2024 06 02 game project updating character animations based on props in react - bizkite-co/handterm GitHub Wiki
original file name: Codeium Chat - IK1fpuLswwmqVV2xcjtDzwqAlLcz76Gy.md
summary: The user is working on a game project and is facing issues with updating character animations based on changes in the currentActionType prop in a React component called CharacterActionComponent. They have shared code snippets and log outputs to illustrate their problem. The user seems new to React and seeks guidance on how to ensure the useEffect hook in CharacterActionComponent triggers correctly when props.currentActionType changes.
I provided explanations on React state management, component re-rendering, the purpose of the useEffect hook, and potential pitfalls to watch out for. I suggested modifying the useEffect hook in CharacterActionComponent to simplify its dependencies and ensure it reacts to changes in props.currentActionType. We discussed the importance of correctly passing down currentActionType from TerminalGame to CharacterActionComponent and troubleshooting steps if the issue persists.
The user followed the suggestions, and the useEffect hook in CharacterActionComponent now logs messages when currentActionType changes, indicating that the issue might be resolved. Further exploration was suggested to verify the linkage between currentActionType and the character's action state in the game loop.
If you have any more specific questions or need further clarification, feel free to ask! date: 2024-06-02T19:56
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 7:56 pm, Jun 2, 2024
I am running this code in my game loop in TerminalGame:
if (this.state.heroAction === 'Run' && timestamp >= this.nextIdleTime) {
// Switch to Idle after 5 seconds
this.setState({ heroAction: 'Idle' });
console.log("heroAction", this.state.heroAction, "gameTime", this.gameTime, "timestamp", timestamp, "nextIdleTime", this.nextIdleTime);
this.nextRunTime = timestamp + 2000; // Set the next time to switch back to Run
} else if (this.state.heroAction === 'Idle' && this.nextRunTime && timestamp >= this.nextRunTime) {
// Switch back to Run after 2 seconds of being Idle
this.setState({ heroAction: 'Run' });
console.log("heroAction", this.state.heroAction, "gameTime", this.gameTime, "timestamp", timestamp, "nextIdleTime", this.nextIdleTime);
this.nextIdleTime = timestamp + 5000; // Set the next time to switch to Idle
this.nextRunTime = null; // Reset nextRunTime
}I get this type of output:
heroAction Run gameTime 126043 timestamp 126043 nextIdleTime 126042.6
TerminalGame.tsx:94 heroAction Idle gameTime 128043.2 timestamp 128043.2 nextIdleTime 126042.6
TerminalGame.tsx:89 heroAction Run gameTime 133043.7 timestamp 133043.7 nextIdleTime 133043.2
TerminalGame.tsx:94 heroAction Idle gameTime 135043.9 timestamp 135043.9 nextIdleTime 133043.2
TerminalGame.tsx:89 heroAction Run gameTime 140044.2 timestamp 140044.2 nextIdleTime 140043.9
TerminalGame.tsx:94 heroAction Idle gameTime 142044.3 timestamp 142044.3 nextIdleTime 140043.9
TerminalGame.tsx:89 heroAction Run gameTime 147044.8 timestamp 147044.8 nextIdleTime 147044.3
But this code in CharacterActionType never logs anything:
useEffect(() => {
if (
props.currentActionType
&& prevActionRef.current !== props.currentActionType
) {
console.log("useEffect called with currentActionType:", 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]);I want the character animation to change when the actionType changes.
Codeium at 7:56 pm, Jun 2, 2024
Based on the code you've provided and the logs, it seems that the game loop in {TerminalGame.tsx} is updating the heroAction state properly. However, the useEffect in CharacterActionComponent that should respond to changes in props.currentActionType is not logging anything.
This could be happening for a few reasons:
-
The
CharacterActionComponentmay not be re-rendering due to the change inprops.currentActionType. This could happen if the state change inTerminalGameis not causing a re-render of the component. -
The reference to
props.baseCharactermight not be stable, causing theuseEffectnot to trigger. Ifprops.baseCharacteris a new instance on every render, the effect won't run because it's not detecting a change inprops.currentActionType. -
There might be a bug elsewhere in your application that is preventing the
CharacterActionComponentfrom behaving as expected.
