doodle/pkg/balance/numbers.go

171 lines
5.6 KiB
Go
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package balance
import (
"time"
"git.kirsle.net/go/render"
)
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
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// Format for level and doodad files.
type Format int
const (
FormatJSON Format = iota // v0: plain json files
FormatGZip // v1: gzip compressed json files
FormatZipfile // v2: zip archive with external chunks
)
// Numbers.
var (
// Window dimensions.
Width = 1024
Height = 768
// Title screen height needed for the main menu. Phones in landscape
// mode will switch to the horizontal layout if less than this height.
TitleScreenResponsiveHeight = 600
// Speed to scroll a canvas with arrow keys in Edit Mode.
CanvasScrollSpeed = 8
FollowActorMaxScrollSpeed = 64
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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// Window scrolling behavior in Play Mode.
ScrollboxOffset = render.Point{ // from center of screen
X: 60,
Y: 60,
}
// Player speeds
PlayerMaxVelocity float64 = 7
PlayerJumpVelocity float64 = -23
PlayerAcceleration float64 = 0.04 // 0.12
PlayerFriction float64 = 0.1
SlipperyAcceleration float64 = 0.02
SlipperyFriction float64 = 0.02
Gravity float64 = 7
GravityAcceleration float64 = 0.1
SwimGravity float64 = 3
SwimJumpVelocity float64 = -12
SwimJumpCooldown uint64 = 24 // number of frames of cooldown between swim-jumps
SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
// Number of game ticks to insist the canvas follows the player at the start
// of a level - to overcome Anvils settling into their starting positions so
// they don't steal the camera focus straight away.
Update savegame format, Allow out-of-bounds camera Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
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FollowPlayerFirstTicks uint64 = 20
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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// Default chunk size for canvases.
ChunkSize uint8 = 128
// Default size for a new Doodad.
DoodadSize = 100
// Size of Undo/Redo history for map editor.
UndoHistory = 20
// Options for brush size.
BrushSizeOptions = []int{
0,
1,
2,
4,
8,
16,
24,
32,
48,
64,
}
DefaultEraserBrushSize = 8
MaxEraserBrushSize = 32 // the bigger, the slower
// Default font filename selected for Text Tool in the editor.
// TODO: better centralize font filenames, here and in theme.go
TextToolDefaultFont = SansSerifFont
// Interval for auto-save in the editor
AutoSaveInterval = 5 * time.Minute
// Default player character doodad in Play Mode.
PlayerCharacterDoodad = "boy.doodad"
// Levelpack and level names for the title screen.
Update savegame format, Allow out-of-bounds camera Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
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DemoLevelPack = "assets/levelpacks/builtin-Tutorial.levelpack"
DemoLevelName = []string{
"Tutorial 1.level",
"Tutorial 2.level",
"Tutorial 3.level",
Update savegame format, Allow out-of-bounds camera Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
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"Tutorial 5.level",
}
// Level attachment filename for the custom wallpaper.
// NOTE: due to hard-coded "assets/wallpapers/" prefix in uix/canvas.go#LoadLevel.
CustomWallpaperFilename = "custom.b64img"
CustomWallpaperEmbedPath = "assets/wallpapers/custom.b64img"
// Publishing: Doodads-embedded-within-levels.
EmbeddedDoodadsBasePath = "assets/doodads/"
EmbeddedWallpaperBasePath = "assets/wallpapers/"
// File formats: save new levels and doodads gzip compressed
Zipfiles as File Format for Levels and Doodads Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
2022-04-30 03:34:59 +00:00
DrawingFormat = FormatZipfile
// Zipfile drawings: max size of the LRU cache for loading chunks from
// a zip file. Normally the chunker discards chunks not loaded in a
// recent tick, but when iterating the full level this limits the max
// size of loaded chunks before some will be freed to make room.
// 0 = do not cap the cache.
ChunkerLRUCacheMax = 0
// Play Mode Touchscreen controls.
PlayModeIdleTimeout = 2200 * time.Millisecond
PlayModeAlphaStep = 8 // 0-255 alpha, steps per tick for fade in
PlayModeAlphaMax = 220
// Invulnerability time in seconds at respawn from checkpoint, in case
// enemies are spawn camping.
