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.
54 lines
1010 B
Go
54 lines
1010 B
Go
package conv
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import (
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"github.com/hajimehoshi/ebiten"
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"code.ur.gs/lupine/ordoor/internal/data"
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)
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// Important conversions:
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//
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// * Width & height now stored using int
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// * Colour data is now 32-bit rather than using a palette
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type Sprite struct {
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Width int
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Height int
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Image *ebiten.Image
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}
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type Object struct {
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Name string
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Sprites []*Sprite
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}
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func MapByName(objects []*Object) map[string]*Object {
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out := make(map[string]*Object, len(objects))
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for _, obj := range objects {
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out[obj.Name] = obj
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}
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return out
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}
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func ConvertObject(rawObj *data.Object, name string) (*Object, error) {
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out := &Object{
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Name: name,
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Sprites: make([]*Sprite, len(rawObj.Sprites)),
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}
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for i, rawSpr := range rawObj.Sprites {
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w := int(rawSpr.Width)
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h := int(rawSpr.Height)
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ebitenImage, err := ebiten.NewImageFromImage(rawSpr.ToImage(), ebiten.FilterDefault)
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if err != nil {
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return nil, err
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}
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out.Sprites[i] = &Sprite{Width: w, Height: h, Image: ebitenImage}
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}
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return out, nil
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}
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