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 0.70.* targets Bitsy 7.0.
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## how to use
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a simple example program:
```rust
extern crate bitsy_parser;
use bitsy_parser::game::Game;
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use std::{env, fs};
fn main() {
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let input_file = env::args()
.nth(1)
.expect("No input path specified. Usage: `bitsy-validate filepath`");
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Game::from(fs::read_to_string(input_file).unwrap()).unwrap();
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println!("OK!");
}
```
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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* implement Result return types on ::from functions so that we can handle errors
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* replace Image with Vec<u8> or something. seems like a pointless abstraction.
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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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* implement PartialEq for sprites, items etc. for deduplication
* global dedupe function and dedupe functions for sprites, items etc.
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* tests for merge function
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* all sprites from the merged game get placed in their respective game's Room 0
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* exits in merged rooms do not work - the on-screen position is correct, but the room ID is wrong
* add update function (i.e. migrate an old game version to the current one) - would this work?
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### tidy up
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* refactor the more shonky bits to idiomatic rust