2024 06 07 resetting the game state and managing props in react components - bizkite-co/handterm GitHub Wiki
original file name: Codeium Chat - FQTPfuIKdNvV1XbhKAgaxwKZAd6sqeMk.md
summary: The chat involved a user seeking advice on resetting the state of a TerminalGame
component in a React application. A discussion ensued regarding the optimal way to reset the game state, avoid breaking React best practices, manage state, handle props, and communicate between components.
Key points covered:
- Resetting the game state within
TerminalGame
by implementing a reset method and calling it via aref
fromHandexTerm
. - Best practices for managing state and props in React components.
- Updating state derived from props in
componentDidUpdate
to reflect prop changes. - Simplifying state management by moving props-dependent values to props.
- Handling a timed action (setting the
Zombie4Action
toDeath
for three seconds and resetting its position) withinTerminalGame
using timeouts. - Troubleshooting an issue where changing the sprite for the zombie character was not reflecting correctly, with suggestions to debug by logging the assigned sprite.
The user received guidance on structuring their code, managing state and props, and implementing timed actions within the components. Debugging techniques were also provided to help identify the issue with the sprite change for the zombie character. date: 2024-06-07T08:41
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 8:41 am, Jun 7, 2024
If I want to reset the TerminalGame
from the HandexTerm
that loads it, what is the proper way to reset it?
<TerminalGame
ref={this.terminalGameRef}
canvasHeight={this.canvasHeight}
canvasWidth={canvasWidth} // Use the width from terminalSize if available
isInPhraseMode={this.state.isInPhraseMode}
heroAction={this.state.heroAction}
zombie4Action={this.state.zombie4Action}
onTouchStart={this.handleTouchStart}
onTouchEnd={this.handleTouchEnd}
/>
Codeium at 8:41 am, Jun 7, 2024
To reset the TerminalGame
from HandexTerm
, you can expose a reset method in TerminalGame
and call it using the ref
from HandexTerm
. There's no direct reset method for TerminalGame
in the provided context, but you can call methods that seem to reset parts of the game state.
You might need to implement a reset method in TerminalGame
that resets relevant state and stops any ongoing animations. Here's how you could do that:
// In TerminalGame.tsx
class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
// ... existing class methods and properties
public resetGame = (): void => {
if (this.animationFrameIndex) {
cancelAnimationFrame(this.animationFrameIndex);
}
// Reset any other relevant game state here, e.g., positions, actions, timers
this.setState({
heroAction: this.props.heroAction,
heroPosition: { leftX: this.props.canvasWidth * this.heroXPercent, topY: 30 },
// ... other state properties to reset
});
// Possibly call setup methods to reinitialize game state
this.setupCanvas();
// If you need to restart the animation loop, do it here
if (this.state.context) {
this.startAnimationLoop(this.state.context);
}
};
// ... rest of the class
}
Then, from HandexTerm
, you would call this method using the ref
:
// In HandexTerm.tsx
class HandexTerm extends React.Component {
private terminalGameRef = React.createRef<TerminalGame>();
// ... other methods and properties
private resetTerminalGame = (): void => {
this.terminalGameRef.current?.resetGame();
};
// When you need to reset the game, call this method
}
You have to ensure that all the resources used by TerminalGame
, such as intervals, timeouts, or animation frames, are properly cleared and reset to prevent memory leaks or unexpected behavior.
User at 8:50 am, Jun 7, 2024
As a React newb, it seems like I could do something like this:
getInitstate(props: ITerminalGameProps): ITerminalGameState {
return {
heroAction: props.heroAction,
heroPosition: { leftX: props.canvasWidth * this.heroXPercent, topY: 30 },
heroReady: false,
zombieAction: props.zombie4Action,
zombie4Position: { leftX: -50, topY: 0 },
zombie4Ready: false,
context: null as CanvasRenderingContext2D | null,
idleStartTime: null,
backgroundOffsetX: 0,
};
}
public resetGame(): void {
this.setState(this.getInitstate(this.props));
}
constructor(props: ITerminalGameProps) {
super(props);
this.state = this.getInitstate(props);
}
How many Rules of React am I breaking?
