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
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:
-
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'suseEffect
hook, which reacts to changes in the current action. -
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. -
Movement Logic: If you want
CharacterActionComponent
to also handle movement, you can includedx
anddy
in its state and update these values as the sprite animates. Alternatively, you can pass these values to theTerminalGame
component to handle the character's position on the canvas. -
Canvas Context: The actual drawing to the canvas should be managed by the
TerminalGame
component. You should remove any canvas context logic fromCharacterActionComponent
and instead, provide a way forCharacterActionComponent
to communicate the necessary information back toTerminalGame
. -
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 usesrequestAnimationFrame
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:
-
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, whichTerminalGame
can call. -
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:
-
draw
: A function that takes aCanvasRenderingContext2D
and aposition
object withleftX
andtopY
properties. It's expected to draw the sprite at the given position on the canvas. -
setFrameIndex
: A React state dispatch function that can be used to update theframeIndex
state withinCharacterActionComponent
.
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:
-
Ensure that
useEffect
hooks inCharacterActionComponent
have correct dependencies and are not causing side effects that trigger re-renders without any actual changes to the state or props. -
Verify that
onMove
is not causing a state update that would immediately causeCharacterActionComponent
to re-render and callonMove
again. It should only be called when necessary, such as when an action changes. -
If you are using
onReady
to set functions likemoveHero
fromTerminalGame
, ensure that you're not creating new functions on every render, which would causeuseEffect
to think its dependencies have changed. UseuseCallback
to memoize callback functions inTerminalGame
.
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:
-
Animation: Ensure that the
frameIndex
is being updated at a consistent interval to animate the sprite.CharacterActionComponent
should handle the logic for updatingframeIndex
based on the elapsed time and should pass the updatedframeIndex
to the draw function. -
Movement: Verify that the
dx
anddy
values provided by the action are correctly applied to the character's position, and that themoveHero
(ormoveZombie4
) function is being called with the correct values to move the sprite.
Here are the steps to diagnose and fix the issues:
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]);
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.
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:
-
Animation Frame Update Closure: Inside the
handleAnimationFrame
function, you are usingframeDelay
andlastFrameTime
which are defined outside of the function. Due to the closure in JavaScript, the values oflastFrameTime
andframeDelay
might not be updated as you expect within the animation loop. This can prevent theframeIndex
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);
}
-
Sprite Drawing Method: You are using a
draw
method from theSprite
class which requires aframeIndex
. Make sure that thedraw
method in theSprite
class can correctly handle theframeIndex
you are passing to it and that your spritesheet is set up correctly to render frames based on this index. -
Movement Logic: You are calling
props.onMove(actionData.dx, actionData.dy)
directly within auseEffect
hook, which might be setting the position directly to the delta values (dx
anddy
) rather than incrementing the current position by those deltas. ThemoveHero
method should increment the current position as shown in a previous response. -
Missing Dependencies: In the second
useEffect
where you callprops.onReady(draw, setFrameValue)
, make sure thatdraw
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]);
-
Frame Count: Verify that
frameCount
is correctly set for eachSprite
instance. IfframeCount
is1
or not properly set, you won't see any animation because the code always renders the same frame. -
Props Typing: The type for
props
inCharacterActionComponent
should beICharacterActionComponentProps
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:
-
Verify Sprite Data: Ensure that each
Sprite
instance has the correctframeSequence
orframeCount
for its animation. It's possible that different sprites are initialized with different sequences which could lead to inconsistentframeLeftX
andframeTopY
values for the sameframeIndex
. -
Check Frame Index Update Logic: Review the logic in
CharacterActionComponent
that updatesframeIndex
. Make sure it's being incremented and that the incrementation is based on the correctframeCount
. -
Ensure Correct Hook Usage: Make sure that the
useEffect
hook responsible for updating theframeIndex
is working as intended. Check that it's being triggered at the right time and that it's using the correct dependencies. -
Inspect Animation Loop: Look at the animation loop in the
TerminalGame
class and ensure it's calling thedraw
method at a consistent rate, passing the correctframeIndex
. -
Debugging: Add more logging around where
frameIndex
is set and updated. Log theframeCount
alongsideframeIndex
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
:
- Remove the
loadSprite
method fromBaseCharacter
. - Whenever you need to load a sprite in
BaseCharacter
, callSpriteManager.loadSprite
instead. - Store the resulting
Sprite
instance in thesprites
record ofBaseCharacter
.
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:
- Update the
onReady
callback insideCharacterActionComponent
to call it every timeframeIndex
changes, not just whensprite
oronReady
changes. This will ensure thatTerminalGame
always has the most recentdraw
function that uses the latestframeIndex
.
// 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]);
- In
TerminalGame
, you don't need to passthis.animationFrameIndex
when you calldrawHero
anddrawZombie4
, because these functions will already be using the correctframeIndex
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:
-
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. -
Frame Sequence: The logs show that the animation is cycling between a limited number of frames (e.g.,
frameIndex
3 and 1). Ensure thatframeCount
is set correctly in yourSprite
instances and that the logic for updating theframeIndex
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:
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
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;
});
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
}
}));
}
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:
-
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
. -
Props Passing: Confirm that you are passing the
onMove
callback correctly toCharacterActionComponent
and that it's the correct function intended to handle movement. -
UseEffect Dependency: Check that the
useEffect
hook inCharacterActionComponent
, which callsonMove
, 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:
// 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;
}}
/>
// 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
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 correctdx
anddy
values for each action. - Verify that
prevActionRef.current
is being managed correctly and is not preventing theuseEffect
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:
-
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
}
}));
}
-
Pass
onMove
down as a prop: When renderingCharacterActionComponent
, provide theonMove
method as a prop.
// Inside TerminalGame.tsx render method
<CharacterActionComponent
action={this.state.heroAction}
onMove={this.moveHero.bind(this)}
// ... other props
/>
-
Invoke
onMove
withinCharacterActionComponent
: Call theonMove
method when an action change occurs that should result in movement. This is typically done within auseEffect
hook that has theaction
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:
-
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. -
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
:
-
Track the Active Action: Have a state in your
TerminalGame
component that tracks the current action. -
Continuous Movement: Use an interval or animation frame loop to repeatedly call
onMove
as long as theWalk
orRun
action is active.
Here's a conceptual implementation:
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
}
// ...
}
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]);
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.