Ich versuche ein Rogue wie Dungeon Crawler Spiel in reagieren zu implementieren, rendere ich die Karte vor der Komponente einmal montiert und ich render später das Level mit LevelRender() -Funktion, aber mein Zustand kehrt zu seinem ursprünglichen Wert zurück, der durch die Funktion componentWillMount() gesetzt wird.Debugging zeigt, dass der Zustand durch die Funktion levelRender() verändert wird, aber am Ende kehrt er in den ursprünglichen Zustand zurück, was meiner Meinung nach nicht passieren sollte Ich weiß, dass mein Code ein bisschen lang ist, aber ich vermute, dass das Problem darin liegt, wie ich componentWillMount() und levelRender() aufrufen kann.state in react ist zurück auf den ursprünglichen Wert
In dem Spiel, braune Box ist das Portal, das den levelRender auslösen sollte, wenn es von Spieler, der rote Box ist, überfahren wird.
hier ist Link zu meinen codepen, mit den Pfeiltasten zu bewegen :)
const Map = React.createClass({
getInitialState() {
return {
width: 40,
height: 50,
wallRender: 0,
gameLevel: 0,
Probabilities: {
levelA: [3, 5, 2],
levelB: [3.5, 3, 3.5],
levelC: [8, 1, 1]
}
}
},
componentWillMount() {
document.addEventListener("keydown", this.handleKeyDown, false);
var map = [];
var rooms = [];
var render = [];
var level = this.state.gameLevel;
//use rot.js to generate map
var w = this.state.width,
h = this.state.height;
var objects = ["e", "h", "w"];
var probability;
var enemies = [];
var weapon = [];
var health = []
if (level == 0) {
probability = this.state.Probabilities.levelA;
} else if (level == 1) {
probability = this.state.Probabilities.levelB;
} else {
probability = this.state.Probabilities.levelC;
}
// var map = new ROT.Map.Digger();
var data = {};
var rotMap = new ROT.Map.Rogue(w, h);
var display = new ROT.Display({ width: w, height: h, fontSize: 6 });
rotMap.create(function (x, y, type) {
data[x + "," + y] = type;
display.DEBUG(x, y, type);
})
map = rotMap.map;
var rooms = rotMap.rooms;
// console.log(map);
// console.log(rooms)
var playerPosition = [rooms[0][0].x + 1, rooms[0][0].y + 1];
var portalPosition = [rooms[2][2].x + 2, rooms[2][2].y + 2];
// console.log(playerPosition)
map[playerPosition[0]][playerPosition[1]] = "p";
map[portalPosition[0]][portalPosition[1]] = "*";
var pp = playerPosition;
//
// set up enemies and health
rooms.map(function (rooms) {
rooms.map(function (room) {
var rx = room.x; var ry = room.y;
var noe = Math.floor(Math.random() * ((1 + 2) - 2 + 1)) + 2;
for (var i = 0; i < noe; i++) {
// generate enemy postions
var ex = Math.floor(Math.random() * ((room.width + rx) - rx + 1)) + rx;
var ey = Math.floor(Math.random() * ((room.height + ry) - ry + 1)) + ry;
if ((ex >= rx && ex < room.width + rx) && (ey >= ry && ey < room.height + ry)) {
var totalProbability = eval(probability.join("+"));//get total weight (in this case, 10)
var weighedObjects = new Array();//new array to hold "weighted" fruits
var currentObject = 0;
while (currentObject < objects.length) {
for (i = 0; i < probability[currentObject]; i++)
weighedObjects[weighedObjects.length] = objects[currentObject]
currentObject++
}
var randomnumber = Math.floor(Math.random() * totalProbability)
var x = weighedObjects[randomnumber];
if (x == 'e') {
map[ex][ey] = "e";
var stats = {
loc: ex + " " + ey,
health: 50,
damage: 20
}
enemies.push(stats)
} else if (x == 'h') {
map[ex][ey] = "h";
var stats = {
loc: ex + " " + ey,
boost: 80
}
health.push(stats)
} else if (x == 'w') {
map[ex][ey] = "w";
var stats = {
loc: ex + " " + ey,
damageBoost: 40
}
weapon.push(stats)
}