Codeium at 8:50 am, Jun 7, 2024
Your approach for resetting the game state in TerminalGame
using the getInitstate
method and calling it from the resetGame
method is not breaking any fundamental rules of React. It's a common pattern to extract initial state logic into a function to reuse it for resetting state. Here's a summary of what you're doing right:
-
Reusability: You're reusing
getInitstate
to set initial state in the constructor and to reset the state later on. -
setState: You're correctly using
setState
to update the component's state.
However, there are a couple of best practices and potential issues to consider:
-
Directly modifying the state: Ensure that you're not directly modifying the state anywhere in your component. Always use
this.setState()
to update the state. -
Asynchronous
setState
: Remember thatsetState
is asynchronous. If you need to perform actions after the state has been reset, use the callback form ofsetState
or lifecycle methods likecomponentDidUpdate
. -
Animation frames and resources: If your game involves animation frames, timeouts, or intervals, remember to cancel them before resetting the state to avoid memory leaks or unexpected behavior. This would typically be done in the
resetGame
method or another cleanup method. -
Derived state from props: If you're using props to set the initial state, be mindful that if the props change after the component has mounted, the state won't update unless you handle this in
componentDidUpdate
or via a state updater pattern with hooks.
It's good practice to ensure that any event listeners or subscriptions are also cleaned up before resetting the game state. If you have such resources, you should clean them up inside the componentWillUnmount
method or before setting the new state in resetGame
.
Overall, your current code seems to follow React's guidelines for managing state, and as long as you handle the cleanup of any ongoing effects or subscriptions, you should be fine. If you find that your game state depends on the previous state or props, make sure to use the functional form of setState
or handle updates correctly in lifecycle methods or hooks.
User at 11:16 am, Jun 7, 2024
Your last bullet item, how would I update these state-derived-from-props values in componenentDidUpdate
?
return {
heroAction: props.heroAction,
heroPosition: { leftX: props.canvasWidth * this.heroXPercent, topY: 30 },
heroReady: false,
zombieAction: props.zombie4Action,
zombie4Position: { leftX: -50, topY: 0 },
zombie4Ready: false,
context: null as CanvasRenderingContext2D | null,
idleStartTime: null,
backgroundOffsetX: 0,
};
Codeium at 11:17 am, Jun 7, 2024
To update state in componentDidUpdate
when props change, you compare the current props with the previous props and, if necessary, update the state accordingly. Here's an example based on the state you've provided:
class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
// ... other methods and properties
componentDidUpdate(prevProps: ITerminalGameProps) {
// Check if relevant props have changed
if (prevProps.heroAction !== this.props.heroAction ||
prevProps.zombie4Action !== this.props.zombie4Action ||
prevProps.canvasWidth !== this.props.canvasWidth) {
// Only update the state if it's necessary
this.setState({
heroAction: this.props.heroAction,
// Recalculate heroPosition based on new canvasWidth
heroPosition: { leftX: this.props.canvasWidth * this.heroXPercent, topY: 30 },
zombieAction: this.props.zombie4Action,
// If the zombie position depends on new props, update it here as well
// Otherwise, you might not need to update it
// zombie4Position: { leftX: -50, topY: 0 },
});
}
}
// ... rest of the class
}
In this example, componentDidUpdate
checks if heroAction
, zombie4Action
, or canvasWidth
props have changed. If they have, it recalculates heroPosition
and updates the state.
Be careful with setting state in componentDidUpdate
as it can lead to an infinite loop if not handled properly. Always include condition checks to ensure that you only update the state when the props have actually changed, as shown in the example. Additionally, when you set the state, it should not be based on the current state because that might lead to out-of-sync issues between props and state.
User at 11:22 am, Jun 7, 2024
It sounds like, as a React newb, I am making things overly complicated and I shouldn't do that, so I am going to return to your original suggestion about resetting state.
