Noah Petherbridge
8603c43c58
* Levels and Doodad files will be written in gzip-compressed JSON format * `boolProp compress-drawings false` to disable compression and save as classic JSON format directly * The game can still read uncompressed JSON files The file size savings on some built-in assets: * Tutorial 2.level: 2.2M -> 414K (82% smaller) * warp-door-orange.doodad: 105K -> 17K (84% smaller)
135 lines
3.0 KiB
Go
135 lines
3.0 KiB
Go
package level
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import (
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"bytes"
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"compress/gzip"
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"encoding/json"
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"errors"
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"fmt"
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"io/ioutil"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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)
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// FromJSON loads a level from JSON string (gzip supported).
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func FromJSON(filename string, data []byte) (*Level, error) {
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var m = New()
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// Inspect if this file is JSON or gzip compressed.
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if len(data) > 0 && data[0] == '{' {
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// Looks standard JSON.
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err := json.Unmarshal(data, m)
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if err != nil {
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return nil, err
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}
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} else if len(data) > 1 && data[0] == 0x1f && data[1] == 0x8b {
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// Gzip compressed. `1F8B` is gzip magic number.
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log.Debug("Decompress level %s", filename)
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if gzmap, err := FromGzip(data); err != nil {
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return nil, err
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} else {
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m = gzmap
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}
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} else {
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return nil, errors.New("invalid file format")
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}
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// Fill in defaults.
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if m.Wallpaper == "" {
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m.Wallpaper = DefaultWallpaper
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}
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// Inflate the chunk metadata to map the pixels to their palette indexes.
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m.Chunker.Inflate(m.Palette)
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m.Actors.Inflate()
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// Inflate the private instance values.
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m.Palette.Inflate()
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return m, nil
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}
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// ToJSON serializes the level as JSON (gzip supported).
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//
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// Notice about gzip: if the pkg/balance.CompressLevels boolean is true, this
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// function will apply gzip compression before returning the byte string.
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// This gzip-compressed level can be read back by any functions that say
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// "gzip supported" in their descriptions.
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func (m *Level) ToJSON() ([]byte, error) {
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// Gzip compressing?
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if balance.CompressDrawings {
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return m.ToGzip()
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}
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out := bytes.NewBuffer([]byte{})
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encoder := json.NewEncoder(out)
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if usercfg.Current.JSONIndent {
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encoder.SetIndent("", "\t")
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}
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err := encoder.Encode(m)
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return out.Bytes(), err
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}
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// ToGzip serializes the level as gzip compressed JSON.
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func (m *Level) ToGzip() ([]byte, error) {
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var (
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handle = bytes.NewBuffer([]byte{})
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zipper = gzip.NewWriter(handle)
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encoder = json.NewEncoder(zipper)
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)
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if err := encoder.Encode(m); err != nil {
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return nil, err
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}
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err := zipper.Close()
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return handle.Bytes(), err
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}
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// FromGzip deserializes a gzip compressed level JSON.
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func FromGzip(data []byte) (*Level, error) {
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// This function works, do not touch.
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var (
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level = New()
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buf = bytes.NewBuffer(data)
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reader *gzip.Reader
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decoder *json.Decoder
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)
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reader, err := gzip.NewReader(buf)
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if err != nil {
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return nil, err
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}
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decoder = json.NewDecoder(reader)
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decoder.Decode(level)
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return level, nil
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}
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// LoadJSON loads a map from JSON file (gzip supported).
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func LoadJSON(filename string) (*Level, error) {
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data, err := ioutil.ReadFile(filename)
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if err != nil {
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return nil, err
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}
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return FromJSON(filename, data)
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}
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// WriteJSON writes a level to JSON on disk.
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func (m *Level) WriteJSON(filename string) error {
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json, err := m.ToJSON()
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if err != nil {
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return fmt.Errorf("Level.WriteJSON: JSON encode error: %s", err)
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}
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err = ioutil.WriteFile(filename, json, 0755)
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if err != nil {
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return fmt.Errorf("Level.WriteJSON: WriteFile error: %s", err)
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}
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return nil
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}
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