To debug this, you could:
- Ensure that
CharacterActionComponentis still mounted and receiving the updated props. You can add aconsole.logstatement outside of theuseEffectto check if the props are updating. - Verify that
props.baseCharacteris a stable reference that does not change across renders unless it's supposed to. - Check if there are any errors in the console that might indicate a problem with the component or its children.
Please provide any additional code or details if you need further assistance, especially if there might be relevant code in other parts of the application that could affect this behavior.
User at 8:04 pm, Jun 2, 2024
Let's start with your first recommendation. "Ensure that CharacterActionComponent is still mounted and receiving the updated props. You can add a console.log statement outside of the useEffect to check if the props are updating."
How can I do that?
Codeium at 8:05 pm, Jun 2, 2024
To ensure that CharacterActionComponent is still mounted and receiving the updated props, you can add a console.log statement in the body of the component function (outside of the useEffect hooks) to log the props.currentActionType every time the component re-renders. Here's how you can do it:
export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = (
props: ICharacterActionComponentProps
) => {
const [frameIndex, setFrameIndex] = useState(0); // Track the current frame index
// ... (rest of your state and refs)
// Log the currentActionType prop on every render
console.log("CharacterActionComponent render, currentActionType:", props.currentActionType);
// ... (rest of your component logic)
// Your existing useEffect hooks
useEffect(() => {
// ... (the logic inside your useEffect)
}, [props.currentActionType, props.baseCharacter]);
// ... (rest of your useEffect hooks and return statement)
};Now, when you run your game, you should see the value of props.currentActionType logged to the console every time CharacterActionComponent re-renders. If you see the currentActionType updating in the logs as expected, but the useEffect that depends on it is not firing, it could indicate a problem with the dependencies of that useEffect or the conditions inside it.
User at 8:06 pm, Jun 2, 2024
I get a lot of this:
haracterActionComponent render, currentActionType: Run
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Walk
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Run
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Walk
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Run
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Walk
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Run
Codeium at 8:07 pm, Jun 2, 2024
The log output indicates that CharacterActionComponent is indeed re-rendering and receiving the updated props.currentActionType. Since the useEffect that should trigger on props.currentActionType changes isn't logging anything, it's possible that the condition inside the useEffect is not being met.
The condition for the useEffect to run is:
if (props.currentActionType && prevActionRef.current !== props.currentActionType) {
// ...
}Given the logs, props.currentActionType is clearly changing, so the issue may be with the prevActionRef.current check. There are a few possibilities:
-
prevActionRef.currentmay not be initialized properly. - The
prevActionRef.currentvalue may be getting updated incorrectly or not at all, causing the condition to always evaluate tofalse. - The
useEffectmay not be set up correctly, or there could be an issue with the dependencies array.
First, ensure that the useEffect dependencies are what you expect; they should include everything that the effect uses from the component scope, which currently is just props.currentActionType and props.baseCharacter.
If the dependencies are correct, try logging prevActionRef.current to see what its value is before and after it's updated:
useEffect(() => {
console.log("Previous action type:", prevActionRef.current);
console.log("Current action type:", props.currentActionType);
if (props.currentActionType && prevActionRef.current !== props.currentActionType) {
console.log("useEffect called with currentActionType:", 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]);This will help you understand if prevActionRef.current is being set correctly. If it is not, that's why the useEffect is not running its body. If prevActionRef.current is as expected, and you see the logs indicating that the useEffect should run but it's not, there might be something else wrong with the useEffect setup.
