2024 06 01 refactor game component in react for better animation action handling - bizkite-co/handterm GitHub Wiki
original file name: Codeium Chat - JxPS2X9o5BRxOtJWXxFoJw3FYupKSSy3.md
summary: The chat conversation revolves around refactoring a game component structure in React to better handle character animations, actions, and motion. The user is seeking guidance on transitioning a class-based BaseCharacter
to a functional or class React component for better management of game logic and state handling.
Here is a summary of the key points discussed:
- The user wants to tie character actions, animations, and motion closely together and is considering moving logic from
CharacterActionComponent
toBaseCharacter
. - There is a focus on associating action transitions with animation sequences and logic.
- Converting
BaseCharacter
into a React component can offer benefits like centralized state management, lifecycle methods, and improved structure for interactive UIs like games. - While functional components in React can't have instance methods like class components, the introduction of hooks allows for similar functionality through callbacks and hooks like
useImperativeHandle
. -
BaseCharacterComponent
can handle initial setup tasks using theuseEffect
hook to mimic behavior similar tocomponentDidMount
in class components. - The decision to use a functional or class component should consider personal preference and project needs, with both approaches being valid in React's ecosystem. date: 2024-06-01T09:56
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 9:56 am, Jun 1, 2024
I have this useEffect
in CharacterActionComponent
calling props.onMove(actionData.dx, actionData.dy)
and then TerminalGame
calculating the new position.
I think it would be better for the useEffect
to have access to the current position and to calculate the new position within the CharacterActionComponent
, but I am not sure how to do that, or if that is actually a good idea or not.
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
console.log("Calling onMove", actionData.dx, actionData.dy);
props.onMove(actionData.dx, actionData.dy);
prevActionRef.current = props.action;
}
}, [props.action, spriteManager, props.onMove]);
Codeium at 9:56 am, Jun 1, 2024
To have CharacterActionComponent
calculate and set the new position, you could pass a position
state from TerminalGame
to CharacterActionComponent
via props, and then return the new position through a callback, which TerminalGame
would use to update its state.
However, if CharacterActionComponent
is only meant to display character actions and animations without managing the game's logic or state, it's usually better to keep it decoupled from the position logic. The current structure, where TerminalGame
manages game state and position, is a good practice because it centralizes game logic, making it easier to manage and debug.
Modifying the position within CharacterActionComponent
would introduce additional complexity and would couple presentation logic with game state logic, which is not recommended in most cases. The separation of concerns allows CharacterActionComponent
to focus solely on rendering the character's animations based on the actions provided by TerminalGame
.
If you still want to proceed with moving the position logic into CharacterActionComponent
, you could modify the component to accept the current position as props and have a callback to return the new position, but be aware of the increased complexity and coupling this introduces.
Here is a rough example of how the props of CharacterActionComponent
could be modified to accept a position
and return a newPosition
:
interface ICharacterActionComponentProps {
// ... other props ...
position: { leftX: number; topY: number };
onPositionChange: (newPosition: { leftX: number; topY: number }) => void;
}
// Inside CharacterActionComponent
useEffect(() => {
// ... other logic ...
const newPosition = {
leftX: props.position.leftX + actionData.dx,
topY: props.position.topY + actionData.dy
};
props.onPositionChange(newPosition);
// ... other logic ...
}, [props.action, spriteManager, props.position, props.onPositionChange]);
// Inside TerminalGame
<CharacterActionComponent
// ... other props ...
position={this.state.heroPosition}
onPositionChange={(newPosition) => this.setState({ heroPosition: newPosition })}
/>
But again, unless there's a specific reason to move the position logic into CharacterActionComponent
, it's generally better to keep it in TerminalGame
.
User at 10:15 am, Jun 1, 2024
The reason I am moving the position logic into the CharacterActionComponent
is because the motion is closely related to the sprite animation which is dependent on the action.
I am trying to get a point where changing a character's action will change his animation and his motion. There will also be some logic related to subsequent action so that a Walk
action will default to be followed by a subsequent Walk
action, but an Attack
will be followed by an Idle
or whatever action was before the Attack
.
I would like to associate that logic with the various Action
configs and animation sprite sequences, rather than try to minitor each one in the game logic.
With that being said, I think that in the course of several refactorings, we may have developed some overlap between the BaseCharacter
and the CharacterActionComponent
.
Does it look to you like it might be good to turn the BaseCharacter.tsx
into a React component and move all the functionality of CharacterActionComponent
in there?
Here is the content of the BaseCharacter.tsx
import { Sprite } from './sprites/Sprite';
import { SpriteAnimation } from './sprites/SpriteTypes';
import { Action } from './ActionTypes';
import { AnimationKey } from './CharacterActions';
import { SpriteManager } from './sprites/SpriteManager';
export class BaseCharacter {
protected context: CanvasRenderingContext2D;
public sprites: Record<string, Sprite> = {};
protected sprite: Sprite | null = null;
public currentAnimation: AnimationKey ;
protected frameIndex: number = 0;
private lastFrameTime: number = 0;
private frameDelay: number = 100;
protected position: { leftX: number; topY: number } = { leftX: 75, topY: 0 };
protected velocity: { dx: number; dy: number } = { dx: 1, dy: 0 };
protected spriteManager = new SpriteManager();
constructor(context: CanvasRenderingContext2D) {
this.context = context;
this.currentAnimation = 'Idle';
// Assuming you load sprites here or somewhere else
}
protected async loadSprite(actionKey: string, animationData: SpriteAnimation) {
const sprite = await this.spriteManager.loadSprite(animationData);
this.sprites[actionKey] = sprite;
}
protected loadActions(actions: Record<string, Action>) {
Object.entries(actions).forEach(([actionKey, actionData]) => {
const { animation } = actionData;
this.loadSprite(actionKey, animation);
// The dx and dy values can be accessed later when needed based on the current action
});
}
public animate(timestamp: number) {
this.sprite = this.sprites[this.currentAnimation];
if (this.sprite && timestamp - this.lastFrameTime > this.frameDelay) {
// Update the frame index
this.frameIndex = this.sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);
this.lastFrameTime = timestamp;
}
}
public draw() {
const sprite = this.sprites[this.currentAnimation];
if (sprite) {
sprite.draw(
this.context,
this.frameIndex,
this.position.leftX,
this.position.topY,
2
); // Example scale factor
}
}
// ...other methods and logic for BaseCharacter
}
Codeium at 10:16 am, Jun 1, 2024
Given the context and your intention to have actions, animations, and motion closely tied together, transitioning BaseCharacter
into a React component could indeed be beneficial. By doing so, you can make use of React's state management and lifecycle methods which are quite powerful for handling dynamic and interactive UIs that require frequent updates, such as a game.
Here are some reasons why you might want to turn BaseCharacter
into a React component:
-
Centralized State Management: React's state management would allow you to easily trigger UI updates when the character's state changes.
-
Lifecycle Methods: React lifecycle methods (or hooks in functional components) can help manage the loading and updating of sprites based on component state.
-
Declarative Style: React's declarative nature makes it clearer to understand how the UI should look at any given time, based on the state of the component.
-
Performance Optimizations: React's reconciliation algorithm helps optimize rendering performance, which can be particularly beneficial in a game's rendering loop.
-
Easier Transition Logic: Handling action transitions, such as an
Attack
followed by anIdle
, can be more straightforward with the use of state and effects.
Before you proceed, consider the following:
-
Separation of Concerns: Ensure that the component still maintains a clear separation of concerns. For example,
BaseCharacter
should not be directly manipulating game logic or global state but should instead use callbacks to inform parent components of any changes that need to be handled at a higher level. -
Props vs. State: Decide what should be passed as props and what should be maintained as internal state. For example, the character's position might be better as internal state if it's being updated based on actions and animations.
-
Refactoring: Assess the amount of work needed to refactor and ensure that the benefits outweigh the costs. Consider that this may be a significant change, especially if there are many components or classes that depend on
BaseCharacter
.
Here's a conceptual step you could take to start transitioning BaseCharacter
to a React component:
import React, { useState, useEffect } from 'react';
import { Sprite } from './sprites/Sprite';
import { SpriteAnimation } from './sprites/SpriteTypes';
import { Action } from './ActionTypes';
import { AnimationKey } from './CharacterActions';
import { SpriteManager } from './sprites/SpriteManager';
const BaseCharacterComponent: React.FC<{ context: CanvasRenderingContext2D }> = ({ context }) => {
const [sprites, setSprites] = useState<Record<string, Sprite>>({});
const [currentAnimation, setCurrentAnimation] = useState<AnimationKey>('Idle');
const [frameIndex, setFrameIndex] = useState<number>(0);
// ... other state initialization ...
useEffect(() => {
// Logic to load sprites and set up animations
}, []);
useEffect(() => {
// Animation logic based on currentAnimation and frameIndex
}, [currentAnimation, frameIndex]);
// ... other effects and methods ...
const draw = () => {
const sprite = sprites[currentAnimation];
if (sprite) {
sprite.draw(context, frameIndex, position.leftX, position.topY, 2); // Example scale factor
}
};
return (
// Render your character or return null if rendering is handled elsewhere
);
};
Remember, this is a significant architectural change, and you should carefully plan and test each step of the transition. Make sure to refactor incrementally and test frequently to ensure a smooth transition.
User at 10:22 am, Jun 1, 2024
I think that would make BaseCharacterComponent
into a functional component.
I am not sure of all the differences in React between a functional component and a class component in React, but one of then is that the functional component cannot have public functions in it, I think.
But the current BaseCharacter
has public functions.
Shouldn't I make BaseCharacterComponent
a class component?
Codeium at 10:23 am, Jun 1, 2024
You're correct that functional components in React don't have instance methods as class components do. However, with the introduction of hooks in React 16.8, functional components can now manage state and side effects, making them as powerful as class components for most use cases.
In functional components, you can define functions inside the component body that can act similarly to methods. If you need to expose some functionality to parent components, you can use callbacks as props or leverage the useImperativeHandle
hook in conjunction with forwardRef
.
However, if your current BaseCharacter
relies heavily on instance methods that need to be accessed by other components, or if you prefer the class component syntax for its structure and features like componentDidMount
, it's perfectly reasonable to use a class component.
Here's how you might start refactoring BaseCharacter
to a React class component:
import React from 'react';
import { Sprite } from './sprites/Sprite';
import { SpriteAnimation } from './sprites/SpriteTypes';
import { Action } from './ActionTypes';
import { AnimationKey } from './CharacterActions';
import { SpriteManager } from './sprites/SpriteManager';
interface BaseCharacterProps {
context: CanvasRenderingContext2D;
}
interface BaseCharacterState {
currentAnimation: AnimationKey;
frameIndex: number;
// ... other state properties ...
}
export class BaseCharacterComponent extends React.Component<BaseCharacterProps, BaseCharacterState> {
private spriteManager = new SpriteManager();
public sprites: Record<string, Sprite> = {};
private lastFrameTime: number = 0;
constructor(props: BaseCharacterProps) {
super(props);
this.state = {
currentAnimation: 'Idle',
frameIndex: 0,
// ... other state initializations ...
