doodle/level/types.go

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Go
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package level
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import (
"encoding/json"
"fmt"
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/render"
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)
// Level is the container format for Doodle map drawings.
type Level struct {
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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Version int `json:"version"` // File format version spec.
GameVersion string `json:"gameVersion"` // Game version that created the level.
Title string `json:"title"`
Author string `json:"author"`
Password string `json:"passwd"`
Locked bool `json:"locked"`
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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// Chunked pixel data.
Chunker *Chunker `json:"chunks"`
// XXX: deprecated?
Width int32 `json:"w"`
Height int32 `json:"h"`
// The Palette holds the unique "colors" used in this map file, and their
// properties (solid, fire, slippery, etc.)
Palette *Palette `json:"palette"`
// Pixels is a 2D array indexed by [X][Y]. The cell values are indexes into
// the Palette.
Pixels []*Pixel `json:"pixels"`
}
// New creates a blank level object with all its members initialized.
func New() *Level {
return &Level{
Version: 1,
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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Chunker: NewChunker(balance.ChunkSize),
Pixels: []*Pixel{},
Palette: &Palette{},
}
}
// Pixel associates a coordinate with a palette index.
type Pixel struct {
X int32 `json:"x"`
Y int32 `json:"y"`
PaletteIndex int32 `json:"p"`
// Private runtime values.
Palette *Palette `json:"-"` // pointer to its palette, TODO: needed?
Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
}
func (p Pixel) String() string {
return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
}
Implement Chunk System for Pixel Data Starts the implementation of the chunk-based pixel storage system for levels and drawings. Previously the levels had a Pixels structure which was just an array of X,Y and palette index triplets. The new chunk system divides the map up into square chunks, and lets each chunk manage its own memory layout. The "MapAccessor" layout is implemented first which is a map of X,Y coordinates to their Swatches (pointer to an index of the palette). When serialized the MapAccessor maps the "X,Y": "index" similarly to the old Pixels array. The object hierarchy for the chunk system is like: * Chunker: the manager of the chunks who keeps track of the ChunkSize and a map of "chunk coordinates" to the chunk in charge of it. * Chunk: a part of the drawing ChunkSize length square. A chunk has a Type (of how it stores its data, 0 being a map[Point]Swatch and 1 being a [][]Swatch 2D array), and the chunk has an Accessor which implements the underlying type. * Accessor: an interface for a Chunk to provide access to its pixels. * MapAccessor: a "sparse map" of coordinates to their Swatches. * GridAccessor: TBD, will be a "dense" 2D grid of Swatches. The JSON files are loaded in two passes: 1. The chunks only load their swatch indexes from disk. 2. With the palette also loaded, the chunks are "inflated" and linked to their swatch pointers. Misc changes: * The `level.Canvas` UI widget switches from the old Grid data type to being able to directly use a `level.Chunker` * The Chunker is a shared data type between the on-disk level format and the actual renderer (level.Canvas), so saving the level is easy because you can just pull the Chunker out from the canvas. * ChunkSize is stored inside the level file and the default value is at balance/numbers.go: 1000
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// Point returns the pixel's point.
func (p Pixel) Point() render.Point {
return render.Point{
X: p.X,
Y: p.Y,
}
}
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// MarshalJSON serializes a Pixel compactly as a simple list.
func (p Pixel) MarshalJSON() ([]byte, error) {
return []byte(fmt.Sprintf(
`[%d, %d, %d]`,
p.X, p.Y, p.PaletteIndex,
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)), nil
}
// UnmarshalJSON loads a Pixel from JSON again.
func (p *Pixel) UnmarshalJSON(text []byte) error {
var triplet []int32
err := json.Unmarshal(text, &triplet)
if err != nil {
return err
}
p.X = triplet[0]
p.Y = triplet[1]
if len(triplet) > 2 {
p.PaletteIndex = triplet[2]
}
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return nil
}