User at 8:14 pm, Jun 2, 2024
This is what I get:
heroAction Idle gameTime 1185397 timestamp 1185397 nextIdleTime 1183396.6
CharacterActionComponent.tsx:57 Previous action type: Run
CharacterActionComponent.tsx:58 Current action type: Run
TerminalGame.tsx:89 heroAction Run gameTime 1190397.4 timestamp 1190397.4 nextIdleTime 1190397
CharacterActionComponent.tsx:57 Previous action type: Idle
CharacterActionComponent.tsx:58 Current action type: Idle
TerminalGame.tsx:94 heroAction Idle gameTime 1192397.6 timestamp 1192397.6 nextIdleTime 1190397
CharacterActionComponent.tsx:57 Previous action type: Run
CharacterActionComponent.tsx:58 Current action type: Run
So if React is refreshing the whole component and dropping the previous state, the React state change functionality might not be the optimal way of triggering a animation change, or are we just using it wrong?
Codeium at 8:15 pm, Jun 2, 2024
The log indicates that the previous action type and the current action type are sometimes the same when the useEffect runs. This would mean that the condition inside the useEffect isn't met and the body of the useEffect won't execute, which is why you're not seeing the "useEffect called with currentActionType:" log.
However, there seems to be a misunderstanding. React does not refresh the whole component and drop the previous state between renders. Instead, React preserves the state and refs across re-renders unless they are explicitly changed.
It looks like the useEffect hook is being triggered both when the action type changes and when it stays the same because the prevActionRef.current is being updated elsewhere outside the effect, causing it to be the same as props.currentActionType.
To fix this, you should ensure that prevActionRef.current is only updated when props.currentActionType changes. Here's how you can adjust your useEffect:
useEffect(() => {
if (prevActionRef.current !== props.currentActionType) {
console.log("useEffect called with currentActionType:", props.currentActionType);
// Call setCurrentAction on baseCharacter to update the action and sprite
props.baseCharacter.setCurrentActionType(props.currentActionType);
// After calling setCurrentActionType, update prevActionRef to the new action
prevActionRef.current = props.currentActionType;
}
// Remove props.baseCharacter from the dependencies array if you are sure that
// it does not change, or it is not relevant for this effect.
}, [props.currentActionType]);By removing the check for props.currentActionType and only comparing prevActionRef.current with props.currentActionType, the useEffect should now correctly log and execute the body whenever the action type changes.
Remember to remove props.baseCharacter from the dependencies array if it's not supposed to change or not relevant for the effect to run. If props.baseCharacter is expected to change and it's relevant for this effect, then it should remain in the dependencies array.
If these changes don't resolve the issue, it may be necessary to look deeper into the logic related to props.currentActionType updates and how the CharacterActionComponent is used within TerminalGame.
User at 8:27 pm, Jun 2, 2024
Ok, I am very new to React and I'm still much more familar with directly calling a function than setting state and expecting React do something with it, so please feel free to instruct me on any perceived possible misunderstandings.
I am still getting this kind of output in the log
heroAction Idle gameTime 170116.5 timestamp 170116.5 nextIdleTime 168115.9
TerminalGame.tsx:89 heroAction Run gameTime 175116.9 timestamp 175116.9 nextIdleTime 175116.5
TerminalGame.tsx:94 heroAction Idle gameTime 177116.9 timestamp 177116.9 nextIdleTime 175116.5
TerminalGame.tsx:89 heroAction Run gameTime 182117.4 timestamp 182117.4 nextIdleTime 182116.9
TerminalGame.tsx:94 heroAction Idle gameTime 184117.7 timestamp 184117.7 nextIdleTime 182116.9
TerminalGame.tsx:89 heroAction Run gameTime 189118 timestamp 189118 nextIdleTime 189117.7
TerminalGame.tsx:94 heroAction Idle gameTime 191118.4 timestamp 191118.4 nextIdleTime 189117.7
TerminalGame.tsx:89 heroAction Run gameTime 196118.5 timestamp 196118.5 nextIdleTime 196118.4
I'm not sure exactly what that means or what we could try next.
Codeium at 8:28 pm, Jun 2, 2024
Based on your latest log output, it appears that the heroAction state in your TerminalGame component is toggling between 'Run' and 'Idle' as expected, which is controlled by the game loop's conditions and setState calls.