};
}
componentDidMount() {
// Logic to load sprites and set up animations
}
animate(timestamp: number) {
// Update state with new animation frame index
}
draw() {
const sprite = this.sprites[this.state.currentAnimation];
if (sprite) {
sprite.draw(
this.props.context,
this.state.frameIndex,
// ... other drawing parameters ...
);
}
}
// ... other methods and logic for BaseCharacter ...
render() {
// Render your character or return null if rendering is handled elsewhere
return null;
}
}
In this example, BaseCharacterComponent
is a class component that maintains its own state and provides lifecycle methods for managing the character's sprites and animations.
Ultimately, whether to use a functional component with hooks or a class component depends on your personal preference and the specific needs of your project. Both are valid choices in React's ecosystem, and you can achieve the same functionality with either approach.
User at 10:26 am, Jun 1, 2024
From what you've described, the only thing that still seems important is componentDidMount
.
How would a functional component handle verifying mounted items, such as that I have to verify that sprite images are loaded, but I think that is being handled by the SpriteManager
, but I think there might be other things that I might have to verify are loaded.
Codeium at 10:26 am, Jun 1, 2024
In functional components, the useEffect
hook serves a similar purpose to the componentDidMount
, componentDidUpdate
, and componentWillUnmount
lifecycle methods in class components. The useEffect
hook runs after the render is committed to the screen, and by using an empty dependency array ([]
), you can mimic the behavior of componentDidMount
, meaning the effect will only run once when the component mounts.
Here's how you can use useEffect
to handle initial setup tasks, such as verifying that resources are loaded:
import React, { useEffect } from 'react';
// ... other imports ...
const BaseCharacterComponent: React.FC<{ context: CanvasRenderingContext2D }> = ({ context }) => {
// ... state hooks ...
useEffect(() => {
// This code will run once after the component mounts, similar to componentDidMount
const loadResources = async () => {
// Perform any setup or resource loading here
// For example, using SpriteManager to load sprites
await spriteManager.loadAllSprites();
// After loading, you can perform additional setup or state updates
};
loadResources().catch(console.error);
// If you need to perform cleanup, you can return a function from the effect
return () => {
// This cleanup function runs when the component unmounts, similar to componentWillUnmount
// Perform any necessary cleanup here, such as releasing resources or invalidating timers
};
}, []); // The empty array signifies that this effect does not depend on any props or state
// ... other hooks, functions, and effects ...
return (
// Render your character or return null if rendering is handled elsewhere
);
};
export default BaseCharacterComponent;
In this example, the loadResources
function is an async function to handle any promises (like loading images or other resources). The empty dependency array []
tells React to run the effect once after the initial render.
If you need to check for specific conditions before performing certain operations, you can include additional logic within the useEffect
callback or within the functions it calls.
React's hooks provide a powerful and expressive way to use all the features of class components in a functional component. They enable you to organize the logic inside a component into reusable isolated units, leading to cleaner and more maintainable code.
User at 11:07 am, Jun 1, 2024
One example of reasons to move some action/animation logic out of TerminalGame
and into CharacterActionComponent
is this type of duplicate logic that has found it's way into TerminalGame
:
// 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
});
}
It is trying to calculate then next animation frame index for the sprite associated with the character and the current character action.
Those are all character-specific, and they depend on the current character action, and the specific frame of the animation that the character's current action neccessitates.
I don't think that is something that the TerminalGame
shold be concerned with. The terminal game should have a game clock and a game frame index, maybe, but it does not need to know which frame frame a character animation is in within the range of the character animation's frameCount.
I think the duplicate code might even be causing the current problem I am having with non-sequential frame indexes.
Codeium at 11:07 am, Jun 1, 2024
You are correct in your assessment that TerminalGame
should not be responsible for managing the frame index of character animations. This level of detail indeed belongs to character-specific components like CharacterActionComponent
or BaseCharacter
, as they are directly concerned with the rendering and animation of characters.
By moving the animation logic into the character components, you can encapsulate the animation and state management for each character, which leads to cleaner and more maintainable code. Each character component would then be responsible for its own animation logic based on its current action and the associated sprite.
Here's how you might refactor the frame index logic into CharacterActionComponent
using hooks:
const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (props) => {
// ... existing hooks and state ...
useEffect(() => {
let animationFrameId: number;
const handleAnimationFrame = (timestamp: number) => {
// Logic to calculate the next frame index based on timestamp and frame delay
if (sprite) {
const elapsed = timestamp - lastFrameTime.current;
if (elapsed > frameDelay) {
setFrameIndex(
(prevIndex) => (prevIndex + 1) % sprite.frameCount
);
lastFrameTime.current = timestamp - (elapsed % frameDelay);
}
}
animationFrameId = requestAnimationFrame(handleAnimationFrame);
};
handleAnimationFrame(Date.now());
// Cleanup
return () => {
cancelAnimationFrame(animationFrameId);
};
}, [sprite, frameDelay, setFrameIndex]);
// ... rest of the component ...
};
In this refactored code:
-
handleAnimationFrame
is the recursive function called byrequestAnimationFrame
to update the frame index. -
setFrameIndex
is the state updater function from auseState
hook that holds the current frame index. -
sprite.frameCount
is the total number of frames in the current animation. -
lastFrameTime.current
is a ref (fromuseRef
) that holds the timestamp of the last frame update, used to throttle the frame updates to the desiredframeDelay
. -
frameDelay
is the duration to wait between frames, which can be a state, prop, or constant.
With this approach, TerminalGame
would be freed from managing the details of each character's animation and would only need to initiate or terminate the animation loop as part of its game logic. If TerminalGame
needs to know about the character's state for other game logic reasons, this can be communicated through callback props or context.
This refactor should also help with any non-sequential frame index issues, as each character component will manage its own frame sequence independently.
User at 11:20 am, Jun 1, 2024
Ok, the frames are rendering much better, but both of these are rendering Heroes. I can't get the Zombie sprite to render and animate.
<CharacterActionComponent
action={this.state.heroAction}
position={this.state.heroPosition}
onPositionChange={
(newPosition) => this.setState({ heroPosition: newPosition })
}
onReady={(draw) => {
this.drawHero = draw;
}}
/>
<CharacterActionComponent
action={this.state.zombieAction}
position={this.state.zombie4Position}
onPositionChange={
(newPosition) => this.setState({ zombie4Position: newPosition })
}
onReady={(draw) => {
this.drawZombie4 = draw;
}}
/>
Codeium at 11:20 am, Jun 1, 2024
The issue with rendering the Zombie sprite could be due to several reasons. Given that the CharacterActionComponent
is rendering a Hero for both components, it suggests that there might be a problem with how the actions and corresponding sprites are being managed and loaded within the component.
Here are a few steps to troubleshoot and resolve the issue:
-
Verify Sprite Loading: Ensure that the
SpriteManager
or equivalent logic withinCharacterActionComponent
is correctly loading and differentiating between Hero and Zombie sprites. Each action should correspond to the correct sprite animation. -
Check Action Configuration: Review the configuration for actions (
this.state.heroAction
andthis.state.zombieAction
) to ensure they are correctly pointing to distinct hero and zombie animations. -
Inspect
onReady
Callback: TheonReady
callback is used to pass the drawing function back up to theTerminalGame
. Make sure that the drawing function being passed for the zombie is correctly using the zombie sprites. -
Debug Rendering Logic: Add console logs or use a debugger to step through the rendering logic of
CharacterActionComponent
to verify that whenaction
is set to a zombie-related action, the correct sprite is being used. -
Review Props and State Management: Ensure that the props for
CharacterActionComponent
are being set correctly inTerminalGame
. Look for any hardcoded references or logic that might be forcing it to use Hero sprites instead of Zombie sprites. -
Check for Identifier Collisions: Make sure there are no identifier collisions in your sprite management that could cause the Hero sprite to be used in place of the Zombie sprite.
If the issue persists, please share more details or code snippets related to how CharacterActionComponent
handles sprite loading and rendering based on the passed action
prop, and how the sprites are defined and managed within the SpriteManager
. With that information, I can provide a more targeted solution to the problem.
User at 11:30 am, Jun 1, 2024
Yes, this runs twice on page load, and it selects the Hero sprites from the Actions
both times.
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
const newPosition = {
leftX: props.position.leftX + actionData.dx,
topY: props.position.topY + actionData.dy
};
console.log("Calling onMove", actionData.dx, actionData.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.action;
}
}, [props.action, spriteManager, props.position, props.onPositionChange]);
This is one reason I was thinking about combining the BaseCharacter
and the CharacterActionComponent
because the BaseCharacter
works well with two instances of extended classes being created from it, whereas the CharcterActionComponent
does not seem to know which instance it is implementing.
Having the Hero.tsx
and Zombie4.tsx
inherit from a base class with shared code, but then loading in each their own actions and animations complete with sprite sheets and action frame counts, seems like a good approach.
Now might be a good time to combine BaseCharacter
and CharacterActionComponent
.
Codeium at 11:30 am, Jun 1, 2024
Based on your description, it sounds like the Actions
object from which actionData
is being selected doesn't differentiate between Hero and Zombie actions or there might be a missing link in how actions are mapped to specific character types.
Before combining BaseCharacter
and CharacterActionComponent
, you could consider the following approach to ensure that the correct actions and sprites are loaded for both Heroes and Zombies:
-
Separate Actions: Ensure that the
Actions
object or equivalent structure has distinct entries for Hero and Zombie actions. For instance, you might have something like this:
export const HeroActions: Record<AnimationKey, CharacterAction> = {
Idle: {
// Hero idle action data...
},
Walk: {
// Hero walk action data...
},
// ... other Hero actions
};
export const ZombieActions: Record<AnimationKey, CharacterAction> = {
Idle: {
// Zombie idle action data...
},
Walk: {
// Zombie walk action data...
},
// ... other Zombie actions
};
-
Props for Action Source: Modify
CharacterActionComponent
to accept a prop that specifies which action source to use (Hero or Zombie).
interface ICharacterActionComponentProps {
// ... other props ...
actions: Record<AnimationKey, CharacterAction>; // Add this prop
}
// Inside CharacterActionComponent useEffect
const actionData = props.actions[props.action];
-
Pass the Correct Actions: When using
CharacterActionComponent
, pass the appropriate actions for Heroes and Zombies.
<CharacterActionComponent
action={this.state.heroAction}
actions={HeroActions}
// ... other props ...
/>
<CharacterActionComponent
action={this.state.zombieAction}
actions={ZombieActions}
// ... other props ...
/>
By taking this approach, you ensure that each CharacterActionComponent
instance uses the correct set of actions without the need to combine BaseCharacter
and CharacterActionComponent
. This keeps your components focused and maintains separation of concerns.
If you still wish to proceed with combining BaseCharacter
and CharacterActionComponent
into a single component, you would effectively be moving all state and logic pertaining to character actions and animations into a unified component that can be instantiated for different character types with their own specific props. This would also mean adapting the class-based logic of BaseCharacter
to work within the React component lifecycle, which can be done using state, effects, and context as needed.