However, it looks like I also may have already made things overly complicated with the overlapping props
and state
I should probably move the state that's entagled with props directly into the props. Is that correct? Would that be better practice within the React best practices?
interface ITerminalGameProps {
canvasHeight: number
canvasWidth: number
isInPhraseMode: boolean
heroAction: ActionType
zombie4Action: ActionType
onTouchStart: TouchEventHandler<HTMLDivElement>;
onTouchEnd: TouchEventHandler<HTMLDivElement>;
}
interface ITerminalGameState {
heroAction: ActionType;
heroPosition: SpritePosition;
heroReady: boolean;
zombieAction: ActionType;
zombie4Position: SpritePosition;
zombie4Ready: boolean;
context: CanvasRenderingContext2D | null;
idleStartTime: number | null; // in milliseconds
backgroundOffsetX: number;
}
Codeium at 11:23 am, Jun 7, 2024
In React, props are read-only and should be managed by the parent component, whereas state is local and mutable. If heroAction
and zombie4Action
are passed as props to TerminalGame
, you typically wouldn't duplicate these in the component's state. Instead, you would use the props directly in your render method and other methods where you need to access those values.
If heroPosition
and zombie4Position
are calculated from props.canvasWidth
and potentially other props, but also need to change independently within TerminalGame
(for example, as the game progresses), you might keep these as part of the TerminalGame
's state. However, if those positions are entirely determined by props and don't change separately, then they should not be part of the state.
You should move to props any value that:
- Is passed down from a parent component.
- Does not change within the component.
- Is used to compute the state once when the component is initialized.
The context
is derived from the canvas ref and is more of an internal detail of TerminalGame
, so it makes sense as part of the state (or as a class property, since it does not need to trigger renders when it changes).
The idleStartTime
and backgroundOffsetX
seem to be internal state variables that change due to game logic, so they should remain part of the state.
Here's how you could simplify the ITerminalGameState
based on these principles:
interface ITerminalGameProps {
canvasHeight: number;
canvasWidth: number;
isInPhraseMode: boolean;
heroAction: ActionType;
zombie4Action: ActionType;
onTouchStart: TouchEventHandler<HTMLDivElement>;
onTouchEnd: TouchEventHandler<HTMLDivElement>;
}
interface ITerminalGameState {
heroPosition: SpritePosition;
heroReady: boolean;
zombie4Position: SpritePosition;
zombie4Ready: boolean;
context: CanvasRenderingContext2D | null;
idleStartTime: number | null; // in milliseconds
backgroundOffsetX: number;
}
export class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
// Use props.heroAction and props.zombie4Action directly instead of duplicating them in state
// ...
}
In this setup, heroAction
and zombie4Action
are accessed from props
directly, and only the state that should be mutable within TerminalGame
is kept in ITerminalGameState
. Remember that moving the state into props only makes sense when the parent component should have control over that piece of data and when the data doesn't need to change within the child component (TerminalGame
in this case).
Always remember to update the parent state via callbacks (like handle functions) if you need to make changes to these props from the child component. This is part of the "lifting state up" pattern.
User at 11:30 am, Jun 7, 2024
That is helpful background information. I am having a current problem where I want to set the Zombie4Action
to Death
for three seconds from a function in the HandexTerm
.
That part is currently working, but at the end of the timout, I want to set the Zombie4Position.leftX
to -70.
What is the most React-optimal way of handling that? The Zombie4Postion
is often updated within the TerminalGame
, so I think from what you're saying, the position should not be passed as a prop, because the TerminalGame
can't update props that are passed in to it.
Codeium at 11:31 am, Jun 7, 2024
Correct, since Zombie4Position
is frequently updated within TerminalGame
, it should be part of the component's state, not props. To handle the scenario you described, you can use a combination of state, props, and a timeout to achieve the desired behavior. Here's an outline of the most React-optimal way to handle it:
- Define a method in
TerminalGame
to updateZombie4Position
. - Expose a method in
TerminalGame
that can be called fromHandexTerm
to trigger theDeath
action and update the position after three seconds. - Use a timeout within this method to delay the state update.