However, if the corresponding useEffect in CharacterActionComponent is not logging the message "useEffect called with currentActionType:" as you expect, let's clarify a few things and try a different approach:
-
Understanding State and Props in React: State in a React component is meant to be mutable, but only via
setState(in class components) oruseState(in functional components). Props, on the other hand, are immutable and should not be changed by the component that receives them. -
React Component Re-render: When the state or props of a component change, React will re-render the component. During this process, the functional component's body is executed again, but the state and refs are preserved across renders.
-
useEffectHook: TheuseEffecthook is used to perform side effects in functional components. It runs after the DOM has been updated and after the component renders (or re-renders). By providing an array of dependencies, you tell React to only re-run the side effect if one of the dependencies has changed since the last render.
Considering this, let's try a simplified useEffect in CharacterActionComponent that only depends on props.currentActionType:
useEffect(() => {
console.log("useEffect called with currentActionType:", props.currentActionType);
// Call setCurrentAction on baseCharacter to update the action and sprite
props.baseCharacter.setCurrentActionType(props.currentActionType);
// You don't need to update prevActionRef.current here, because it's only meant to track the previous value
// The dependency array ensures this effect only runs when currentActionType changes
}, [props.currentActionType]);After this change, whenever props.currentActionType changes, you should see the log from the useEffect, and setCurrentActionType should be called on your baseCharacter.
Please ensure that props.currentActionType in CharacterActionComponent is correctly mapped to this.state.heroAction from TerminalGame. This linkage is crucial because CharacterActionComponent relies on props.currentActionType to determine if the character's action has changed. If there's a mismatch or the props are not updated, then CharacterActionComponent will not react to changes.
If you're still facing issues, we might need to look at how CharacterActionComponent is used within TerminalGame and how props.currentActionType is passed down to CharacterActionComponent.
User at 8:50 pm, Jun 2, 2024
The first thing I notice about what you've said is that CharacterActionComponent is a functional component, but we are using setState instead of useState to update it's state from TerminalGame
if (this.state.heroAction === 'Run' && timestamp >= this.nextIdleTime) {
// Switch to Idle after 5 seconds
this.setState({ heroAction: 'Idle' });
console.log("heroAction", this.state.heroAction, "gameTime", this.gameTime, "timestamp", timestamp, "nextIdleTime", this.nextIdleTime);
this.nextRunTime = timestamp + 2000; // Set the next time to switch back to Run
} else if (this.state.heroAction === 'Idle' && this.nextRunTime && timestamp >= this.nextRunTime) {
// Switch back to Run after 2 seconds of being Idle
this.setState({ heroAction: 'Run' });
console.log("heroAction", this.state.heroAction, "gameTime", this.gameTime, "timestamp", timestamp, "nextIdleTime", this.nextIdleTime);
this.nextIdleTime = timestamp + 5000; // Set the next time to switch to Idle
this.nextRunTime = null; // Reset nextRunTime
}
Then I moved the console.log up a line and outside the if condition and now the log looks like this:
useEffect called with currentActionType: Run
TerminalGame.tsx:89 heroAction Run gameTime 1785632.8 timestamp 1785632.8 nextIdleTime 1785632.2
CharacterActionComponent.tsx:57 useEffect called with currentActionType: Idle
TerminalGame.tsx:94 heroAction Idle gameTime 1787633 timestamp 1787633 nextIdleTime 1785632.2
CharacterActionComponent.tsx:57 useEffect called with currentActionType: Run
TerminalGame.tsx:89 heroAction Run gameTime 1792633.3 timestamp 1792633.3 nextIdleTime 1792633
CharacterActionComponent.tsx:57 useEffect called with currentActionType: Idle
TerminalGame.tsx:94 heroAction Idle gameTime 1794633.4 timestamp 1794633.4 nextIdleTime 1792633
CharacterActionComponent.tsx:57 useEffect called with currentActionType: Run
TerminalGame.tsx:89 heroAction Run gameTime 1799634 timestamp 1799634 nextIdleTime 1799633.4
CharacterActionComponent.tsx:57 useEffect called with currentActionType: Idle
TerminalGame.tsx:94 heroAction Idle gameTime 1801634 timestamp 1801634 nextIdleTime 1799633.4
Codeium at 8:50 pm, Jun 2, 2024
It's good to see that you are now receiving the expected log from the useEffect in CharacterActionComponent. The log indicates that the useEffect is being called with the updated currentActionType.
