doodle/level/types.go
Noah Petherbridge 3c185528f9 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
2018-09-23 15:42:05 -07:00

92 lines
2.2 KiB
Go

package level
import (
"encoding/json"
"fmt"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/render"
)
// Level is the container format for Doodle map drawings.
type Level struct {
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"`
// 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,
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)
}
// Point returns the pixel's point.
func (p Pixel) Point() render.Point {
return render.Point{
X: p.X,
Y: p.Y,
}
}
// 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,
)), 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]
}
return nil
}