Here's how it can be implemented:
In TerminalGame.tsx
:
export class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
// ... other methods and properties
public setZombie4ToDeathThenResetPosition = (): void => {
// Set the zombie action to 'Death'
this.setZombie4Action('Death');
// After three seconds, reset the position
setTimeout(() => {
this.setState(prevState => ({
zombie4Position: { ...prevState.zombie4Position, leftX: -70 }
}));
// Optionally reset the action if needed
this.setZombie4Action('Idle'); // Or the default action you want to set
}, 3000);
};
// ... rest of the class
}
In HandexTerm.tsx
:
class HandexTerm extends React.Component {
private terminalGameRef = React.createRef<TerminalGame>();
// ... other methods
private handleZombieDeath = (): void => {
this.terminalGameRef.current?.setZombie4ToDeathThenResetPosition();
};
// Call handleZombieDeath where you need to trigger the zombie death
}
This approach encapsulates the logic for handling the death action within TerminalGame
, which is responsible for its own state. It also provides a clear interface for HandexTerm
to trigger the action without directly manipulating the state of its child.
Remember to clear any pending timeouts if the component unmounts to avoid potential issues like trying to update the state of an unmounted component:
export class TerminalGame extends React.Component<ITerminalGameProps, ITerminalGameState> {
private deathTimeout?: NodeJS.Timeout;
componentWillUnmount() {
if (this.deathTimeout) {
clearTimeout(this.deathTimeout);
}
}
public setZombie4ToDeathThenResetPosition = (): void => {
// ... same as above
this.deathTimeout = setTimeout(() => {
// ... same as above
}, 3000);
};
// ... rest of the class
}
This setup should be in line with React best practices for managing state and inter-component communication.
User at 12:45 pm, Jun 7, 2024
The new death-timeout feature seems to be working, but the sprite is no longer changing.
I can set a breakpoint and see that this code is running both when I set the action to Death
and when it gets reset by the timeout to Walk
.
public setCurrentActionType(newActionType: ActionType) {
if(this.currentActionType === newActionType) return
// Update the current action
this.currentActionType = newActionType;
this.frameIndex = 0
// Update the current sprite to match the new action
this.sprite = this.sprites[newActionType];
}
This had baen working recently for the Zombie, and it is still working for the Hero when I set it to Run
What are the best says to troubleshoot this?
I am going to put a console.log to show the sprite that is selected.
Codeium at 12:46 pm, Jun 7, 2024
Troubleshooting this issue involves verifying various parts of your code to ensure that the state and props are being updated correctly and that the rendering logic is responding to these updates as expected. Here are some steps you can take to troubleshoot the problem:
-
Logging: You've mentioned adding
console.log
statements to show the sprite that is selected. This is a good first step. Make sure you log not only the selected sprite but also thenewActionType
passed tosetCurrentActionType
. -
Check for State Updates: Verify that the
setCurrentActionType
method is actually being called when the action type changes. You should also check if any other part of your code could be overriding thecurrentActionType
after you set it. -
Check Render Method: In your
TerminalGame
component's render method, ensure that the sprite being rendered is based on thecurrentActionType
. If you have conditional rendering based on the state or props, make sure those conditions are correct. -
Props and State Sync: Make sure that the props being passed down to
TerminalGame
fromHandexTerm
are correct and that they trigger the necessary updates inTerminalGame
. IfsetCurrentActionType
relies on props, ensure that they are being updated as expected. -
React DevTools: Use React DevTools to inspect the props and state of the
TerminalGame
component in real-time. This can help you determine if the state is what you expect it to be at any point in time. -
Sprite Rendering Logic: Investigate the logic that uses
this.sprite
to render the sprite on the canvas. Ensure that the rendering logic is being called afterthis.sprite
is updated. -
Component Updates: Check if the component where
setCurrentActionType
is defined is re-rendering appropriately after state changes. If it is a PureComponent or shouldComponentUpdate is implemented, it might prevent re-renders if not set up correctly. -
Animation Loop: If your game uses an animation loop, make sure that the loop is running and that it's using the latest state for rendering.