Regarding your observation about setState and useState, let me clarify:
-
setStateis used in class components to update the component's state and trigger a re-render. -
useStateis a hook that lets you add React state to functional components.
In your TerminalGame component, which is a class component, it's correct to use setState to update the state. When you update state with setState, React schedules an update to the component, leading to a re-render with the new state.
In CharacterActionModule, which is a functional component, you would use useState and other hooks to manage state and side effects.
From your most recent logs, it looks like the state updates in TerminalGame are properly triggering the useEffect hook in CharacterActionComponent, which is what you want for changing the animation based on the action type.
Now that this is working, make sure that the actual animation change logic (like calling setCurrentActionType on baseCharacter) is implemented correctly and results in visible changes in your game.
If the animations are not changing as expected even though the useEffect is being called, check the following:
- Confirm that
props.baseCharacter.setCurrentActionType(props.currentActionType)correctly updates the character's action and associated sprite. - Ensure that any rendering logic that depends on the character's action type is also being updated and re-rendered appropriately.
- Verify that the
drawfunction or any similar rendering logic is being called after the character's action type changes, to reflect the new animation on the screen.
If you encounter any further issues, please provide the relevant code or describe the behavior you're observing, and I'll be happy to help you troubleshoot.
User at 9:41 pm, Jun 2, 2024
Thank you for the clarification. That helps a lot.
Now I have moved the setCurrentActionType out of the if condition, the animation is changing properly.
The next step is that I have a terminal emulator HandexTerm that users will practice a typing game in that instantiates the TerminalGame React component, and I want to be able to change the CharacterActionComponent actionType based on user interaction in the HandexTerm
public render() {
return (
<>
<Output
elements={this.state.outputElements}
onTouchStart={this.handleTouchStart}
onTouchEnd={this.handleTouchEnd}
onTouchMove={this.handleTouchMove}
/>
<TerminalGame
ref={this.terminalGameRef}
canvasHeight={this.canvasHeight}
canvasWidth="800"
isInPhraseMode={this.state.isInPhraseMode}
/>
<NextCharsDisplay
ref={this.nextCharsDisplayRef}
onTimerStatusChange={this.handleTimerStatusChange}
commandLine={this.state.commandLine}
isInPhraseMode={this.state.isInPhraseMode}
onNewPhrase={this.setNewPhrase}
onPhraseSuccess={this.handlePhraseSuccess}
/>
<XtermAdapter
ref={this.adapterRef}
terminalElement={this.terminalElementRef.current}
terminalElementRef={this.terminalElementRef}
onAddCharacter={this.handleCharacter.bind(this)}
/>
</>
)
}Do you have any suggestions on how I should signal or trigger that change? It has to be fairly fast, responsiveness to change the character animation.
I think I would setState in the HandexTerm, is that correct? Or should I provide a callback?
Codeium at 9:41 pm, Jun 2, 2024
Using setState in HandexTerm to affect TerminalGame and ultimately CharacterActionComponent is a correct approach. Since HandexTerm seems to be the parent component that controls the state of the game, you can lift the state up to HandexTerm and pass down the necessary props to TerminalGame.
Here's a simplified concept of how you might structure this:
- Maintain a piece of state in
HandexTermthat represents the current action type for the character. - Pass this state down to
TerminalGameas a prop. - Ensure
TerminalGamepasses this prop down toCharacterActionComponent. - When a user interaction in
HandexTermshould change the character's action, you callsetStateinHandexTermto update the action type.
