
zustand-game-patterns
Zustand state management patterns optimized for games including persistence, undo/redo, time-travel debugging, subscriptions, and performance optimization. Use when designing game state architecture, implementing save/load, optimizing re-renders, or debugging state issues. Triggers on requests involving Zustand stores, game state management, state persistence, or React performance in games.
Zustand state management patterns optimized for games including persistence, undo/redo, time-travel debugging, subscriptions, and performance optimization. Use when designing game state architecture, implementing save/load, optimizing re-renders, or debugging state issues. Triggers on requests involving Zustand stores, game state management, state persistence, or React performance in games.
Zustand Game Patterns
Production-ready patterns for managing complex game state with Zustand.
Store Architecture
Modular Store Pattern
Split large game state into focused slices:
// stores/slices/timeSlice.ts
import { StateCreator } from 'zustand';
import { GameState } from '../types';
export interface TimeSlice {
time: GameTime;
advancePhase: () => void;
setDay: (day: number) => void;
}
export const createTimeSlice: StateCreator<
GameState,
[['zustand/immer', never]],
[],
TimeSlice
> = (set) => ({
time: { season: 1, day: 1, phase: 'morning' },
advancePhase: () => set((state) => {
const phases = ['morning', 'action', 'resolution', 'night'];
const idx = phases.indexOf(state.time.phase);
state.time.phase = phases[(idx + 1) % 4];
if (idx === 3) state.time.day = Math.min(state.time.day + 1, 42);
}),
setDay: (day) => set((state) => {
state.time.day = Math.max(1, Math.min(day, 42));
}),
});
Combining Slices
// stores/gameStore.ts
import { create } from 'zustand';
import { immer } from 'zustand/middleware/immer';
import { subscribeWithSelector } from 'zustand/middleware';
import { createTimeSlice, TimeSlice } from './slices/timeSlice';
import { createResourceSlice, ResourceSlice } from './slices/resourceSlice';
import { createHexSlice, HexSlice } from './slices/hexSlice';
type GameState = TimeSlice & ResourceSlice & HexSlice;
export const useGameStore = create<GameState>()(
subscribeWithSelector(
immer((...args) => ({
...createTimeSlice(...args),
...createResourceSlice(...args),
...createHexSlice(...args),
}))
)
);
Persistence
Local Storage Save/Load
import { persist, createJSONStorage } from 'zustand/middleware';
export const useGameStore = create<GameState>()(
persist(
subscribeWithSelector(
immer((set, get) => ({
// ... state and actions
}))
),
{
name: 'game-save',
storage: createJSONStorage(() => localStorage),
// Only persist specific fields
partialize: (state) => ({
time: state.time,
resources: state.resources,
score: state.score,
// Exclude transient state like selectedHex
}),
// Handle version migrations
version: 1,
migrate: (persisted, version) => {
if (version === 0) {
// Migration from v0 to v1
return { ...persisted, newField: 'default' };
}
return persisted;
},
}
)
);
Multiple Save Slots
interface SaveSlot {
id: string;
name: string;
timestamp: number;
data: Partial<GameState>;
}
const SAVE_SLOTS_KEY = 'game-saves';
export const saveToSlot = (slotId: string, name: string) => {
const state = useGameStore.getState();
const saves = JSON.parse(localStorage.getItem(SAVE_SLOTS_KEY) || '[]');
const saveData: SaveSlot = {
id: slotId,
name,
timestamp: Date.now(),
data: {
time: state.time,
resources: state.resources,
score: state.score,
hexes: Object.fromEntries(state.hexes),
},
};
const idx = saves.findIndex((s: SaveSlot) => s.id === slotId);
if (idx >= 0) saves[idx] = saveData;
else saves.push(saveData);
localStorage.setItem(SAVE_SLOTS_KEY, JSON.stringify(saves));
};
export const loadFromSlot = (slotId: string) => {
const saves = JSON.parse(localStorage.getItem(SAVE_SLOTS_KEY) || '[]');
const slot = saves.find((s: SaveSlot) => s.id === slotId);
if (slot) {
useGameStore.setState({
...slot.data,
hexes: new Map(Object.entries(slot.data.hexes || {})),
});
}
};
Undo/Redo (Time Travel)
import { temporal } from 'zundo';
export const useGameStore = create<GameState>()(
temporal(
immer((set) => ({
// ... state and actions
})),
{