Here's an example of what your logging might look like:
public setCurrentActionType(newActionType: ActionType) {
if(this.currentActionType === newActionType) return;
console.log(`Changing action from ${this.currentActionType} to ${newActionType}`);
// Update the current action
this.currentActionType = newActionType;
this.frameIndex = 0;
// Update the current sprite to match the new action
this.sprite = this.sprites[newActionType];
console.log(`New sprite selected:`, this.sprite);
}
If after these steps you're still having issues, you may want to check for more subtle bugs, like typos in action types or issues with sprite asset loading. If the sprite assets are loaded asynchronously, make sure they're fully loaded before you try to render them.
User at 1:18 pm, Jun 7, 2024
The problem seems to have something to do with this in the CharacterActionFC.tsx
export const CharacterActionFC: React.FC<ICharacterActionComponentProps> = (
props: ICharacterActionComponentProps
) => {
// Start or restart the animation when the action type changes
// In CharacterActionComponent.tsx
useEffect(() => {
// Set the current action type
if(props.name === 'Hero') props.baseCharacter.setCurrentActionType(props.currentActionType);
// Start the animation loop and handle position updates
props.baseCharacter.updatePositionAndAnimate(props.onPositionChange, props.canvasWidth, props.isInScrollMode);
// Specify how to clean up after this effect
return () => {
props.baseCharacter.stopAnimation();
};
}, [props.currentActionType, props.baseCharacter, props.onPositionChange]);
return null;
If the line with setCurrentActionType
is only run for hero
, then it works, otherwise the Zombie Death
is immediately overwritten by Walk
. But if I don't run that line for hero
, then I can't update the hero
action.
Codeium at 1:19 pm, Jun 7, 2024
Given the conditional logic within your useEffect
that only calls setCurrentActionType
for the Hero
, it appears that the Zombie4
action is not being managed in the same way. If the Zombie4
action is being reset to Walk
immediately after Death
, it suggests there may be a competing state update that is overwriting Death
with Walk
.
To address this issue, you should ensure that setCurrentActionType
is called for Zombie4
when appropriate, and prevent any other parts of your code from incorrectly resetting the Zombie4
action. Here's an approach you can take:
- Remove the
Hero
check inCharacterActionFC
and applysetCurrentActionType
for any character. Modify theuseEffect
to manage bothHero
andZombie4
actions:
useEffect(() => {
// Set the current action type for any character, not just 'Hero'
props.baseCharacter.setCurrentActionType(props.currentActionType);
// Start the animation loop and handle position updates
props.baseCharacter.updatePositionAndAnimate(props.onPositionChange, props.canvasWidth, props.isInScrollMode);
// Specify how to clean up after this effect
return () => {
props.baseCharacter.stopAnimation();
};
}, [props.currentActionType, props.baseCharacter, props.onPositionChange]);
-
Ensure that the
Zombie4
'sDeath
action is not being overridden by another update elsewhere in your code. You may need to track down where theZombie4
action is being set toWalk
and add appropriate conditions to prevent this from happening immediately afterDeath
. -
If the
Zombie4
action is meant to be temporary (likeDeath
for 3 seconds), you should manage this within the component that controls theZombie4
state, which might beTerminalGame
. After theDeath
action is triggered, use a timeout to delay the change back toWalk
, but ensure that this timeout is cleared if the component unmounts or if a new action is set before the timeout completes. -
If the
Zombie4
's action is controlled by parent component state, ensure that the parent component (HandexTerm
in your case) provides the correct action toTerminalGame
, and subsequently toCharacterActionFC
, reflecting theDeath
action and later the transition back toWalk
.
Remember to check any other effects or component lifecycle methods in both CharacterActionFC
and TerminalGame
to ensure they're not inadvertently causing the Zombie4
action to reset prematurely. If there is a complex interaction between props and state for managing actions, consider refactoring to simplify the flow and make the source of truth for the action state clear.