For example:
class HandexTerm extends React.Component<{}, IHandexTermState> {
// ...
constructor(props) {
super(props);
this.state = {
// ... other state variables
characterAction: 'Idle', // The current action of the character
};
}
handleUserInteraction = (newAction: ActionType) => {
this.setState({ characterAction: newAction });
}
public render() {
return (
<>
{/* ... other components */}
<TerminalGame
ref={this.terminalGameRef}
canvasHeight={this.canvasHeight}
canvasWidth="800"
isInPhraseMode={this.state.isInPhraseMode}
characterAction={this.state.characterAction} // Pass the action type as a prop
/>
{/* ... other components */}
</>
);
}
}In TerminalGame component, you would use the characterAction prop to control the CharacterActionComponent:
class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
// ...
render() {
return (
<>
{/* ... other content */}
<CharacterActionComponent
// ... other props
currentActionType={this.props.characterAction}
/>
{/* ... other content */}
</>
);
}
}This way, any user interactions that should change the character's animation can call handleUserInteraction with the appropriate action type. For example, when a user successfully types a character, you might want to change the character's action to 'Run', and you would call this.handleUserInteraction('Run').
Remember that in React, state updates may be asynchronous, so if you need immediate response, you might consider using a callback in setState or managing the state in a more granular or optimized way, such as using useReducer or Context for more complex state logic. The above example should work for simple cases and demonstrates the lifting state up pattern.
User at 9:57 pm, Jun 2, 2024
Ok, that appears to be working. I did it like this because I have two characters:
interface ITerminalGameProps {
canvasHeight: string
canvasWidth: string
isInPhraseMode: boolean
heroAction: ActionType
zombie4Action: ActionType
}I created these:
setHeroAction = (newAction: ActionType) => {
this.setState({ heroAction: newAction });
}
setZombie4Action = (newAction: ActionType) => {
this.setState({ zombie4Action: newAction });
}and this
<TerminalGame
ref={this.terminalGameRef}
canvasHeight={this.canvasHeight}
canvasWidth="800"
isInPhraseMode={this.state.isInPhraseMode}
heroAction={this.state.heroAction}
zombie4Action={this.state.zombie4Action}
/>And, of course, I initialize the values.
I want the hero to run any time I type an ASCII character in the terminal, but I only want them to run for 1 second. So if the user stops typing, I want the hero to stop running after 1000 milliseconds.
My first thought is to use a JavaScript timeout and reset, but I might run into problems and maybe that is not the React way.
As a React expert, how would you do that?
Codeium at 9:57 pm, Jun 2, 2024
Using a JavaScript timeout is a common approach for implementing such behavior, even in React. You can implement this by setting a timeout when an ASCII character is typed, and then clearing and resetting the timeout each time a new character is typed. This ensures that if the user stops typing, the hero will stop running after the timeout elapses.
Here's how you can do it in your HandexTerm component:
- Add a property to the class to keep track of the timeout ID.
- Create a method to handle the action change with a timeout.
- Call this method whenever an ASCII character is typed.
Here's a modified example with these steps:
class HandexTerm extends React.Component<{}, IHandexTermState> {
// Initialize a property to hold your timeout ID
private heroRunTimeoutId: number | null = null;
// ...
setHeroRunAction = () => {
// Clear any existing timeout to reset the timer
if (this.heroRunTimeoutId) {
clearTimeout(this.heroRunTimeoutId);
this.heroRunTimeoutId = null;
}
// Set the hero to run
this.setState({ heroAction: 'Run' });
// Set a timeout to stop the hero from running after 1000ms
this.heroRunTimeoutId = window.setTimeout(() => {
this.setState({ heroAction: 'Idle' });
this.heroRunTimeoutId = null; // Clear the timeout ID
}, 1000);
}
handleCharacter = (character: string) => {
// Check if the character is an ASCII character
if (character.charCodeAt(0) < 128) {
// Call the method to handle the hero running
this.setHeroRunAction();
}
// ... rest of the method
}
public render() {
// ... your render method
}
}In this code:
- We define a property
heroRunTimeoutIdto keep track of the timeout. - In
setHeroRunAction, we clear any existing timeout to prevent multiple simultaneous timeouts. We then set the hero's action to 'Run' and create a new timeout to set the action back to 'Idle' after 1000 milliseconds. -
handleCharacteris where you would callsetHeroRunActionwhen an ASCII character is detected.
