bitsy-parser/README.md

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# bitsy-parser
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![Rust](https://github.com/synth-ruiner/bitsy-parser/workflows/Rust/badge.svg)
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![](https://img.shields.io/badge/license-MIT-blueviolet.svg)
[![Crates.io](https://img.shields.io/crates/v/bitsy-parser.svg)](https://crates.io/crates/bitsy-parser)
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a library for parsing Bitsy game data.
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the version number follows Bitsy itself, so version 0.65.* targets Bitsy 6.5.
## how to use
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a simple example program:
```rust
extern crate bitsy_parser;
use std::{env, fs};
use bitsy_parser::game::Game;
use bitsy_parser::image::Image;
/// replaces the player avatar with a smiley face.
fn main() {
let input_file = env::args().nth(1)
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.expect("No input path specified. Usage: `smiley infile outfile`");
let output_file = env::args().nth(2)
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.expect("No output path specified. Usage: `smiley infile outfile`");
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let mut game = Game::from(fs::read_to_string(input_file).unwrap()).unwrap();
game.avatar.animation_frames = vec![
Image {
pixels: vec![
0,0,1,1,1,1,0,0,
0,1,1,1,1,1,1,0,
1,1,0,1,1,0,1,1,
1,1,0,1,1,0,1,1,
1,1,1,1,1,1,1,1,
1,1,0,1,1,0,1,1,
0,1,1,0,0,1,1,0,
0,0,1,1,1,1,0,0,
]
}
];
fs::write(output_file, &game.to_string())
.expect("Failed to write to output file");
}
```
some more practical uses would be things like:
* remove duplicate tiles
* merge two Bitsy games together
* programmatically create Bitsy games
* a Bitsy game editor
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## todo
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* test for bitsy 7.0 and implement new features
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* add dialogues to exits
* titles can have multiple lines of dialog
* dialogue names
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* implement Result return types on ::from functions so we can handle errors
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* handle old out-of-bounds editor errors (extra image pixels, exits/endings with position -1,-0 etc.)
* it's ok if the output of these does not match the input as we're fixing it
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* "unquote" function for dialogues, game title, anything else that supports """
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* add Bitsy HD and Bitsy 7.0 test data
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* fix variables/endings becoming "DLG DLG"?
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### tidy up
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* refactor the more shonky bits to idiomatic rust