2024 06 07 animating scrolling text over game canvas css z index canvas drawing - bizkite-co/handterm GitHub Wiki
original file name: Codeium Chat - 1joLzFz6a6t944hw2cBHaUa8erESekj9.md summary: The chat conversation includes the user asking about animating text to scroll across the screen, specifically over a game canvas. Codeium provides guidance on achieving this using CSS animations with TSX, adjusting z-index for elements in front of the canvas, and drawing text directly onto the canvas with CanvasRenderingContext2D API. Codeium also helps the user with implementing conditional drawing of the text based on game completion status. There is a code snippet correction regarding a variable name. date: 2024-06-07T14:00
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 2:00 pm, Jun 7, 2024
I want to animate some italic text to scroll accross the screen when the user finishes a phrase.
Do I have to create a PNG of the text?
What is the simplest way to show animated text that just scrolls from right to left?
Codeium at 2:00 pm, Jun 7, 2024
You do not need to create a PNG of the text to animate it scrolling across the screen. You can achieve this by using CSS animations with your text element styled in italic.
Here's a simple way to show animated text scrolling from right to left using TSX and CSS:
In your TSX file, add a new component or modify an existing one to include the text you want to animate:
// Add this CSS class to your stylesheet
// Assuming you have a stylesheet imported that applies styles to your components
<div className="scrolling-text">Congratulations! You've completed the phrase.</div>
Then in your CSS (or SCSS/LESS if you're using a preprocessor), add styles for .scrolling-text
with a keyframe animation that moves the text from right to left:
@keyframes scrollLeft {
from {
transform: translateX(100%); /* Start off the right edge of the screen */
}
to {
transform: translateX(-100%); /* End off the left edge of the screen */
}
}
.scrolling-text {
position: absolute;
white-space: nowrap; /* Ensures the text stays on a single line */
font-style: italic; /* Makes the text italic */
animation: scrollLeft 10s linear infinite; /* Adjust timing as needed */
}
This will create a simple scrolling animation without the need for image files. Adjust the 10s
value to control the speed of the animation. If you only want the text to scroll once and not repeat, you can remove the infinite
keyword from the animation property.
Make sure the text element is positioned in a way that allows it to move across the entire screen, possibly within a container that has overflow: hidden
to prevent scrollbars from appearing.
User at 2:02 pm, Jun 7, 2024
But I want to display it over the game canvas. I guess I should have mentioned that. It should be in front of the other backgrounds, but behind the Hero
Codeium at 2:02 pm, Jun 7, 2024
To display animated text over your game canvas but behind the Hero
, you can use the CSS z-index
property to layer the elements correctly. You'll want your text element to have a higher z-index
than the canvas and a lower z-index
than the Hero
.
First, ensure your canvas and Hero
component have a z-index
set in your CSS. For example:
/* Set the z-index for the game canvas */
canvas {
position: relative; /* element must be positioned for z-index to work */
z-index: 1; /* Adjust as needed */
}
/* Set the z-index for the Hero */
.hero {
position: relative; /* element must be positioned for z-index to work */
z-index: 3; /* Ensure this is higher than the canvas and scrolling text */
}
Then, modify your scrolling text to have a z-index
between the canvas and the Hero
:
/* Add this CSS to your stylesheet */
@keyframes scrollLeft {
from {
transform: translateX(100%);
}
to {
transform: translateX(-100%);
}
}
.scrolling-text {
position: absolute;
top: 0; /* Adjust as needed */
left: 0;
white-space: nowrap;
font-style: italic;
z-index: 2; /* Between the canvas (1) and the Hero (3) */
animation: scrollLeft 10s linear; /* Adjust timing as needed */
}
In your TSX code, you can add the scrolling text within a container that positions it over the canvas:
<div className="game-container">
<canvas ref={this.canvasRef} width={this.props.canvasWidth} height={this.props.canvasHeight} />
{/* ... other elements such as the Hero */}
<div className="scrolling-text">Congratulations! You've completed the phrase.</div>
</div>
Make sure that the .game-container
is positioned relatively or absolutely, so the absolute positioning of .scrolling-text
is relative to the game container. Adjust the top
and left
properties of the .scrolling-text
class to position the text exactly where you want it on the screen.
User at 2:04 pm, Jun 7, 2024
The Hero
is a sprite in the game canvas. Not a website CSS hero.
I think the z-index of everything in the canvas is the same.
Codeium at 2:04 pm, Jun 7, 2024
Indeed, within the canvas all drawing operations happen on the same plane, and the z-index
CSS property doesn't apply. Instead, you manage the drawing order programmatically: elements drawn later will appear on top of those drawn earlier.
For your scrolling text requirement, you can draw the text directly onto the canvas using the CanvasRenderingContext2D
API. To position it in front of the background but behind the Hero
sprite, you'll want to draw your text after the background has been drawn but before the Hero
sprite is drawn.
