This post documents the process of binary char encoding that was used for the js1k space invaders project.
In my previous post I discussed why binary char encoding was chosen to draw character shapes in the game and how it benefits from canvas.fillRect
which we already have available to us in the js1k
shim.
Using space invaders
alien as an example for this post, it can be seen that the alien shape can be drawn as a series of black and white sqaures in a 11x8 grid.
When using a monochrome colour pallete, the grid can be then represented using a series of 1’s and 0’s. 1 being black square and 0 being a white.
00100000100 // pink
00010001000 // blue
00111111100 // green
01101110110 // etc.
11111111111
10100000101
00011011000
Information from the grid can be serialised into a single binary char string that contains the information about colour and position for each pixel in the character shape.
00100000100000100010000011111110001101110110111111111111010000010100011011000
To decode and draw the shape, we will simply need to run a nested loop. The outer loop will draw rows while the inner loop will draw the columns while the value of each char in the binary string will either paint a black square or a white square.
const bitChars = '00100000100000100010000011111110001101110110111111111111010000010100011011000';
const sf = 6; //scaling factor;
for (let row = 0; row <= 6; row++) {
for (let col = 0; col <= 10; col++) {
const bit = bitChars.charAt(row * 11 + col);
if (bit === '1') {
context.fillRect(col * sf, row * sf, sf, sf);
}
}
}
In the example above, the alien encoded in binary chars is about 77 bytes. We need 2 different alien shapes for the game so that’s about ~150 bytes plus maybe another 60 bytes for the ship and add about another 10 bytes for the bullet and the starts. So we are looking at around ~220 bytes in total.
This is already looking better than the solutions discussed in the previous post so we are probably on the right track here.
However, we must optimise it still to achieve the 1,024 byte goal.
Optimisation 1: Mirroring
One benefit of the space invader
esque alien shapes is that they are symmetrical along the y-axis. I assume the space invader devs back in the day had similar challenges to my js1k project where they were constained by available memory, processing power and storage space.
Mirroring would allow us to define only half the shape of the alien in the binary char string and we can draw the other half using the same information but in reverse.
However this approach will not work with how we are parsing and rendering our binary char map because the algorithm above renders row by row starting from the top whereas our shape is mirrored about the y-axis.
To make this work, we will need to encode and parse the shape column wise.
Optimisation 2: Going Sideways
To help keep the algorithm simple and easy to understand, I have rotated the shape counter-clockwise for this step but essentially it is the same shape.
00111100
00111101
01101101 // etc.
10111110 // green
00011000 // blue
00001110 // pink
The binary char map above serialises to binary char string as follows:
001111000011110101101101101111100001100000001110
Minor changes have been made to parse and render the map to make it read and render column first.
const bitChars = '001111000011110101101101101111100001100000001110';
const sf = 6; //scaling factor;
for (let col = 0; col <= 10; col++) {
for (let row = 0; row <= 7; row++) {
const bit = bitChars.charAt(Math.abs(5-col) * 8 + row);
if (bit === '1') {
c.fillRect(col * sf, row * sf, sf, sf);
}
}
}
One thing to note in the algorithm above is how simple it was to mirror the columns in code. The instruction 5-col
- where 5 is the column about which we mirror - will take the column count into negative space e.g. 5,4,3,2,1,0,-1,-2,-3,-4,-5
but that is corrected easily using Math.abs
.
The simplicity of mirroring in terms of code is also a big positive for this approach.
The binary sequence is now only 48 bytes down from 77 bytes.
Optmisation | Alien size | % Diff. form original |
---|---|---|
Original | 77 bytes | - |
Mirroring | 48 bytes | -37.66% |
To be continued …