Auto-prune Empty Chunks in Level Files

* Discovered a bug where if you hit the Undo key to erase pixels and an
  entire chunk became empty by it, the chunk would have rendering errors
  and show as a solid black square instead of the level wallpaper
  showing through.
* Chunks that have no pixels in them are culled from the chunker
  immediately when you call a Delete() operation.
* The level file saver also calls a maintenance function to prune all
  empty chunks upon saving the file. So existing levels with broken
  chunks need only be re-saved to fix them.
physics
Noah 2019-07-16 22:10:18 -07:00
parent 6af60f1128
commit 65a811db0d
5 changed files with 32 additions and 6 deletions

View File

@ -4,6 +4,10 @@ function main() {
Self.SetHitbox(22+16, 16, 75-16, 86);
Events.OnCollide(function(e) {
if (!e.Settled) {
return;
}
if (e.InHitbox) {
EndLevel();
}

View File

@ -114,12 +114,6 @@ func (d *Doodle) Run() error {
// Poll for events.
ev, err := d.Engine.Poll()
shmem.Cursor = render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)
if ev.EnterKey.Now {
log.Info("MainLoop sees enter key now")
}
if ev.KeyName.Now != "" {
log.Info("MainLoop sees key %s", ev.KeyName.Now)
}
if err != nil {
log.Error("event poll error: %s", err)
d.running = false

View File

@ -6,6 +6,7 @@ import (
"math"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/pkg/log"
"github.com/vmihailenco/msgpack"
)
@ -224,6 +225,8 @@ func (c *Chunker) SetRect(r render.Rect, sw *Swatch) error {
// Delete a pixel at the given coordinate.
func (c *Chunker) Delete(p render.Point) error {
coord := c.ChunkCoordinate(p)
defer c.pruneChunk(coord)
if chunk, ok := c.Chunks[coord]; ok {
return chunk.Delete(p)
}
@ -249,6 +252,17 @@ func (c *Chunker) DeleteRect(r render.Rect) error {
return nil
}
// pruneChunk will remove an empty chunk from the chunk map, called after
// delete operations.
func (c *Chunker) pruneChunk(coord render.Point) {
if chunk, ok := c.Chunks[coord]; ok {
if chunk.Len() == 0 {
log.Info("Chunker.pruneChunk: %s has become empty", coord)
delete(c.Chunks, coord)
}
}
}
// ChunkCoordinate computes a chunk coordinate from an absolute coordinate.
func (c *Chunker) ChunkCoordinate(abs render.Point) render.Point {
if c.Size == 0 {

View File

@ -4,6 +4,19 @@ import "git.kirsle.net/apps/doodle/pkg/log"
// Maintenance functions for the file format on disk.
// PruneChunks cleans up any level chunks that have no pixel data.
func (m *Level) PruneChunks() int {
var count int
for coord, chunk := range m.Chunker.Chunks {
if chunk.Len() == 0 {
log.Info("PruneChunks: %d has no pixels", coord)
delete(m.Chunker.Chunks, coord)
count++
}
}
return count
}
// PruneLinks cleans up any Actor Links that can not be resolved in the
// level data. For example, if actors were linked in Edit Mode and one
// actor is deleted leaving a broken link.

View File

@ -105,6 +105,7 @@ func (m *Level) WriteFile(filename string) error {
m.GameVersion = branding.Version
// Maintenance functions, clean up cruft before save.
m.PruneChunks()
m.PruneLinks()
bin, err := m.ToJSON()