User at 11:37 am, Jun 1, 2024
Actions
is inside CharacterActions.tsx
// src/terminal/game/CharacterActions.ts
import { SpriteAnimation } from './sprites/SpriteTypes';
import { HeroAnimations } from './characters/hero/HeroAnimations';
// Define the type for the animation keys
export type AnimationKey = 'Idle' | 'Walk' | 'Run' | 'Attack' | 'Hurt' | 'Death';
// Define a type for the combined action and animation
export type CharacterAction = {
key: AnimationKey;
animation: SpriteAnimation;
dx: number;
dy: number;
};
// Define a Record that maps action keys to their associated action information
export const Actions: Record<AnimationKey, CharacterAction> = {
Idle: {
key: 'Idle',
animation: HeroAnimations.Idle,
dx: 0,
dy: 0,
},
Walk: {
key: 'Walk',
animation: HeroAnimations.Walk,
dx: 1,
dy: 0,
},
Run: {
key: 'Run',
animation: HeroAnimations.Run,
dx: 2,
dy: 0,
},
Attack: {
key: 'Attack',
animation: HeroAnimations.Attack,
dx: 0,
dy: 0
},
Hurt: {
key: 'Hurt',
animation: HeroAnimations.Hurt,
dx: 0,
dy: 0
},
Death: {
key: 'Death',
animation: HeroAnimations.Hurt,
dx: 0,
dy: 0
},
};
And ActionTypes.tsx
contains code that might overlap:
// ActionTypes.ts
import { SpriteAnimation } from './sprites/SpriteTypes';
import { HeroAnimations } from './characters/hero/HeroAnimations';
import { Zombie4Animations } from './characters/zombie4/Zobie4Animations';
export type Action = {
animation: SpriteAnimation;
dx: number;
dy: number;
continueous: boolean;
};
export const HeroActions: Record<string, Action> = {
Run: {
animation: HeroAnimations.Run, // HeroRunAnimation is imported from HeroAnimations.ts
dx: 2,
dy: 0,
continueous: true,
},
Idle: {
animation: HeroAnimations.Idle, // HeroIdleAnimation is imported from HeroAnimations.ts
dx: 0,
dy: 0,
continueous: true,
},
Walk: {
animation: HeroAnimations.Walk, // HeroWalkAnimation is imported from HeroAnimations.ts
dx: 1,
dy: 0,
continueous: true,
}
// Define other actions like Idle, Jump, Attack, etc.
};
export const Zombie4Actions: Record<string, Action> = {
Attack: {
animation: Zombie4Animations.Attack, // HeroRunAnimation is imported from HeroAnimations.ts
dx: 2,
dy: 0,
continueous: false,
},
Idle: {
animation: Zombie4Animations.Idle, // HeroIdleAnimation is imported from HeroAnimations.ts
dx: 0,
dy: 0,
continueous: true,
},
Walk: {
animation: Zombie4Animations.Walk, // HeroWalkAnimation is imported from HeroAnimations.ts
dx: 1,
dy: 0,
continueous: true,
},
Hurt: {
animation: Zombie4Animations.Hurt, // HeroWalkAnimation is imported from HeroAnimations.ts
dx: 0,
dy: 0,
continueous: false,
}
// Define other actions like Idle, Jump, Attack, etc.
};
This is another area where we might be able to combine code and reduce duplication.
Codeium at 11:37 am, Jun 1, 2024
It appears that your project has two separate sources defining actions: CharacterActions.ts
and ActionTypes.ts
. This duplication is likely causing confusion and leading to the issue with the incorrect sprites being rendered. Here's what you can do to consolidate and resolve the duplication:
-
Consolidate Action Definitions: Choose one of the files (
CharacterActions.ts
orActionTypes.ts
) to be the single source of truth for action definitions. It looks likeActionTypes.ts
has a more complete and differentiated set of actions for both Heroes and Zombies, so you might choose to keep this one. -
Remove Unused Code: If you decide to keep
ActionTypes.ts
, you should remove the action definitions fromCharacterActions.ts
and update any references toActions
to point to the appropriateHeroActions
orZombie4Actions
fromActionTypes.ts
. -
Update
CharacterActionComponent
: Make sure thatCharacterActionComponent
is using the correct action definitions. Update the component to accept an additional prop that specifies which set of actions to use.
// CharacterActionComponent.tsx
interface ICharacterActionComponentProps {
action: string; // 'Idle', 'Walk', 'Run', etc.
actions: Record<string, Action>; // Pass HeroActions or Zombie4Actions as needed
// ... other props ...
}
// Inside CharacterActionComponent
const actionData = props.actions[props.action];
// ... rest of the code ...
-
Pass Correct Actions in Props: When you use
CharacterActionComponent
inTerminalGame
, pass the correct actions based on the character type.
// TerminalGame.tsx
<CharacterActionComponent
action={this.state.heroAction}
actions={HeroActions} // Pass HeroActions here
// ... other props ...
/>
<CharacterActionComponent
action={this.state.zombieAction}
actions={Zombie4Actions} // Pass Zombie4Actions here
// ... other props ...
/>
By consolidating the action definitions into one place and ensuring that CharacterActionComponent
uses the correct set of actions, you will eliminate the duplication and the confusion about which sprites to render. This should solve the issue with both components rendering the Hero sprite and ensure that the Zombie sprite is rendered correctly when needed.
User at 12:20 pm, Jun 1, 2024
I have removed CharacterActions
but now I am trying to consolidate types.
I'm getting some errors here while trying to select a sprite:
public animate(timestamp: number) {
this.sprite = this.sprites[this.currentAction.animation.name];
if (this.sprite && timestamp - this.lastFrameTime > this.frameDelay) {
// Update the frame index
this.frameIndex = this.sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);
this.lastFrameTime = timestamp;
}
}
I'm trying to create a list of possible action type strings, like an enum, but something that allows me to perform selections among ActionTypes without string checking.
// ActionTypes.ts
import { SpriteAnimation } from './sprites/SpriteTypes';
import { HeroAnimations } from './characters/hero/HeroAnimations';
import { Zombie4Animations } from './characters/zombie4/Zobie4Animations';
export type Action = {
animation: SpriteAnimation;
dx: number;
dy: number;
continueous: boolean;
};
export const ActionType = {
Run: 'Run',
Idle: 'Idle',
Walk: 'Walk',
Jump: 'Jump',
Attack: 'Attack',
Die: 'Die',
None: 'None',
} as const;
export const HeroActions: Record<string, Action> = {
Run: {
animation: HeroAnimations.Run, // HeroRunAnimation is imported from HeroAnimations.ts
dx: 2,
dy: 0,
continueous: true,
},
Idle: {
animation: HeroAnimations.Idle, // HeroIdleAnimation is imported from HeroAnimations.ts
dx: 0,
dy: 0,
continueous: true,
},
Walk: {
animation: HeroAnimations.Walk, // HeroWalkAnimation is imported from HeroAnimations.ts
dx: 1,
dy: 0,
continueous: true,
}
// Define other actions like Idle, Jump, Attack, etc.
};
export const Zombie4Actions: Record<string, Action> = {
Attack: {
animation: Zombie4Animations.Attack, // HeroRunAnimation is imported from HeroAnimations.ts
dx: 2,
dy: 0,
continueous: false,
},
Idle: {
animation: Zombie4Animations.Idle, // HeroIdleAnimation is imported from HeroAnimations.ts
dx: 0,
dy: 0,
continueous: true,
},
Walk: {
animation: Zombie4Animations.Walk, // HeroWalkAnimation is imported from HeroAnimations.ts
dx: 1,
dy: 0,
continueous: true,
},
Hurt: {
animation: Zombie4Animations.Hurt, // HeroWalkAnimation is imported from HeroAnimations.ts
dx: 0,
dy: 0,
continueous: false,
}
// Define other actions like Idle, Jump, Attack, etc.
};
I should be able to select the Walk
action for the Hero
and not have to pass any addtional strings in order to select the right sprite animation, but I don't know exactly how to do that in TypeScript/React
Codeium at 12:21 pm, Jun 1, 2024
In your TypeScript code, you can use the ActionType
as a type for the keys of HeroActions
and Zombie4Actions
records to enforce that only the strings defined in ActionType
are used as keys. This way, you can avoid string checking and leverage TypeScript's type system to ensure correctness.
Here's how you can modify the HeroActions
and Zombie4Actions
to use the ActionType
as keys:
// ActionTypes.ts
// ... other imports ...
export type ActionType = typeof ActionType[keyof typeof ActionType];
export const HeroActions: Record<ActionType, Action> = {
// ... Hero actions using ActionType
};
export const Zombie4Actions: Record<ActionType, Action> = {
// ... Zombie actions using ActionType
};
And the animate
method in your class should refer to the currentAction
correctly to access the animation
. Ensure that currentAction
is of the type Action
, which includes the animation
property. Here's an example adjustment to the animate
method:
public animate(timestamp: number) {
// Assuming currentAction is of type Action and not just a string
this.sprite = this.sprites[this.currentAction.animation.name];
if (this.sprite && timestamp - this.lastFrameTime > this.frameDelay) {
// Update the frame index
this.frameIndex = this.sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);
this.lastFrameTime = timestamp;
}
}
To use the HeroActions
or Zombie4Actions
when you want to select an action, you can now rely on TypeScript to ensure you're using the correct keys:
// Some component or class
function selectAction(actionType: ActionType) {
const action = HeroActions[actionType]; // This will be type-safe
// ... use the action, e.g., to set the current animation
}
If you're trying to access the name of the animation within the Action
, you might want to ensure that SpriteAnimation
has a name
property or adjust your code to access the correct property to identify the sprite.
If you need further assistance, please provide the exact errors you're encountering and the structure of SpriteAnimation
, and I can help you resolve the issues.
User at 1:13 pm, Jun 1, 2024
I am a little confused between the two components again.
We still have the spriteManager.loadSprite()
in CharacterActionComponents
:
useEffect(() => {
if (spriteManager && props.action && prevActionRef.current !== props.action) {
spriteManager.loadSprite(props.action).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
const newPosition = {
leftX: props.position.leftX + actionData.dx,
topY: props.position.topY + actionData.dy
};
console.log("Calling onMove", actionData.dx, actionData.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.action;
}
}, [props.action, spriteManager, props.position, props.onPositionChange]);
That one is not working well without the CharacterActions
and with the new ActionType
and I don't think it has enough info to select the right sprite for the right character.
But then we also have the loadSprite
in BaseCharacter
along with the animate
you were just refering to.
protected async loadSprite(actionKey: string, animationData: SpriteAnimation) {
const sprite = await this.spriteManager.loadSprite(animationData);
this.sprites[actionKey] = sprite;
}
protected loadActions(actions: Record<string, Action>) {
Object.entries(actions).forEach(([actionKey, actionData]) => {
const { animation } = actionData;
this.loadSprite(actionKey, animation);
// The dx and dy values can be accessed later when needed based on the current action
});
}
public animate(timestamp: number) {
this.sprite = this.sprites[this.currentAction.animation.name];
if (this.sprite && timestamp - this.lastFrameTime > this.frameDelay) {
// Update the frame index
this.frameIndex = this.sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);
this.lastFrameTime = timestamp;
}
}
Should I be using that that loadSprite
and get rid of the one in CharacterActionComponent
?
