Commit Graph

3 Commits

Author SHA1 Message Date
75fa0c7e56 Stability and Bugfixes
* Editor: Auto-save on a background goroutine so you don't randomly freeze
  the editor up during.
* Fix actor linking issues when you drag and re-place a linked doodad: the
  level was too eagerly calling PruneLinks() whenever a doodad was 'destroyed'
  (such as the one just picked up) breaking half of the link connection.
* Chunk unloader: do not unload a chunk that has been modified (Set or Delete
  called on), keep them in memory until the next ZIP file save to flush them
  out to disk.
* Link Tool: if you clicked an actor and don't want to connect a link, click
  the first actor again to de-select it.

Updates to the `doodad` tool:

* `doodad edit-level --resize <int>` can re-chunk a level to use a different
  chunk size than the default 128. Large chunk sizes 512+ lead to performance
  problems.
2022-05-02 20:35:53 -07:00
fc736abd5f Doodads: Gems, Snake and Crusher
Adds several new doodads to the game and 5 new wallpapers (parchment
paper in blue, green, red, white and yellow).

New doodads:

* Crusher: A purple block-headed mob wearing an iron helmet. It tries
  to crush the player when you get underneath. Its flat helmet can be
  ridden on like an elevator back up.
* Snake: A green stationary mob that always faces toward the player.
  If the player is nearby and jumps, the Snake will jump too and hope
  to catch the player in mid-air.
* Gems and Totems: A new key & lock collectible. Gems have quantity so
  you can collect multiple, and place them into matching Totems. A
  Totem gives off a power signal when its gem is placed and all other
  Totems it is linked to have also been activated. A single Totem may
  link to an Electric Door and require only one gem to open it, or it
  can link to other Totems and they all require gems before the power
  signal is sent out.
2022-05-01 15:18:23 -07:00
93623e4e8a 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
2022-04-29 20:34:59 -07:00