[Kde-games-devel] Improving theme authoring for kgoldrunner
Ian Wadham
iandw.au at gmail.com
Fri Oct 30 09:31:53 CET 2009
On Tue, 27 Oct 2009 4:41:27 am Matthew Woehlke wrote:
> Luciano Montanaro wrote:
> > A solution could be improving caching, and not loading the svg file
> > unless the window size changes and the tiles need to be regenerated.
>
This change has at last been committed. I hope you will find a speedup,
especially when re-launching KGoldrunner after a previous close.
> What ever happened to using raster resize on the closest cached match
> and re-rendering in the background? Wasn't that planned at one point? It
> would look (temporarily) not as nice, but you'd be able to keep playing
> instantly after a resize.
>
Do you know of some way to interrogate the cache and find out what sizes
are in there? Other than keeping one's own record in KConfig, etc?
Actually, in KGoldrunner, the tile sizes do not change by much and if the
background is specified to fit within the borders (which most are) its size
is always 28x20 tiles. For example, flipping between full-height, full-screen
and maximized, I found tile sizes 28, 30 and 31 pixels. And the cache
seems to hold all those sizes. The borders tend to buffer resizes and
are very quick to resize and redraw.
> > The hero, enemy and gold-enemy have exactly the same frames, and
> > could be swapped just by renaming them. We could have, for example,
> > the Hero Mummy chased by Evil Adventurers!
>
> I think this is a great idea :-). I mean, put yourself in the mummy's
> position, how do you think /you/ would feel if a bunch of people broke
> into your tomb and tried to steal your stuff?
>
LOL. See Curse of the Mummy, level 20, The Parting of the Red Sea,
and its hint.
Cheers, Ian W.
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