This pattern respects the React way of handling state while using native JavaScript functions to manage timing. Make sure to clear the timeout when the component unmounts to prevent memory leaks and unwanted state updates:
componentWillUnmount() {
// Clear the timeout when the component is about to unmount
if (this.heroRunTimeoutId) {
clearTimeout(this.heroRunTimeoutId);
}
}This approach should give you the behavior you're looking for, with the hero running for 1 second after the user types an ASCII character and stopping if the user doesn't type another character within that time frame.
User at 10:17 pm, Jun 2, 2024
The setHeroAction is getting called and it looks like it's updating the state, but the animation doesn't change.
Where can I put a log to find what's not getting set, or what would the best debugging methodology be?
Codeium at 10:18 pm, Jun 2, 2024
To debug why the animation isn't changing when setHeroAction is called, you can add logs at different points in the data flow to track where the expected state change might be getting lost. Here's a systematic approach to debugging the issue:
-
Log in
setHeroRunAction: Confirm that the state is being set to 'Run' and then to 'Idle' after the timeout.setHeroRunAction = () => { // ... console.log('Setting hero to Run'); this.setState({ heroAction: 'Run' }); // ... this.heroRunTimeoutId = window.setTimeout(() => { console.log('Setting hero to Idle'); this.setState({ heroAction: 'Idle' }); }, 1000); }
-
Log in
rendermethod ofHandexTerm: Check that therendermethod reflects the new state.public render() { // ... console.log('HandexTerm render, heroAction:', this.state.heroAction); return ( // ... ); }
-
Log in
TerminalGame: Verify that theTerminalGamecomponent is receiving the updated props.class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> { // ... render() { console.log('TerminalGame render, heroAction prop:', this.props.heroAction); // ... } }
-
Log in
CharacterActionComponent: Ensure thatCharacterActionComponentis getting the updatedcurrentActionTypeprop and that theuseEffectis being triggered.export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = ( props: ICharacterActionComponentProps ) => { // ... console.log('CharacterActionComponent render, currentActionType:', props.currentActionType); useEffect(() => { console.log('CharacterActionComponent useEffect, currentActionType:', props.currentActionType); props.baseCharacter.setCurrentActionType(props.currentActionType); // ... }, [props.currentActionType]); // ... };
-
Check for asynchronous state updates: Remember that
setStateis asynchronous. If you need to perform an action right after the state update, use the callback form ofsetState. -
Check for any conditional rendering: Make sure there is no conditional rendering logic that could be preventing
CharacterActionComponentfrom updating or rendering correctly. -
Check
BaseCharactermethods: Ensure thatsetCurrentActionTypein theBaseCharacterclass correctly updates the sprite or animation frames.public setCurrentActionType(newActionType: ActionType) { // ... console.log('BaseCharacter setCurrentActionType:', newActionType); // ... }
By carefully adding logs and following the trail of state updates from HandexTerm down to BaseCharacter, you should be able to pinpoint where the expected behavior diverges from the actual behavior. Once you identify the point at which the state or props aren't as expected, you can investigate further to resolve the issue.
User at 11:21 pm, Jun 2, 2024
I am getting this from the render
TerminalGame render, heroAction prop: Idle
379TerminalGame.tsx:140 TerminalGame render, heroAction prop: Idle
HandexTerm.tsx:408 HandexTerm render, heroAction: Run
TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
HandexTerm.tsx:408 HandexTerm render, heroAction: Run
TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
3TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
HandexTerm.tsx:408 HandexTerm render, heroAction: Run
TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
HandexTerm.tsx:408 HandexTerm render, heroAction: Run
TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
10TerminalGame.tsx:140 TerminalGame render, heroAction prop: Run
HandexTerm.tsx:408 HandexTerm render, heroAction: Idle
If I include the CharacterAtionComponent log outside the useEffect I get a bunch of this:
CharacterActionComponent render, currentActionType: Idle
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Walk
TerminalGame.tsx:140 TerminalGame render, heroAction prop: Idle
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Idle
CharacterActionComponent.tsx:28 CharacterActionComponent render, currentActionType: Walk
Codeium at 11:21 pm, Jun 2, 2024
The logs indicate that HandexTerm and TerminalGame are correctly updating and re-rendering with the new heroAction prop. However, there's a discrepancy in CharacterActionComponent logs, where currentActionType switches between 'Idle' and 'Walk', which is not the expected 'Run' action that should be triggered by typing.
