2024 06 09 organizing parallax backgrounds in a react app for game levels - bizkite-co/handterm GitHub Wiki


original file name: Codeium Chat - V28sfC3AvG9pXPGsZLvh2dxxFMjBsmwv.md summary: The chat covers the user's inquiry about organizing game levels with different sets of parallax backgrounds in a React app while using best practices. The discussion involves creating components for handling level backgrounds, integrating existing parallax and scaling code, and structuring the code for optimal performance and maintainability. Issues with TypeScript errors and indexing by numbers are addressed, along with suggestions for implementing the necessary logic. The conversation culminates in proposing a refined structure using components like ParallaxBackground to manage the rendering of background layers with parallax effects based on the current level, all within the context of a larger game engine setup with a TerminalGame component. date: 2024-06-09T12:58

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 12:58 pm, Jun 9, 2024

In my TerminalGame I am loading some background images like this:

 componentDidMount() {
  console.log("Hero x: ", this.state.heroPosition, " Canvas width: ", this.props.canvasWidth);
  this.foregroundBuildings.src = '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png' + '?t=' + new Date().getTime();
  this.backgroundBuildings.src = '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png' + '?t=' + new Date().getTime();
  this.farBuildings.src = '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png' + '?t=' + new Date().getTime();
  const canvas = this.canvasRef.current;
  if (canvas) {
   const context = canvas.getContext('2d');
   if (context) {
    this.hero = new Hero(
     context, this.state.heroAction, this.state.heroPosition
    );
    this.zombie4 = new Zombie4(
     context, this.state.zombieAction, this.state.zombie4Position
    );
    this.setupCanvas();
   }
  }
 }

but I have some additional assets that I would like to arrange into game "levels", so that I show one background with several parallax images for one level, and then a different background of several parallax images for a different level.

How can I structure that in my React app while using React best practices and modern development techniques?


Codeium at 12:59 pm, Jun 9, 2024

To structure your game levels with different sets of parallax backgrounds in a React app, you can follow these best practices:

  1. Componentization: Break down your game into smaller components for better maintainability and reusability.

  2. State Management: Use state to track the current level and conditionally render the appropriate backgrounds.

  3. Props: Pass necessary data to components through props to control what is rendered.

Here’s a conceptual structure for your app:

// LevelBackground.tsx
import React from 'react';

interface LevelBackgroundProps {
  foregroundSrc: string;
  backgroundSrc: string;
  farBackgroundSrc: string;
}

export const LevelBackground: React.FC<LevelBackgroundProps> = ({ foregroundSrc, backgroundSrc, farBackgroundSrc }) => (
  <>
    <img className="far-buildings" src={farBackgroundSrc} alt="Far Buildings" />
    <img className="background-buildings" src={backgroundSrc} alt="Background Buildings" />
    <img className="foreground" src={foregroundSrc} alt="Foreground" />
  </>
);
// Level.tsx
import React from 'react';
import { LevelBackground } from './LevelBackground';

interface LevelProps {
  level: number;
  // Other props like character positions, actions, etc.
}

export const Level: React.FC<LevelProps> = ({ level }) => {
  const getBackgroundImages = (level: number) => {
    // Logic to select images based on current level
    // This can be an array of objects, switch statement or any other logic
  };

  const { foregroundSrc, backgroundSrc, farBackgroundSrc } = getBackgroundImages(level);

  return (
    <>
      <LevelBackground foregroundSrc={foregroundSrc} backgroundSrc={backgroundSrc} farBackgroundSrc={farBackgroundSrc} />
      {/* Render your characters and other level elements here */}
    </>
  );
};
// TerminalGame.tsx
import React, { Component } from 'react';
import { Level } from './Level';

interface TerminalGameState {
  currentLevel: number;
  // Other state properties
}

export class TerminalGame extends Component<{}, TerminalGameState> {
  state: TerminalGameState = {
    currentLevel: 1,
    // Other initial state
  };

  // Logic to change levels
  changeLevel = (newLevel: number) => {
    this.setState({ currentLevel: newLevel });
  };

  render() {
    const { currentLevel } = this.state;

    return (
      <Level level={currentLevel} />
      // Add controls and other game elements
    );
  }
}

Best Practices:

  • Single Responsibility: Each component has a single responsibility (e.g., LevelBackground only handles the background images).

  • DRY Principle: Avoid repeating code. If the background setup logic is the same across levels, create a single component that can be reused.

  • State Lifting: If multiple components need access to the current level, consider lifting the state to their closest common ancestor or use a state management library like Redux or Context API.

  • Immutability: When updating state, make sure to use immutable update patterns.

  • Performance Optimization: Use techniques like lazy loading for assets and memoization for components if performance becomes an issue.

This structure allows you to easily add or modify levels and their corresponding assets while keeping your code organized and maintainable.


User at 1:28 pm, Jun 9, 2024

When I put this in Level.tsx:

 const { foregroundSrc, backgroundSrc, farBackgroundSrc } = getBackgroundImages(level);

I get an error. It doesn't recognise foregroundSrc, etc.


Codeium at 1:28 pm, Jun 9, 2024

The error you're encountering with foregroundSrc, backgroundSrc, and farBackgroundSrc is likely due to one of the following reasons:

  • The function getBackgroundImages is not returning an object with these properties.
  • The function getBackgroundImages is not fully implemented.

Based on the context provided from {Level.tsx:Level.getBackgroundImages}, it seems that the actual logic to select and return images based on the current level is missing. You need to implement this function to return an object with the properties foregroundSrc, backgroundSrc, and farBackgroundSrc.

Here's an example implementation:

// Level.tsx
const getBackgroundImages = (level: number) => {
  // Example logic to select images based on the current level
  const levelBackgrounds = {
    1: {
      foregroundSrc: 'path/to/level1/foreground.png',
      backgroundSrc: 'path/to/level1/background.png',
      farBackgroundSrc: 'path/to/level1/far-background.png',
    },
    2: {
      foregroundSrc: 'path/to/level2/foreground.png',
      backgroundSrc: 'path/to/level2/background.png',
      farBackgroundSrc: 'path/to/level2/far-background.png',
    },
    // Add more levels as needed
  };

  // Default to the first level if the specified level doesn't exist
  return levelBackgrounds[level] || levelBackgrounds[1];
};

// ... rest of the Level component

Make sure you replace 'path/to/level1/foreground.png', 'path/to/level1/background.png', and 'path/to/level1/far-background.png' with the actual paths to your image assets.

With this implementation, calling getBackgroundImages(level) will return the appropriate image paths for the given level, and you should be able to destructure them without errors.


User at 1:36 pm, Jun 9, 2024

I like where we are going with this, but I am getting this error:

Element implicitly has an 'any' type because expression of type 'number' can't be used to index type '{ 1: { foregroundSrc: string; backgroundSrc: string; farBackgroundSrc: string; }; 2: { foregroundSrc: string; backgroundSrc: string; farBackgroundSrc: string; }; }'.
 No index signature with a parameter of type 'number' was found on type '{ 1: { foregroundSrc: string; backgroundSrc: string; farBackgroundSrc: string; }; 2: { foregroundSrc: string; backgroundSrc: string; farBackgroundSrc: string; }; }'.

Codeium at 1:36 pm, Jun 9, 2024

The TypeScript error you're encountering suggests that the object levelBackgrounds is not properly indexed by numbers, according to TypeScript's type system. TypeScript is strict about object keys and expects them to be strings or string-like values when indexing objects.

To resolve this error, you can use a type assertion to tell TypeScript that indexing by a number is expected for the levelBackgrounds object. Alternatively, you could use a Map<number, { foregroundSrc: string; backgroundSrc: string; farBackgroundSrc: string;}> which naturally supports number keys.

