Noah Petherbridge
ffc2c6f69b
Previously: the Chunker tracks with chunks were gotten during the current game tick and the N-1 and N-2 ticks, and chunks not accessed in two ticks were freed immediately. Now: they go into a "garbage collection" pool with a minimum number of game ticks to free. So if they're needed again, they're saved from the gc pool. F3 overlay data shows the count of the gc pool.
147 lines
4.5 KiB
Go
147 lines
4.5 KiB
Go
package balance
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import (
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"time"
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"git.kirsle.net/go/render"
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)
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// Format for level and doodad files.
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type Format int
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const (
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FormatJSON Format = iota // v0: plain json files
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FormatGZip // v1: gzip compressed json files
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FormatZipfile // v2: zip archive with external chunks
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)
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// Numbers.
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var (
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// Window dimensions.
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Width = 1024
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Height = 768
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// Title screen height needed for the main menu. Phones in landscape
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// mode will switch to the horizontal layout if less than this height.
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TitleScreenResponsiveHeight = 600
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// Speed to scroll a canvas with arrow keys in Edit Mode.
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CanvasScrollSpeed = 8
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FollowActorMaxScrollSpeed = 64
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// Window scrolling behavior in Play Mode.
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ScrollboxOffset = render.Point{ // from center of screen
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X: 60,
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Y: 60,
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}
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// Player speeds
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PlayerMaxVelocity float64 = 7
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PlayerJumpVelocity float64 = -23
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PlayerAcceleration float64 = 0.12
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Gravity float64 = 7
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GravityAcceleration float64 = 0.1
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SwimGravity float64 = 3
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SwimJumpVelocity float64 = -12
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SwimJumpCooldown uint64 = 24 // number of frames of cooldown between swim-jumps
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SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
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// Default chunk size for canvases.
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ChunkSize = 128
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// Default size for a new Doodad.
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DoodadSize = 100
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// Size of Undo/Redo history for map editor.
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UndoHistory = 20
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// Options for brush size.
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BrushSizeOptions = []int{
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0,
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1,
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2,
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4,
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8,
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16,
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24,
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32,
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48,
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64,
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}
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DefaultEraserBrushSize = 8
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MaxEraserBrushSize = 32 // the bigger, the slower
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// Default font filename selected for Text Tool in the editor.
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// TODO: better centralize font filenames, here and in theme.go
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TextToolDefaultFont = SansSerifFont
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// Interval for auto-save in the editor
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AutoSaveInterval = 5 * time.Minute
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// Default player character doodad in Play Mode.
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PlayerCharacterDoodad = "boy.doodad"
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// Levelpack and level names for the title screen.
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DemoLevelPack = "assets/levelpacks/001000-TUTORIAL.levelpack"
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DemoLevelName = []string{
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"Tutorial 1.level",
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"Tutorial 2.level",
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"Tutorial 3.level",
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}
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// Level attachment filename for the custom wallpaper.
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// NOTE: due to hard-coded "assets/wallpapers/" prefix in uix/canvas.go#LoadLevel.
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CustomWallpaperFilename = "custom.b64img"
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CustomWallpaperEmbedPath = "assets/wallpapers/custom.b64img"
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// Publishing: Doodads-embedded-within-levels.
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EmbeddedDoodadsBasePath = "assets/doodads/"
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EmbeddedWallpaperBasePath = "assets/wallpapers/"
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// File formats: save new levels and doodads gzip compressed
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DrawingFormat = FormatZipfile
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// Zipfile drawings: max size of the LRU cache for loading chunks from
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// a zip file. Normally the chunker discards chunks not loaded in a
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// recent tick, but when iterating the full level this limits the max
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// size of loaded chunks before some will be freed to make room.
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// 0 = do not cap the cache.
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ChunkerLRUCacheMax = 0
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// Play Mode Touchscreen controls.
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PlayModeIdleTimeout = 2200 * time.Millisecond
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PlayModeAlphaStep = 8 // 0-255 alpha, steps per tick for fade in
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PlayModeAlphaMax = 220
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// Invulnerability time in seconds at respawn from checkpoint, in case
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// enemies are spawn camping.
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RespawnGodModeTimer = 3 * time.Second
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// GameController thresholds.
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GameControllerMouseMoveMax float64 = 20 // Max pixels per tick to simulate mouse movement.
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GameControllerScrollMin float64 = 0.3 // Minimum threshold for a right-stick scroll event.
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// Limits on the Flood Fill tool so it doesn't run away on us.
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FloodToolVoidLimit = 600 // If clicking the void, +- 1000 px limit
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FloodToolLimit = 1200 // If clicking a valid color on the level
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// Eager render level chunks to images during the load screen.
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// Originally chunks rendered to image and SDL texture on-demand, the loadscreen was
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// added to eager load (to image) the whole entire level at once (SDL textures were
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// still on demand, as they scroll into screen). Control this in-game with
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// `boolProp eager-render false` and the loadscreen will go quicker cuz it won't
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// load the whole entire level. Maybe useful to explore memory issues.
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EagerRenderLevelChunks = true
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// Number of chunks margin outside the Canvas Viewport for the LoadingViewport.
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LoadingViewportMarginChunks = render.NewPoint(10, 8) // hoz, vert
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CanvasLoadUnloadModuloTicks uint64 = 4
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CanvasChunkFreeChoppingBlockTicks uint64 = 128 // number of ticks old a chunk is to free it
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)
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// Edit Mode Values
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var (
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// Number of Doodads per row in the palette.
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UIDoodadsPerRow = 2
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)
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