Codeium at 1:13 pm, Jun 1, 2024
Based on your description, it seems like BaseCharacter
has the necessary logic to manage sprite loading and animation, which is typically what you'd expect for a class responsible for character representation in a game. CharacterActionComponent
might be duplicating this logic unnecessarily.
Here are a few steps to help you streamline your code:
-
Centralize Sprite Loading: If
BaseCharacter
is meant to be the core class for handling character animations and sprite loading, then you should centralize this logic inBaseCharacter
. This means removing the sprite loading logic fromCharacterActionComponent
and ensuring thatBaseCharacter
is responsible for managing its own sprites. -
Use
BaseCharacter
in React Components: Instead of loading sprites inCharacterActionComponent
, instantiateBaseCharacter
(or classes derived from it) within your React components and use its methods to handle sprite management. -
Props and State Management: Pass the necessary props to
CharacterActionComponent
for it to communicate withBaseCharacter
. For instance,CharacterActionComponent
could accept aBaseCharacter
instance as a prop and use its methods to perform actions and animations. -
Refactor
CharacterActionComponent
: ModifyCharacterActionComponent
to act as a wrapper aroundBaseCharacter
. It should handle rendering and translating user interactions into actions thatBaseCharacter
can understand and execute.
Here's a conceptual example of how you might refactor CharacterActionComponent
to use an instance of BaseCharacter
:
// CharacterActionComponent.tsx
// ...other imports
import { BaseCharacter } from './BaseCharacter';
interface ICharacterActionComponentProps {
baseCharacter: BaseCharacter;
// ... other props ...
}
const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (props) => {
// Use the `baseCharacter` instance to handle sprites and animations
useEffect(() => {
if (props.baseCharacter) {
// Call methods on `baseCharacter` to load actions and start animations
props.baseCharacter.loadActions(/* appropriate actions */);
// You can also use `baseCharacter.animate()` to handle frame updates
}
}, [props.baseCharacter]);
// ... other hooks and logic ...
return (
// Render your character or return null if rendering is handled elsewhere
);
};
Using this approach, you consolidate all sprite and animation logic within BaseCharacter
, and CharacterActionComponent
becomes more focused on integrating that logic into your React application.
Remember to remove or refactor any duplicate sprite loading logic from CharacterActionComponent
and ensure that BaseCharacter
provides the necessary public methods for CharacterActionComponent
to trigger actions and animations. This will help you maintain a clear separation of concerns and prevent duplication.
User at 1:36 pm, Jun 1, 2024
Ok, I have baseCharacter
in the props
but I am having trouble with these two useEffects in CharacterActionComponent
useEffect(() => {
if (props.baseCharacter) {
// Call methods on `baseCharacter` to load actions and start animations
// You can also use `baseCharacter.animate()` to handle frame updates
}
}, [props.baseCharacter]);
// Handle loading the sprite when the action changes
useEffect(() => {
if (spriteManager && props.action && prevActionRef.current !== props.action) {
// 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
const newPosition = {
leftX: props.position.leftX + props.action.dx,
topY: props.position.topY + actionData.dy
};
console.log("Calling onMove", actionData.dx, actionData.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.action;
}
}, [props.action, spriteManager, props.position, props.onPositionChange]);
You said to call baseCharacter.loadActions()
in the first one, but I think that loads all the sprites for the character. I am not sure that's why we need, or how to call it.
Codeium at 1:37 pm, Jun 1, 2024
The useEffect
hooks in your CharacterActionComponent
are responsible for initializing the baseCharacter
and updating its state when actions change. Let's address them one by the other:
-
Loading Character Actions and Sprites: The first
useEffect
should load the character-specific actions and associated sprites when the component mounts or when thebaseCharacter
prop changes. IfloadActions
is meant to load all actions and sprites for a character, then you would call it here.However, if you only want to load the sprites for the current action to optimize resource usage, you might need a different method in
BaseCanCharacter
that loads only the necessary sprite based on the current action.Here's how you might call
loadActions
if it's intended to load all actions for the character:useEffect(() => { if (props.baseCharacter) { // This will load all sprites for all actions defined for the character. props.baseCharacter.loadActions(props.actions); } }, [props.baseCharacter, props.actions]);
In this snippet,
props.actions
should be theHeroActions
orZombie4Actions
depending on the character type, passed down toCharacterActionComponent
. -
Handling Action Changes: The second
useEffect
seems to be intended for updating the character's position when the action changes. However, it referencesactionData
which is not defined within the effect. You will need to defineactionData
by getting the current action's details fromprops.baseCharacter
.Here's an adjusted version of the second
useEffect
:useEffect(() => { if (props.baseCharacter && props.action && prevActionRef.current !== props.action) { // Get the action details from the baseCharacter const actionData = props.baseCharacter.getActionDetails(props.action); if (actionData) { // Update the position based on the dx and dy from the actionData const newPosition = { leftX: props.position.leftX + actionData.dx, topY: props.position.topY + actionData.dy }; console.log("Calling onMove", actionData.dx, actionData.dy); props.onPositionChange(newPosition); // Start the animation for the new action props.baseCharacter.animate(/* timestamp */); // You'll need to provide a timestamp here prevActionRef.current = props.action; } } }, [props.action, props.baseCharacter, props.position, props.onPositionChange]);
Note that for
props.baseCharacter.animate(/* timestamp */);
, you need to pass a timestamp. This could be fromrequestAnimationFrame
or another timing mechanism you have in place.Additionally, you need to ensure that
BaseCharacter
has a method likegetActionDetails(actionKey)
that returns the details of an action based on the key. This method would abstract away the logic of accessing the action details which might be different for each character type.
By structuring your code this way, you ensure that CharacterActionComponent
is responsible only for integrating BaseCharacter
with the React part of your application, while BaseCharacter
handles all the character-specific logic like loading sprites and updating animations. If BaseCharacter
does not already have loadActions
and getActionDetails
methods implemented, you'll need to add them.
User at 2:02 pm, Jun 1, 2024
There is no actions
in props
. It's just action
, which is the current action.
If we need to call loadActions()
and pass it a list of actions, I think we would have to get that list from the class that extended BaseCharacter
.
Codeium at 2:03 pm, Jun 1, 2024
If you only have the current action
in props
and need to load sprites for all actions from the class that extends BaseCharacter
, here's what you can do:
-
Ensure that extended classes provide their actions: Make sure that classes extending
BaseCharacter
, such asHero
orZombie4
, provide a method to get all their actions. This method can returnHeroActions
orZombie4Actions
as appropriate. -
Load all actions for the character: Call a method on the
baseCharacter
instance to load all its actions when the component mounts. This should be done in the firstuseEffect
hook to ensure that all sprites are available.
Here's how it can look:
useEffect(() => {
if (props.baseCharacter) {
// Assuming `baseCharacter` has a method called `getAllActions` that returns all actions for the character
const allActions = props.baseCharacter.getAllActions();
props.baseCharacter.loadActions(allActions);
}
}, [props.baseCharacter]);
-
Update the action when it changes: When the
action
prop changes, you want to update the character's state to reflect the new action. This might involve setting the new action, updating the position, and starting the animation for the new action.
useEffect(() => {
if (props.baseCharacter && props.action && prevActionRef.current !== props.action) {
// Assuming `baseCharacter` has a method called `setAction` that updates the current action
props.baseCharacter.setAction(props.action);
// If `baseCharacter` handles its own positioning, you might not need to do anything else here.
// Otherwise, you can calculate the new position as shown previously and call `onPositionChange`
prevActionRef.current = props.action;
}
}, [props.action, props.baseCharacter, props.position, props.onPositionChange]);
In this setup, baseCharacter
is responsible for managing its actions and sprites, and CharacterActionComponent
is simply reacting to changes in props to tell baseCharacter
what to do. This maintains a clear separation of concerns and leverages the capabilities of the BaseCharacter
class and its subclasses.
Make sure to implement the getAllActions
, loadActions
, and setAction
methods in your BaseCharacter
class and subclasses if they don't already exist. These methods should handle the specifics of loading and setting actions for each character type.
User at 2:18 pm, Jun 1, 2024
loadActions
is part of the constructor of each class tha extends BaseCharacter
, so I don't think we need to call it from CharacterActionComponents
// Hero.tsx
import { BaseCharacter } from "./BaseCharacter";
import { HeroActions } from "./ActionTypes";
export class Hero extends BaseCharacter {
constructor(context: CanvasRenderingContext2D) {
super(context);
this.loadActions(HeroActions);
}
// Remove the override of animate as it's no longer needed.
}
Codeium at 2:18 pm, Jun 1, 2024
In that case, since loadActions
is called during the construction of each BaseCharacter
subclass (like Hero
), you don't need to worry about calling it from CharacterActionComponent
. The sprites should already be loaded when you create an instance of Hero
or any other subclass.
Since loadActions
is taken care of in the constructor, your useEffect
in CharacterActionComponent
should only be concerned with updating the component state when the action
prop changes. Here's how you can adjust the second useEffect
:
useEffect(() => {
if (props.baseCharacter && props.action && prevActionRef.current !== props.action) {
// Update the current action of the baseCharacter
props.baseCharacter.setAction(props.action);
// Assuming `baseCharacter` has a method to return the current action's dx and dy
const actionData = props.baseCharacter.getActionData();
// Calculate the new position based on the action's dx and dy
const newPosition = {
leftX: props.position.leftX + actionData.dx,
topY: props.position.topY + actionData.dy
};
console.log("Calling onMove", actionData.dx, actionData.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.action;
}
}, [props.action, props.baseCharacter, props.position, props.onPositionChange]);
In this code:
- When the action changes, the
baseCharacter
's current action is updated through a method likesetAction
. You will need to implement this method in theBaseCharacter
class if it doesn't already exist. -
getActionData
is a hypothetical method that returns thedx
anddy
for the current action. You also need to implement this method in theBaseCharacter
class based on your application's needs. - The new position is calculated and passed to
onPositionChange
to update the parent component.
By doing this, you ensure that each character's logic for handling actions and animations is encapsulated within the BaseCharacter
and its subclasses. The CharacterActionComponent
is responsible for integrating this logic with your React components, handling prop changes, and re-rendering as needed.
