActionComponent return a list of sprites to the TerminalGame to loop through every time the Action changes?


Codeium at 6:55 pm, May 31, 2024

The error message indicates that there's an infinite loop being triggered by a setState call within a useEffect hook. This often occurs when the useEffect has a dependency array that includes a value that changes every time the effect runs, causing it to trigger repeatedly.

For animations, we typically want the CharacterActionComponent to manage the loading and state of the sprite and animation, and then have TerminalGame handle the rendering. The CharacterActionComponent does not need to return a list of sprites, but it should ensure that the sprite is loaded and ready to be drawn.

Here's how this should work:

  1. CharacterActionComponent should load the sprite and update its state when the action changes. It should also provide a method to draw the current frame of the sprite, which TerminalGame can call.

  2. TerminalGame should call this draw method from its animation loop (requestAnimationFrame loop).

Here's how you might adjust the CharacterActionComponent:

// CharacterActionComponent.tsx
export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (props) => {
  const [sprite, setSprite] = useState<Sprite | null>(null);
  const spriteManager = useContext(SpriteManagerContext);

  useEffect(() => {
    // Load the sprite for the current action
    if (spriteManager && props.action) {
      const actionData = Actions[props.action];
      spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
        setSprite(loadedSprite);
        // Reset frame index if needed, etc.
      });
      // If you're handling movement inside this component, call onMove here
    }
  }, [props.action, spriteManager]);

  // Expose a draw method for TerminalGame to call
  const draw = (context: CanvasRenderingContext2D, position: { x: number, y: number }) => {
    if (sprite) {
      // Draw the current frame of the sprite at the given position
      sprite.drawFrame(context, position.x, position.y);
    }
  };

  // Pass the draw method back to TerminalGame via a ref or callback
  useEffect(() {
    props.onReady(draw);
  }, [sprite, props.onReady]);

  return null;
};

In TerminalGame, you would store references to these draw methods and call them inside the animation loop:

// TerminalGame.tsx
export class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
  private drawHero?: (context: CanvasRenderingContext2D, position: { x: number, y: number }) => void;
  private drawZombie4?: (context: CanvasRenderingContext2D, position: { x: number, y: number }) => void;

  // ...

  startAnimationLoop(context: CanvasRenderingContext2D) {
    // ...
    const loop = () => {
      // ...
      // Clear the canvas and draw the sprites
      this.state.context?.clearRect(0, 0, context.canvas.width, context.canvas.height);
      if (this.drawHero) {
        this.drawHero(context, this.state.heroPosition);
      }
      if (this.drawZombie4) {
        this.drawZombie4(context, this.state.zombie4Position);
      }
      this.animationFrameId = requestAnimationFrame(loop);
    };
    // ...
  }

  // ...
}

You would pass onReady as a prop to CharacterActionComponent and use it to obtain the draw methods:

<CharacterActionComponent
  action={this.state.heroAction}
  onMove={this.moveHero.bind(this)}
  onReady={(draw) => this.drawHero = draw}
/>
<CharacterActionComponent
  action={this.state.zombieAction}
  onMove={this.moveZombie4.bind(this)}
  onReady={(draw) => this.drawZombie4 = draw}
/>

Make sure to handle any potential cases where the onReady prop might change, causing the useEffect in CharacterActionComponent to run again. You might want to memoize the callback using useCallback in TerminalGame to prevent unnecessary re-renders or effect triggers.


User at 7:09 pm, May 31, 2024

There is already a draw() in Sprite, but it requires a frameIndex.

I think we need to pass that in from TerminalGame and I'm not sure how to do that.

  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)
    );
  }

Codeium at 7:10 pm, May 31, 2024

To handle the frameIndex while drawing the sprite, CharacterActionComponent needs to manage the current frame index as part of its state. So you have to keep track of the current frame index and the timing for frame updates.

Here's how you can update the CharacterActionComponent to manage the sprite's frame index and expose a draw method that uses the current frame index:

export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (props) => {
  const [sprite, setSprite] = useState<Sprite | null>(null);
  const [frameIndex, setFrameIndex] = useState(0); // Additional state to track the frame index
  const spriteManager = useContext(SpriteManagerContext);
  const frameDelay = 100; // Duration of each frame in milliseconds

  useEffect(() => {
    // Load the sprite for the current action
    if (spriteManager && props.action) {
      // ... existing code to load sprite
    }
  }, [props.action, spriteManager]);

  useEffect(() => {
    const handleAnimationFrame = (timestamp: number) => {
      // Logic to update the frame index based on the timestamp and frameDelay
      // You will need to store the timestamp of the last frame change
      // And then, if enough time has passed, update the frame index
      requestAnimationFrame(handleAnimationFrame);
    };

    // Start the animation loop
    const animationFrameId = requestAnimationFrame(handleAnimationFrame);

    // Cleanup the animation frame when the component unmounts or reloads
    return () => {
      cancelAnimationFrame(animationFrameId);
    };
  }, [frameIndex, sprite]);

  const draw = (context: CanvasRenderingContext2D, position: { x: number, y: number }) => {
    if (sprite) {
      sprite.draw(context, frameIndex, position.x, position.y);
    }
  };

  // Pass the draw method and the update of frameIndex back to TerminalGame via a ref or callback
  useEffect(() => {
    props.onReady(draw, setFrameIndex);
  }, [sprite, props.onReady, draw]);

  return null;
};

In TerminalGame, you will start the animation loop and call the draw method provided by CharacterActionComponent with the current frame index:

export class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
  // ... other class properties
  private setFrameIndexHero?: React.Dispatch<React.SetStateAction<number>>;
  private setFrameIndexZombie4?: React.Dispatch<React.SetStateAction<number>>;

  // ...

  startAnimationLoop() {
    // ... existing setup code

    const loop = (timestamp: number) => {
      // ... existing code

      // Update the frame index for the hero and zombie4 before drawing
      if (this.setFrameIndexHero) {
        this.setFrameIndexHero((frameIndex) => {
          // Logic to calculate the next frame index based on timestamp and frame delay
          // This is where you would use sprite.updateFrameIndex
          return (frameIndex + 1) % this.hero.frameCount; // Replace with actual logic
        });
      }

      if (this.setFrameIndexZombie4) {
        this.setFrameIndexZombie4((frameIndex) => {
          // Similar logic for zombie4
          return (frameIndex + 1) % this.zombie4.frameCount; // Replace with actual logic
        });
      }

      // Now call the draw methods
      if (this.drawHero) {
        this.drawHero(this.state.context, this.state.heroPosition);
      }
      if (this.drawZombie4) {
        this.drawZombie4(this.state.context, this.state.zombie4Position);
      }

      // ... rest of the loop code
    };

    this.animationFrameId = requestAnimationFrame(loop);
  }

  // ...
}

In the above code, setFrameIndexHero and setFrameIndexZombie4 are methods provided by CharacterActionComponent that TerminalGame can call to update the frame index state within the CharacterActionComponent.