Here's how you would modify your getBackgroundImages function using a type assertion:

const getBackgroundImages = (level: number) => {
  const levelBackgrounds: { [key: number]: { foregroundSrc: string; backgroundSrc: string; farBackgroundSrc: string; } } = {
    1: {
      foregroundSrc: 'path/to/level1/foreground.png',
      backgroundSrc: 'path/to/level1/background.png',
      farBackgroundSrc: 'path/to/level1/far-background.png',
    },
    2: {
      foregroundSrc: 'path/to/level2/foreground.png',
      backgroundSrc: 'path/to/level2/background.png',
      farBackgroundSrc: 'path/to/level2/far-background.png',
    },
    // Add more levels as needed
  };

  return levelBackgrounds[level] || levelBackgrounds[1];
};

In the above code, { [key: number]: { foregroundSrc: string; backgroundSrc: string; farBackgroundSrc: string; } } is an index signature stating that the object levelBackgrounds can be indexed by a number, and the value at that index is an object with foregroundSrc, backgroundSrc, and farBackgroundSrc properties.

This should resolve the TypeScript error and allow you to retrieve the background images using a numeric level key.


User at 1:48 pm, Jun 9, 2024

OK, that part is working, however, there was some parallax and scaling code that we did not integrate:

 updateCharacterAndBackground() {
  const canvasCenterX = this.props.canvasWidth * this.heroXPercent;
  const characterReachThreshold = canvasCenterX; // Character stays in the middle

  if (!this.hero) return;
  // Get the current horizontal movement from the hero's currentAction state
  const heroDx = this.hero.getCurrentAction().dx / 4; // Assuming this.state.heroAction.dx exists

  // Update character position as usual
  const newHeroPositionX = canvasCenterX;

  // Check if the hero reaches the threshold

  if (newHeroPositionX >= characterReachThreshold) {
   this.isInScrollMode = true;
   // Stop the hero's horizontal movement at the threshold
   this.setState({ heroPosition: { ...this.state.heroPosition, leftX: characterReachThreshold } });

   // Update the background position
   this.updateBackgroundPosition(this.state.backgroundOffsetX + heroDx);
   if (this.zombie4) this.zombie4.position.leftX -= heroDx;
  } else {
   // Update the hero's position normally
   this.setState({ heroPosition: { ...this.state.heroPosition, leftX: newHeroPositionX } });
  }

  // Update zombie positions relative to the backgroundOffsetX
  // Assuming you have a method to update zombies
  // this.updateZombiesPosition();
 }

 drawBackground(context: CanvasRenderingContext2D) {

  context.globalAlpha = 1; // Set to desired transparency level (0 to 1)

  this.drawParallaxLayer(
   context,
   this.farBuildings, // the image for the background layer
   0.8, // scale for the background buildings
   0.4 // rate of movement relative to the foreground
  );
  this.drawParallaxLayer(
   context,
   this.backgroundBuildings, // the image for the background layer
   0.8, // scale for the background buildings
   0.6 // rate of movement relative to the foreground
  );

  // Draw foreground buildings on top of the background buildings
  this.drawParallaxLayer(
   context,
   this.foregroundBuildings, // the image for the foreground layer
   0.5, // scale for the foreground buildings
   1 // rate of movement (1 to move at the same rate as the scrolling offset)
  );
  context.globalAlpha = 1; // Set to desired transparency level (0 to 1)
 }

How can we move that existing parallax and scaling code over to the new "levels" implementation?

I think we should probably move the existing code out to some kind of levels-background handler, but the updateCharacterAndBackground handles frame updates for the background and the character, such as Hero or Zombie.


Codeium at 1:48 pm, Jun 9, 2024

To integrate your existing parallax and scaling code with the new "levels" implementation, you can create a ParallaxBackground component that handles the drawing of the background layers with parallax effects. This component can take in props for the images and parallax rates, which will be provided by the Level component based on the current level.

Here's how you might structure the ParallaxBackground component:

// ParallaxBackground.tsx
import React, { useRef, useEffect } from 'react';

interface ParallaxLayer {
  imageSrc: string;
  scale: number;
  movementRate: number;
}

interface ParallaxBackgroundProps {
  layers: ParallaxLayer[];
  offset: number; // This prop is the backgroundOffsetX from your game state
  canvasWidth: number;
  canvasHeight: number;
}

const ParallaxBackground: React.FC<ParallaxBackgroundProps> = ({ layers, offset, canvasWidth, canvasHeight }) => {
  const canvasRef = useRef<HTMLCanvasElement>(null);

  const drawParallaxLayer = (context: CanvasRenderingContext2D, layer: ParallaxLayer) => {
    const { imageSrc, scale, movementRate } = layer;
    const image = new Image();
    image.src = imageSrc;

    // Wait for the image to load before drawing
    image.onload = () => {
      const x = -offset * movementRate;
      // Implement the scaling and drawing logic here
      // ...
    };
  };

  useEffect(() => {
    const canvas = canvasRef.current;
    const context = canvas?.getContext('2d');
    if (context) {
      layers.forEach(layer => drawParallaxLayer(context, layer));
    }
  }, [layers, offset]);

  return (
    <canvas ref={canvasRef} width={canvasWidth} height={canvasHeight} />
  );
};

export default ParallaxBackground;

You would use this component in your Level component like this:

// Level.tsx
import React from 'react';
import ParallaxBackground from './ParallaxBackground';

interface LevelProps {
  level: number;
  backgroundOffsetX: number; // Passed from the parent component (TerminalGame)
  canvasWidth: number;
  canvasHeight: number;
}

export const Level: React.FC<LevelProps> = ({ level, backgroundOffsetX, canvasWidth, canvasHeight }) => {
  const getParallaxLayers = (level: number): ParallaxLayer[] => {
    // Logic to select parallax layers based on the current level
    // Return an array of ParallaxLayer objects
  };

  const layers = getParallaxLayers(level);

  return (
    <ParallaxBackground layers={layers} offset={backgroundOffsetX} canvasWidth={canvasWidth} canvasHeight={canvasHeight} />
    // Other components for characters, HUD, etc.
  );
};

And in your TerminalGame component, you would manage the state for backgroundOffsetX and pass it down to the Level component, along with canvasWidth and canvasHeight.

The updateCharacterAndBackground method would remain in TerminalGame since it involves updating game state and character positions, which are not directly related to rendering the background layers. You would call this method within your game loop to keep updating the state based on the character's actions.

With this new structure, you've created a clear separation of concerns, where TerminalGame manages the game state, Level manages the level-specific components, and ParallaxBackground is responsible for rendering the parallax background layers. This adheres to modern React best practices and keeps your code organized and modular.


User at 2:28 pm, Jun 9, 2024

I am trying to fill out the getParallaxLayers

   const getParallaxLayers = (level: number): ParallaxLayer[] => [
   [{ src: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png', scale: 1, movementRate: 1 },
   { src: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png', scale: 0.8, movementRate: 0.6 },
   { src: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png', scale: 0.6, movementRate: 0.4 }],
   [{
    foregroundSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/foreground.png',
    backgroundSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/back-buildings.png',
    farBackgroundSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/far-buildings.png',
   }],

Codeium at 2:29 pm, Jun 9, 2024

It looks like you're trying to set up an array of ParallaxLayer[] for different levels, but the structure of the arrays you've provided is inconsistent. The first array contains objects with src, scale, and movementRate properties, which aligns with the ParallaxLayer interface I suggested earlier. However, the second array contains objects with foregroundSrc, backgroundSrc, and farBackgroundSrc, which is different.