// console.log(ex + " " + ey + " " + (room.width + rx) + " " + (room.height + ry))
}
}
})
})
// place enemy
// console.log(enemies);
// console.log(health);
// console.log(weapon)
// setup field of view
var fov = this.setFov(pp)
this.setState({
gameState: map,
gameRooms: rooms,
playerPosition: playerPosition,
playerHealth: 50,
playerDamage: 5,
portalPosition: portalPosition,
fov: fov,
enemies: enemies,
health: health,
weapon: weapon
});
},
levelRender(){
console.log("level rendered")
var map = [];
var rooms = [];
var render = [];
var level=this.state.gameLevel;
//use rot.js to generate map
var w = this.state.width,
h = this.state.height;
var objects = ["e", "h", "w"];
var probability;
var enemies = [];
var weapon = [];
var health = []
if (level == 0) {
probability = this.state.Probabilities.levelA;
} else if (level == 1) {
probability = this.state.Probabilities.levelB;
} else {
probability = this.state.Probabilities.levelC;
}
// var map = new ROT.Map.Digger();
var data = {};
var rotMap = new ROT.Map.Rogue(w, h);
var display = new ROT.Display({ width: w, height: h, fontSize: 6 });
rotMap.create(function (x, y, type) {
data[x + "," + y] = type;
display.DEBUG(x, y, type);
})
map = rotMap.map;
var rooms = rotMap.rooms;
var playerPosition = [rooms[0][0].x + 1, rooms[0][0].y + 1];
if(level==0 || level ==1){
var portalPosition = [rooms[2][2].x + 2, rooms[2][2].y + 2];
map[portalPosition[0]][portalPosition[1]] = "*";
}else{
var bossPosition = [rooms[2][2].x + 2, rooms[2][2].y + 2];
map[portalPosition[0]][portalPosition[1]] = "boss";
}
map[playerPosition[0]][playerPosition[1]] = "p";
var pp = playerPosition;
//
// set up enemies and health
rooms.map(function (rooms) {
rooms.map(function (room) {
var rx = room.x; var ry = room.y;
var noe = Math.floor(Math.random() * ((1 + 2) - 2 + 1)) + 2;
for (var i = 0; i < noe; i++) {
// generate enemy postions
var ex = Math.floor(Math.random() * ((room.width + rx) - rx + 1)) + rx;
var ey = Math.floor(Math.random() * ((room.height + ry) - ry + 1)) + ry;
if ((ex >= rx && ex < room.width + rx) && (ey >= ry && ey < room.height + ry)) {
var totalProbability = eval(probability.join("+"));//get total weight (in this case, 10)
var weighedObjects = new Array();//new array to hold "weighted" fruits
var currentObject = 0;
while (currentObject < objects.length) {
for (i = 0; i < probability[currentObject]; i++)
weighedObjects[weighedObjects.length] = objects[currentObject]
currentObject++
}
var randomnumber = Math.floor(Math.random() * totalProbability)
var x = weighedObjects[randomnumber];
if (x == 'e') {
map[ex][ey] = "e";
var stats = {
loc: ex + " " + ey,
health: 50,
damage: 20
}
enemies.push(stats)
} else if (x == 'h') {
map[ex][ey] = "h";
var stats = {
loc: ex + " " + ey,
boost: 80
}
health.push(stats)
} else if (x == 'w') {
map[ex][ey] = "w";
var stats = {
loc: ex + " " + ey,
damageBoost: 40
}
weapon.push(stats)
}
// console.log(ex + " " + ey + " " + (room.width + rx) + " " + (room.height + ry))
}
}
})
})
// setup field of view
var fov = this.setFov(pp)
console.log(this.state.gameState)
this.setState({
gameState: map,
gameRooms: rooms,
playerPosition: playerPosition,
bossPosition:bossPosition,
portalPosition: portalPosition,
fov: fov,
enemies: enemies,
health: health,
weapon: weapon
});
console.log(this.state.gameState)
},
setFov(playerPos) {
var pp = playerPos;
var fov = [];
var x = pp[0]; var y = pp[1];
fov.push(x - 2 + "," + (y - 1)); fov.push(x - 2 + "," + y); fov.push(x - 2 + "," + (y + 1));