You will also need to pass setFrameIndex callbacks to CharacterActionComponent:

<CharacterActionComponent
  action={this.state.heroAction}
  onMove={this.moveHero.bind(this)}
  onReady={(draw, setFrameIndex) => {
    this.drawHero = draw;
    this.setFrameIndexHero = setFrameIndex;
  }}
/>
<CharacterActionComponent
  action={this.state.zombieAction}
  onMove={this.moveZombie4.bind(this)}
  onReady={(draw, setFrameIndex) => {
    this.drawZombie4 = draw;
    this.setFrameIndexZombie4 = setFrameIndex;
  }}
/>

Please note that the actual implementation of frame index updating logic should account for the elapsed time and not just increment the frame index blindly. This is just


User at 9:24 pm, May 31, 2024

This is not working because this.hero doesn't have aframeCount

I think it has to be something more like this:

   if (this.setFrameIndexHero) {
    this.setFrameIndexHero((frameIndex) => {
     // Logic to calculate the next frame index based on timestamp and frame delay
     // This is where you would use sprite.updateFrameIndex
     let frameCount = 0;
     if (this.hero) {
      const currentAction = this.hero.currentAnimation;
      const sprite = this.hero.sprites[currentAction];
      frameCount = sprite.frameCount;
     }
     return (frameIndex + 1) % frameCount; // Replace with actual logic
    });
   }

Codeium at 9:24 pm, May 31, 2024

You're correct, the frameCount should come from the current sprite associated with the hero's current action, not directly from the hero object itself. Your code snippet is on the right track. You need to obtain the frameCount from the sprite of the current action of the hero.

Here's how you might implement the frame index update logic in TerminalGame:

// Inside TerminalGame.tsx

if (this.setFrameIndexHero) {
  this.setFrameIndexHero((frameIndex) => {
    // Retrieve frameCount from the hero's current sprite
    let frameCount = 0;
    if (this.hero) {
      const currentAction = this.hero.currentAnimation;
      const sprite = this.hero.sprites[currentAction];
      if (sprite) {
        frameCount = sprite.frameCount;
      }
    }
    // Update frameIndex based on the retrieved frameCount
    return (frameIndex + 1) % frameCount;
  });
}

The setFrameIndexHero function is provided by CharacterActionComponent, which updates its internal frameIndex state. This state is used when the draw method is called.

You should also ensure that the animation loop in TerminalGame is being called at a consistent rate and that the frameIndex is updated based on the actual elapsed time to maintain consistent animation speed across different frame rates. You can achieve this by recording the timestamp of the last frame update and only incrementing the frameIndex when enough time has passed, similar to what you might find in the Sprite or BaseCharacter classes' animation handling code.

The updateFrameIndex method from Sprite class mentioned earlier (chats\2024-05-29-animating-a-zombie4-class-for-scalable-animation-troubleshooting-typescript-errors.md) is an example of how you might implement such timing logic. It checks if enough time has elapsed since the last frame update before incrementing the frame index. You can use this method or similar logic in TerminalGame when updating frameIndex.

Remember to pass the current timestamp to your game loop and to the setFrameIndexHero and setFrameIndexZombie4 functions so that you can compare it with the last frame update timestamp to determine if it's time to update the frame index.


User at 9:30 pm, May 31, 2024

I don't know how to declare this properly:

 onReady(draw: (context: CanvasRenderingContext2D, position: { leftX: number; topY: number; }) => void): unknown;

Codeium at 9:30 pm, May 31, 2024

The onReady method in the ICharacterActionComponentProps interface is meant to be a callback function that the CharacterActionComponent uses to notify the parent component (TerminalGame) that it's ready to draw the sprite. It also provides a way for CharacterActionComponent to expose its draw method to the parent component. Since you now also need to update the frameIndex, the signature of onReady must be updated to include the setFrameIndex function.

Here's how you can declare the onReady method in the ICharacterActionComponentProps interface:

interface ICharacterActionComponentProps {
  // ... other props
  onReady: (
    draw: (context: CanvasRenderingContext2D, position: { leftX: number; topY: number; }) => void,
    setFrameIndex: React.Dispatch<React.SetStateAction<number>>
  ) => void;
}

In this updated signature, onReady is a function that accepts two parameters:

  1. draw: A function that takes a CanvasRenderingContext2D and a position object with leftX and topY properties. It's expected to draw the sprite at the given position on the canvas.
  2. setFrameIndex: A React state dispatch function that can be used to update the frameIndex state within CharacterActionComponent.

With this interface, when you implement CharacterActionComponent, you'll call props.onReady and pass both the draw function and the setFrameIndex function.

Here's an example of how you might use onReady in TerminalGame:

// Inside TerminalGame.tsx
render() {
  return (
    <>
      <canvas
        ref={this.canvasRef}
        width={this.props.canvasWidth}
        height={this.props.canvasHeight}
      />
      <CharacterActionComponent
        action={this.state.heroAction}
        onMove={this.moveHero.bind(this)}
        onReady={(draw, setFrameIndex) => {
          this.drawHero = draw; // Store the draw method
          this.setFrameIndexHero = setFrameIndex; // Store the setFrameIndex method
        }}
      />
      {/* Similarly for other characters like zombie4 */}
    </>
  );
}

In the CharacterActionComponent, you would call props.onReady inside a useEffect after loading the sprite and setting up the draw function.

// Inside CharacterActionComponent.tsx
useEffect(() => {
  // Assuming sprite and frameIndex state are already set up
  const draw = (context: CanvasRenderingContext2D, position: { leftX: number; topY: number }) => {
    sprite?.draw(context, frameIndex, position.leftX, position.topY);
  };

  props.onReady(draw, setFrameIndex);
}, [sprite, frameIndex, props.onReady]);

Make sure that the dependencies of the useEffect include everything that the draw function uses that could change, so that the draw function is always up-to-date when it's passed to onReady.


