Files
ordoor/internal/assetstore/map.go
Nick Thomas 5fccf97f4b Lazily load sprite image data
This cuts memory use significantly, since many sprites in an object are
never used. We can get savings over time by evicting sprites when they
go out of scope, but that's, well, out of scope.

To achieve this, I introduce an assetstore package that is in charge of
loading things from the filesystem. This also allows some lingering
case-sensitivity issues to be handled cleanly.

I'd hoped that creating fewer ebiten.Image instances would help CPU
usage, but that doesn't seem to be the case.
2020-03-19 22:24:21 +00:00

90 lines
1.7 KiB
Go

package assetstore
import (
"github.com/hajimehoshi/ebiten"
"image"
"code.ur.gs/lupine/ordoor/internal/maps"
)
type Map struct {
assets *AssetStore
set *Set
Rect image.Rectangle
raw *maps.GameMap
}
// Map loads a game map with the given name (e.g. "Chapter01")
func (a *AssetStore) Map(name string) (*Map, error) {
name = canonical(name)
if m, ok := a.maps[name]; ok {
return m, nil
}
mapFile, err := a.lookup(name, "map", "Maps", "MultiMaps")
if err != nil {
return nil, err
}
txtFile, err := a.lookup(name, "txt", "Maps", "MultiMaps")
if err != nil {
return nil, err
}
raw, err := maps.LoadGameMapByFiles(mapFile, txtFile)
if err != nil {
return nil, err
}
// The set for a map is small and frequently referenced, so load it here
set, err := a.Set(raw.MapSetName())
if err != nil {
return nil, err
}
m := &Map{
Rect: image.Rect(
int(raw.MinWidth),
int(raw.MinLength),
int(raw.MaxWidth),
int(raw.MaxLength),
),
assets: a,
raw: raw,
set: set,
}
a.maps[canonical(name)] = m
return m, nil
}
// ImagesForCell returns the sprites needed to correctly render this cell.
// They should be rendered from first to last to get the correct ordering
func (m *Map) ImagesForCell(x, y, z int) ([]*ebiten.Image, error) {
cell := m.raw.At(x, y, z)
images := make([]*ebiten.Image, 0, 4)
for _, ref := range []maps.ObjRef{cell.Surface, cell.Center, cell.Left, cell.Right} {
if !ref.IsActive() {
continue
}
obj, err := m.set.Object(ref.Index())
if err != nil {
return nil, err
}
img, err := obj.Image(ref.Sprite())
if err != nil {
return nil, err
}
images = append(images, img)
}
return images, nil
}