To maintain consistency, let's define the ParallaxLayer interface and update the getParallaxLayers function to return an array of ParallaxLayer[] that matches the interface for each level:

// Define the ParallaxLayer interface
interface ParallaxLayer {
  imageSrc: string;
  scale: number;
  movementRate: number;
}

// Function to get parallax layers based on the level
const getParallaxLayers = (level: number): ParallaxLayer[][] => {
  const layers: ParallaxLayer[][] = {
    1: [ // Level 1 layers
      { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png', scale: 1, movementRate: 1 },
      { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png', scale: 0.8, movementRate: 0.6 },
      { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png', scale: 0.6, movementRate: 0.4 },
    ],
    2: [ // Level 2 layers
      { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/foreground.png', scale: 1, movementRate: 1 },
      { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/back-buildings.png', scale: 0.8, movementRate: 0.6 },
      { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/far-buildings.png', scale: 0.6, movementRate: 0.4 },
    ],
    // Add more levels as needed
  };

  return layers[level] || layers[1]; // Default to level 1 if the specified level doesn't exist
};

Now, getParallaxLayers returns an array of ParallaxLayer objects for each level. You can add more levels by adding more entries to the layers object, ensuring each level's array contains ParallaxLayer objects with imageSrc, scale, and movementRate properties.

The Level component will then use this function to obtain the correct array of layers for the current level and pass it to the ParallaxBackground component.


User at 2:33 pm, Jun 9, 2024

I am getting this error:

Type '{ 1: { imageSrc: string; scale: number; movementRate: number; }[]; 2: { imageSrc: string; scale: number; movementRate: number; }[]; }' is missing the following properties from type 'ParallaxLayer[][]': length, pop, push, concat, and 29 more.ts(2740)

Codeium at 2:33 pm, Jun 9, 2024

The error is due to a misunderstanding in the type of the layers object. TypeScript is expecting ParallaxLayer[][] which is an array of arrays of ParallaxLayer. However, you're providing an object with numeric keys where each key corresponds to an array of ParallaxLayer.

To fix this error, you could change the structure to use an array of arrays directly, or you could define a type for the layers object. Here's how you can define it using an array of arrays:

const getParallaxLayers = (level: number): ParallaxLayer[][] => {
  const layers: ParallaxLayer[][] = [
    // Level 1 layers
    [
      { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png', scale: 1, movementRate: 1 },
      { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png', scale: 0.8, movementRate: 0.6 },
      { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png', scale: 0.6, movementRate: 0.4 },
    ],
    // Level 2 layers
    [
      { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/foreground.png', scale: 1, movementRate: 1 },
      { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/back-buildings.png', scale: 0.8, movementRate: 0.6 },
      { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/far-buildings.png', scale: 0.6, movementRate: 0.4 },
    ],
    // Add more levels as needed
  ];

  // Ensure the level index is within bounds, defaulting to level 1 if out of bounds
  const levelIndex = level - 1; // Adjust for zero-based index
  return layers[levelIndex] || layers[0];
};

In this implementation, layers is an array where each index corresponds to a level, and it contains an array of ParallaxLayer. This matches the expected type of ParallaxLayer[][]. When you call getParallaxLayers(level), it returns the array of ParallaxLayer for the given level, defaulting to the first level's layers if the index is out of bounds.

This should resolve the TypeScript error, and your getParallaxLayers function should now work as expected.


User at 2:45 pm, Jun 9, 2024

I think, then, we want:

 const getParallaxLayers = (level: number): ParallaxLayer[] => {

since it is returning only one of the arrays.

getParallaxLayers is not used in the Level.tsx and it is not exported. I think I may have left something out somewhere.

// Level.tsx
import React from 'react';
import ParallaxBackground, { ParallaxLayer } from './ParallaxBackground';

interface ILevelProps {
 level: number;
 backgroundOffsetX: number;
 canvasWidth: number;
 canvasHeight: number;
}

export const Level: React.FC<ILevelProps> = ({ level, backgroundOffsetX, canvasWidth, canvasHeight }) => {
 // Function to get parallax layers based on the level
 const getParallaxLayers = (level: number): ParallaxLayer[] => {
  const layers: ParallaxLayer[][] = [
   // Level 1 layers
   [
    { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png', scale: 1, movementRate: 1 },
    { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png', scale: 0.8, movementRate: 0.6 },
    { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png', scale: 0.6, movementRate: 0.4 },
   ],
   // Level 2 layers
   [
    { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/foreground.png', scale: 1, movementRate: 1 },
    { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/back-buildings.png', scale: 0.8, movementRate: 0.6 },
    { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/far-buildings.png', scale: 0.6, movementRate: 0.4 },
   ],
   // Add more levels as needed
  ];

  // Ensure the level index is within bounds, defaulting to level 1 if out of bounds
  const levelIndex = level - 1; // Adjust for zero-based index
  return layers[levelIndex] || layers[0];
 };

};

Codeium at 2:45 pm, Jun 9, 2024

You're correct, the getParallaxLayers function in Level.tsx should return a single array of ParallaxLayer corresponding to the specified level. The signature of the function is correct as ParallaxLayer[], and the function is correctly implemented within the Level component.

However, you need to use the getParallaxLayers function to pass the layers to the ParallaxBackground component. Here's how you can integrate it within your Level component:

// Level.tsx
import React from 'react';
import ParallaxBackground, { ParallaxLayer } from './ParallaxBackground';

interface ILevelProps {
  level: number;
  backgroundOffsetX: number;
  canvasWidth: number;
  canvasHeight: number;
}

export const Level: React.FC<ILevelProps> = ({ level, backgroundOffsetX, canvasWidth, canvasHeight }) => {
  // Function to get parallax layers based on the level
  const getParallaxLayers = (level: number): ParallaxLayer[] => {
    const layers: ParallaxLayer[][] = [
      // Level 1 layers
      [
        { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png', scale: 1, movementRate: 1 },
        { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png', scale: 0.8, movementRate: 0.6 },
        { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png', scale: 0.6, movementRate: 0.4 },
      ],
      // Level 2 layers
      [
        { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/foreground.png', scale: 1, movementRate: 1 },
        { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/back-buildings.png', scale: 0.8, movementRate: 0.6 },
        { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/far-buildings.png', scale: 0.6, movementRate: 0.4 },
      ],
      // Add more levels as needed
    ];

    // Ensure the level index is within bounds, defaulting to level 1 if out of bounds
    const levelIndex = level - 1; // Adjust for zero-based index
    return layers[levelIndex] || layers[0];
  };

  // Use getParallaxLayers to get the layers for the current level
  const layers = getParallaxLayers(level);

  return (
    <>
      <ParallaxBackground layers={layers} offset={backgroundOffsetX} canvasWidth={canvasWidth} canvasHeight={canvasHeight} />
      {/* Render your characters and other level elements here */}
    </>
  );
};

Now, within the Level component's JSX, you're using the getParallaxLayers function to obtain the correct layers for the current level, and passing them as props to the ParallaxBackground component.

If you want to make getParallaxLayers reusable and accessible from other components, you can move it outside of the Level component and export it:

// Possibly in a separate file, e.g., getParallaxLayers.ts
export const getParallaxLayers = (level: number): ParallaxLayer[] => {
  // ... same as above
};

Then, you can import and use this function in your Level component:

// Level.tsx
import React from 'react';
import ParallaxBackground from './ParallaxBackground';
import { getParallaxLayers } from './getParallaxLayers'; // Assuming you moved the function to this file

// ... rest of the Level component

This approach allows you to maintain separation of concerns and makes getParallaxLayers accessible to other parts of your application if needed.


User at 2:59 pm, Jun 9, 2024

I think there is a complication:

The "levels" canvas is rendering in a new canvas, not the one that the character animations are drawn in.

I am guessing that means we have to pass a reference to the canvasRef to the <Level> component?