fov.push(x - 1 + "," + (y - 2)); fov.push(x - 1 + "," + (y - 1)); fov.push(x - 1 + "," + y); fov.push(x - 1 + "," + (y + 1)); fov.push(x - 1 + "," + (y + 2));
fov.push(x + "," + (y - 2)); fov.push(x + "," + (y - 1)); fov.push(x + "," + y); fov.push(x + "," + (y + 1)); fov.push(x + "," + (y + 2));
fov.push(x + 1 + "," + (y - 2)); fov.push(x + 1 + "," + (y - 1)); fov.push(x + 1 + "," + y); fov.push(x + 1 + "," + (y + 1)); fov.push(x + 1 + "," + (y + 2));
fov.push(x + 2 + "," + (y - 1)); fov.push(x + 2 + "," + y); fov.push(x + 2 + "," + (y + 1));
fov.push(x - 3 + "," + y); fov.push(x + 3 + "," + y); fov.push(x + "," + (y - 3)); fov.push(x + "," + (y + 3))
return fov;
},
handleKeyDown(e) {
// left arrow
var playerLoc = this.state.playerPosition;
if (e.keyCode == 37) {
var map = this.state.gameState;
var playerPos = this.state.playerPosition;
var x = playerPos[0], y = playerPos[1];
// console.log(map)
// console.log(playerPos)
if (map[(x)][(y - 1)] == 0 || map[(x)][(y - 1)] == "w" || map[(x)][(y - 1)] == "h" || map[(x)][(y - 1)] == "*") {
if (map[(x)][(y - 1)] == "*") {
var level = this.state.gameLevel + 1;
this.setState({
gameLevel:level
})
this.levelRender();
}
if (map[(x)][(y - 1)] == "h") {
var health = this.state.playerHealth + 30;
this.setState({
playerHealth: health
})
}
if (map[(x)][(y - 1)] == "w") {
var damage = this.state.playerDamage + 20;
this.setState({
playerDamage: damage
})
}
map[x][y] = 0;
map[(x)][(y - 1)] = "p";
playerPos[0] = x
playerPos[1] = y - 1;
}
// change fov
var pp = playerPos;
var fov = this.setFov(pp)
this.setState({
gameState: map,
playerPosition: playerPos,
fov: fov
})
}
// up arrow
if (e.keyCode == 38) {
var map = this.state.gameState;
var playerPos = this.state.playerPosition;
var x = playerPos[0], y = playerPos[1];
// console.log(map)
// console.log(playerPos)
if (map[(x - 1)][(y)] == 0 || map[(x - 1)][(y)] == "w" || map[(x - 1)][(y)] == "h") {
// update player health and damage
if (map[(x - 1)][(y)] == "h") {
var health = this.state.playerHealth + 30;
this.setState({
playerHealth: health
})
}
if (map[(x - 1)][(y)] == "w") {
var damage = this.state.playerDamage + 20;
this.setState({
playerDamage: damage
})
}
map[x][y] = 0;
map[(x - 1)][(y)] = "p";
playerPos[0] = x - 1
playerPos[1] = y;
}
// console.log(map)
// console.log(playerPos)
// change fov
var pp = playerPos;
var fov = this.setFov(pp)
this.setState({
gameState: map,
playerPosition: playerPos,
fov: fov
})
}
// right arrow
if (e.keyCode == 39) {
var map = this.state.gameState;
var playerPos = this.state.playerPosition;
var x = playerPos[0], y = playerPos[1];
// console.log(map)
// console.log(playerPos)
if (map[(x)][(y + 1)] == 0 || map[(x)][(y + 1)] == "w" || map[(x)][(y + 1)] == "h") {
// update player health and damage
if (map[(x)][(y + 1)] == "h") {
var health = this.state.playerHealth + 30;
this.setState({
playerHealth: health
})
}
if (map[(x)][(y + 1)] == "w") {
var damage = this.state.playerDamage + 20;
this.setState({
playerDamage: damage
})
}
map[x][y] = 0;
map[(x)][(y + 1)] = "p";
playerPos[0] = x
playerPos[1] = y + 1;;
}
//console.log(map)
//console.log(playerPos)
// change fov
var pp = playerPos;
var fov = this.setFov(pp)
this.setState({
gameState: map,
playerPosition: playerPos,
fov: fov
})
}
// down arrow
if (e.keyCode == 40) {
var map = this.state.gameState;
var playerPos = this.state.playerPosition;
var x = playerPos[0], y = playerPos[1];
if (map[(x + 1)][(y)] == 0 || map[(x + 1)][(y)] == "w" || map[(x + 1)][(y)] == "h") {
// update player health and damage
if (map[(x + 1)][(y)] == "h") {
var health = this.state.playerHealth + 30;
