2020-04-11 15:08:57 +00:00
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# bitsy-parser
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2020-04-05 17:58:04 +00:00
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2020-04-18 16:00:03 +00:00
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![Rust](https://github.com/synth-ruiner/bitsy-parser/workflows/Rust/badge.svg)
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2020-04-18 16:05:37 +00:00
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![](https://img.shields.io/badge/license-MIT-blueviolet.svg)
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[![Crates.io](https://img.shields.io/crates/v/bitsy-parser.svg)](https://crates.io/crates/bitsy-parser)
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2020-04-18 16:00:03 +00:00
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2020-04-05 17:58:04 +00:00
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a library for parsing Bitsy game data.
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2020-04-30 21:18:43 +00:00
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the version number follows Bitsy itself, so version 0.70.* targets Bitsy 7.0.
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2020-04-12 13:48:43 +00:00
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2020-04-12 16:13:08 +00:00
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## how to use
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2020-04-13 18:28:22 +00:00
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a simple example program:
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2020-04-12 16:13:08 +00:00
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```rust
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extern crate bitsy_parser;
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use bitsy_parser::game::Game;
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2020-06-18 18:55:28 +00:00
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use std::{env, fs};
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2020-04-12 16:13:08 +00:00
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fn main() {
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2020-06-18 18:55:28 +00:00
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let input_file = env::args()
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.nth(1)
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.expect("No input path specified. Usage: `bitsy-validate filepath`");
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2020-04-12 16:13:08 +00:00
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2020-06-18 18:55:28 +00:00
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Game::from(fs::read_to_string(input_file).unwrap()).unwrap();
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2020-04-12 16:13:08 +00:00
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2020-06-18 18:55:28 +00:00
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println!("OK!");
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2020-04-12 16:13:08 +00:00
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}
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```
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some more practical uses would be things like:
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* remove duplicate tiles
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* merge two Bitsy games together
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* programmatically create Bitsy games
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* a Bitsy game editor
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2020-04-05 17:58:04 +00:00
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## todo
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2020-06-24 11:39:26 +00:00
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* implement Result return types on ::from functions so that we can handle errors
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2020-04-29 07:27:35 +00:00
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* replace Image with Vec<u8> or something. seems like a pointless abstraction
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2020-06-18 16:48:25 +00:00
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* replace game avatar with helper functions to get and set the sprite with an ID of A
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2020-06-24 11:39:26 +00:00
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* implement PartialEq for tiles etc. for the sake of checking for duplicate tiles?
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* dedupe functions for tiles, sprites, etc.
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2020-06-24 12:07:02 +00:00
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* "get all tiles for room" function
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2020-04-13 23:41:28 +00:00
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2020-04-05 18:04:17 +00:00
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### tidy up
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2020-04-12 13:38:07 +00:00
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* refactor the more shonky bits to idiomatic rust
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