User at 9:35 pm, May 31, 2024

I am still getting a bunch of these:


TerminalGame.tsx:162  
Warning: Maximum update depth exceeded. This can happen when a component calls setState inside useEffect, but useEffect either doesn't have a dependency array, or one of the dependencies changes on every render.
    at CharacterActionComponent (http://localhost:5173/src/terminal/game/CharacterActionComponent.tsx?t=1717216256837:23:31)
    at TerminalGame (http://localhost:5173/src/terminal/game/TerminalGame.tsx?t=1717216304254:18:5)
    at HandexTerm (http://localhost:5173/src/terminal/HandexTerm.tsx?t=1717216304254:25:5)
    at App (http://localhost:5173/src/terminal/App.tsx?t=1717216304254:10:5)

Line 162 is the second line here

 moveHero(dx: number, dy: number) {
  this.setState({ heroPosition: { leftX: dx, topY: dy } });
 }

And line 23 of CharacterActionComponent is here:

 const spriteManager = useContext(SpriteManagerContext);

Codeium at 9:36 pm, May 31, 2024

The warning you're seeing typically indicates that there is a setState call triggering a re-render, which then triggers another setState in an endless loop. This can occur if you have an effect that updates a state without proper dependencies, causing the effect to run after every render.

The issue might be coming from how onMove is being used within CharacterActionComponent. If onMove immediately causes a state update which then causes CharacterActionComponent to re-render and call onMove again, you can end up in an infinite loop.

To diagnose the problem, let's look at where onMove is called. Check if onMove is called directly inside a useEffect without proper dependencies, or if it's causing a change that would make the component re-render and call the same effect again.

Here's a checklist to troubleshoot the issue:

  1. Ensure that useEffect hooks in CharacterActionComponent have correct dependencies and are not causing side effects that trigger re-renders without any actual changes to the state or props.

  2. Verify that onMove is not causing a state update that would immediately cause CharacterActionComponent to re-render and call onMove again. It should only be called when necessary, such as when an action changes.

  3. If you are using onReady to set functions like moveHero from TerminalGame, ensure that you're not creating new functions on every render, which would cause useEffect to think its dependencies have changed. Use useCallback to memoize callback functions in TerminalGame.

Here's an example of using useCallback in TerminalGame:

// Inside TerminalGame.tsx

moveHero = (dx: number, dy: number) => {
  this.setState({ heroPosition: { leftX: dx, topY: dy } });
};

// Memoize the callback to prevent it from changing unless necessary
const memoizedMoveHero = useCallback(this.moveHero.bind(this), []);

render() {
  return (
    <>
      {/* ... */}
      <CharacterActionComponent
        action={this.state.heroAction}
        onMove={memoizedMoveHero}
        onReady={(draw, setFrameIndex) => {
          this.drawHero = draw;
          this.setFrameIndexHero = setFrameIndex;
        }}
      />
      {/* ... */}
    </>
  );
}

In CharacterActionComponent, make sure that onMove is called only in response to a specific event or state change:

// Inside CharacterActionComponent.tsx
useEffect(() => {
  if (spriteManager && props.action) {
    // ...load sprite logic
    // Only call onMove when action changes, not on every render
    props.onMove(actionData.dx, actionData.dy);
  }
}, [props.action, spriteManager, props.onMove]); // Ensure correct dependencies

Finally, ensure that onReady is only calling setFrameIndex and draw when the sprite is loaded or changed, not on every render.

By carefully managing side effects and dependencies in useEffect, you can prevent unnecessary re-renders and avoid the maximum update depth warning.


User at 9:40 pm, May 31, 2024

onMove was only being called where you were saying it should be called, but when I commented it out, the infinite loop stopped:

 // Handle loading the sprite when the action changes
 useEffect(() => {
  if (spriteManager && props.action) {
   const actionData = Actions[props.action];
   spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
    setSprite(loadedSprite);
    // console.log("loadedSprite", loadedSprite)
    // Optionally reset frame index if needed
   });
   // If movement handling is within this component, you can update dx and dy here
   // If not, you can call onMove with actionData.dx and actionData.dy
   // props.onMove(actionData.dx, actionData.dy);
  }
 }, [props.action, spriteManager, props.onMove]);

Codeium at 9:40 pm, May 31, 2024

Commenting out props.onMove(actionData.dx, actionData.dy); stopped the loop because it was likely triggering a state change that caused TerminalGame to re-render. This, in turn, might have been causing CharacterActionComponent to re-render, repeating the cycle.

To fix this, you need to ensure that onMove is only called when the action actually changes, and not on every re-render caused by state changes that don't relate to the action. You can achieve this by comparing the previous action with the current one before calling onMove.

Here's one way to do it using the useRef hook to store the previous action:

// Inside CharacterActionComponent.tsx
const { action, onMove } = props;
const spriteManager = useContext(SpriteManagerContext);
const prevActionRef = useRef<string | null>(null);

useEffect(() => {
  // This function will only be called when `action` changes
  if (spriteManager && action && action !== prevActionRef.current) {
    const actionData = Actions[action];
    spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
      setSprite(loadedSprite);
      // Optionally reset frame index if needed
    });

    // Call onMove with the new action's dx and dy values
    onMove(actionData.dx, actionData.dy);

    // Update the ref with the new action
    prevActionRef.current = action;
  }
}, [action, spriteManager, onMove]);

In this version, prevActionRef is used to keep track of the previous action. The onMove callback is only called when the action prop changes to a different value, which should prevent the infinite loop as long as changing the hero's position doesn't directly cause a change in the action prop.

Additionally, check the onMove implementation in TerminalGame to ensure it does not lead to immediate re-renders unless necessary. If the position state (heroPosition) is being used directly in CharacterActionComponent's useEffect dependency array, consider if there's a way to architect this so that the position state updates do not trigger the useEffect in CharacterActionComponent.

If the position is meant to change in response to the action, you might need an additional piece of state or ref to track whether the action has been "processed" or not, to prevent unnecessary calls to onMove.


User at 9:58 pm, May 31, 2024

In here, i need to set the leftX position to the current leftX position plus the dx.

 moveHero(dx: number, dy: number) {
  this.setState({ heroPosition: { leftX: dx, topY: dy } });
 }

Codeium at 9:58 pm, May 31, 2024

To adjust the leftX position of the hero by adding dx to the current leftX, you should access the current state and then update it accordingly. Here's how you can modify the moveHero method to do that:

moveHero(dx: number, dy: number) {
  this.setState(prevState => ({
    heroPosition: {
      leftX: prevState.heroPosition.leftX + dx,
      topY: prevState.heroPosition.topY + dy
    }
  }));
}

This code uses a functional setState call that provides the previous state as prevState. It then returns the new state with the updated leftX and topY values.