this.setState({
playerHealth: health
})
}
if (map[(x + 1)][(y)] == "w") {
var damage = this.state.playerDamage + 20;
this.setState({
playerDamage: damage
})
}
map[x][y] = 0;
map[(x + 1)][(y)] = "p";
playerPos[0] = x + 1
playerPos[1] = y;
}
// console.log(map)
// console.log(playerPos)
// change fov
var pp = playerPos;
var fov = this.setFov(pp)
this.setState({
gameState: map,
playerPosition: playerPos,
fov: fov
})
}
},
render() {
// rendering map
var map = this.state.gameState;
var fov = this.state.fov;
if(this.state.gameLevel==1){
console.log(map)
}
var render = [];
for (var i = 0; i < this.state.width; i++) {
var dummy = [];
for (var j = 0; j < this.state.height; j++) {
var arena = { background: "white", color: "white" };
var wallColor = "grey";
var wall = { background: wallColor, color: wallColor, border: "2px solid black" };
var enemy = { background: "blue", color: "blue" };
var player = { background: "red", color: "red" };
var health = { background: "green", color: "green" }
var weapon = { background: "orange", color: "orange" }
var portal = { background: "brown", color: "brown" }
var boss ={background:"yellow",color:"yellow"}
// check if cell is in fov
var val = i + "," + j;
if (map[i][j] == 0) {
// implement field of view
var x = arena;
// if (fov.includes(val)) {
// x.visibility = "visible";
// console.log(val)
// } else {
// x.visibility = "hidden";
// }
dummy.push(<td style={x}>00;</td>);
} else if (map[i][j] == "p") {
dummy.push(<td style={player}>00;</td>);
} else if (map[i][j] == "e") {
var x = enemy;
// if (fov.includes(val)) {
// x.visibility = "visible";
// } else {
// x.visibility = "hidden";
// }
dummy.push(<td border={5} style={enemy}>00;</td>);
} else if (map[i][j] == "h") {
var x = health;
// if (fov.includes(val)) {
// x.visibility = "visible";
// } else {
// x.visibility = "hidden";
// }
dummy.push(<td style={health}>00;</td>);
} else if (map[i][j] == "*") {
var x = portal;
// if (fov.includes(val)) {
// x.visibility = "visible";
// } else {
// x.visibility = "hidden";
// }
dummy.push(<td style={portal}>00;</td>);
}
else if (map[i][j] == "w") {
var x = weapon;
// if (fov.includes(val)) {
// x.visibility = "visible";
// } else {
// x.visibility = "hidden";
// }
dummy.push(<td style={weapon}>00;</td>);
}else if (map[i][j] == "boss") {
var x = boss;
// if (fov.includes(val)) {
// x.visibility = "visible";
// } else {
// x.visibility = "hidden";
// }
dummy.push(<td style={boss}>00;</td>);
}
else {
var x = wall;
// if (fov.includes(val)) {
// x.visibility = "visible";
// // console.log(val)
// } else {
// x.visibility = "hidden";
// }
// generate random hue of colors
dummy.push(<td style={wall}>00;</td>);
}
}
render.push(<tr>{dummy}</tr>);
}
return (
<div>
<div id="info">
<span id="health">Health:{this.state.playerHealth} </span>
<span id="damage">Damage:{this.state.playerDamage} </span>
<span id="message">{this.state.playerMessage}</span>
</div>
<div id="gameArea" tabIndex="0" >
<table align="right">
{render}
</table>
</div>
</div>
)
}
})
ReactDOM.render(<Map />, document.getElementById("app"));
Sie sollten setState nicht über componentWillMount aufrufen. Lesen Sie die Dokumentation (https://reactjs.org/docs/react-component.html#componentwillmount). Ich denke, Sie versuchen, zu einem Zeitpunkt, an dem die Komponenten das nicht erwarten, Zustandsänderungen zu generieren. –
yeah, Sie haben Recht, akzeptierte Antwort löste mein Problem, ich versuchte Code mit componentDidMount() zu aktualisieren, aber es wird nicht aufgerufen, rate ich muss Refactor code.T –