User at 2:33 pm, Jun 1, 2024
I am not sure where we are suppoed to be setting the sprite
now
When we try to set the newIndex
the sprite
is always null and so the newIndex
is always 0.
import React, { useState, useEffect, useContext, useRef } from 'react';
import { Action, ActionType } from './ActionTypes';
import SpriteManagerContext from '../SpriteManagerContext';
import { Sprite } from './sprites/Sprite';
import { BaseCharacter } from './BaseCharacter';
interface ICharacterActionComponentProps {
onReady: (
draw: (context: CanvasRenderingContext2D, position: { leftX: number; topY: number; }) => void,
setFrameIndex: React.Dispatch<React.SetStateAction<number>>
) => void;
baseCharacter: BaseCharacter;
action: ActionType;
position: { leftX: number; topY: number };
onPositionChange: (newPosition: { leftX: number; topY: number }) => void;
};
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);
let lastFrameTime = useRef(Date.now());
// Handle loading the sprite when the action changes
useEffect(() => {
if (spriteManager && props.action && prevActionRef.current !== props.action) {
let currentAction = props.baseCharacter.currentAction;
// 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
const newPosition = {
leftX: props.position.leftX + currentAction.dx,
topY: props.position.topY + currentAction.dy
};
console.log("Calling onMove", currentAction.dx, currentAction.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.action;
}
}, [props.action, props.baseCharacter, props.position, props.onPositionChange]);
useEffect(() => {
let animationFrameId: number;
const handleAnimationFrame = () => {
const now = Date.now();
const elapsed = now - lastFrameTime.current;
if (elapsed > frameDelay) { // Assuming frameDelay is defined, e.g., 100ms for each frame
setFrameIndex(
prevIndex => {
let newIndex = (prevIndex + 1) % (sprite?.frameCount || 1);
newIndex = isFinite(newIndex) ? newIndex : 0;
console.log("newIndex", newIndex);
return newIndex;
});
lastFrameTime.current = now - (elapsed % frameDelay);
}
animationFrameId = requestAnimationFrame(handleAnimationFrame);
};
animationFrameId = requestAnimationFrame(handleAnimationFrame);
return () => {
cancelAnimationFrame(animationFrameId);
};
}, [sprite, setFrameIndex]);
// Pass the draw method back to TerminalGame via a ref or callback
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
if (sprite) {
sprite.draw(context, frameIndex, position.leftX, position.topY);
// console.log("Drawing with frameIndex", frameIndex, "at position", position);
}
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [sprite, frameIndex, props.onReady, setFrameIndex]);
return null;
};
Codeium at 2:33 pm, Jun 1, 2024
The issue you're encountering with sprite
being null
seems to be because the sprite is not being set after it is loaded. Since you've moved the sprite loading logic to the BaseCharacter
and its subclasses, you should not manage the sprite state in CharacterActionComponent
. Instead, you should use the sprite that is managed by the BaseCharacter
instance.
Here's how you can adjust your CharacterActionComponent
to work with the BaseCharacter
's sprite:
-
Remove the local sprite state: Since the
BaseCharacter
manages the sprites, you no longer need thesprite
state inCharacterActionComponent
. -
Update drawing logic: Update the drawing logic to use the sprite from the
baseCharacter
.
Here's the updated CharacterActionComponent
with the suggested changes:
// ... other imports and setup ...
export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (
props: ICharacterActionComponentProps
) => {
const [frameIndex, setFrameIndex] = useState(0); // Track the current frame index
const frameDelay = 100;
const lastFrameTime = useRef(Date.now());
// No need for sprite state here since it is managed by baseCharacter
// Update animation frames
useEffect(() => {
let animationFrameId: number;
const handleAnimationFrame = () => {
const now = Date.now();
const elapsed = now - lastFrameTime.current;
if (elapsed > frameDelay) {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
setFrameIndex(prevIndex => {
// Ensure sprite is not null and has frameCount
const frameCount = sprite ? sprite.frameCount : 1;
let newIndex = (prevIndex + 1) % frameCount;
return newIndex;
});
lastFrameTime.current = now - (elapsed % frameDelay);
}
animationFrameId = requestAnimationFrame(handleAnimationFrame);
};
animationFrameId = requestAnimationFrame(handleAnimationFrame);
return () => {
cancelAnimationFrame(animationFrameId);
};
}, [setFrameIndex, props.baseCharacter]); // Depend on baseCharacter instead of sprite
// Draw the character with the current frame index
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
if (sprite) {
sprite.draw(context, frameIndex, position.leftX, position.topY);
}
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [frameIndex, props.onReady, props.baseCharacter]);
return null;
};
In this code:
- I've removed the
sprite
state fromCharacterActionComponent
as it's no longer needed. - I've added a method
getSprite
toBaseCharacter
that you should implement to return the current sprite. This method should return the sprite corresponding to the current action. - The
handleAnimationFrame
anddrawWithCurrentFrameIndex
functions now get the sprite frombaseCharacter
instead of using a local state.
Make sure to implement getSprite
in your BaseCharacter
class to return the appropriate sprite based on the current action. This method will be responsible for returning the sprite that needs to be drawn for the current frame.
User at 3:26 pm, Jun 1, 2024
OK, I am not getting any errors, which is good, but I am also not seeing any animations.
How do I start with the troubleshotting.
Codeium at 3:27 pm, Jun 1, 2024
To begin troubleshooting the lack of animations, here are some steps you can take:
-
Verify Sprite Data: Ensure that the sprites are loaded correctly in the
BaseCharacter
subclasses. Check that the sprites have the correct number of frames and that theirdraw
method is capable of rendering them. -
Console Logs: Add console logs at strategic points to verify that methods are being called as expected. For example, log inside the
drawWithCurrentFrameIndex
function to ensure it's being called and thatsprite
is not null. -
Check
requestAnimationFrame
Loop: The animation loop that updatesframeIndex
should be running continuously. Add a console log inhandleAnimationFrame
to make sure it's being called repeatedly. -
Inspect
frameIndex
Updates: Log theframeIndex
before callingsprite.draw
to make sure it's changing over time as expected. -
Review
draw
Method: Make sure thedraw
method of yourSprite
class is implemented correctly and that it's usingframeIndex
to draw the correct frame of the animation. -
Check the Canvas: Ensure that the canvas context is correct and that other parts of your code are not clearing or drawing over your sprites unexpectedly.
-
React State and Props: Confirm that all states and props in
CharacterActionComponent
are being updated and passed correctly. -
Context and Refs: Make sure the
CanvasRenderingContext2D
context and anyref
you're using are set up and being used correctly.
Here's an example of what your console log statements might look like:
const handleAnimationFrame = () => {
const now = Date.now();
const elapsed = now - lastFrameTime.current;
if (elapsed > frameDelay) {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
setFrameIndex(prevIndex => {
const frameCount = sprite ? sprite.frameCount : 1;
let newIndex = (prevIndex + 1) % frameCount;
console.log('New frameIndex:', newIndex); // Log the new frame index
return newIndex;
});
lastFrameTime.current = now - (elapsed % frameDelay);
}
animationFrameId = requestAnimationFrame(handleAnimationFrame);
};
By following these steps and adding log statements, you should be able to pinpoint where the issue lies. Once you identify the step where things are not working as expected, you can focus your debugging efforts there. If you follow these steps and still can't resolve the issue, please provide more details about what you're observing, and I can help guide you further.
User at 3:39 pm, Jun 1, 2024
The baseCharacter
is populated here:
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
if (sprite) {
console.log("drawWithCurrentFrameIndex", frameIndex);
sprite.draw(context, frameIndex, position.leftX, position.topY);
}
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [frameIndex, props.onReady, props.baseCharacter]);
But the getSprite()
doesn't return any value (null)
Maybe I need to populate... Actually, I don't know why it isn't returning a value.
Codeium at 3:40 pm, Jun 1, 2024
If getSprite()
is returning null
, it suggests that the sprite has not been loaded or set correctly within the BaseCharacter
instance. Here are some steps to troubleshoot why getSprite()
might return null
:
-
Check Sprite Loading: Verify that the sprites are indeed being loaded in the
BaseCharacter
constructor or the appropriate method. If you're loading sprites asynchronously (e.g., from an external source), ensure that the loading process has completed successfully. -
Review
BaseCharacter
Implementation: Look at the implementation ofBaseCharacter
to ensure that it has a mechanism to store the sprite once it's loaded, and thatgetSprite()
is supposed to retrieve it. -
Check the Current Action: Ensure that the current action is set correctly, as
getSprite()
may depend on it to return the correct sprite. If the action isn't set or recognized, it could causegetSprite()
to returnnull
. -
Trace the Sprite Loading Logic: Step through the code where sprites are loaded and assigned in your
BaseCharacter
and subclasses. Make sure that theloadSprite
orloadActions
method is being called and that the sprite data is assigned to the right property. -
Add More Logs: Place console logs in the
loadSprite
orloadActions
method ofBaseCharacter
to ensure it's being called. Also, log the sprite data after it's supposedly loaded to verify it's notnull
.
Here's a conceptual example of what those checks might look like in code:
// In the BaseCharacter class
loadActions(actions: Record<string, Action>) {
Object.entries(actions).forEach(([actionKey, actionData]) => {
this.loadSprite(actionKey, actionData.animation);
});
}
async loadSprite(actionKey: string, animationData: SpriteAnimation) {
const sprite = await this.spriteManager.loadSprite(animationData);
this.sprites[actionKey] = sprite;
console.log(`Sprite for ${actionKey} loaded:`, sprite);
}
getSprite(): Sprite | null {
// Assuming you have a way to get the current action key
const actionKey = this.getCurrentActionKey();
const sprite = this.sprites[actionKey];
console.log(`getSprite for action ${actionKey}:`, sprite);
return sprite;
}
Make sure to call loadActions
with the correct actions when you instantiate your Hero
or Zombie4
class, as it appears to be part of the constructor logic.
If after these checks getSprite()
still returns null
, please provide the relevant parts of the BaseCharacter
class implementation, especially how sprites are stored and how the current action is managed. With that information, I can provide a more specific solution.
User at 3:59 pm, Jun 1, 2024
I have this:
public getCurrentActionKey() {
return this.currentAction.animation.name;
}
public getSprite() {
// Assuming you have a way to get the current action key
const actionKey = this.getCurrentActionKey();
const sprite = this.sprites[actionKey];
console.log(`getSprite for action ${actionKey}:`, sprite);
return sprite;
}
But why can't I just do this?
public getSprite(){
return this.sprite;
}
I have this:
public async loadSprite(actionKey: ActionType, animationData: SpriteAnimation) {
const sprite = await this.spriteManager.loadSprite(animationData);
console.log("loadSprite", sprite, actionKey, animationData);
this.sprites[actionKey] = sprite;
this.sprite = sprite;
}
Codeium at 4:00 pm, Jun 1, 2024
The method public getSprite()
returning this.sprite;
would indeed work if this.sprite
is always kept up-to-date with the current action's sprite. However, if your character can have multiple actions, each with its own sprite, you need a way to select the correct sprite based on the current action. This is why getSprite()
is using getCurrentActionKey()
to determine which sprite to return from this.sprites
.
The code you've provided for loadSprite
is setting both this.sprites[actionKey]
and this.sprite
. If this.sprite
is meant to always represent the sprite for the current action, you need to ensure it's updated whenever the current action changes.
Here's a possible way to manage this:
- When you load sprites using
loadSprite
, you store them inthis.sprites
for later use. - The current sprite in use (
this.sprite
) should be updated every time the current action changes.
For example:
public setCurrentAction(actionKey: ActionType) {
this.currentAction = this.actions[actionKey];
this.sprite = this.sprites[actionKey];
}
public getSprite() {
// Now this.sprite should always be the sprite of the current action
return this.sprite;
}
In this example, setCurrentAction
is a method you would call whenever you want to change the action of the character. It updates both the current action and the current sprite.
If you decide to use the simplified getSprite()
method that returns this.sprite
, make sure that this.sprite
is updated appropriately whenever the action changes, possibly in a method like setCurrentAction
.