By using the functional form of setState, you ensure that the update is based on the previous state, which is the recommended approach when the new state depends on the old one.


User at 10:06 pm, May 31, 2024

Ok, now the images are showing, there is no infinite loop, but the sprites aren't animated and they don't move


Codeium at 10:07 pm, May 31, 2024

Great to hear that the infinite loop issue is resolved and the images are showing. If the sprites aren't animated or moving, we need to check a few things:

  1. Animation: Ensure that the frameIndex is being updated at a consistent interval to animate the sprite. CharacterActionComponent should handle the logic for updating frameIndex based on the elapsed time and should pass the updated frameIndex to the draw function.

  2. Movement: Verify that the dx and dy values provided by the action are correctly applied to the character's position, and that the moveHero (or moveZombie4) function is being called with the correct values to move the sprite.

Here are the steps to diagnose and fix the issues:

Animation

Check that CharacterActionComponent has a useEffect hook that updates frameIndex correctly:

// Inside CharacterActionComponent.tsx
useEffect(() => {
  let animationFrameId: number;
  let lastFrameTime = Date.now();

  const handleAnimationFrame = () => {
    const now = Date.now();
    const elapsed = now - lastFrameTime;

    if (elapsed > frameDelay) { // Assuming frameDelay is defined, e.g., 100ms for each frame
      setFrameIndex(prevIndex => (prevIndex + 1) % (sprite?.frameCount || 1));
      lastFrameTime = now - (elapsed % frameDelay);
    }

    animationFrameId = requestAnimationFrame(handleAnimationFrame);
  };

  animationFrameId = requestAnimationFrame(handleAnimationFrame);

  return () => {
    cancelAnimationFrame(animationFrameId);
  };
}, [sprite, setFrameIndex]);

Movement

Ensure that onMove is being called with the correct dx and dy values and that the state is being updated accordingly:

// Inside TerminalGame.tsx
moveHero(dx: number, dy: number) {
  this.setState(prevState => ({
    heroPosition: {
      leftX: prevState.heroPosition.leftX + dx,
      topY: prevState.heroPosition.topY + dy
    }
  }));
}

Make sure that onMove is called only when necessary to prevent unnecessary state updates.

Drawing

Verify that the draw function is being called inside the animation loop of TerminalGame:

// Inside TerminalGame.tsx
startAnimationLoop() {
  const loop = () => {
    // ... existing setup code

    // Clear the canvas
    this.state.context?.clearRect(0, 0, this.props.canvasWidth, this.props.canvasHeight);

    // Draw the hero
    if (this.drawHero) {
      this.drawHero(this.state.context, this.state.heroPosition);
    }

    // Draw other characters
    // ...

    this.animationFrameId = requestAnimationFrame(loop);
  };

  this.animationFrameId = requestAnimationFrame(loop);
}

Ensure that this.drawHero and this.state.context are correctly set and that the canvas context is valid.

By reviewing these areas and confirming that each step is correctly implemented, you should be able to see the sprites animate and move as expected. If there are still issues, please provide the relevant code snippets, and we can dive deeper into troubleshooting.


User at 10:25 pm, May 31, 2024

That is what appears to be happening.

Here is what is in CharacterActionComponents. Can you see any problems?

import React, { useState, useEffect, useContext, useRef } from 'react';
import { Actions, AnimationKey } from './CharacterActions';
import SpriteManagerContext from '../SpriteManagerContext';
import { Sprite } from './sprites/Sprite';


interface ICharacterActionComponentProps {
 onReady: (
  draw: (context: CanvasRenderingContext2D, position: { leftX: number; topY: number; }) => void,
  setFrameIndex: React.Dispatch<React.SetStateAction<number>>
 ) => void;

 action: AnimationKey;
 onMove: (dx: number, dy: number) => void; // callback to handle movement
};

export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (
 props: ICharacterActionComponentProps
) => {
 const [sprite, setSprite] = useState<Sprite | null>(null);
 const [frameIndex, setFrameIndex] = useState(0); // Track the current frame index
 const spriteManager = useContext(SpriteManagerContext);
 const frameDelay = 100;
 const prevActionRef = useRef<string | null>(null);

 // Handle loading the sprite when the action changes
 useEffect(() => {
  if (spriteManager && props.action && prevActionRef.current !== props.action) {
   const actionData = Actions[props.action];
   spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
    setSprite(loadedSprite);
    // console.log("loadedSprite", loadedSprite)
    // Optionally reset frame index if needed
   });
   // If movement handling is within this component, you can update dx and dy here
   // If not, you can call onMove with actionData.dx and actionData.dy
   props.onMove(actionData.dx, actionData.dy);

   prevActionRef.current = props.action;
  }
 }, [props.action, spriteManager, props.onMove]);

 useEffect(() => {
  let animationFrameId: number;
  let lastFrameTime = Date.now();

  const handleAnimationFrame = () => {
   const now = Date.now();
   const elapsed = now - lastFrameTime;

   if (elapsed > frameDelay) { // Assuming frameDelay is defined, e.g., 100ms for each frame
    setFrameIndex(prevIndex => (prevIndex + 1) % (sprite?.frameCount || 1));
    lastFrameTime = now - (elapsed % frameDelay);
   }

   animationFrameId = requestAnimationFrame(handleAnimationFrame);
  };

  animationFrameId = requestAnimationFrame(handleAnimationFrame);

  return () => {
   cancelAnimationFrame(animationFrameId);
  };
 }, [sprite, setFrameIndex]);

 // Expose a draw method for TerminalGame to call
 const draw = (
  context: CanvasRenderingContext2D,
  position: { leftX: number, topY: number }
 ) => {
  if (sprite) {
   // Draw the current frame of the sprite at the given position
   sprite.draw(context, frameIndex, position.leftX, position.topY);
  }
 };

 // Pass the draw method back to TerminalGame via a ref or callback
 useEffect(() => {
  props.onReady(draw, setFrameIndex);
 }, [sprite, props.onReady]);

 return null;
};

Codeium at 10:25 pm, May 31, 2024

Your CharacterActionComponent code seems mostly correct, but there are a couple of potential issues that might be preventing the animation and movement:

  1. Animation Frame Update Closure: Inside the handleAnimationFrame function, you are using frameDelay and lastFrameTime which are defined outside of the function. Due to the closure in JavaScript, the values of lastFrameTime and frameDelay might not be updated as you expect within the animation loop. This can prevent the frameIndex from being updated correctly.