// Limit history size
limit: 50,
// Only track specific changes
partialize: (state) => ({
hexes: state.hexes,
resources: state.resources,
}),
// Equality check to prevent duplicate history
equality: (a, b) => JSON.stringify(a) === JSON.stringify(b),
}
)
);
// Usage
const { undo, redo, pastStates, futureStates } = useGameStore.temporal.getState();
Subscriptions & Side Effects
Subscribe to State Changes
// Subscribe outside React
const unsubscribe = useGameStore.subscribe(
(state) => state.time.phase,
(phase, prevPhase) => {
console.log(`Phase changed: ${prevPhase} → ${phase}`);
// Trigger side effects
if (phase === 'morning') {
useGameStore.getState().spawnTrouble();
}
}
);
// Subscribe to multiple selectors
useGameStore.subscribe(
(state) => ({ day: state.time.day, phase: state.time.phase }),
({ day, phase }) => {
// Analytics tracking
analytics.track('game_progress', { day, phase });
},
{ equalityFn: shallow }
);
React Subscription Hook
import { useEffect } from 'react';
import { useShallow } from 'zustand/react/shallow';
// Optimized selector with shallow comparison
export const useGameTime = () => useGameStore(
useShallow((state) => ({
day: state.time.day,
phase: state.time.phase,
season: state.time.season,
}))
);
// Effect on state change
export const usePhaseEffects = () => {
const phase = useGameStore((s) => s.time.phase);
useEffect(() => {
if (phase === 'resolution') {
// Play resolution animation
playSound('phase_change');
}
}, [phase]);
};
Performance Optimization
Selector Memoization
// ❌ Bad: Creates new object every render
const { time, resources } = useGameStore((state) => ({
time: state.time,
resources: state.resources,
}));
// ✅ Good: Use shallow comparison
import { useShallow } from 'zustand/react/shallow';
const { time, resources } = useGameStore(
useShallow((state) => ({
time: state.time,
resources: state.resources,
}))
);
// ✅ Best: Separate selectors for independent updates
const time = useGameStore((s) => s.time);
const resources = useGameStore((s) => s.resources);
Computed Selectors
// Create memoized selectors for derived state
import { createSelector } from 'reselect';
const selectTroubles = (state: GameState) => state.troubles;
const selectGridSize = (state: GameState) => state.gridSize;
export const selectTroubleCount = createSelector(
[selectTroubles],
(troubles) => Object.keys(troubles).length
);
export const selectTotalTroubleHexes = createSelector(
[selectTroubles],
(troubles) => Object.values(troubles)
.reduce((sum, t) => sum + t.hexCoords.length, 0)
);
// Usage
const troubleCount = useGameStore(selectTroubleCount);
Batched Updates
// Batch multiple state changes
const endDay = () => {
useGameStore.setState((state) => {
// All updates in single render
state.metaPots.activeBets = [];
state.time.phase = 'morning';
state.time.day += 1;
state.resources.stamina = 100;
});
};
Devtools Integration
import { devtools } from 'zustand/middleware';
export const useGameStore = create<GameState>()(
devtools(
subscribeWithSelector(
immer((set) => ({
// ... state and actions
// Named actions for devtools
advancePhase: () => set(
(state) => { /* ... */ },
false,
'time/advancePhase' // Action name in devtools
),
}))
),
{
name: 'GameStore',
enabled: process.env.NODE_ENV === 'development',
}
)
);
Testing Patterns
// Reset store between tests
beforeEach(() => {
useGameStore.setState({
time: { season: 1, day: 1, phase: 'morning' },
resources: { tulipBulbs: 10, coins: 3000, stamina: 100 },
// ... initial state
});
});
// Test actions
test('advancePhase cycles through phases', () => {
const { advancePhase } = useGameStore.getState();
expect(useGameStore.getState().time.phase).toBe('morning');
advancePhase();
expect(useGameStore.getState().time.phase).toBe('action');
advancePhase();
expect(useGameStore.getState().time.phase).toBe('resolution');
});
// Test subscriptions
test('spawns trouble on morning phase', () => {
const spawnTrouble = vi.spyOn(useGameStore.getState(), 'spawnTrouble');
// Advance to morning
useGameStore.setState({ time: { ...initialTime, phase: 'night' } });
useGameStore.getState().advancePhase();
expect(spawnTrouble).toHaveBeenCalled();
});
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