RespawnGodModeTimer = 3 * time.Second
// GameController thresholds.
GameControllerMouseMoveMax float64 = 20 // Max pixels per tick to simulate mouse movement.
GameControllerScrollMin float64 = 0.3 // Minimum threshold for a right-stick scroll event.
// Limits on the Flood Fill tool so it doesn't run away on us.
FloodToolVoidLimit = 600 // If clicking the void, +- 1000 px limit
FloodToolLimit = 1200 // If clicking a valid color on the level
// Eager render level chunks to images during the load screen.
// Originally chunks rendered to image and SDL texture on-demand, the loadscreen was
// added to eager load (to image) the whole entire level at once (SDL textures were
// still on demand, as they scroll into screen). Control this in-game with
// `boolProp eager-render false` and the loadscreen will go quicker cuz it won't
// load the whole entire level. Maybe useful to explore memory issues.
EagerRenderLevelChunks = true
// Number of chunks margin outside the Canvas Viewport for the LoadingViewport.
LoadingViewportMarginChunks = render.NewPoint(10, 8) // hoz, vert
CanvasLoadUnloadModuloTicks uint64 = 4
CanvasChunkFreeChoppingBlockTicks uint64 = 128 // number of ticks old a chunk is to free it
Update savegame format, Allow out-of-bounds camera Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
2023-03-08 05:55:10 +00:00
// For bounded levels, the game will try and keep actors inside the boundaries. But
// in case e.g. the player is teleported far out of the boundaries (going thru a warp
// door into an interior room "off the map"), allow them to be out of bounds. This
// variable is the tolerance offset - if they are only this far out of bounds, put them
// back in bounds but further out and they're OK.
OutOfBoundsMargin = 40
)
// Edit Mode Values
var (
// Number of Doodads per row in the palette.
UIDoodadsPerRow = 2
Doodad/Actor Runtime Options * Add "Options" support for Doodads: these allow for individual Actor instances on your level to customize properties about the doodad. They're like "Tags" except the player can customize them on a per-actor basis. * Doodad Editor: you can specify the Options in the Doodad Properties window. * Level Editor: when the Actor Tool is selected, on mouse-over of an actor, clicking on the gear icon will open a new "Actor Properties" window which shows metadata (title, author, ID, position) and an Options tab to configure the actor's options. Updates to the scripting API: * Self.Options() returns a list of option names defined on the Doodad. * Self.GetOption(name) returns the value for the named option, or nil if neither the actor nor its doodad have the option defined. The return type will be correctly a string, boolean or integer type. Updates to the doodad command-line tool: * `doodad show` will print the Options on a .doodad file and, when showing a .level file with --actors, prints any customized Options with the actors. * `doodad edit-doodad` adds a --option parameter to define options. Options added to the game's built-in doodads: * Warp Doors: "locked (exit only)" will make it so the door can not be opened by the player, giving the "locked" message (as if it had no linked door), but the player may still exit from the door if sent by another warp door. * Electric Door & Electric Trapdoor: "opened" can make the door be opened by default when the level begins instead of closed. A switch or a button that removes power will close the door as normal. * Colored Doors & Small Key Door: "unlocked" will make the door unlocked at level start, not requiring a key to open it. * Colored Keys & Small Key: "has gravity" will make the key subject to gravity and set its Mobile flag so that if it falls onto a button, it will activate. * Gemstones: they had gravity by default; you can now uncheck "has gravity" to remove their Gravity and IsMobile status. * Gemstone Totems: "has gemstone" will set the totem to its unlocked status by default with the gemstone inserted. No power signal will be emitted; it is cosmetic only. * Fire Region: "name" can let you set a name for the fire region similarly to names for fire pixels: "Watch out for ${name}!" * Invisible Warp Door: "locked (exit only)" added as well.
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// Size of the DoodadButtons on actor canvas mouseover.
UICanvasDoodadButtonSize = 16
// Threshold for "very small doodad" where the buttons take up too big a proportion
// and the doodad can't drag/drop easily.. tiny doodads will show the DoodadButtons
// 50% off the top/right edge.
UICanvasDoodadButtonSpaceNeeded = 20
)