Noah Petherbridge
65a811db0d
* 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.
49 lines
1.1 KiB
Go
49 lines
1.1 KiB
Go
package level
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import "git.kirsle.net/apps/doodle/pkg/log"
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// Maintenance functions for the file format on disk.
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// PruneChunks cleans up any level chunks that have no pixel data.
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func (m *Level) PruneChunks() int {
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var count int
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for coord, chunk := range m.Chunker.Chunks {
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if chunk.Len() == 0 {
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log.Info("PruneChunks: %d has no pixels", coord)
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delete(m.Chunker.Chunks, coord)
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count++
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}
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}
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return count
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}
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// PruneLinks cleans up any Actor Links that can not be resolved in the
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// level data. For example, if actors were linked in Edit Mode and one
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// actor is deleted leaving a broken link.
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//
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// Returns the number of broken links pruned.
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//
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// This is called automatically in WriteFile.
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func (m *Level) PruneLinks() int {
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var count int
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for id, actor := range m.Actors {
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var newLinks []string
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for _, linkID := range actor.Links {
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if _, ok := m.Actors[linkID]; !ok {
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log.Warn("Level.PruneLinks: actor %s (%s) was linked to unresolved actor %s",
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id,
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actor.Filename,
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linkID,
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)
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count++
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continue
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}
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newLinks = append(newLinks, linkID)
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}
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actor.Links = newLinks
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}
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return count
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}
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