Codeium at 3:00 pm, Jun 9, 2024

Yes, that's correct. Since the character animations are being drawn on the same canvas as the parallax backgrounds, you need to ensure that they share the same canvas context. To do this, you can pass the canvasRef from the TerminalGame component to the Level component, which in turn would pass it to the ParallaxBackground component.

Here's how you can modify the components to share the same canvas reference:

In TerminalGame.tsx, pass the canvasRef to the Level component:

// TerminalGame.tsx

render() {
  // ...
  return (
    <Level
      level={this.state.currentLevel}
      backgroundOffsetX={this.state.backgroundOffsetX}
      canvasWidth={this.props.canvasWidth}
      canvasHeight={this.props.canvasHeight}
      canvasRef={this.canvasRef} // Pass the canvasRef here
    />
    // ...
  );
}

In Level.tsx, receive the canvasRef and pass it to the ParallaxBackground component:

// Level.tsx

interface ILevelProps {
  level: number;
  backgroundOffsetX: number;
  canvasWidth: number;
  canvasHeight: number;
  canvasRef: React.RefObject<HTMLCanvasElement>; // Add this prop for the canvas reference
}

export const Level: React.FC<ILevelProps> = ({ level, backgroundOffsetX, canvasWidth, canvasHeight, canvasRef }) => {
  // ...
  return (
    <>
      <ParallaxBackground
        layers={layers}
        offset={backgroundOffsetX}
        canvasWidth={canvasWidth}
        canvasHeight={canvasHeight}
        canvasRef={canvasRef} // Pass the canvasRef here
      />
      {/* Render your characters and other level elements here, using the same canvasRef */}
    </>
  );
};

Finally, in ParallaxBackground.tsx, use the passed canvasRef instead of creating a new one:

// ParallaxBackground.tsx

interface ParallaxBackgroundProps {
  layers: ParallaxLayer[];
  offset: number;
  canvasWidth: number;
  canvasHeight: number;
  canvasRef: React.RefObject<HTMLCanvasElement>; // Use the passed canvasRef
}

const ParallaxBackground: React.FC<ParallaxBackgroundProps> = ({ layers, offset, canvasWidth, canvasHeight, canvasRef }) => {
  // Remove the useRef line since we're using the passed canvasRef now

  useEffect(() => {
    const canvas = canvasRef.current; // Use the passed canvasRef
    const context = canvas?.getContext('2d');
    if (context) {
      // Your drawing logic using context
    }
  }, [layers, offset, canvasRef]); // Include canvasRef in the dependency array

  // No need to return a <canvas> element here since it's provided by the parent component
};

export default ParallaxBackground;

By passing the canvasRef through the components, you ensure that all drawing operations for the game (both characters and backgrounds) occur on the same canvas, which is necessary for proper layering and rendering of the game's visuals.


User at 3:10 pm, Jun 9, 2024

Ok, now I think I need to do something in TerminalGame to get the images to show up:

 updateCharacterAndBackground() {
  const canvasCenterX = this.props.canvasWidth * this.heroXPercent;
  const characterReachThreshold = canvasCenterX; // Character stays in the middle

  if (!this.hero) return;
  // Get the current horizontal movement from the hero's currentAction state
  const heroDx = this.hero.getCurrentAction().dx / 4; // Assuming this.state.heroAction.dx exists

  // Update character position as usual
  const newHeroPositionX = canvasCenterX;

  // Check if the hero reaches the threshold

  if (newHeroPositionX >= characterReachThreshold) {
   this.isInScrollMode = true;
   // Stop the hero's horizontal movement at the threshold
   this.setState({ heroPosition: { ...this.state.heroPosition, leftX: characterReachThreshold } });

   // Update the background position
   this.updateBackgroundPosition(this.state.backgroundOffsetX + heroDx);
   if (this.zombie4) this.zombie4.position.leftX -= heroDx;
  } else {
   // Update the hero's position normally
   this.setState({ heroPosition: { ...this.state.heroPosition, leftX: newHeroPositionX } });
  }

  // Update zombie positions relative to the backgroundOffsetX
  // Assuming you have a method to update zombies
  // this.updateZombiesPosition();
 }

Codeium at 3:10 pm, Jun 9, 2024

To integrate the updateCharacterAndBackground logic with the new Level component and ensure the images show up, you'll need to handle the following:

  1. Update the background offset state (this.state.backgroundOffsetX) based on the hero's movement.
  2. Pass the updated background offset to the Level component to render the background images with the correct parallax effect.
  3. Ensure that the canvas context is being used to draw both the background and the characters.

Here's a high-level summary of what you might need to do:

  1. Update Background Offset State: Modify updateCharacterAndBackground to update the backgroundOffsetX state properly.

  2. Pass Background Offset to Level: Pass this.state.backgroundOffsetX to the Level component as a prop.

  3. Draw Characters: Continue to use the canvas context to draw the characters in the TerminalGame component.

Here's how the updated code might look like:

// TerminalGame.tsx

class TerminalGame extends React.Component<Props, State> {
  canvasRef = React.createRef<HTMLCanvasElement>();

  // Existing logic...

  updateCharacterAndBackground() {
    const canvasCenterX = this.props.canvasWidth * this.heroXPercent;
    const characterReachThreshold = canvasCenterX;
    
    if (!this.hero) return;
    const heroDx = this.hero.getCurrentAction().dx / 4;

    let newBackgroundOffsetX = this.state.backgroundOffsetX;

    // Update character position as usual
    const newHeroPositionX = canvasCenterX;

    // Check if the hero reaches the threshold
    if (newHeroPositionX >= characterReachThreshold) {
      this.isInScrollMode = true;

      // Update the background offset
      newBackgroundOffsetX += heroDx;

      this.setState({
        heroPosition: { ...this.state.heroPosition, leftX: characterReachThreshold },
        backgroundOffsetX: newBackgroundOffsetX, // Update background offset state
      });

      if (this.zombie4) this.zombie4.position.leftX -= heroDx;
    } else {
      this.setState({ heroPosition: { ...this.state.heroPosition, leftX: newHeroPositionX } });
    }

    // Update zombie positions relative to the backgroundOffsetX
    // Assuming you have a method to update zombies
    // this.updateZombiesPosition();
  }

  // Existing logic...

  render() {
    return (
      <>
        <canvas ref={this.canvasRef} width={this.props.canvasWidth} height={this.props.canvasHeight} />
        <Level
          level={this.state.currentLevel}
          backgroundOffsetX={this.state.backgroundOffsetX}
          canvasWidth={this.props.canvasWidth}
          canvasHeight={this.props.canvasHeight}
          canvasRef={this.canvasRef}
        />
        {/* Draw your characters using the canvasRef */}
      </>
    );
  }
}

export default TerminalGame;

Make sure to call updateCharacterAndBackground within your game loop or an appropriate lifecycle method such as componentDidUpdate to continuously update the state based on the hero's movement.

The Level component, as previously described, will receive the backgroundOffsetX prop and use it to render the parallax background layers accordingly. The canvas context for drawing the characters will remain the same, shared with the Level component through the canvasRef prop.


User at 3:39 pm, Jun 9, 2024

I have not implemented this yet:

 const drawParallaxLayer = (context: CanvasRenderingContext2D, layer: ParallaxLayer) => {
  const { imageSrc, scale, movementRate } = layer;
  const image = new Image();
  image.src = imageSrc;

  // Wait for the image to load before drawing
  image.onload = () => {
   const x = -offset * movementRate;
   // Implement the scaling and drawing logic here
   // ...
  };
 };

How do I do that?


