我遇到了react-p5-wrapper
的问题,它在后台运行,尽管我已经在我的react应用程序中切换到另一个路由。
例如,我目前在/game
中,并且控制台正在记录"running draw"
,但是当我切换到/about-us
时,它仍在记录,这意味着它仍在运行绘制函数
这是我的代码在沙箱
App.js
import "./styles.css";
import { Route, Switch, BrowserRouter as Router, Link } from "react-router-dom";
export default function App() {
return (
<div className="App">
<Router>
<Link to="/game">Game</Link> | <Link to="/about-us">About Us</Link>
<Switch>
<Route path="/about-us" component={require("./abtus").default} />
<Route path="/game" component={require("./game").default} />
</Switch>
</Router>
</div>
);
}
game.js
import { useEffect } from "react";
import { ReactP5Wrapper, P5Instance } from "react-p5-wrapper";
// Sound
let pointSound, endSound;
let playEndSound = false;
/**
* @param {P5Instance} p
*/
const sketch = (p) => {
const MAX_SPEED = 15;
const pickDirections = () => {
return ((Math.floor(Math.random() * 3) % 2 === 0 ? 1 : -1) * (Math.floor(Math.random() * 2) + 1));
};
const randomXPos = () => {
return p.random(30, p.width - 30);
};
const ramdomImgIndex = () => {
return Math.floor(Math.random() * imgs.length);
};
const reset = () => {
score = 0;
speed = 2;
falls = [
{
y: -70,
x: randomXPos(),
rotation: 0,
direction: pickDirections(),
imgIndex: ramdomImgIndex()
}
];
};
const rotate_n_draw_image = (image,img_x,img_y,img_width,img_height,img_angle) => {
p.imageMode(p.CENTER);
p.translate(img_x + img_width / 2, img_y + img_width / 2);
p.rotate((Math.PI / 180) * img_angle);
p.image(image, 0, 0, img_width, img_height);
p.rotate((-Math.PI / 180) * img_angle);
p.translate(-(img_x + img_width / 2), -(img_y + img_width / 2));
p.imageMode(p.CORNER);
};
// Images
let imgs = [],
basket = { img: null, width: 150, height: 150 },
imgSize = 50;
let screen = 0,
falls = [
{
y: -70,
x: randomXPos(),
rotation: 0,
direction: pickDirections(),
imgIndex: ramdomImgIndex()
}
],
score = 0,
speed = 2;
const startScreen = () => {
p.background(205, 165, 142);
p.fill(255);
p.textAlign(p.CENTER);
p.text("WELCOME TO MY CATCHING GAME", p.width / 2, p.height / 2);
p.text("click to start", p.width / 2, p.height / 2 + 20);
reset();
};
const gameOn = () => {
p.background(219, 178, 157);
p.textAlign(p.LEFT);
p.text("score = " + score, 30, 20);
falls = falls.map(({ x, y, rotation, direction, imgIndex }) => {
// rotate while dropping
rotation += direction;
// dropping
y += speed;
return { x, y, rotation, direction, imgIndex };
});
falls.forEach(({ x, y, rotation, imgIndex }, i) => {
// when is lower than the border line
if (y > p.height) {
screen = 2;
playEndSound = true;
}
// when reaching the border line and is within the range
if (
y > p.height - 50 &&
x > p.mouseX - basket.width / 2 &&
x < p.mouseX + basket.width / 2
) {
// Play Sound
pointSound.currentTime = 0;
pointSound.play();
// Increase Score
score += 10;
// Increase Speed
if (speed < MAX_SPEED) {
speed += 0.1;
speed = parseFloat(speed.toFixed(2));
}
// Whether add new item into array or not
if (i === falls.length - 1 && falls.length < 3) {
falls.push({
x: randomXPos(),
y: -70 - p.height / 3,
rotation: 0,
direction: pickDirections(),
imgIndex: ramdomImgIndex()
});
}
falls[i].y = -70;
falls[i].x = randomXPos();
falls[i].imgIndex = ramdomImgIndex();
}
rotate_n_draw_image(imgs[imgIndex], x, y, imgSize, imgSize, rotation);
});
p.imageMode(p.CENTER);
p.image(
basket.img,
p.mouseX,
p.height - basket.height / 2,
basket.width,
basket.height
);
};
const endScreen = () => {
if (playEndSound) {
endSound.play();
playEndSound = false;
}
p.background(205, 165, 142);
p.textAlign(p.CENTER);
p.text("GAME OVER", p.width / 2, p.height / 2);
p.text("SCORE = " + score, p.width / 2, p.height / 2 + 20);
p.text("click to play again", p.width / 2, p.height / 2 + 60);
};
p.preload = () => {
// Load Images
imgs[0] = p.loadImage("https://dummyimage.com/400x400");
imgs[1] = p.loadImage("https://dummyimage.com/400x400");
imgs[2] = p.loadImage("https://dummyimage.com/401x401");
basket.img = p.loadImage("https://dummyimage.com/500x500");
};
p.setup = () => {
p.createCanvas(
window.innerWidth > 400 ? 400 : window.innerWidth,
window.innerHeight > 500 ? 500 : window.innerHeight
);
};
p.draw = () => {
console.log("running draw");
switch (screen) {
case 0:
startScreen();
break;
case 1:
gameOn();
break;
case 2:
endScreen();
break;
default:
}
};
p.mousePressed = () => {
if (screen === 0) {
screen = 1;
} else if (screen === 2) {
screen = 0;
}
};
};
const CatchingGmae = () => {
useEffect(() => {
// eslint-disable-next-line
pointSound = new Audio("/game/points.wav");
// eslint-disable-next-line
endSound = new Audio("/game/end.wav");
pointSound.volume = 0.3;
return () => {
pointSound.muted = true;
endSound.muted = true;
};
});
return (
<div className="mx-auto flex justify-center items-center">
<ReactP5Wrapper sketch={sketch} />
</div>
);
};
export default CatchingGame;
当用户切换路由时,是否有办法阻止它在后台运行?
给定你的设置,我可以看到两种方法告诉草图停止时,路由切换和游戏反应组件不再渲染。
Alt 1. 您可以创建类似于react-p5-wrapper的东西文档,对道具的反应:
在CatchingGmae组件:
const [lastRender, setLastRender] = useState(Date.now()); useEffect(() => { const interval = setInterval(() => setLastRender(Date.now()), 100); return () => { clearInterval(interval); }; }, []); return ( <> <div className="mx-auto flex justify-center items-center"> <ReactP5Wrapper sketch={sketch} lastRender={lastRender} />
在素描:
let lastRender = 0; p.updateWithProps = (props) => { lastRender = props.lastRender; }; p.draw = () => { if (!(Date.now() > lastRender + 100)) { console.log("running draw");
Alt 1的问题就是react会无缘无故地频繁地进行计算和重新渲染。
Alt 2. 使用React之外的状态,这是一个非常简单的副作用对于组件,对于要轮询的草图。
添加到CatchingGmae组件:
useEffect(() => { window.noLoop = false; return () => { window.noLoop = true; }; }, []);
在p.draw:
if (window.noLoop) return p.noLoop();
这可以在没有计算的情况下工作,但您可能希望在自己的命名空间或使用其他状态管理器中限定全局范围。