Monday 11 June 2018

Building a retro game with React.js. Part 2 - Screens

Continuing to nibble my way towards the hard parts, I've finished the basic designs of the welcome page, main game page and the paused-game page, including wiring up the key listeners so it all works as expected.

One thing I hadn't thought about was the behaviour of listening to the P key to pause and also resume. The first iteration of the code would flicker madly between the game page and the paused page whenever the P key was pressed - the game loop runs so fast that the app would transition multiple times between the two pages, because the isDown test would simply toggle the state of this.state.paused. I messed around for a while with storing the UNIX time when the key was first pressed, and comparing it to the current time, before realising I really just needed to know what "direction" was being requested, and then waiting for this "request" to finish before completing the transition.
...

debounce = (testCondition, key, newState) => {
  if (testCondition) {
    if (this.keyListener.isDown(key)) {
      // No. They are still holding it
      return true;
    }
    this.setState(newState);
   }
   return false;
};
 
handleKeysWhilePaused = () => {
  if (this.debounce(this.state.pauseRequested, P, {
    pauseRequested: false,
    paused: true
  })) {
    return;
  }

  if (this.debounce(this.state.unpauseRequested,P, {
    unpauseRequested: false,
    paused: false
  })) {
    return;
  }

  if (this.keyListener.isDown(Q)) {
    this.props.onGameExit();
  }

  if (this.keyListener.isDown(P)) {
    this.setState({unpauseRequested: true});
  }
}

handleGameplayKeys = () => {
  if (this.keyListener.isDown(P)) {
    this.setState({pauseRequested: true});
  }
}

update = () => {
  if (this.state.pauseRequested || this.state.paused) {
    this.handleKeysWhilePaused();
  } else {
    this.handleGameplayKeys();
  }
};
...
Effectively I've implemented an isUp(), which is surprisingly not in the react-game-kit library. Oh well, it's all good learning.
Time tracking
I'd estimate the total time spent on the game so far would be 3-4 hours.

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