Codeium at 3:39 pm, Jun 9, 2024

The drawParallaxLayer function should handle the drawing of each parallax layer onto the canvas. You'll need to implement the logic to scale the image and position it based on the movementRate. Here's an example of how you might implement this function:

const drawParallaxLayer = (context: CanvasRenderingContext2D, layer: ParallaxLayer, offset: number, canvasWidth: number, canvasHeight: number) => {
  const { imageSrc, scale, movementRate } = layer;
  const image = new Image();
  image.src = imageSrc;

  // Wait for the image to load before drawing
  image.onload = () => {
    // Calculate the horizontal position based on the movement rate
    const x = -offset * movementRate;
    
    // Calculate the scaled dimensions of the image
    const scaledWidth = image.width * scale;
    const scaledHeight = image.height * scale;

    // Calculate how many times to draw the image to fill the canvas width
    const numImages = Math.ceil(canvasWidth / scaledWidth);

    // Draw the image as many times as needed to create the parallax effect
    for (let i = 0; i <= numImages; i++) {
      context.drawImage(
        image,
        x + i * scaledWidth % canvasWidth, // X position (looping the image)
        canvasHeight - scaledHeight,       // Y position (align to bottom)
        scaledWidth,                      // Scaled width
        scaledHeight                      // Scaled height
      );
    }
  };

  // If the image is already loaded (e.g., cached), draw it immediately
  if (image.complete) {
    const x = -offset * movementRate;
    const scaledWidth = image.width * scale;
    const scaledHeight = image.height * scale;
    const numImages = Math.ceil(canvasWidth / scaledWidth);
    for (let i = 0; i <= numImages; i++) {
      context.drawImage(
        image,
        x + i * scaledWidth % canvasWidth,
        canvasHeight - scaledHeight,
        scaledWidth,
        scaledHeight
      );
    }
  }
};

This implementation assumes that the image should be looped horizontally to fill the entire canvas width. It scales the image according to the scale factor and adjusts its horizontal position (x) based on the movementRate and the offset.

To use this function within your ParallaxBackground component, you'd call it for each layer in the useEffect hook:

// ParallaxBackground.tsx

const ParallaxBackground: React.FC<ParallaxBackgroundProps> = ({ layers, offset, canvasWidth, canvasHeight, canvasRef }) => {
  useEffect(() => {
    const canvas = canvasRef.current;
    const context = canvas?.getContext('2d');
    if (context) {
      // Clear the canvas before drawing the new frame
      context.clearRect(0, 0, canvasWidth, canvasHeight);

      // Draw each layer
      layers.forEach(layer => drawParallaxLayer(context, layer, offset, canvasWidth, canvasHeight));
    }
  }, [layers, offset, canvasWidth, canvasHeight, canvasRef]);

  // The canvas is rendered by the parent component (TerminalGame)
  return null;
};

export default ParallaxBackground;

Note that the canvas element itself is not returned by ParallaxBackground because it's already being rendered by the TerminalGame component. The ParallaxBackground component's sole responsibility is to manage the drawing of the parallax layers on the provided canvas.


User at 4:33 pm, Jun 9, 2024

It looks like this is being called very often.

 const getParallaxLayers = (level: number): ParallaxLayer[] => {
  const layers: ParallaxLayer[][] = [
   // Level 1 layers
   [
    { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png', scale: 0.8, movementRate: 0.4 },
    { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png', scale: 0.6, movementRate: 0.6 },
    { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png', scale: 0.5, movementRate: 1 },
   ],
   // Level 2 layers
   [
    { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/far-buildings.png', scale: 0.6, movementRate: 0.4 },
    { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/back-buildings.png', scale: 0.8, movementRate: 0.6 },
    { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/foreground.png', scale: 1, movementRate: 1 },
   ],
   // Add more levels as needed
  ];

  // console.log('getParallaxLayers called with level:', level);
  // Ensure the level index is within bounds, defaulting to level 1 if out of bounds
  const levelIndex = level - 1; // Adjust for zero-based index
  return layers[levelIndex] || layers[0];
 };

I think it might be causing performance issues like a flicker.


Codeium at 4:34 pm, Jun 9, 2024

If getParallaxLayers is being called frequently, such as in a render method or an effect hook without proper dependencies, it can lead to performance issues. To resolve this, you should ensure that this function is called only when necessary. Here are some steps to improve performance:

  1. Memoize the Layers: Use React.useMemo to memoize the layers so that they are only recalculated when the level changes.

  2. Optimize Image Loading: Instead of creating new Image objects on every draw call, preload the images and draw them from the preloaded instances.

Here's how you might implement these improvements:

Memoize the Layers

In Level.tsx, memoize the result of getParallaxLayers:

export const Level: React.FC<ILevelProps> = ({ level, backgroundOffsetX, canvasWidth, canvasHeight, canvasRef }) => {
  const layers = React.useMemo(() => getParallaxLayers(level), [level]);
  // ...
};

Optimize Image Loading

Create a custom hook to preload images and only update when the layers change:

const usePreloadedImages = (layers: ParallaxLayer[]) => {
  const [images, setImages] = React.useState<HTMLImageElement[]>([]);

  React.useEffect(() => {
    const preloadedImages: HTMLImageElement[] = [];
    let imagesLoaded = 0;

    const handleImageLoad = () => {
      imagesLoaded += 1;
      if (imagesLoaded === layers.length) {
        setImages(preloadedImages);
      }
    };

    layers.forEach(layer => {
      const image = new Image();
      image.onload = handleImageLoad;
      image.src = layer.imageSrc;
      preloadedImages.push(image);
    });

    // Set images directly if they are cached and loaded immediately
    if (preloadedImages.every(img => img.complete)) {
      setImages(preloadedImages);
    }
  }, [layers]); // Only run when layers change

  return images;
};

In ParallaxBackground.tsx, use this hook and draw from preloaded images:

const ParallaxBackground: React.FC<ParallaxBackgroundProps> = ({ layers, offset, canvasWidth, canvasHeight, canvasRef }) => {
  const preloadedImages = usePreloadedImages(layers);

  // ... (rest of your component)

  useEffect(() => {
    const canvas = canvasRef.current;
    const context = canvas?.getContext('2d');
    if (context && preloadedImages.length === layers.length) {
      context.clearRect(0, 0, canvasWidth, canvasHeight);
      layers.forEach((layer, index) => {
        drawParallaxLayer(context, layer, preloadedImages[index], offset, canvasWidth, canvasHeight);
      });
    }
  }, [preloadedImages, layers, offset, canvasWidth, canvasHeight, canvasRef]);

  // The canvas is rendered by the parent component (TerminalGame)
  return null;
};

// Update drawParallaxLayer to accept a preloaded image instead of creating a new one
const drawParallaxLayer = (
  context: CanvasRenderingContext2D,
  layer: ParallaxLayer,
  image: HTMLImageElement,
  offset: number,
  canvasWidth: number,
  canvasHeight: number
) => {
  // ... (your existing drawing logic, but using the preloaded `image` instead of creating a new Image)
};

With these optimizations, the getParallaxLayers function and image loading will only be triggered when the level changes, which should help reduce flickering and improve performance.


User at 4:39 pm, Jun 9, 2024

Your "Memoize the Layers" code declares const layers again:

Cannot redeclare block-scoped variable 'layers'.ts(2451)
 Error(TS2451)  | 
Cannot redeclare block-scoped variable layers .

What is the simplest way to fix that?


Codeium at 4:39 pm, Jun 9, 2024

Apologies for the oversight. The redeclaration error happens because layers is already declared in the Level component. The simplest fix is to remove the redundant const layers declaration from the useMemo call and instead use that memoized value directly in your component.