To fix this, you can use useRef for lastFrameTime so that it maintains a mutable reference that can be updated without causing re-renders:

const lastFrameTime = useRef(Date.now());

// Inside handleAnimationFrame
const now = Date.now();
const elapsed = now - lastFrameTime.current;

if (elapsed > frameDelay) {
  setFrameIndex(prevIndex => (prevIndex + 1) % (sprite?.frameCount || 1));
  lastFrameTime.current = now - (elapsed % frameDelay);
}
  1. Sprite Drawing Method: You are using a draw method from the Sprite class which requires a frameIndex. Make sure that the draw method in the Sprite class can correctly handle the frameIndex you are passing to it and that your spritesheet is set up correctly to render frames based on this index.

  2. Movement Logic: You are calling props.onMove(actionData.dx, actionData.dy) directly within a useEffect hook, which might be setting the position directly to the delta values (dx and dy) rather than incrementing the current position by those deltas. The moveHero method should increment the current position as shown in a previous response.

  3. Missing Dependencies: In the second useEffect where you call props.onReady(draw, setFrameValue), make sure that draw is included in the dependency array since it's defined within the component and could change:

useEffect(() => {
  props.onReady(draw, setFrameIndex);
}, [draw, setFrameIndex, props.onReady]);
  1. Frame Count: Verify that frameCount is correctly set for each Sprite instance. If frameCount is 1 or not properly set, you won't see any animation because the code always renders the same frame.

  2. Props Typing: The type for props in CharacterActionComponent should be ICharacterActionComponentProps without parentheses:

export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = props => {
  //...
};

After making these changes, test your game again. If the sprites still aren't animated or moving, you may need to check how frameIndex is being updated and whether draw is being called with the correct values during each frame of the game loop. Additionally, ensure that the Sprite instances have all the necessary data (like frameCount and frameSequence) to render each frame correctly.


User at 10:39 pm, May 31, 2024

Looks like something is not working withthe frameIndex

Drawing frameIndex: 2 at frameLeftX: 150 frameTopY: 37
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 100 frameTopY: 0
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 150 frameTopY: 37
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 100 frameTopY: 0
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 150 frameTopY: 37
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 100 frameTopY: 0
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 150 frameTopY: 37
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 100 frameTopY: 0
Sprite.tsx:75 Drawing frameIndex: 2 at frameLeftX: 150 frameTopY: 37

From here:

  public draw(
    context: CanvasRenderingContext2D, 
    frameIndex: number, 
    leftX: number, 
    topY: number, 
    scale: number = 1.5
  ) {
    let frameLeftX = 0, frameTopY = 0;
    if (this.frameSequence) {
      // Use the frame sequence if provided
      const frameCoords = this.frameSequence[frameIndex];
      if(frameCoords){
        frameLeftX = frameCoords.leftX;
        frameTopY = frameCoords.topY;
      } else {
        console.log("No frameCoords found for frameIndex:", frameIndex);
      }
    } else {
      // Calculate frame position for strip-style sprites
      frameLeftX = this.frameWidth * frameIndex;
      frameTopY = 0;
    }
    console.log(`Drawing frameIndex: ${frameIndex} at frameLeftX:`, frameLeftX, "frameTopY:", frameTopY);
    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)
    );
  }

Codeium at 10:39 pm, May 31, 2024

The log indicates that the frameIndex passed to the draw method of your Sprite class is always 2, which means the sprite isn't animating through different frames. The fact that the frameLeftX and frameTopY values are different for the same frameIndex suggests there might be multiple instances of Sprite with different frameSequence data or there's inconsistency in the data for the sprites' frames.

To troubleshoot this issue, consider the following steps:

  1. Verify Sprite Data: Ensure that each Sprite instance has the correct frameSequence or frameCount for its animation. It's possible that different sprites are initialized with different sequences which could lead to inconsistent frameLeftX and frameTopY values for the same frameIndex.

  2. Check Frame Index Update Logic: Review the logic in CharacterActionComponent that updates frameIndex. Make sure it's being incremented and that the incrementation is based on the correct frameCount.

  3. Ensure Correct Hook Usage: Make sure that the useEffect hook responsible for updating the frameIndex is working as intended. Check that it's being triggered at the right time and that it's using the correct dependencies.

  4. Inspect Animation Loop: Look at the animation loop in the TerminalGame class and ensure it's calling the draw method at a consistent rate, passing the correct frameIndex.

  5. Debugging: Add more logging around where frameIndex is set and updated. Log the frameCount alongside frameIndex to ensure the modulo operation is working as expected.

Here's a debugging tip: log the frameIndex and the frameCount right before you call setFrameIndex in CharacterActionComponent. This can help you verify if the frameIndex is cycling through all frames:

setFrameIndex(prevIndex => {
  const newFrameIndex = (prevIndex + 1) % (sprite?.frameCount || 1);
  console.log(`Updating frameIndex from ${prevIndex} to ${newFrameIndex}, frameCount: ${sprite?.frameCount}`);
  return newFrame-Index;
});

If the frame index is updating correctly but you're still seeing the same frame being drawn, the issue might be with how and when the draw method is called. Make sure that draw is called within the animation loop with the updated frameIndex for each new frame of the animation.

If these steps do not resolve the issue, please provide the code where setFrameIndex is called, and any additional logic related to the sprite's animation, so we can further diagnose the problem.


User at 10:46 pm, May 31, 2024

I am also noticing that there is a loadSprite in BaseCharacter as well as one in SpriteManager

 protected loadSprite(actionKey: string, animationData: SpriteAnimation) {
  const { imagePath, frameCount, frameWidth, frameHeight, framePositions } = animationData;
  const sprite = new Sprite(imagePath, frameCount, frameWidth, frameHeight, framePositions);
  this.sprites[actionKey] = sprite;
 }

Codeium at 10:46 pm, May 31, 2024

Having a loadSprite method in both BaseCharacter and SpriteManager might be indicative of duplicated functionality, which could lead to confusion about where and how sprites are being managed and loaded.

The loadSprite method in BaseCharacter creates a new Sprite instance and assigns it to the sprites property of the BaseCharacter instance. This is straightforward but does not implement any caching, so multiple characters using the same sprite would load the same image multiple times.

On the other hand, the SpriteManager's loadSprite method includes caching logic to prevent loading the same sprite more than once. It checks if the sprite is already in the cache and returns the cached instance if available.