Here's an example of how you might implement the scrolling text in TerminalGame.tsx
:
class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
// ... existing class properties and methods
// Add a new field for the text animation
private textScrollX: number = this.props.canvasWidth; // Start offscreen to the right
private textToScroll: string = "Congratulations! You've completed the phrase.";
startAnimationLoop(context: CanvasRenderingContext2D) {
const loop = (timestamp: number) => {
// ... existing animation loop code
// Draw the background
this.drawBackground(context);
// Draw the scrolling text
this.drawScrollingText(context);
// Draw the Hero sprite
if (this.drawHero) {
this.drawHero(this.state.heroPosition);
}
// ... rest of the animation loop code
};
// ... existing code to start the loop
}
drawScrollingText(context: CanvasRenderingContext2D) {
context.font = 'italic 20px Arial'; // Customize as needed
context.fillStyle = 'white'; // Text color
context.fillText(this.textToScroll, this.textScrollX, 50); // Adjust Y coordinate as needed
// Update the X position for the next frame
this.textScrollX -= 2; // Adjust speed as needed
// Reset text position if it's fully offscreen to the left
if (this.textScrollData < -context.measureText(this.textToScroll).width) {
this.textScrollX = this.props.canvasWidth;
}
}
// ... rest of the class
}
This code snippet adds a method to TerminalGame
that handles the text animation and is called at the appropriate point in the animation loop. The text's X position is updated each frame to create a scrolling effect, and it's reset once the text has fully scrolled offscreen to the left.
Remember to adjust the font size, style, and the Y coordinate in context.fillText
to suit your game's appearance. The speed of the scrolling text can be adjusted by changing the value subtracted from this.textScrollX
each frame.
User at 2:16 pm, Jun 7, 2024
I don't want to draw the "Congratulations" text on every animatin loop.
I think I have to to load it before the Hero, so that it displays behind him, but it should only animate accross the screen when the game is completed.
Codeium at 2:16 pm, Jun 7, 2024
To draw the "Congratulations" text only when the game is completed, and ensure it animates across the screen behind the Hero
, you can add a conditional check within your animation loop to determine when to draw the text. You might also want a flag in your state to indicate whether the game has been completed.
Here's how you could structure it:
Add a flag to your state to track the game completion status:
class ITerminalGameState {
// ... existing state fields
gameCompleted: boolean = false; // Add this line
// ...
}
In your animation loop, check this flag before drawing the text, and only draw it if the game is completed:
class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
// ...
startAnimationLoop(context: CanvasRenderingContext2D) {
const loop = (timestamp: number) => {
// ...
// Draw the background
this.drawBackground(context);
// If the game is completed, draw the scrolling text
if (this.state.gameCompleted) {
this.drawScrollingText(context);
}
// Draw the Hero sprite
if (this.drawHero) {
this.drawHero(this.state.heroPosition);
}
// ...
};
// ...
}
drawScrollingText(context: CanvasRenderingContext2D) {
// ... existing drawing code for the text
}
// ...
}
Trigger the game completion state when the phrase is completed, and start the text scrolling:
// Call this method when the game is completed
completeGame() {
this.setState({
gameCompleted: true,
textScrollX: this.props.canvasWidth, // Reset scroll position
});
}
Make sure to call the completeGame()
method at the appropriate point in your game logic, which will set the gameCompleted
flag and start the text scrolling across the screen.
Since the text is drawn after the background but before the Hero
, it will appear behind the Hero
sprite. The drawScrollingText
method will only be called when the game is marked as completed, so it won't draw the text on every frame of the animation loop unnecessarily.
User at 2:21 pm, Jun 7, 2024
In your existing code, I don't know what textScrollData
is:
drawScrollingText(context: CanvasRenderingContext2D) {
context.font = 'italic 20px Arial'; // Customize as needed
context.fillStyle = 'white'; // Text color
context.fillText(this.textToScroll, this.textScrollX, 50); // Adjust Y coordinate as needed
// Update the X position for the next frame
this.textScrollX -= 2; // Adjust speed as needed
// Reset text position if it's fully offscreen to the left
if (this.textScrollData < -context.measureText(this.textToScroll).width) {
this.textScrollX = this.props.canvasWidth;
}
}
Codeium at 2:21 pm, Jun 7, 2024
Apologies for the confusion. There was a typo in the code snippet. The textScrollData
variable should actually be textScrollX
, which represents the current horizontal position of the scrolling text. Here is the corrected version of the drawScrollingText
method:
drawScrollingText(context: CanvasRenderingContext2D) {
context.font = 'italic 20px Arial'; // Customize as needed
context.fillStyle = 'white'; // Text color
context.fillText(this.textToScroll, this.textScrollX, 50); // Adjust Y coordinate as needed
// Update the X position for the next frame
this.textScrollX -= 2; // Adjust speed as needed
// Reset text position if it's fully offscreen to the left
if (this.textScrollX < -context.measureText(this.textToScroll).width) {
this.textScrollX = this.props.canvasWidth;
}
}
In this method, this.textScrollX
is decreased each frame to move the text to the left. When the text has scrolled completely off the screen to the left (i.e., when this.textScrollX
is less than the negative width of the text), this.textScrollX
is reset to the canvas width, which would start the text from the right again. If you want the text to scroll only once, you can remove the reset logic or add additional conditions to control when the text should start and stop scrolling.