Noah Petherbridge
5654145fd8
Finally add a second option for Chunk MapAccessor implementation besides the MapAccessor. The RLEAccessor is basically a MapAccessor that will compress your drawing with Run Length Encoding (RLE) in the on-disk format in the ZIP file. This slashes the file sizes of most levels: * Shapeshifter: 21.8 MB -> 8.1 MB * Jungle: 10.4 MB -> 4.1 MB * Zoo: 2.8 MB -> 1.3 MB Implementation details: * The RLE binary format for Chunks is a stream of Uvarint pairs storing the palette index number and the number of pixels to repeat it (along the Y,X axis of the chunk). * Null colors are represented by a Uvarint that decodes to 0xFFFF or 65535 in decimal. * Gameplay logic currently limits maps to 256 colors. * The default for newly created chunks in-game will be RLE by default. * Its in-memory representation is still a MapAccessor (a map of absolute world coordinates to palette index). * The game can still open and play legacy MapAccessor maps. * On save in the editor, the game will upgrade/convert MapAccessor chunks over to RLEAccessors, improving on your level's file size with a simple re-save. Current Bugs * On every re-save to RLE, one pixel is lost in the bottom-right corner of each chunk. Each subsequent re-save loses one more pixel to the left, so what starts as a single pixel per chunk slowly evolves into a horizontal line. * Some pixels smear vertically as well. * Off-by-negative-one errors when some chunks Iter() their pixels but compute a relative coordinate of (-1,0)! Some mismatch between the stored world coords of a pixel inside the chunk vs. the chunk's assigned coordinate by the Chunker: certain combinations of chunk coord/abs coord. To Do * The `doodad touch` command should re-save existing levels to upgrade them.
80 lines
2.6 KiB
Go
80 lines
2.6 KiB
Go
package balance
|
|
|
|
// Hard-coded feature flags.
|
|
const (
|
|
// Enable "v1.5" compression in the MapAccessor Chunker.
|
|
//
|
|
// The original MapAccessor encodes a chunk to json using syntax like
|
|
// {"x,y": index} mapping coordinates to palette swatches.
|
|
//
|
|
// With compression on, it is encoded to a byte stream of x,y,index
|
|
// triplets. The game can read both formats and will follow this flag
|
|
// on all saves. NOTE: this applies to when we still use JSON format.
|
|
// If BinaryChunkerEnabled, map accessors are always compressed as they
|
|
// are written to .bin files instead of .json.
|
|
CompressMapAccessor = true
|
|
|
|
// Enable "v2" binary storage of Chunk data in Zipfiles.
|
|
//
|
|
// This is a separate toggle to the CompressMapAccessor. Some possible
|
|
// variations of these flags includes:
|
|
//
|
|
// - CompressMapAccessor=true alone, will write the compressed bytes
|
|
// still wrapped in the JSON format as a Base64 encoded string.
|
|
// - With BinaryChunkerEnabled=true: all chunks are encoded to
|
|
// binary and put in the zip as .bin instead of as .json files.
|
|
// MapAccessor is always compressed in binary mode.
|
|
//
|
|
// If you set both flags to false, level zipfiles will use the classic
|
|
// json chunk format as before on save.
|
|
BinaryChunkerEnabled = true
|
|
|
|
// Enable "v3" Run-Length Encoding for level chunker.
|
|
//
|
|
// This only supports Zipfile levels and will use the ".bin" format
|
|
// enabled by the previous setting.
|
|
RLEBinaryChunkerEnabled = true
|
|
)
|
|
|
|
// Feature Flags to turn on/off experimental content.
|
|
var Feature = feature{
|
|
/////////
|
|
// Experimental features that are off by default
|
|
ViewportWindow: false, // Open new viewport into your level
|
|
|
|
/////////
|
|
// Fully activated features
|
|
|
|
// Attach custom wallpaper img to levels
|
|
CustomWallpaper: true,
|
|
|
|
// Allow embedded doodads in levels.
|
|
EmbeddableDoodads: true,
|
|
|
|
// Enable the zoom in/out feature (kinda buggy still)
|
|
Zoom: true,
|
|
|
|
// Reassign an existing level's palette to a different builtin.
|
|
ChangePalette: true,
|
|
|
|
// LoadUnloadChunk feature to better optimize memory. Set it to false and the
|
|
// loadscreen will eager load all chunk bitmaps (stable, but uses a lot of
|
|
// memory), set true and the Canvas will load/unload bitmaps + free SDL textures
|
|
// for chunks falling outside the LoadingViewport (new, maybe unstable).
|
|
LoadUnloadChunk: true,
|
|
}
|
|
|
|
// FeaturesOn turns on all feature flags, from CLI --experimental option.
|
|
func FeaturesOn() {
|
|
Feature.ViewportWindow = true
|
|
}
|
|
|
|
type feature struct {
|
|
Zoom bool
|
|
CustomWallpaper bool
|
|
ChangePalette bool
|
|
EmbeddableDoodads bool
|
|
ViewportWindow bool
|
|
LoadUnloadChunk bool
|
|
}
|