Here's what to check next:
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Direct
CharacterActionComponentProp Update: Confirm that theheroActionprop fromTerminalGameis passed directly toCharacterActionComponentwithout any modifications.class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> { render() { return ( <> {/* ... other content */} <CharacterActionComponent // ... other props currentActionType={this.props.heroAction} /> {/* ... other content */} </> ); } }
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useEffectHook inCharacterActionComponent: Ensure that theuseEffecthook is set up to respond to changes incurrentActionType.export const CharacterActionComponent: React.FC<ICharacterActionComponentProps> = ( props: ICharacterActionComponentProps ) => { // ... useEffect(() => { console.log('CharacterActionComponent useEffect, currentActionType:', props.currentActionType); props.baseCharacter.setCurrentActionType(props.currentActionType); // ... }, [props.currentActionType]); // ... };
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Confirm Correct Prop Names: Make sure that the prop names match exactly between
TerminalGameandCharacterActionComponent. For example, ifTerminalGamepasses downheroActionbutCharacterActionComponentexpectscurrentActionType, there might be an issue. -
Check for Multiple Instances: If there are multiple instances of
CharacterActionComponent(one for the hero and one for the zombie), ensure that each instance is receiving the correctcurrentActionTypeprop. -
BaseCharacter Logic: Check if
BaseCharacter'ssetCurrentActionTypemethod is being called and that it actually changes the animation.export class BaseCharacter { // ... public setCurrentActionType(newActionType: ActionType) { console.log('BaseCharacter setCurrentActionType:', newActionType); // Make sure this updates the sprite or animation frames // ... } }
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Rendering and Animation Logic: Verify that the animation rendering logic in
CharacterActionComponentresponds correctly to the updatedcurrentActionType. AftersetCurrentActionTypeis called onbaseCharacter, the rendering logic should use the new action's sprite or animation frames. -
Reconciliation and Key Prop: In rare cases, if React's reconciliation isn't working as expected (for example, if it's not detecting that the component needs to update), you might need to provide a unique
keyprop toCharacterActionComponentto force a re-render when the action changes.
Based on the logs you've provided, it appears that CharacterActionComponent is re-rendering with new props, but the expected 'Run' action is not being logged. Ensure that currentActionType is being updated in the component and that the animation logic is tied to this prop correctly. If the issue persists, the problem might lie within the BaseCharacter class or the rendering logic that follows the prop update.
User at 11:45 pm, Jun 2, 2024
Passing the this.props.heroAction directly through from the TerminalGame fixed the problem.
Codeium at 11:46 pm, Jun 2, 2024
I'm glad to hear that passing this.props.heroAction directly through from TerminalGame to CharacterActionComponent resolved the issue. It's important for the props to flow correctly and consistently through the component hierarchy to ensure that state changes propagate and trigger the expected behavior, such as animations.
Remember, the key takeaways when dealing with React state and props are:
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Data Flow: Ensure that props are passed down the component tree without being modified unless necessary for the specific use case.
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Consistency: Keep prop names consistent across components to avoid confusion and bugs.
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Debugging: When debugging, log at different points in the data flow to track where the expected changes might be getting lost.
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Component Updates: Understand how React updates components based on changes in state and props to ensure that your components re-render as expected.
Now that the animations are changing correctly based on user interaction, you can continue building out the features of your typing game. If you have any more questions or run into further issues, feel free to reach out. Good luck with your project!