Here is the corrected snippet for the Level component with proper memoization:

export const Level: React.FC<ILevelProps> = ({ level, backgroundOffsetX, canvasWidth, canvasHeight, canvasRef }) => {
  // Memoize the layers to prevent unnecessary recalculations
  const layers = React.useMemo(() => {
    // Define getParallaxLayers inside useMemo to capture the `level` variable
    const getParallaxLayers = (level: number): ParallaxLayer[] => {
      const layers: ParallaxLayer[][] = [
        // Level 1 layers
        [
          // ... Level 1 definitions
        ],
        // Level 2 layers
        [
          // ... Level 2 definitions
        ],
        // Add more levels as needed
      ];

      // Ensure the level index is within bounds, defaulting to level 1 if out of bounds
      const levelIndex = level - 1; // Adjust for zero-based index
      return layers[levelIndex] || layers[0];
    };

    return getParallaxLayers(level);
  }, [level]);

  // ... rest of the component
};

With this change, getParallaxLayers is defined inside the useMemo hook, and the memoized result is stored in the layers constant. This ensures that layers is only recalculated when the level prop changes. The rest of the Level component remains the same, and you continue to pass layers to the ParallaxBackground component as a prop.


User at 4:44 pm, Jun 9, 2024

That is better. There doesn't seem to be flicker.

However, the Zombie leaves a smear of the Zombie image as it moves across the canvas., and the background doesn't move when the Hero runs.


Codeium at 4:45 pm, Jun 9, 2024

The "smearing" effect of the Zombie character likely occurs because the canvas is not being cleared before each new frame is drawn. The background not moving could be due to the backgroundOffsetX not being updated or applied properly. Here are the steps to resolve these issues:

Clearing the Canvas

Ensure that the canvas is cleared at the beginning of each frame update. This is typically done in the game loop or wherever you handle your rendering logic.

const context = canvasRef.current.getContext('2d');
if (context) {
  context.clearRect(0, 0, canvasRef.current.width, canvasRef.current.height);
  // ... draw your frame
}

Updating the Background Position

Make sure backgroundOffsetX is updated appropriately when the Hero moves. If backgroundOffsetX is not changing, the background won't move. Check the logic in updateCharacterAndBackground to ensure it updates backgroundOffsetX when the Hero reaches the threshold.

Applying backgroundOffsetX to the Background Layers

Ensure that the backgroundOffsetX is being used to calculate the position of each parallax layer within the drawParallaxLayer function. If backgroundOffsetX is not taken into account, the background will not scroll.

Example Implementation

Here's an example of how the drawing logic inside the ParallaxBackground component should look, taking the backgroundOffsetX into account:

// ParallaxBackground.tsx

const ParallaxBackground: React.FC<ParallaxBackgroundProps> = ({ layers, offset, canvasWidth, canvasHeight, canvasRef }) => {
  const drawFrame = () => {
    const canvas = canvasRef.current;
    const context = canvas?.getContext('2d');
    if (context) {
      context.clearRect(0, 0, canvasWidth, canvasHeight);
      layers.forEach(layer => {
        drawParallaxLayer(context, layer, offset, canvasWidth, canvasHeight);
      });
      // Draw your characters here after the background
      // For example:
      // drawZombie(context, zombieState);
      // drawHero(context, heroState);
    }
  };

  // Call drawFrame whenever you need to update the game state
  // For example, using requestAnimationFrame in a game loop
  useEffect(() => {
    const animationFrame = requestAnimationFrame(drawFrame);
    return () => cancelAnimationFrame(animationFrame);
  }, [layers, offset, canvasWidth, canvasHeight, canvasRef]);

  // The canvas is rendered by the parent component (TerminalGame)
  return null;
};

Make sure that drawFrame is called repeatedly, like in a game loop, usually done with requestAnimationFrame. The useEffect hook with requestAnimationFrame ensures that drawFrame is called before the browser repaints, which typically happens at about 60 times per second.

By clearing the canvas and using the updated backgroundOffsetX for drawing your layers and characters, you should no longer see the smearing effect, and the background should move as expected when the Hero runs.


User at 5:40 pm, Jun 9, 2024

I am not sure how to implement drawParallaxLayer in ``TerminalGame. I think it must go in startAnimationLoop` or `updatecharacterAndBackground`.


Codeium at 5:41 pm, Jun 9, 2024

The drawParallaxLayer function should be called from within the animation loop of your game to draw the background. It should be done before drawing the characters to ensure that the characters are rendered on top of the background.

It's generally best to separate concerns: updateCharacterAndBackground should handle updating the game state (positions, actions, etc.), while the drawing should be done in the startAnimationLoop method.

Here's how you might incorporate drawParallaxLayer into startAnimationLoop in TerminalGame:

startAnimationLoop() {
  const loop = (timestamp: number) => {
    if (!this.gameTime) {
      this.gameTime = timestamp; // Initialize gameTime on the first animation frame
    }

    const elapsedTime = timestamp - this.gameTime;
    this.gameTime = timestamp; // Update gameTime for the next frame

    const context = this.canvasRef.current.getContext('2d');
    if (context) {
      context.clearRect(0, 0, context.canvas.width, context.canvas.height);

      // Update the game state, such as character positions and background offset
      this.updateCharacterAndBackground();

      // Draw the parallax background layers
      this.props.layers.forEach(layer => {
        drawParallaxLayer(context, layer, this.state.backgroundOffsetX, this.props.canvasWidth, this.props.canvasHeight);
      });

      // Draw characters and other game elements
      // This could be a separate function like `this.drawCharacters(context)`

      // TODO: Draw your Zombie and Hero here
      // if (this.zombie4) this.drawZombie(context, this.zombie4);
      // if (this.hero) this.drawHero(context, this.hero);
    }

    // Continue the loop
    requestAnimationFrame(this.startAnimationloop);
  };

  // Start the loop
  requestAnimationFrame(loop);
}

Make sure drawParallaxLayer is implemented in such a way that it uses the context from the canvas reference and this.state.backgroundOffsetX to calculate the position of the background layers. Also, ensure that props.layers contains the correct information about the background layers.

The drawParallaxLayer function will need access to the ParallaxLayer type and the drawParallaxLayer implementation, which you may need to import or define within the TerminalGame module.

Keep in mind that the code snippet provided is a simplification and you will need to integrate it with your existing game loop logic and state management. Additionally, you should ensure that drawParallaxLayer does not create new Image objects on each call; instead, use preloaded images for performance reasons, as discussed previously.


User at 5:47 pm, Jun 9, 2024

I don't the the layers are being passed in to TerminalGame as props at this point.


Codeium at 5:47 pm, Jun 9, 2024

If layers are not being passed as props, you will need to define them within TerminalGame or obtain them from another source. Since TerminalGame is responsible for rendering the game, it would make sense to have the layers information available there.

Given that layers are specific to levels, you could retrieve them using the getParallaxLayers function based on the current level of the game. You may also consider storing the preloaded images for these layers in the state if they are not changing frequently.

Here's a potential approach to include layers within TerminalGame:

class TerminalGame extends React.Component<Props, State> {
  canvasRef = React.createRef<HTMLCanvasElement>();
  // ...

  startAnimationLoop() {
    const loop = (timestamp: number) => {
      // ... existing loop code

      const context = this.canvasRef.current.getContext('2d');
      if (context) {
        context.clearRect(0, 0, context.canvas.width, context.canvas.height);

        // Get the parallax layers for the current level
        const layers = getParallaxLayers(this.state.currentLevel);

        // Draw the parallax background layers
        layers.forEach(layer => {
          drawParallaxLayer(context, layer, this.state.backgroundOffsetX, this.props.canvasWidth, this.props.canvasHeight);
        });

        // ... draw characters and other game elements
      }

      // Continue the loop
      requestAnimationFrame(this.startAnimationLoop);
    };

    // Start the loop
    requestAnimationFrame(loop);
  }

  // ...
}

Make sure getParallaxLayers is available in the TerminalGame context, which means you might need to import it or move its definition to an appropriate place. Additionally, ensure that the drawParallaxLayer function is optimized to use preloaded images, as creating new Image objects on each call can be very inefficient and lead to performance issues.