To avoid duplication and potential issues with sprite management, you should use the SpriteManager to handle all sprite loading. This would ensure that sprites are cached and reused, which is more efficient, especially for a game with many characters or sprites.

Here's how you can refactor the BaseCharacter class to use the SpriteManager:

  1. Remove the loadSprite method from BaseCharacter.
  2. Whenever you need to load a sprite in BaseCharacter, call SpriteManager.loadSprite instead.
  3. Store the resulting Sprite instance in the sprites record of BaseCharacter.

Here's a modified version of BaseCharacter that uses SpriteManager:

class BaseCharacter {
  // ... other properties and methods

  constructor(
    protected spriteManager: SpriteManager, // Add a reference to SpriteManager
    // ... other constructor parameters
  ) {
    // ... constructor implementation
  }

  protected async loadSprite(actionKey: string, animationData: SpriteAnimation) {
    const sprite = await this.spriteManager.loadSprite(animationData);
    this.sprites[actionKey] = sprite;
  }
}

And usage might look like this:

const hero = new BaseCharacter(spriteManager, /* other parameters */);
await hero.loadSprite('run', HeroAnimations.Run);

Now, BaseCharacter relies on SpriteManager to load and cache sprites, removing the duplication of functionality and ensuring that sprite loading is handled in a single place.

Make sure to update all places in the codebase where BaseCharacter.loadSprite was previously called to now use SpriteManager.loadSprite and properly handle the Promise returned by the asynchronous loadSprite method.


User at 11:27 pm, May 31, 2024

I think I am trying to set a frameIndex here but I don't know how to access it later when I try to call drawHero

   // Update the frame index for the hero and zombie4 before drawing
   if (this.setFrameIndexHero) {
    this.setFrameIndexHero((frameIndex) => {
     // Logic to calculate the next frame index based on timestamp and frame delay
     // This is where you would use sprite.updateFrameIndex
     let frameCount = 0;
     if (this.hero) {
      const currentAction = this.hero.currentAnimation;
      const sprite = this.hero.sprites[currentAction];
      if (sprite) frameCount = sprite.frameCount;
     }
     return (frameIndex + 1) % frameCount; // Replace with actual logic
    });
   }

   if (this.setFrameIndexZombie4) {
    this.setFrameIndexZombie4((frameIndex) => {
     // Similar logic for zombie4
     let frameCount = 0;
     if (this.zombie4) {
      const currentAction = this.zombie4.currentAnimation;
      const sprite = this.zombie4.sprites[currentAction];
      if (sprite) frameCount = sprite.frameCount;
     }
     return (frameIndex + 1) % frameCount; // Replace with actual logic
    });
   }

   if (this.drawHero) {
    this.drawHero(this.state.context, this.state.heroPosition, this.animationFrameIndex);
   }
   if (this.drawZombie4) {
    this.drawZombie4(this.state.context, this.state.zombie4Position, this.animationFrameIndex);
   }

Codeium at 11:27 pm, May 31, 2024

The setFrameIndexHero and setFrameIndexZombie4 functions that you're using seem to be designed to update the frame index state that is maintained inside CharacterActionComponent. When you call these functions, they use the updater form of setState to calculate the new frame index and set it internally within the component. However, the drawHero and drawZombie4 functions need access to these updated frameIndex values to draw the correct frame.

To access the current frameIndex when calling drawHero and drawZombie4, you need to ensure that these functions are aware of the frameIndex. One way to do this is to make sure that the draw function provided by CharacterActionComponent captures the current frameIndex every time it is updated.

Here's how you can do that:

  1. Update the onReady callback inside CharacterActionComponent to call it every time frameIndex changes, not just when sprite or onReady changes. This will ensure that TerminalGame always has the most recent draw function that uses the latest frameIndex.
// Inside CharacterActionComponent.tsx
useEffect(() => {
  const drawWithCurrentFrameIndex = (
    context: CanvasRenderingContext2D,
    position: { leftX: number, topY: number }
  ) => {
    if (sprite) {
      sprite.draw(context, frameIndex, position.leftX, position.topY);
    }
  };

  props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [sprite, frameIndex, props.onReady, setFrameIndex]);
  1. In TerminalGame, you don't need to pass this.animationFrameIndex when you call drawHero and drawZombie4, because these functions will already be using the correct frameIndex internally.
// Inside TerminalGame.tsx
if (this.drawHero) {
  this.drawHero(this.state.context, this.state.heroPosition);
}
if (this.drawZombie4) {
  this.drawZombie4(this.state.context, this.state.zombie4Position);
}

By updating the onReady callback every time the frameIndex changes, TerminalGame always has the most recent draw function that is bound to the current frameIndex. This ensures that the correct animation frame is drawn for both the hero and zombie4 characters.

Make sure to remove any unnecessary references to this.animationFrameIndex in TerminalGame, since the frameIndex is now encapsulated within the draw functions provided by the CharacterActionComponent.


User at 7:16 am, Jun 1, 2024

That seems to have worked for the animation. The motion is still not happening, though.

Also, the animation is far too rapid, or maybe it is only doing a couple of frames.

I get this in the log:

Drawing with frameIndex 3 at position {leftX: 51, topY: 0}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 0 at position {leftX: 77, topY: 20}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 3 at position {leftX: 51, topY: 0}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 3 at position {leftX: 77, topY: 20}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 1 at position {leftX: 51, topY: 0}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 3 at position {leftX: 77, topY: 20}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 1 at position {leftX: 51, topY: 0}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 3 at position {leftX: 77, topY: 20}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 1 at position {leftX: 51, topY: 0}
CharacterActionComponent.tsx?t=1717250705994:49 newIndex 3
CharacterActionComponent.tsx?t=1717250705994:49 newIndex 1
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 3 at position {leftX: 77, topY: 20}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 1 at position {leftX: 51, topY: 0}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 3 at position {leftX: 77, topY: 20}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 1 at position {leftX: 51, topY: 0}
CharacterActionComponent.tsx?t=1717250705994:71 Drawing with frameIndex 3 at position {leftX: 77, topY: 20}

Codeium at 7:17 am, Jun 1, 2024

The log indicates that the frameIndex is updating, which is good for the animation, but the rapidity and the restricted range of frames suggest a couple of things to check:

  1. Animation Speed: If the animation is too rapid, you may need to adjust the frameDelay to a higher value or implement a more dynamic way to control the time between frames.