Here's how you might refactor your loadSprite
method if you go with this approach:
public async loadSprite(actionKey: ActionType, animationData: SpriteAnimation) {
const sprite = await this.spriteManager.loadSprite(animationData);
this.sprites[actionKey] = sprite;
// Only update this.sprite if the action being loaded is the current action.
if (actionKey === this.getCurrentActionKey()) {
this.sprite = sprite;
}
}
This way, this.sprite
is only updated when the sprite being loaded corresponds to the current action. Remember to call setCurrentAction
whenever you need to change the action to ensure this.sprite
remains accurate.
User at 4:03 pm, Jun 1, 2024
I don't think BaseCharacter.loadSprite()
is getting called anywhere
Codeium at 4:03 pm, Jun 1, 2024
If BaseCharacter.loadSprite()
is not being called, that would explain why this.sprite
is null
and why no animations are being displayed. You need to ensure that loadSprite()
is called for each action that your character can perform. Typically, this would happen when the character is initialized.
Given that you mentioned loadActions
is part of the constructor for classes extending BaseCharacter
, it should be responsible for calling loadSprite()
for each action. Here's how you might have intended for it to work:
// In your Hero class or any other BaseCharacter subclass
constructor(context: CanvasRenderingContext2D) {
super(context);
this.loadActions(HeroActions); // Assuming HeroActions is a Record<ActionType, SpriteAnimation>
}
// In your BaseCharacter class
protected loadActions(actions: Record<ActionType, SpriteAnimation>) {
Object.entries(actions).forEach(([actionKey, animationData]) => {
// This should call loadSprite for each action
this.loadSprite(actionKey as ActionType, animationData);
});
}
public async loadSprite(actionKey: ActionType, animationData: SpriteAnimation) {
// Load the sprite and assign it to this.sprites
const sprite = await this.spriteManager.loadSprite(animationData);
console.log("loadSprite", sprite, actionKey, animationData);
this.sprites[actionKey] = sprite;
// Optionally, set this.sprite if actionKey is the current action
if (actionKey === this.currentAction.key) {
this.sprite = sprite;
}
}
Please ensure the following:
-
Correct
actions
are passed toloadActions
: Theactions
object passed toloadActions
must have keys matchingActionType
and values that areSpriteAnimation
objects. -
loadSprite
is awaited properly: SinceloadSprite
is asynchronous, it's important to await it if you need to perform actions after all sprites are loaded. If you need to wait for all sprites to load before doing something else (like starting the game), you may need to adjust theloadActions
method to await allloadSprite
calls. -
loadActions
is called: Verify that the constructor of your subclass is indeed being executed. Put a console log in the constructor to ensure it's being called. -
SpriteManager is working: Make sure your
SpriteManager
'sloadSprite
function is working correctly and that the sprites are being loaded as expected.
If you've confirmed all of the above and loadSprite
is still not being called, there might be an issue with how you're creating instances of your character classes or with how loadActions
is implemented. Please review your instantiation logic and the implementation of loadActions
to ensure it's correct. If you need further assistance, please provide more context or code around how you're instantiating your characters and handling their actions.
User at 4:08 pm, Jun 1, 2024
loadActions()
loads all the actions. I think we need to call loadSprite()
when we change the currentAction
. I think that was happening in the CharacterActionComponent
in one of the useEffect
that watched for currentAction
change, but now we are handling the sprites in BaseCharacter
.
Codeium at 4:09 pm, Jun 1, 2024
If loadActions()
loads all actions and their associated sprites at once, and you want to change the sprite when the currentAction
changes, you should indeed call loadSprite()
upon a change in currentAction
. However, if the sprites are already preloaded, you might not need to call loadSprite()
again, but rather just update the reference to the current sprite.
In the BaseCharacter
class, you should have a method that updates the currentAction
and sets the sprite
to the corresponding sprite for that action. Here's a conceptual example of how you could set this up:
// BaseCharacter.tsx
public setCurrentAction(actionKey: ActionType) {
// Update the current action
this.currentAction = this.actions[actionkey];
// Update the current sprite to match the new action
this.sprite = this.sprites[actionKey];
}
public getCurrentActionKey(): ActionType {
// Assuming currentAction is of type Action and has a key property
return this.currentAction.key;
}
public getSprite() {
// Just return the current sprite
return this.sprite;
}
In CharacterActionComponent
, when the action
prop changes, you would call setCurrentAction
on the baseCharacter
to update the action and the sprite:
// CharacterActionComponent.tsx
useEffect(() => {
if (props.action && prevActionRef.current !== props.action) {
// Call setCurrentAction on baseCharacter to update the action and sprite
props.baseCharacter.setCurrentAction(props.action);
// Update the component state to reflect the new action
prevActionRef.current = props.action;
}
}, [props.action, props.baseCharacter]);
In this setup, setCurrentAction
is responsible for keeping the currentAction
and sprite
properties of BaseCharacter
in sync. When the action changes, you call setCurrentAction
, which updates both properties accordingly, and getSprite
will return the updated sprite.
Please note that if you're loading sprites asynchronously (e.g., from a network resource), you'll need to handle the promise resolution and possibly use a loading state to track when the sprite is ready to be rendered.
Ensure that you implement setCurrentAction
in the BaseCharacter
class and it properly updates both currentAction
and sprite
. This should ensure that your animations reflect the current action without needing to reload sprites that have already been loaded.
User at 4:20 pm, Jun 1, 2024
There is no this.actions
in BaseCharacter
, and the currentAction
property is of type Action
:
export type Action = {
animation: SpriteAnimation;
dx: number;
dy: number;
continueous: boolean;
};
Codeium at 4:20 pm, Jun 1, 2024
Apologies for any confusion. If this.actions
is not a part of BaseCharacter
and currentAction
is of type Action
, which includes the animation
property, then you'll want to update the currentAction
property directly, and ensure that the corresponding sprite is set.
Given the structure of your Action
type, you can modify the setCurrentAction
method in BaseCharacter
to directly accept an Action
object and update the sprite
property based on the animation
property of the passed Action
object.
Here's an updated version of the setCurrentAction
method in BaseCharacter
:
// BaseCharacter.tsx
public setCurrentAction(newAction: Action) {
// Update the current action
this.currentAction = newAction;
// Assuming sprites are preloaded and stored by name in this.sprites
// Update the current sprite to match the new action's animation name
this.sprite = this.sprites[newAction.animation.name];
}
Now, in CharacterActionComponent
, when the action
prop changes, you should update the currentAction
of baseCharacter
:
// CharacterActionComponent.tsx
useEffect(() => {
if (props.action && prevActionRef.current !== props.action) {
// Retrieve the action details from the props or a central store
const actionDetails = HeroActions[props.action]; // or Zombie4Actions, depending on character type
// Call setCurrentAction on baseCharacter to update the action and sprite
props.baseCharacter.setCurrentAction(actionDetails);
// Update the component state to reflect the new action
prevActionRef.current = props.action;
}
}, [props.action, props.baseCharacter]);
In this updated code snippet, HeroActions
or Zombie4Actions
would be an object that maps ActionType
keys to Action
objects. When the action
prop changes, you look up the corresponding Action
object and pass it to baseCharacter.setCurrentAction
.
Ensure that your sprites are preloaded and stored in this.sprites
within BaseCharacteristic
with keys that match the name
property of the animations in your Action
objects.
This approach should ensure that when you change currentAction
, the sprite
property is also updated to reflect the correct sprite for the animation. If the sprite for a given action has not been loaded yet when you try to update to that action, you'll need to handle that case, possibly by loading the sprite on-demand.
User at 5:32 pm, Jun 1, 2024
We have these in BaseCharacter
public animate(timestamp: number) {
this.sprite = this.sprites[this.currentActionType];
if (this.sprite && timestamp - this.lastFrameTime > this.frameDelay) {
// Update the frame index
console.log("Animating: ", this.currentActionType, this.frameIndex);
this.frameIndex = this.sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);
this.lastFrameTime = timestamp;
}
}
public draw() {
const sprite = this.sprites[this.currentActionType];
if (sprite) {
sprite.draw(
this.context,
this.frameIndex,
this.position.leftX,
this.position.topY,
2
); // Example scale factor
}
}
But the animating code that actually runs is in CharacterActionComponent
public animate(timestamp: number) {
this.sprite = this.sprites[this.currentActionType];
if (this.sprite && timestamp - this.lastFrameTime > this.frameDelay) {
// Update the frame index
console.log("Animating: ", this.currentActionType, this.frameIndex);
this.frameIndex = this.sprite.updateFrameIndex(this.frameIndex, timestamp, this.lastFrameTime, this.frameDelay);
this.lastFrameTime = timestamp;
}
}
public draw() {
const sprite = this.sprites[this.currentActionType];
if (sprite) {
sprite.draw(
this.context,
this.frameIndex,
this.position.leftX,
this.position.topY,
2
); // Example scale factor
}
}
I am not sure which one it is supposed to be.
The characters are currently animating, but they are not moving.
Codeium at 5:32 pm, Jun 1, 2024
It looks like the animate
and draw
methods are part of your BaseCharacter
class. Typically, animate
should be responsible for updating the animation state (like the frameIndex
), and draw
should be responsible for rendering the character to the canvas using the current frameIndex
.
Given that you have an animate
method in BaseCharacter
, it should be called on a regular interval to update the frameIndex
. This is usually done with a game loop or using requestAnimationFrame
in a browser environment.
The fact that characters are animating but not moving suggests that while the frame index is being updated correctly, the character's position is not being updated. Movement typically involves changing the position
of the character over time, often in response to user input or some other game logic.
In your CharacterActionComponent
, you should have logic that updates the character's position based on the current action's dx
and dy
, which represent the movement deltas. You mentioned that there is no movement, so let's focus on ensuring that the character's position is being updated correctly.
Here's what you should check:
-
Position Update Logic: Make sure you have logic that updates the
position
property ofBaseCharacter
based on the action'sdx
anddy
. This logic might be in a method such asupdatePosition
, which you would call each time you want the character to move. -
Game Loop or Animation Frame Callback: Ensure there's a loop or callback mechanism that continuously calls this position update logic. This could be part of your animation frame callback where you call
animate
. -
Calling
draw
with Updated Position: After updating the position, make sure you're callingdraw
with the new position to render the character in its new location.
Here's an example of how you might implement this position update logic in BaseCharacter
:
public updatePosition() {
// Get the current action's dx and dy
const currentAction = this.actions[this.currentActionType];
if (currentAction) {
this.position.leftX += currentAction.dx;
this.position.topY += currentAction.dy;
// You may need bounds checking here to ensure the character stays within the game area
}
}
In your game loop or requestAnimationFrame
callback:
const loop = (timestamp: number) => {
// Update the character's position based on the current action
this.baseCharacter.updatePosition();
// Update the character's animation frame
this.baseCharacter.animate(timestamp);
// Draw the character at the new position
this.baseCharacter.draw();
// Request the next frame
requestAnimationFrame(loop);
};
// Start the loop
requestAnimationFrame(loop);
Remember to call updatePosition
at the appropriate place in your animation loop. This ensures your character's position is updated before you draw it in the new frame.
If your characters are still not moving, please review the logic that sets dx
and dy
for each action, and ensure that updatePosition
is being called correctly within your animation loop or callback.
User at 5:34 pm, Jun 1, 2024
I didn't paste the proper second code block.