Lastly, if your game has multiple levels and you expect the background layers to change, you should manage the layer data and the preloaded images accordingly, updating them only when the level changes.

Remember that you will also need to pass the layers to the Level component if it's responsible for handling background rendering. If that's the case, layers could be part of the state in TerminalGame, and you would pass them down to Level as props.


User at 5:54 pm, Jun 9, 2024

Should I export drawParallaxLayer? Or should it be static?


Codeium at 5:54 pm, Jun 9, 2024

If the drawParallaxLayer function is specific to the ParallaxBackground component and not used elsewhere, you don't necessarily need to export it. Keeping it as a private helper function within the same module can be perfectly fine. However, if you need to use this function in other components, like TerminalGame, then you would need to export it.

Regarding whether it should be static, in React and functional programming in general, you typically don't use static methods in the same way you might in class-based object-oriented programming. Instead, you export functions that are not tied to any particular instance of a component.

Here's how you could handle both cases:

Private Helper Function in ParallaxBackground.tsx

Keep the function in ParallaxBackground.tsx without exporting it if it's only used there.

// ParallaxBackground.tsx
const drawParallaxLayer = (
  context: CanvasRenderingContext2D,
  layer: ParallaxLayer,
  offset: number,
  canvasWidth: number,
  canvasHeight: number
) => {
  // Drawing logic...
};

// No export needed if the function is only used within this module.

Exported Function for Use in Other Components

If you want to use the function in TerminalGame or other components, you should export it.

// ParallaxBackground.tsx
export const drawParallaxLayer = (
  context: CanvasRenderingContext2D,
  layer: ParallaxLayer,
  offset: number,
  canvasWidth: number,
  canvasHeight: number
) => {
  // Drawing logic...
};

// Now it's exported and can be imported in TerminalGame.tsx

And then you would import it in TerminalGame.tsx like so:

// TerminalGame.tsx
import { drawParallaxLayer } from './ParallaxBackground';

// Use drawParallaxLayer as needed...

Choose the approach that best fits your project structure and the reusability requirements of the drawParallaxLayer function. If you find that you're using the function in multiple places and it doesn't rely on any internal state of ParallaxBackground, then exporting it is the way to go. This allows you to maintain the DRY (Don't Repeat Yourself) principle by having a single source of truth for the drawing logic of your parallax layers.


User at 6:02 pm, Jun 9, 2024

The code you posted earlier implies that drawParallaxLayers be exported and that there should be an additional function getParallaxLayers

        // Get the parallax layers for the current level
        const layers = getParallaxLayers(this.state.currentLevel);

        // Draw the parallax background layers
        layers.forEach(layer => {
          drawParallaxLayer(context, layer, this.state.backgroundOffsetX, this.props.canvasWidth, this.props.canvasHeight);
        });

You said I could store the layers in the state if they are not changing often. I would like to do that.


Codeium at 6:02 pm, Jun 9, 2024

Storing the parallax layers in the state of TerminalGame is a good strategy if they don't change often, as it will prevent unnecessary recalculations of the layers array. Here's how you can do that:

  1. Initialize the layers in the state of TerminalGame when the component mounts or when the level changes.
  2. Update the drawParallaxLayer calls to use the layers from the state.
  3. Ensure that getParallaxLayers and drawParallaxLayer are accessible by TerminalGame either by importing them or defining them in the same file.

Here's an example of how to modify TerminalGame:

import React from 'react';
import { drawParallaxLayer } from './ParallaxBackground'; // Assuming drawParallaxLayer is exported
import { getParallaxLayers } from './someModule'; // Assuming getParallaxLayers is exported and implemented correctly

class TerminalGame extends React.Component<Props, State> {
  canvasRef = React.createRef<HTMLCanvasElement>();
  state = {
    // ...other state properties
    layers: [],
  };

  componentDidMount() {
    this.setParallaxLayers();
  }

  componentDidUpdate(prevProps: Props, prevState: State) {
    // Check if the level has changed, and update layers if it has
    if (this.state.currentLevel !== prevState.currentLevel) {
      this.setParallaxLayers();
    }
  }

  setParallaxLayers() {
    const layers = getParallaxLayers(this.state.currentLevel);
    this.setState({ layers });
  }

  startAnimationLoop() {
    const loop = (timestamp: number) => {
      // ...existing loop code

      const context = this.canvasRef.current.getContext('2d');
      if (context) {
        context.clearRect(0, 0, context.canvas.width, context.canvas.height);

        // Draw the parallax background layers using layers from state
        this.state.layers.forEach(layer => {
          drawParallaxLayer(context, layer, this.state.backgroundOffsetX, this.props.canvasWidth, this.props.canvasHeight);
        });

        // ... draw characters and other game elements
      }

      // Continue the loop
      requestAnimationFrame(this.startAnimationLoop);
    };

    // Start the loop
    requestAnimationFrame(loop);
  }

  // ...
}

export default TerminalGame;

In the example above, getParallaxLayers is called in setParallaxLayers, which is invoked during componentDidMount and whenever the current level changes, as detected in componentDidUpdate. This updates the layers state only when necessary.

Please note that drawParallaxLayer and getParallaxLayers need to be imported from their respective modules if they are not defined in the same file as TerminalGame. Also, ensure that getParallaxLayers is implemented to return the correct layers for the given level.

By managing the layers in the state, you minimize the number of operations performed, which can lead to better performance and a smoother experience.


User at 6:05 pm, Jun 9, 2024

You recommended using a getParallaxLayers function, but provided no information on where to create such a function.

How would I do that?


Codeium at 6:05 pm, Jun 9, 2024

The getParallaxLayers function should return an array of ParallaxLayer objects based on the current level. If the layers data is static, it can be defined outside of your components, perhaps in a separate utility file or directly within the TerminalGame file if it's not used elsewhere.

Here's an example of how you could define getParallaxLayers in a separate file named parallaxLayers.ts:

// parallaxLayers.ts
import { ParallaxLayer } from './ParallaxBackground';

// Define all your layers for each level
const layersData: ParallaxLayer[][] = [
  // Level 1 layers
  [
    { imageSrc: '/path/to/level1/foreground.png', scale: 1, movementRate: 1 },
    { imageSrc: '/path/to/level1/midground.png', scale: 0.8, movementRate: 0.6 },
    { imageSrc: '/path/to/level1/background.png', scale: 0.6, movementRate: 0.3 },
    // ... other layers for level 1
  ],
  // Level 2 layers
  [
    { imageSrc: '/path/to/level2/foreground.png', scale: 1, movementRate: 1 },
    { imageSrc: '/path/to/level2/midground.png', scale: 0.8, movementRate: 0.6 },
    { imageSrc: '/path/to/level2/background.png', scale: 0.6, movementRate: 0.3 },
    // ... other layers for level 2
  ],
  // ... more levels
];

export const getParallaxLayers = (level: number): ParallaxLayer[] => {
  // Ensure the level is within the bounds of the layersData array
  const levelIndex = Math.max(0, Math.min(level - 1, layersData.length - 1));
  return layersData[levelIndex];
};

Then, in your TerminalGame component, you can import and use this function:

// TerminalGame.tsx
import { getParallaxLayers } from './parallaxLayers';
// ... other imports

class TerminalGame extends React.Component<Props, State> {
  // ... existing code

  componentDidMount() {
    this.setParallaxLayers();
  }

  componentDidUpdate(prevProps: Props, prevState: State) {
    if (this.state.currentLevel !== prevState.currentLevel) {
      this.setParallaxLayers();
    }
  }

  setParallaxLayers() {
    const layers = getParallaxLayers(this.state.currentLevel);
    this.setState({ layers });
  }

  // ... rest of the component
}

By structuring your code this way, you maintain a clean separation of concerns. The getParallaxLayers function is solely responsible for providing the correct layers based on the level, while TerminalGame manages the game state and rendering logic.