  2. Frame Sequence: The logs show that the animation is cycling between a limited number of frames (e.g., frameIndex 3 and 1). Ensure that frameCount is set correctly in your Sprite instances and that the logic for updating the frameIndex is not skipping frames.

For the movement not happening, verify that the dx and dy values are being applied correctly to update the character's position. Remember, the onMove callback should adjust the character's current position, not set it to the dx and dy directly.

Here is what you can do to address these issues:

Adjusting Animation Speed

In CharacterActionComponent, you can adjust the frameDelay or make it dynamic based on the Sprite's requirements:

// Inside CharacterActionComponent.tsx
const frameDelay = sprite?.frameDelay || 100; // Adjust the default frame delay here or get it from the sprite

Ensuring Correct Frame Index Update

Make sure the code updating frameIndex is working properly and not skipping frames. Log the frameCount along with frameIndex:

setFrameIndex(prevIndex => {
  const newFrameIndex = (prevIndex + 1) % (sprite?.frameCount || 1);
  console.log(`frameIndex: ${newFrameIndex}, frameCount: ${sprite?.frameCount}`);
  return newFrameIndex;
});

Applying Movement Correctly

Check the moveHero (or equivalent) method to ensure it's incrementing the position:

// Inside TerminalGame.tsx
moveHero(dx: number, dy: number) {
  this.setState(prevState => ({
    heroPosition: {
      leftX: prevState.heroPosition.leftX + dx, // Increment leftX by dx
      topY: prevState.heroPosition.topY + dy   // Increment topY by dy
    }
  }));
}

Debugging Motion

Log the dx and dy values as well as the current and new positions to confirm that movement is being applied:

moveHero(dx: number, dy: number) {
  console.log(`Current position: ${this.state.heroPosition.leftX}, ${this.state.heroNodePosition.topY}`);
  console.log(`Moving by: ${dx}, ${dy}`);
  this.setState(prevState => {
    const newLeftX = prevState.heroPosition.leftX + dx;
    const newTopY = prevState.heroPosition.topY + dy;
    console.log(`New position: ${newLeftX}, ${newTopY}`);
    return {
      heroPosition: { leftX: newLeftX, topY: newTopY }
    };
  });
}

With these changes and debugging logs, you should be able to diagnose the issues with animation speed and character movement. Adjust the frameDelay as necessary to get a smooth animation, and ensure that dx and dy are being used to update the character's position correctly.


User at 8:36 am, Jun 1, 2024

onMove seems to be never called.

A breakpoint in moveHero is never hit.


Codeium at 8:36 am, Jun 1, 2024

If onMove is never called and the moveHero breakpoint is never hit, it seems like there might be an issue with the logic that is supposed to trigger these calls. Given that onMove is intended to be called when the character's action changes and causes movement, we need to check the following:

  1. Action Changes: Ensure that the character's action (which should trigger movement) actually changes at some point in your game logic, prompting a call to onMove.

  2. Props Passing: Confirm that you are passing the onMove callback correctly to CharacterActionComponent and that it's the correct function intended to handle movement.

  3. UseEffect Dependency: Check that the useEffect hook in CharacterActionComponent, which calls onMove, has the correct dependencies and is set up to trigger when it should.

Let's review and ensure that the onMove function is set up correctly:

1. Ensure action changes are handled properly

// Inside TerminalGame.tsx or a similar parent component
<CharacterActionComponent
  action={this.state.heroAction}
  onMove={this.moveHero.bind(this)} // Make sure moveHero is bound or an arrow function
  onReady={(draw, setFrameIndex) => {
    this.drawHero = draw;
    this.setFrameIndexHero = setFrameIndex;
  }}
/>

2. Confirm that onMove is being called when actions change

// Inside CharacterActionComponent.tsx
useEffect(() => {
  if (spriteManager && props.action && prevActionRef.current !== props.action) {
    const actionData = Actions[props.action];
    spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
      setSprite(loadedSprite);
    });

    // Call onMove with actionData.dx and actionData.dy when the action changes
    props.onMove(actionData.dx, actionTime.dy);

    // Update the ref to the current action
    prevActionRef.current = props.action;
  }
}, [props.action, spriteManager, props.onMove]); // Ensure props.onMove is included in the dependency array

3. Debug onMove calls

Add console logs to the useEffect to verify that it's running as expected:

useEffect(() => {
  console.log(`Action changed to ${props.action}`);
  if (spriteManager && props.action && prevActionRef.current !== props.action) {
    // ... existing code ...
    console.log(`Calling onMove with dx: ${actionData.dx}, dy: ${actionData.dy}`);
    props.onMove(actionData.dx, actionData.dy);
  }
}, [props.action, spriteManager, props.onMove]);

If onMove is still not being called, check the following:

  • Make sure that props.action is being updated in the state of the parent component (TerminalMap or similar) when you expect the character to move.
  • Confirm that the Actions object contains the correct dx and dy values for each action.
  • Verify that prevActionRef.current is being managed correctly and is not preventing the useEffect from running when it should.

By ensuring that the action changes are detected and handled correctly, you should be able to trigger the onMove callback and hit the moveHero breakpoint. If the problem persists, please provide the parts of the code where you manage the state of heroAction and any logic related to changing this state.


User at 8:45 am, Jun 1, 2024

I don't see where onMove is supposed to be invoked from.

We seem to have some code that handles onMove, but I don't know where it is supposed to be invoked from in this structure of state management.

This is something I am still unclear about in the React state management version of method invocation.


Codeium at 8:45 am, Jun 1, 2024

In the structure you're describing, the onMove method is intended to be a callback function that is passed down to CharacterActionComponent as a prop. This callback should be invoked within CharacterActionComponent when a specific action occurs that implies movement (like a character walking or running). The invocation of onMove would typically happen in response to some event or effect, such as a change in the action prop that signifies a new action requiring movement.

Here's a general outline of how onMove is expected to work in this context:

  1. Define onMove in a parent component: This function updates the state of the parent component (TerminalGame in your case) to reflect the new position of the character.
// Inside TerminalGame.tsx
moveHero(dx: number, dy: number) {
  // Update the hero's position state
  this.setState(prevState => ({
    heroPosition: {
      leftX: prevState.heroPosition.leftX + dx,
      topY: prevState.heroPosition.topY + dy
    }
  }));
}
  1. Pass onMove down as a prop: When rendering CharacterActionComponent, provide the onMove method as a prop.
// Inside TerminalGame.tsx render method
<CharacterActionComponent
  action={this.state.heroAction}
  onMove={this.moveHero.bind(this)}
  // ... other props
/>
  1. Invoke onMove within CharacterActionComponent: Call the onMove method when an action change occurs that should result in movement. This is typically done within a useEffect hook that has the action prop as a dependency.
// Inside CharacterActionComponent.tsx
useEffect(() => {
  if (spriteManager && props.action) {
    const actionData = Actions[props.action];
    spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
      setSprite(loadedSprite);
    });

    // Call onMove if the action change implies movement
    props.onMove(actionData.dx, actionData.dy);
  }
}, [props.action, spriteManager, props.onMove]);

With this setup, onMove is called as a result of the action prop changing to a new value that represents a movement action. The dx and dy values are determined by the action data and are used to update the character's position.