I meant that we still have this animation code in CharacterActionComponent
, and it seems to be the one that actually runs:
// Draw the character with the current frame index
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
if (sprite) {
// console.log("drawWithCurrentFrameIndex", frameIndex);
sprite.draw(context, frameIndex, position.leftX, position.topY);
}
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [frameIndex, props.onReady, props.baseCharacter]);
Codeium at 5:35 pm, Jun 1, 2024
If the animation code in CharacterActionComponent
is the one that's running and the characters are not moving, it's likely that the position updating logic is not being triggered or is not working as expected. Since the drawWithCurrentFrameDindex
function is being called with the correct frame index for the sprite animation, you need to ensure that the character's position (leftX
and topY
) is also being updated when the action changes or as part of the game loop.
Here's what you should do to make sure the position is updated:
-
Check Position Update Logic: Make sure that there's logic in place to update the character's position based on the
dx
anddy
from the current action. This might be happening in theuseEffect
that handles action changes or in a separate update loop. -
Integrate Position Update with Animation Loop: The character's position should be updated continuously if the action involves movement. This usually happens in the same loop where you handle animation framing.
-
Update
onReady
Callback: TheonReady
callback is used to provide thedrawWithCurrentFrameIndex
function to the parent component (TerminalGame
). Make sure that when this parent component callsdrawWithCurrentFrameIndex
, it provides the updated position.
Here's a conceptual example of how you might integrate the position update with the animation:
// In CharacterActionComponent.tsx
useEffect(() => {
let animationFrameId: number;
const handleAnimationFrame = (timestamp: number) => {
// Assume updatePosition is a method in BaseCharacter that updates its position property
props.baseCharacter.updatePosition();
// Update animation frame index and redraw the character
const now = Date.now();
const elapsed = now - lastFrameTime.current;
if (elapsed > frameDelay) {
setFrameIndex(prevIndex => (prevIndex + 1) % (sprite?.frameCount || 1));
lastFrameTime.current = now - (elapsed % frameDelay);
}
// Assume draw is a method in BaseCharacter that draws the character at its current position
props.baseCharacter.draw();
animationFrameId = requestAnimationFrame(handleAnimationFrame);
};
animationFrameId = requestAnimationFrame(handleAnimationFrame);
return () => {
cancelAnimationFrame(animationFrameId);
};
}, [setFrameIndex, props.baseCharacter, frameDelay]);
// The rest of your CharacterActionComponent...
In this updated code:
-
updatePosition
should be a method inBaseCharacter
that updates theposition
property based ondx
anddy
. -
draw
should be the method that takes the currentframeIndex
andposition
and renders the sprite on the canvas.
Make sure that updatePosition
and draw
are implemented in BaseCharacter
and are called in the correct order within your animation frame loop.
Also, ensure that TerminalGame
or whatever component is responsible for invoking the drawWithCurrentFrameIndex
function that CharacterActionComponent
provides via onReady
is doing so with the correct and updated position. If TerminalGame
maintains its own state or props for position, it will need to update them accordingly.
User at 6:13 pm, Jun 1, 2024
I don't think that is right.
The BaseCharacter
only has private position
properties that it uses only when calling draw()
which is not currently called.
The CharacterActionComponent
has props.position
and props.onPositionChange
and
onReady: (
draw: (context: CanvasRenderingContext2D, position: { leftX: number; topY: number; }) => void,
setFrameIndex: React.Dispatch<React.SetStateAction<number>>
) => void;
I think that's the component that needs to have it's position code repaired.
I also think that the fact that we are both confusing the BaseCharacter
and CharacterActionComponent
indicates that we might want to combine the two.
Currently, one is handling the Sprites of the character, and the other is doing something with the motion of a character, but it might not contain state for the character.
Codeium at 6:13 pm, Jun 1, 2024
You're correct that it seems like CharacterActionComponent
is responsible for managing the position of the character through its props (props.position
and props.onPositionChange
), and BaseCharacter
is managing the sprite drawing logic. This separation might be leading to the confusion and issues you're facing.
Given the responsibilities outlined, CharacterActionComponent
should update the character's position and then use the draw
function provided by onReady
to render the character with its updated position.
Here's what you need to ensure in CharacterActionComponent
:
- Update Position: Update the character's position in response to changes in action or over time as part of the animation loop.
-
Invoke
onPositionChange
: Callprops.onPositionChange
with the new position so that the parent component can react to the change. -
Call
draw
with Updated Position: Use thedraw
function provided toonReady
to render the character at the updated position.
To fix the position updating in CharacterActionComponent
, you could add a game loop or use requestAnimationFrame
to continuously update the position. Here's a simplified conceptual example:
// Inside CharacterActionComponent.tsx
useEffect(() => {
let animationFrameId: number;
// This function could be called repeatedly to update the character's position
const updatePositionAndAnimate = (timestamp: number) => {
// Calculate the new position based on dx and dy from the current action
const newPosition = {
leftX: props.position.leftX + props.baseCharacter.currentAction.dx,
topY: props.position.topY + props.baseCharacter.currentAction.dy
};
// Update the position through the onPositionChange prop
props.onPositionChange(newPosition);
// Call the drawing function with the new position
props.onReady((context) => {
props.baseCharacter.drawWithCurrentFrameIndex(context, newPosition);
}, setFrameIndex);
// Request the next animation frame
animationFrameId = requestAnimationFrame(updatePositionAndAnimate);
};
// Start the animation loop
animationFrameId = requestAnimationFrame(updatePositionAndAnimate);
return () => {
cancelAnimationFrame(animationFrameId);
};
}, [props, setFrameIndex]);
Regarding combining BaseCharacter
and CharacterActionComponent
, that might indeed be a good idea for reducing complexity and confusion. By merging them, you could manage both the sprite logic and the position state within a single component or class. This could help centralize the character logic, making it easier to maintain and understand.
The decision to combine them would depend on how you want to structure your game's architecture. If CharacterActionComponent
and BaseCharacter
are meant to represent the same game entity, it might make sense to have all related logic in one place. However, if they serve distinct purposes and are meant to be reusable in different contexts, keeping them separate with clearly defined interfaces might be the better approach.
Regardless, for the immediate issue of the characters not moving, you should ensure that your animation loop or game loop is updating the position state and invoking the necessary rendering and position change callbacks as shown in the example above.
User at 6:17 pm, Jun 1, 2024
This is the code that accepts a position and draws a character at that position:
// Draw the character with the current frame index
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
const action = props.baseCharacter.getCurrentAction();
if (sprite) {
// console.log("drawWithCurrentFrameIndex", frameIndex);
const leftX = position.leftX + action.dx;
const topY = position.topY + action.dy;
sprite.draw(context, frameIndex, leftX , topY);
}
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [frameIndex, props.onReady, props.baseCharacter]);
Isn't that where we want to update the character's position?
Codeium at 6:17 pm, Jun 1, 2024
The drawWithCurrentFrameIndex
function in the useEffect
is indeed responsible for drawing the character at the given position, but it's not the right place to update the character's position. This function should only be concerned with rendering the character at the position it receives.
The position should be updated outside of the drawWithCurrentFrameView
function, in response to game events or over time. Since props.onPositionChange
is provided, it's likely intended to be called whenever the position needs to be updated.
Here is an appropriate place to update the character's position:
useEffect(() => {
const handlePositionChange = () => {
// Calculate the new position based on action's dx and dy
const newPosition = {
leftX: props.position.leftX + props.baseCharacter.currentAction.dx,
topY: props.position.topY + props.baseCharacter.currentAction.dy
};
// Call props.onPositionChange to update the position in the parent component's state
props.onPositionChange(newPosition);
};
// If the action is continuous, you might need to update the position on each animation frame
if (props.baseCharacter.currentAction.continuous) {
handlePositionChange();
}
// If the action is not continuous, you might only need to update the position once per action change
// This would depend on how your game logic is intended to work
}, [props.position, props.baseCharacter, props.onPositionChange]);
In this setup, handlePositionChange
is called to update the character's position. If the action is continuous, you might call this function on each animation frame. If the action is discrete, you might only call it once when the action changes.
The onReady
callback passed to props.onReady
should only draw the character at the new position. It's the responsibility of the parent component (the one holding the position
state) to call the drawWithCurrentFrameIndex
function with the new position after it has been updated via props.onPositionChange
.
As a best practice, you should separate the concerns of updating state (like position) and rendering based on that state. The drawWithCurrentFrameIndex
function is a renderer; it should not also be the updater of the position
state. The position
state should be updated by the logic that knows when and how it should change, such as an animation loop or in response to player input.
User at 6:27 pm, Jun 1, 2024
Well, with your prior code suggestion you have this in the useEffect
props.onReady((context) => {
props.baseCharacter.drawWithCurrentFrameIndex(context, newPosition);
}, setFrameIndex);
but drawWithCurrentFrameIndex
is not in BaseCharacter
. You created it in this useEffect
in CharacterActionComponents
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
const action = props.baseCharacter.getCurrentAction();
if (sprite) {
// console.log("drawWithCurrentFrameIndex", frameIndex);
const leftX = position.leftX + action.dx;
const topY = position.topY + action.dy;
sprite.draw(context, frameIndex, leftX , topY);
}
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [frameIndex, props.onReady, props.baseCharacter]);
Are you suggesting that I move it out of that useEffect
and into BaseCharacter
? And if so, what would be in that useEffect
?
Codeium at 6:27 pm, Jun 1, 2024
I apologize for any confusion caused by my previous messages regarding where drawWithCurrentFrameIndex
should reside. There's definitely a bit of confusion due to the separation of concerns between updating position, drawing the character, and how these are spread across BaseCharacter
and CharacterActionComponent
.
Given that BaseCharacter
has its own drawing logic, drawWithCurrentFrameIndex
does not necessarily need to be moved into BaseCharacter
. Instead, drawWithCurrentFrameIndex
should be a function defined in CharacterActionComponent
that utilizes the drawing capabilities of BaseCharacter
to render the character at the current animation frame and position.
The useEffect
in CharacterActionComponent
that defines drawWithCurrentFrameIndex
is primarily used to provide the drawing function to the parent component via props.onReady
. This function is called with the current position and frame index when it's time to draw the character.
If BaseCharacter
is responsible for its own sprite and animation updates, then CharacterActionComponent
could be responsible for handling the character's position updates and then triggering the drawing through onReady
.
Here's how you could potentially structure CharacterActionComponent
to handle position updates and drawing:
// Handle position updates in an animation loop or in response to events
const updatePosition = (dx: number, dy: number) => {
const newPosition = {
leftX: props.position.leftX + dx,
topY: props.position.topY + dy
};
props.onPositionChange(newPosition); // Notify parent component of position change
};
// Animation loop (this can be inside a useEffect that sets up the loop)
const animate = () => {
// This would be called on each frame (e.g., via requestAnimationFrame)
const action = props.baseCharacter.getCurrentAction();
updatePosition(action.dx, action.dy); // Update position based on action deltas
setFrameIndex(prevIndex => (prevIndex + 1) % sprite.frameCount); // Update frame index for animation
};
// Provide the drawing function to the parent component
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
props.baseCharacter.draw(context, frameIndex, position); // Utilize BaseCharacter's draw method
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [frameIndex, props.onReady, props.baseCharacter, props.position]);
In this setup:
-
updatePosition
is a function that updates the character's position based ondx
anddy
. -
animate
is a function that could be part of an animation loop set up in auseEffect
hook. - The
useEffect
that providesdrawWithCurrentFrameIndex
is simplified to useBaseCharacter
'sdraw
method, which should be adapted to acceptcontext
,frameIndex
, andposition
as arguments. -
props.onReady
is called withdrawWithCurrentFrameIndex
to let the parent component know how to draw the character.
