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
CharacterActionComponent
may not be re-rendering due to the change inprops.currentActionType
. This could happen if the state change inTerminalGame
is not causing a re-render of the component. -
The reference to
props.baseCharacter
might not be stable, causing theuseEffect
not to trigger. Ifprops.baseCharacter
is 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
CharacterActionComponent
from behaving as expected.
To debug this, you could:
- Ensure that
CharacterActionComponent
is still mounted and receiving the updated props. You can add aconsole.log
statement outside of theuseEffect
to check if the props are updating. - Verify that
props.baseCharacter
is 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.current
may not be initialized properly. - The
prevActionRef.current
value may be getting updated incorrectly or not at all, causing the condition to always evaluate tofalse
. - The
useEffect
may 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.
-
useEffect
Hook: TheuseEffect
hook 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:
-
setState
is used in class components to update the component's state and trigger a re-render. -
useState
is 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
draw
function 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
HandexTerm
that represents the current action type for the character. - Pass this state down to
TerminalGame
as a prop. - Ensure
TerminalGame
passes this prop down toCharacterActionComponent
. - When a user interaction in
HandexTerm
should change the character's action, you callsetState
inHandexTerm
to 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
heroRunTimeoutId
to 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. -
handleCharacter
is where you would callsetHeroRunAction
when 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
render
method ofHandexTerm
: Check that therender
method reflects the new state.public render() { // ... console.log('HandexTerm render, heroAction:', this.state.heroAction); return ( // ... ); }
-
Log in
TerminalGame
: Verify that theTerminalGame
component 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 thatCharacterActionComponent
is getting the updatedcurrentActionType
prop and that theuseEffect
is 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
setState
is 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
CharacterActionComponent
from updating or rendering correctly. -
Check
BaseCharacter
methods: Ensure thatsetCurrentActionType
in theBaseCharacter
class 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:
-
Direct
CharacterActionComponent
Prop Update: Confirm that theheroAction
prop fromTerminalGame
is passed directly toCharacterActionComponent
without any modifications.class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> { render() { return ( <> {/* ... other content */} <CharacterActionComponent // ... other props currentActionType={this.props.heroAction} /> {/* ... other content */} </> ); } }
-
useEffect
Hook inCharacterActionComponent
: Ensure that theuseEffect
hook 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]); // ... };
-
Confirm Correct Prop Names: Make sure that the prop names match exactly between
TerminalGame
andCharacterActionComponent
. For example, ifTerminalGame
passes downheroAction
butCharacterActionComponent
expectscurrentActionType
, 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 correctcurrentActionType
prop. -
BaseCharacter Logic: Check if
BaseCharacter
'ssetCurrentActionType
method 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 // ... } }
-
Rendering and Animation Logic: Verify that the animation rendering logic in
CharacterActionComponent
responds correctly to the updatedcurrentActionType
. AftersetCurrentActionType
is 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
key
prop toCharacterActionComponent
to 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:
-
Data Flow: Ensure that props are passed down the component tree without being modified unless necessary for the specific use case.
-
Consistency: Keep prop names consistent across components to avoid confusion and bugs.
-
Debugging: When debugging, log at different points in the data flow to track where the expected changes might be getting lost.
-
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!