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 a ref from HandexTerm.
  • 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 to Death for three seconds and resetting its position) within TerminalGame 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

Codeium Chat Conversation

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:

  1. Reusability: You're reusing getInitstate to set initial state in the constructor and to reset the state later on.
  2. 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 that setState is asynchronous. If you need to perform actions after the state has been reset, use the callback form of setState or lifecycle methods like componentDidUpdate.
  • 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:

  1. Is passed down from a parent component.
  2. Does not change within the component.
  3. 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:

  1. Define a method in TerminalGame to update Zombie4Position.
  2. Expose a method in TerminalGame that can be called from HandexTerm to trigger the Death action and update the position after three seconds.
  3. 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:

  1. 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 the newActionType passed to setCurrentActionType.

  2. 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 the currentActionType after you set it.

  3. Check Render Method: In your TerminalGame component's render method, ensure that the sprite being rendered is based on the currentActionType. If you have conditional rendering based on the state or props, make sure those conditions are correct.

  4. Props and State Sync: Make sure that the props being passed down to TerminalGame from HandexTerm are correct and that they trigger the necessary updates in TerminalGame. If setCurrentActionType relies on props, ensure that they are being updated as expected.

  5. 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.

  6. 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 after this.sprite is updated.

  7. 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.

  8. 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:

  1. Remove the Hero check in CharacterActionFC and apply setCurrentActionType for any character. Modify the useEffect to manage both Hero and Zombie4 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]);
  1. Ensure that the Zombie4's Death action is not being overridden by another update elsewhere in your code. You may need to track down where the Zombie4 action is being set to Walk and add appropriate conditions to prevent this from happening immediately after Death.

  2. If the Zombie4 action is meant to be temporary (like Death for 3 seconds), you should manage this within the component that controls the Zombie4 state, which might be TerminalGame. After the Death action is triggered, use a timeout to delay the change back to Walk, but ensure that this timeout is cleared if the component unmounts or if a new action is set before the timeout completes.

  3. If the Zombie4's action is controlled by parent component state, ensure that the parent component (HandexTerm in your case) provides the correct action to TerminalGame, and subsequently to CharacterActionFC, reflecting the Death action and later the transition back to Walk.

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.

⚠️ **GitHub.com Fallback** ⚠️