Make sure that BaseCharacter
's draw
method is correctly implemented to use the provided frameIndex
and position
.
If you decide to merge BaseCharacter
and CharacterActionComponent
, you would centralize all the logic related to the character (position updates, sprite management, drawing, etc.) into one entity, which could simplify your code and make it easier to manage state and behavior. The decision to merge should take into account the overall architecture of your game and the responsibilities you want each component or class to have.
User at 6:40 pm, Jun 1, 2024
This is already in CharacterActionComponent
and I think it is supposed to update the position.
Should I remove it?
Codeium at 6:40 pm, Jun 1, 2024
The drawWithCurrentFrameIndex
function in the useEffect
within CharacterActionComponent
is indeed drawing the character at the specified position and should not be responsible for updating the character's position. However, the way it's currently written seems to apply the dx
and dy
offsets on every draw, which would make the character drift if it's called multiple times for the same position state.
If you have separate code elsewhere in CharacterActionComponent
or in a parent component that's responsible for updating the props.position
based on the character's movement, then the position updating logic should not be within drawWithCurrentFrameIndex
. Instead, drawWithCurrentFrameIndex
should only draw the character at the position it's given.
Here's how drawWithCurrentFrameIndex
should ideally look:
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
if (sprite) {
// Draw the character at the current position without applying offsets
sprite.draw(context, frameIndex, position.leftX, position.topY);
}
};
The position updating logic should be handled elsewhere, likely in an animation loop or effect that tracks the current action and updates the position accordingly. Here's a conceptual example of how you might handle position updates:
useEffect(() => {
const handleAnimation = (timestamp) => {
// ... your existing frame index updating logic ...
// Calculate the new position based on dx and dy from the current action
const action = props.baseEvent.getCurrentAction();
const newPosition = {
leftX: props.position.leftX + action.dx,
topY: props.position.topY + action.dy
};
// Update the position state in the parent component
props.onPositionChange(newPosition);
};
// Set up your animation loop here, using requestAnimationFrame
// Don't forget to clean up the animation loop when the component unmounts
}, [/* ...dependencies... */]);
If drawWithCurrentFrameIndex
is called repeatedly with the same props.position
without it being updated by an animation loop, the character will not move. Ensure that props.onPositionChange
is called with the new position at the proper time to update the character's position on the screen.
If you're not sure where the position updating logic should reside or how to coordinate it with the drawing logic, you may need to review the overall architecture of your game's rendering and animation system to make sure each part is clear in its responsibilities and that they are properly synchronized.
User at 6:42 pm, Jun 1, 2024
This is the code I meant to post. This is already in CharacterActionComponent
and I think it is supposed to update the position. Should I remove it?
// Handle loading the sprite when the action changes
useEffect(() => {
if (spriteManager && props.currentActionType && prevActionRef.current !== props.currentActionType) {
let currentAction = props.baseCharacter.getCurrentAction();
// 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
const newPosition = {
leftX: props.position.leftX + currentAction.dx,
topY: props.position.topY + currentAction.dy
};
console.log("Calling onMove", currentAction.dx, currentAction.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.currentActionType;
}
}, [
props.currentActionType, props.baseCharacter, props.position, props.onPositionChange
]);
Codeium at 6:43 pm, Jun 1, 2024
The useEffect
you've posted from CharacterActionComponent
is indeed intended to update the character’s position when the currentActionType
changes. It calculates the new position by applying the dx
and dy
from the current action to the character's current position and then calls props.onPositionChange
to update the component's state with this new position.
You should not remove this useEffect
if its purpose is to handle position updates when the action changes. However, you'll want to make sure of a couple of things:
-
Continuous vs Discrete Movement: Depending on how your game logic works, if an action represents a continuous movement, you might need to update the position on each animation frame, not just when the action changes. For discrete movements, updating the position when the action changes might be sufficient.
-
Overlapping Effects: Ensure that this
useEffect
is not conflicting with other parts of your code that might also be trying to update the position. You should have a single clear path for how and when position updates happen. -
Correct Action Handling: Make sure that
getCurrentAction
correctly retrieves the relevantAction
object based on thecurrentActionType
. Thedx
anddy
values should correctly represent the desired movement for the action. -
Action Change Condition: The check
prevActionRef.current !== props.currentActionType
is used to determine if the action has changed since the last render. Make sure thatprevActionRef.current
is being updated only after all necessary updates have occurred based on the action change.
If you want to update the position continuously (for example, for a walking animation where the character should keep moving as long as the walk action is active), you may need an animation loop that regularly updates the position based on the current action's dx
and dy
. This loop would typically use requestAnimationFrame
for smooth animations.
Your current useEffect
is set up to only update the position when the action changes, which may be what you want for discrete actions (like jumping to a new position). If you need continuous motion and this is not already handled elsewhere in your code, you might need additional logic to handle that.
User at 7:09 pm, Jun 1, 2024
I'm not sure what this should look like after the edits
import React, { useState, useEffect, useContext, useRef } from 'react';
import { ActionType } from './ActionTypes';
import SpriteManagerContext from '../SpriteManagerContext';
import { BaseCharacter } from './BaseCharacter';
interface ICharacterActionComponentProps {
onReady: (
draw: (context: CanvasRenderingContext2D, position: { leftX: number; topY: number; }) => void,
setFrameIndex: React.Dispatch<React.SetStateAction<number>>
) => void;
baseCharacter: BaseCharacter;
currentActionType: ActionType;
position: { leftX: number; topY: number };
onPositionChange: (newPosition: { leftX: number; topY: number }) => void;
};
export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (
props: ICharacterActionComponentProps
) => {
const [frameIndex, setFrameIndex] = useState(0); // Track the current frame index
const spriteManager = useContext(SpriteManagerContext);
const frameDelay = 100;
const prevActionRef = useRef<string | null>(null);
let lastFrameTime = useRef(Date.now());
// Handle loading the sprite when the action changes
useEffect(() => {
if (
spriteManager
&& props.currentActionType
&& prevActionRef.current !== props.currentActionType
) {
let currentAction = props.baseCharacter.getCurrentAction();
// 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
const newPosition = {
leftX: props.position.leftX + currentAction.dx,
topY: props.position.topY + currentAction.dy
};
console.log("Calling onMove", currentAction.dx, currentAction.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.currentActionType;
}
}, [
props.currentActionType, props.baseCharacter, props.position, props.onPositionChange
]);
// CharacterActionComponent.tsx
useEffect(() => {
if (props.currentActionType && prevActionRef.current !== props.currentActionType) {
// Call setCurrentAction on baseCharacter to update the action and sprite
props.baseCharacter.setCurrentActionType(props.currentActionType);
// Update the component state to reflect the new action
prevActionRef.current = props.currentActionType;
}
}, [props.currentActionType, props.baseCharacter]);
useEffect(() => {
let animationFrameId: number;
const handleAnimationFrame = () => {
const now = Date.now();
const elapsed = now - lastFrameTime.current;
if (elapsed > frameDelay) {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
setFrameIndex(prevIndex => {
// Ensure sprite is not null and has frameCount
const frameCount = sprite ? sprite.frameCount : 1;
let newIndex = (prevIndex + 1) % frameCount;
return newIndex;
});
lastFrameTime.current = now - (elapsed % frameDelay);
}
animationFrameId = requestAnimationFrame(handleAnimationFrame);
};
animationFrameId = requestAnimationFrame(handleAnimationFrame);
return () => {
cancelAnimationFrame(animationFrameId);
};
}, [setFrameIndex, props.baseCharacter]); // Depend on baseCharacter instead of sprite
// Draw the character with the current frame index
useEffect(() => {
const drawWithCurrentFrameIndex = (
context: CanvasRenderingContext2D,
position: { leftX: number, topY: number }
) => {
const sprite = props.baseCharacter.getSprite(); // Get the current sprite from baseCharacter
if (sprite) {
// console.log("drawWithCurrentFrameIndex", frameIndex);
sprite.draw(context, frameIndex, position.leftX, position.topY);
}
};
props.onReady(drawWithCurrentFrameIndex, setFrameIndex);
}, [frameIndex, props.onReady, props.baseCharacter]);
return null;
};
Codeium at 7:10 pm, Jun 1, 2024
Based on our previous discussion, it seems there are a few key areas of functionality within CharacterActionComponent
:
-
Handling action changes: When the
currentActionType
changes, the component should load the appropriate sprite and update the character's position accordingly. -
Animation frame handling: The component should animate the character by updating the
frameIndex
at a set interval defined byframeDelay
. -
Drawing the character: The component should provide a
draw
function to the parent component to draw the character with the currentframeIndex
at the givenposition
.
The code you've provided already contains the structure for these functionalities. To ensure everything works as intended after our edits, you should have:
- A
useEffect
hook that updates the character's position whencurrentActionType
changes. - A
useEffect
hook that manages the animation frames (frameIndex
updates). - A
useEffect
hook that provides thedrawWithCurrentFrameIndex
function to the parent component viaprops.onReady
.
The code for these parts looks good for the most part. However, ensure that position updates are happening as expected, especially if the action is supposed to cause continuous movement. If that's the case, you may need to update the position on each animation frame, not just on action change.
Here's a suggestion on how you might adjust the code for continuous movement, if needed:
// ... (rest of your imports and interface declaration)
export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (
props: ICharacterActionComponentProps
) => {
// ... (rest of your state and refs)
// Handle loading the sprite when the action changes
useEffect(() => {
if (
spriteManager &&
props.currentActionType &&
prevActionRef.current !== props.currentActionType
) {
let currentAction = props.baseCharacter.getCurrentAction();
// If movement handling is within this component, you can update dx and dy here
// If not, you can call onMove with actionData.dx and actionAjax.dy
const newPosition = {
leftX: props.position.leftX + currentAction.dx,
topY: props.position.topY + currentAction.dy
};
console.log("Calling onMove", currentAction.dx, currentAction.dy);
props.onPositionChange(newPosition);
prevActionRef.current = props.currentActionType;
}
}, [
spriteManager, props.currentActionType, props.baseCharacter, props.position, props.onPositionChange
]);
// ... (rest of your useEffect hooks)
return null;
};
In this code, the position is updated only when currentActionType
changes. If you need continuous movement, consider starting an animation loop that calls props.onPositionChange
with updated positions based on dx
, dy
, and elapsed time, similar to how you handle frameIndex
updates.
Make sure that the parent component that receives props.onReady
is using the draw
function correctly, and that it's being called with the updated positions after they've been changed by props.onPositionChange
.
Lastly, verify that this logic fits within your game's architecture. If actions represent instantaneous moves rather than continuous movement, the existing setup might be correct. If actions are continuous, you'll need additional logic to handle movement updates over time.