I'm trying to recreate an old flash game in React. The object of the game is to press a button down for a certain length of time.
This is the old game: http://www.zefrank.com/everysecond/index.html
Here is my new React implementation: https://codesandbox.io/s/github/inspectordanno/every_second
I'm running into a problem. When the mouse is released, I calculate the amount of time between when the button was pressed and when it was released, using the Moment.js time library. If the timeDifference
between the onMouseDown
and onMouseUp
event is within the targetTime
, I want the game level
to increase and the targetTime
to increase as well.
I'm implementing this logic in the handleMouseUp
event handler. I'm getting the expected times printed to the screen, but the logic isn't working. In addition, when I console.log()
the times, they are different than the ones being printed to the screen. I'm fairly certain timeHeld
and timeDifference
aren't being updated correctly.
Initially I thought there was a problem with the way I was doing the event handler and I need to use useRef()
or useCallback()
, but after browsing a few other questions I don't understand these well enough to know if I have to use them in this situation. Since I don't need access to the previous state, I don't think I need to use them, right?
The game logic is in this wrapper component:
import React, { useState } from 'react';
import moment from 'moment';
import Button from './Button';
import Level from './Level';
import TargetTime from './TargetTime';
import TimeIndicator from './TimeIndicator';
import Tries from './Tries';
const TimerApp = () => {
const [level, setLevel] = useState(1);
const [targetTime, setTargetTime] = useState(.2);
const [isPressed, setIsPressed] = useState(false);
const [whenPressed, setPressed] = useState(moment());
const [whenReleased, setReleased] = useState(moment());
const [tries, setTries] = useState(3);
const [gameStarted, setGameStarted] = useState(false);
const [gameOver, setGameOver] = useState(false);
const timeHeld = whenReleased.diff(whenPressed) / 1000;
let timeDifference = Math.abs(targetTime - timeHeld);
timeDifference = Math.round(1000 * timeDifference) / 1000; //rounded
const handleMouseDown = () => {
!gameStarted && setGameStarted(true); //initialize game on the first click
setIsPressed(true);
setPressed(moment());
};
const handleMouseUp = () => {
setIsPressed(false);
setReleased(moment());
console.log(timeHeld);
console.log(timeDifference);
if (timeDifference <= .1) {
setLevel(level + 1);
setTargetTime(targetTime + .2);
} else if (timeDifference > .1 && tries >= 1) {
setTries(tries - 1);
}
if (tries === 1) {
setGameOver(true);
}
};
return (
<div>
<Level level={level}/>
<TargetTime targetTime={targetTime} />
<Button handleMouseDown={handleMouseDown} handleMouseUp={handleMouseUp} isGameOver={gameOver} />
<TimeIndicator timeHeld={timeHeld} timeDifference={timeDifference} isPressed={isPressed} gameStarted={gameStarted} />
<Tries tries={tries} />
{gameOver && <h1>Game Over!</h1>}
</div>
)
}
export default TimerApp;
If you want to check the whole app please refer to the sandbox.
If you update some state inside a function, and then try to use that state in the same function, it will not use the updated values. Functions snapshots the values of state when function is called and uses that throughout the function. This was not a case in class component's this.setState
, but this is the case in hooks. this.setState
also doesn't updates the values eagerly, but it can update while in the same function depending on a few things(which I am not qualified enough to explain).
To use updated values you need a ref. Hence use a useRef
hook. [docs]
I have fixed you code you can see it here: https://codesandbox.io/s/everysecond-4uqvv?fontsize=14
It can be written in a better way but that you will have to do yourself.
Adding code in answer too for completion(with some comments to explain stuff, and suggest improvements):
import React, { useRef, useState } from "react";
import moment from "moment";
import Button from "./Button";
import Level from "./Level";
import TargetTime from "./TargetTime";
import TimeIndicator from "./TimeIndicator";
import Tries from "./Tries";
const TimerApp = () => {
const [level, setLevel] = useState(1);
const [targetTime, setTargetTime] = useState(0.2);
const [isPressed, setIsPressed] = useState(false);
const whenPressed = useRef(moment());
const whenReleased = useRef(moment());
const [tries, setTries] = useState(3);
const [gameStarted, setGameStarted] = useState(false);
const [gameOver, setGameOver] = useState(false);
const timeHeld = useRef(null); // make it a ref instead of just a variable
const timeDifference = useRef(null); // make it a ref instead of just a variable
const handleMouseDown = () => {
!gameStarted && setGameStarted(true); //initialize game on the first click
setIsPressed(true);
whenPressed.current = moment();
};
const handleMouseUp = () => {
setIsPressed(false);
whenReleased.current = moment();
timeHeld.current = whenReleased.current.diff(whenPressed.current) / 1000;
timeDifference.current = Math.abs(targetTime - timeHeld.current);
timeDifference.current = Math.round(1000 * timeDifference.current) / 1000; //rounded
console.log(timeHeld.current);
console.log(timeDifference.current);
if (timeDifference.current <= 0.1) {
setLevel(level + 1);
setTargetTime(targetTime + 0.2);
} else if (timeDifference.current > 0.1 && tries >= 1) {
setTries(tries - 1);
// consider using ref for tries as well to get rid of this weird tries === 1 and use tries.current === 0
if (tries === 1) {
setGameOver(true);
}
}
};
return (
<div>
<Level level={level} />
<TargetTime targetTime={targetTime} />
<Button
handleMouseDown={handleMouseDown}
handleMouseUp={handleMouseUp}
isGameOver={gameOver}
/>
<TimeIndicator
timeHeld={timeHeld.current}
timeDifference={timeDifference.current}
isPressed={isPressed}
gameStarted={gameStarted}
/>
<Tries tries={tries} />
{gameOver && <h1>Game Over!</h1>}
</div>
);
};
export default TimerApp;
PS: Don't use unnecessary third party libraries, especially big ones like MomentJs. They increase your bundle size significantly. Use can easily get current timestamp using vanilla js. Date.now()
will give you current unix timestamp, you can subtract two timestamps to get the duration in ms.
Also you have some unnecessary state like gameOver
, you can just check if tries > 0
to decide gameOver.
Similarly instead of targetTime
you can just use level * .2
, no need to additional state.
Also whenReleased
doesn't needs to be a ref or state, it can be just a local variable in mouseup handler.
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