If you're unsure when onMove should be invoked, you need to consider when your character is supposed to move:

  • Is it in response to user input, such as key presses?
  • Is it automatic, based on game logic or animations?

For user input, you would have event listeners that set the new action in the state, which then triggers the useEffect hook. For automatic movements, the game logic would update the action in the state at the appropriate times.

If you're still unclear about where the action prop is being updated, please provide more context or code snippets related to user input handling or game logic that should trigger character movement, and I'll be able to give you more specific guidance.


User at 9:30 am, Jun 1, 2024

The onMove is currently called with the current code, contrary to what I said before, but only once on page refresh.

It moves the sprite 2px, but only once.


Codeium at 9:31 am, Jun 1, 2024

If onMove is only being called once on page refresh, it suggests that the action prop of CharacterActionComponent is only changing once, triggering the useEffect that calls onMove. After this initial change, if the action prop doesn't change again, onMove won't be called again, and the sprite won't move further.

The action prop should change whenever you want to trigger a new movement (e.g., when the user presses a key to move the character). Here's how you can handle continuous movement:

  1. Handle User Input: If movement is triggered by user input, set up event listeners for key presses or other input events. When an input event occurs that should move the character, update the action state accordingly.

  2. Continuous Movement: If you want continuous movement while an action is active (e.g., holding down a key to keep moving), you'll need a way to continue updating the action or the position at regular intervals.

Here's an example of how you might handle continuous movement based on user input:

// Inside TerminalGame.tsx or your main game component
componentDidMount() {
  window.addEventListener('keydown', this.handleKeyDown);
  window.addEventListener('keyup', this.handleKeyUp);
}

componentWillUnmount() {
  window.removeEventListener('keydown', this.handleKeyDown);
  window.removeEventListener('keyup', this.handleKeyUp);
}

handleKeyDown = (event: KeyboardEvent) => {
  // Example: if the right arrow key is pressed
  if (event.key === 'ArrowRight') {
    this.setState({ heroAction: 'moveRight' });
  }
  // Handle other keys/directions as needed
}

handleKeyUp = (event: KeyboardKey) => {
  // Stop the hero's movement when the key is released
  this.setState({ heroAction: 'idle' });
}

Then, in your CharacterActionComponent:

useEffect(() => {
  if (spriteManager && props.action) {
    const actionData = Actions[props.action];
    spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
      setSprite(loadedSprite);
    });

    // Call onMove with the action's dx and dy values.
    // This will now happen repeatedly if the action changes on keydown/keyup.
    props.onMove(actionData.dx, actionData.dy);
  }
}, [props.action, spriteManager, props.onMove]);

With this setup, onMove will be called every time the heroAction state changes, which happens on key down and key up events. This allows for starting and stopping movement based on user input.

For continuous movement (while a key is held down), instead of changing the action state repeatedly, you could have a separate interval that keeps calling onMove as long as a "moving" action is active.

Ensure that your Actions mapping includes the right dx and dy values for each action, and that these values are suitable for the speed of movement you want.

Please review your code to see how the action prop is being updated and make sure it corresponds to your game's intended behavior for triggering movements. If you're still facing issues, providing more context about the user input handling or the state management logic would help me give you more targeted advice.


User at 9:33 am, Jun 1, 2024

An action such as Walk should not need to change to a different action in order to trigger an additional move.

A character in Walk or Run action should keep walking (moving) until the action is changed.


Codeium at 9:34 am, Jun 1, 2024

Understood. If a Walk or Run action should result in continuous movement without changing to a different action, you'll need to set up a mechanism that keeps the character moving as long as that action is active. Here is how you can implement continuous movement for actions like Walk or Run:

  1. Track the Active Action: Have a state in your TerminalGame component that tracks the current action.

  2. Continuous Movement: Use an interval or animation frame loop to repeatedly call onMove as long as the Walk or Run action is active.

Here's a conceptual implementation:

In your TerminalGame component:

class TerminalGame extends React.Component {
  // ...

  componentDidMount() {
    this.startMovementLoop();
  }

  componentWillUnmount() {
    this.stopMovementLoop();
  }

  startMovementLoop = () => {
    this.movementInterval = setInterval(() => {
      const { heroAction } = this.state;
      if (heroAction === 'Walk' || heroAction === 'Run') {
        // Get the dx and dy for the current action
        const { dx, dy } = Actions[heroAction];
        // Move the hero
        this.moveHero(dx, dy);
      }
    }, 100); // Run this every 100ms or adjust as needed for movement speed
  }

  stopMovementLoop = () => {
    clearInterval(this.movementInterval);
  }

  moveHero = (dx, dy) => {
    // Your existing logic to update hero position
  }

  // ...
}

Inside your CharacterActionComponent:

You don't need to handle movement here since the parent component is taking care of it. Just ensure the sprite is loaded and animated based on the action.

// Inside CharacterActionComponent.tsx
useEffect(() => {
  if (spriteManager && props.action) {
    const actionData = Actions[props.action];
    spriteManager.loadSprite(actionData.animation).then((loadedSprite) => {
      setSprite(loadedSprite);
    });
  }
}, [props.action, spriteManager]);

Handling User Input:

Make sure to update the heroAction state when user input is detected, and reset it when the user input ends (e.g., keyup for stopping).

// Inside TerminalGame.tsx
handleKeyDown = (event: KeyboardEvent) => {
  if (event.key === 'ArrowRight') {
    this.setState({ heroAction: 'Walk' });
  }
  // ... other keys for different actions
}

handleKeyUp = (event: KeyboardEvent) => {
  this.setState({ heroAction: 'Idle' });
}

With this approach, the moveHero function will be repeatedly called at a regular interval as long as the Walk or Run action is active, thus creating continuous movement. Remember to clear the interval when it's no longer needed to prevent memory leaks and unintended behavior.

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