User at 6:09 pm, Jun 9, 2024

Oh, I think I see it in Levels.tsx

Is this the one? I have it exporting now.

export const getParallaxLayers = (level: number): IParallaxLayer[] => {
 const layers: IParallaxLayer[][] = [
  // Level 1 layers
  [
   { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0002_far-buildings.png', scale: 0.8, movementRate: 0.4 },
   { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0001_buildings.png', scale: 0.6, movementRate: 0.6 },
   { imageSrc: '/images/parallax-industrial-pack/parallax-industrial-pack/layers/skill-desc_0000_foreground.png', scale: 0.5, movementRate: 1 },
  ],
  // Level 2 layers
  [
   { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/far-buildings.png', scale: 0.6, movementRate: 0.4 },
   { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/back-buildings.png', scale: 0.8, movementRate: 0.6 },
   { imageSrc: '/images/cyberpunk-street-files/cyberpunk-street-files/PNG/layers/foreground.png', scale: 1, movementRate: 1 },
  ],
  // Add more levels as needed
 ];

 // console.log('getParallaxLayers called with level:', level);
 // Ensure the level index is within bounds, defaulting to level 1 if out of bounds
 const levelIndex = level - 1; // Adjust for zero-based index
 return layers[levelIndex] || layers[0];
};

Codeium at 6:09 pm, Jun 9, 2024

Yes, that looks like the getParallaxLayers function from your Level.tsx file that you mentioned earlier. Since it's already defined there and now you've exported it, you can import getParallaxLayers in your TerminalGame component to use it.

Here's how you might import and use it in your TerminalGame component:

// TerminalGame.tsx
import React from 'react';
import { getParallaxLayers } from './Level'; // Adjust the import path as necessary

class TerminalGame extends React.Component<Props, State> {
  // ... other methods and lifecycle hooks

  componentDidMount() {
    this.setParallaxLayers();
  }

  componentDidUpdate(prevProps: Props, prevState: State) {
    if (this.state.currentLevel !== prevState.currentLevel) {
      this.setParallaxLayers();
    }
  }

  setParallaxLayers() {
    const layers = getParallaxLayers(this.state.currentLevel);
    this.setState({ layers });
  }

  // ... rest of the component
}

export default TerminalGame;

Now, whenever the level changes in the TerminalGame component's state, the getParallaxLayers function will be called, and the layers for the current level will be stored in the state. You can then use those layers within your rendering logic to draw the parallax background.

Remember that if getParallaxLayers is being imported from a different place than Level.tsx, you'll need to adjust the import path accordingly.


User at 6:31 pm, Jun 9, 2024

I am trying everything I know in startAnimationLoop but the Zombie image still smears and the Hero doesn't cause the background ot move.

 startAnimationLoop(context: CanvasRenderingContext2D) {
  const loop = (timestamp: number) => {
   if (!this.gameTime) {
    this.gameTime = timestamp; // Initialize gameTime on the first animation frame
   }

   this.gameTime = timestamp; // Update gameTime for the next frame

   context.clearRect(0, 0, context.canvas.width, context.canvas.height);

   this.updateCharacterAndBackground();
   // Get the parallax layers for the current level

   const layers = this.state.layers;
   // context.clearRect(0, 0, context.canvas.width, context.canvas.height);
   // Draw the parallax background layers
   context.save();
   layers.forEach(layer => {
    drawParallaxLayer(context, layer, this.state.backgroundOffsetX, this.props.canvasWidth, this.props.canvasHeight);
   });
   context.restore();

   if (this.state.isPhraseComplete) {
    this.drawScrollingText(context);
   }
   // Reset globalAlpha if other drawings should not be affected
   context.globalAlpha = 1.0;

   if (this.drawHero) {
    this.drawHero(this.state.heroPosition);
   }
   if (this.drawZombie4) {
    this.drawZombie4(this.state.zombie4Position);
   }

   // Save the request ID to be able to cancel it
   this.animationFrameIndex = requestAnimationFrame(loop);
   this.checkProximityAndSetAction();
  };

  // Start the animation loop
  this.animationFrameIndex = requestAnimationFrame(loop);
 }

Codeium at 6:31 pm, Jun 9, 2024

The smearing issue with the Zombie image likely persists because the position of the Zombie is not being updated correctly within the animation loop, or the image is not being cleared from its previous position before being redrawn.

The background not moving when the Hero runs might be due to the backgroundOffsetX state not being updated properly when the Hero moves, or the drawParallaxLayer function not utilizing the backgroundOffsetX correctly.

Here are a few things to review and check:

  1. Make sure updateCharacterAndBackground updates the backgroundOffsetX correctly when the Hero moves.

  2. Check that the drawZombie4 function clears the previous image of the Zombie before drawing it in the new position.

  3. Ensure that drawParallaxLayer uses the backgroundOffsetX to calculate the position of the layers correctly.

  4. Ensure requestAnimationFrame is called with the correct instance of the loop function. If startAnimationLoop is an instance method, you should bind it to the correct this context or use an arrow function to preserve this.

Here's a revised version of your startAnimationLoop method with points to consider. Make sure to include any missing parts:

startAnimationLoop(context: CanvasRenderingContext2D) {
  const loop = (timestamp: number) => {
    if (!this.gameTime) {
      this.gameTime = timestamp; // Initialize gameTime on the first animation frame
    }

    this.gameTime = timestamp; // Update gameTime for the next frame

    context.clearRect(0, 0, context.canvas.width, context.canvas.height);

    // Update game state, including characters and background position
    this.updateCharacterAndBackground();

    // Draw the parallax background layers using the updated offset
    const layers = this.state.layers;
    layers.forEach(layer => {
      drawParallaxLayer(context, layer, this.state.backgroundOffsetX, this.props.canvasWidth, this.props.canvasHeight);
    });

    // Draw hero and zombie
    if (this.state.heroPosition) {
      this.drawHero(context, this.state.heroPosition); // Make sure drawHero is correctly implemented
    }
    if (this.state.zombie4Position) {
      this.drawZombie4(context, this.state.zombie4Position); // Make sure drawZombie4 is correctly implemented
    }

    // Additional drawing logic...
    // ...

    // Save the request ID and continue the loop
    this.animationFrameIndex = requestAnimationFrame(loop);
  };

  // Start the animation loop
  this.animationFrameIndex = requestAnimationFrame(loop);
}

In the drawZombie4 and drawHero functions, make sure that you're using context.clearRect or drawing a background over the previous position of the characters to prevent smearing. For example:

drawZombie4(context: CanvasRenderingContext2D, position: ZombiePosition) {
  // Clear the previous position of the Zombie
  context.clearRect(position.prevX, position.prevY, zombieWidth, zombieHeight);

  // Draw the Zombie at the new position
  // ...
}

Remember to update the prevX and prevY properties to the current position after drawing the Zombie so that you can clear it properly in the next frame.

Also, double-check that the drawParallaxLayer function is correctly adjusting the position of the background layers based on backgroundOffsetX. If backgroundOffsetX is not changing or not being applied, the background will not move as expected.

Lastly, ensure that this.checkProximityAndSetAction() is correctly handling the interaction between the Hero and the Zombie. If the Hero or Zombie positions are not updated correctly, it could also lead to rendering issues.

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