game module

This commit is contained in:
Max Bradbury 2020-04-12 14:38:07 +01:00
parent b1eb0160c7
commit 9dfaaa0173
4 changed files with 330 additions and 331 deletions

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@ -11,11 +11,7 @@ a library for parsing Bitsy game data.
### tidy up
split into multiple files
move tests to their own suite
migrate to idiomatic rust etc.
* refactor the more shonky bits to idiomatic rust
### documentation

182
src/game.rs Normal file
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@ -0,0 +1,182 @@
use crate::{Avatar, Dialogue, Ending, Item, Palette, Room, Sprite, Tile, Variable, mock};
#[derive(Debug, PartialEq)]
pub struct Game {
pub(crate) name: String,
pub(crate) version: f64,
pub(crate) room_format: u8,
pub(crate) palettes: Vec<Palette>,
pub(crate) rooms: Vec<Room>,
pub(crate) tiles: Vec<Tile>,
pub(crate) avatar: Avatar,
pub(crate) sprites: Vec<Sprite>,
pub(crate) items: Vec<Item>,
pub(crate) dialogues: Vec<Dialogue>,
pub(crate) endings: Vec<Ending>,
pub(crate) variables: Vec<Variable>,
}
impl From<String> for Game {
fn from(string: String) -> Game {
// dialogues and endings can have 2+ line breaks inside, so deal with these separately
// otherwise, everything can be split on a double line break (\n\n)
let mut dialogues: Vec<Dialogue> = Vec::new();
let mut endings: Vec<Ending> = Vec::new();
let mut variables: Vec<Variable> = Vec::new();
let main_split: Vec<&str> = string.split("\n\nDLG").collect();
let main = main_split[0].to_string();
let mut dialogues_endings_variables: String = main_split[1..].join("\n\nDLG");
let variable_segments = dialogues_endings_variables.clone();
let variable_segments: Vec<&str> = variable_segments.split("\n\nVAR").collect();
if variable_segments.len() > 0 {
dialogues_endings_variables = variable_segments[0].to_string();
let variable_segments = variable_segments[1..].to_owned();
for segment in variable_segments {
let segment = format!("VAR{}", segment);
variables.push(Variable::from(segment));
}
}
let ending_segments = dialogues_endings_variables.clone();
let ending_segments: Vec<&str> = ending_segments.split("\n\nEND").collect();
if ending_segments.len() > 0 {
dialogues_endings_variables = ending_segments[0].to_string();
let ending_segments = ending_segments[1..].to_owned();
for segment in ending_segments {
let segment = format!("END{}", segment);
endings.push(Ending::from(segment));
}
}
let dialogue_segments = format!("\n\nDLG {}", dialogues_endings_variables.trim());
let dialogue_segments: Vec<&str> = dialogue_segments.split("\n\nDLG").collect();
for segment in dialogue_segments[1..].to_owned() {
let segment = format!("DLG{}", segment);
dialogues.push(Dialogue::from(segment));
}
let segments: Vec<&str> = main.split("\n\n").collect();
let name = segments[0].to_string();
let mut version: f64 = 1.0;
let mut room_format: u8 = 1;
let mut palettes: Vec<Palette> = Vec::new();
let mut rooms: Vec<Room> = Vec::new();
let mut tiles: Vec<Tile> = Vec::new();
let mut avatar: Option<Avatar> = None; // unwrap this later
let mut sprites: Vec<Sprite> = Vec::new();
let mut items: Vec<Item> = Vec::new();
for segment in segments[1..].to_owned() {
let segment = segment.to_string();
if segment.starts_with("# BITSY VERSION") {
version = segment.replace("# BITSY VERSION ", "").parse().unwrap();
} else if segment.starts_with("! ROOM_FORMAT") {
room_format = segment.replace("! ROOM_FORMAT ", "").parse().unwrap();
} else if segment.starts_with("PAL") {
palettes.push(Palette::from(segment));
} else if segment.starts_with("ROOM") {
rooms.push(Room::from(segment));
} else if segment.starts_with("TIL") {
tiles.push(Tile::from(segment));
} else if segment.starts_with("SPR A") {
avatar = Some(Avatar::from(segment));
} else if segment.starts_with("SPR") {
sprites.push(Sprite::from(segment));
} else if segment.starts_with("ITM") {
items.push(Item::from(segment));
}
}
assert!(avatar.is_some());
let avatar = avatar.unwrap();
Game {
name,
version,
room_format,
palettes,
rooms,
tiles,
avatar,
sprites,
items,
dialogues,
endings,
variables,
}
}
}
impl ToString for Game {
#[inline]
fn to_string(&self) -> String {
let mut segments: Vec<String> = Vec::new();
// todo refactor
for palette in &self.palettes {
segments.push(palette.to_string());
}
for room in &self.rooms {
segments.push(room.to_string());
}
for tile in &self.tiles {
segments.push(tile.to_string());
}
segments.push(self.avatar.to_string());
for sprite in &self.sprites {
segments.push(sprite.to_string());
}
for item in &self.items {
segments.push(item.to_string());
}
for dialogue in &self.dialogues {
segments.push(dialogue.to_string());
}
for ending in &self.endings {
segments.push(ending.to_string());
}
for variable in &self.variables {
segments.push(variable.to_string());
}
format!(
"{}\n\n# BITSY VERSION {}\n\n! ROOM_FORMAT {}\n\n{}\n\n",
&self.name,
&self.version,
&self.room_format,
segments.join("\n\n"),
)
}
}
#[test]
fn test_game_from_string() {
let output = Game::from(
include_str!["../test/resources/default.bitsy"].to_string()
);
let expected = mock::game_default();
assert_eq!(output, expected);
}
#[test]
fn test_game_to_string() {
let output = mock::game_default().to_string();
let expected = include_str!["../test/resources/default.bitsy"].to_string();
assert_eq!(output, expected);
}

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@ -3,6 +3,7 @@ pub mod colour;
pub mod dialogue;
pub mod ending;
pub mod exit;
pub mod game;
pub mod palette;
pub mod image;
pub mod item;
@ -18,6 +19,7 @@ use colour::Colour;
use dialogue::Dialogue;
use ending::Ending;
use exit::Exit;
use game::Game;
use palette::Palette;
use image::Image;
use item::Item;
@ -39,166 +41,6 @@ pub struct ExitInstance {
exit: Exit,
}
#[derive(Debug, PartialEq)]
pub struct Game {
name: String,
version: f64,
room_format: u8,
palettes: Vec<Palette>,
rooms: Vec<Room>,
tiles: Vec<Tile>,
avatar: Avatar,
sprites: Vec<Sprite>,
items: Vec<Item>,
dialogues: Vec<Dialogue>,
endings: Vec<Ending>,
variables: Vec<Variable>,
}
fn example_game_default() -> Game {
Game {
name: "Write your game's title here".to_string(),
version: 6.5,
room_format: 1,
palettes: vec![
Palette {
id: "0".to_string(),
name: None,
colours: vec![
Colour {red: 0, green: 82, blue: 204 },
Colour {red: 128, green: 159, blue: 255 },
Colour {red: 255, green: 255, blue: 255 },
]
}
],
rooms: vec![
Room {
id: "0".to_string(),
palette: "0".to_string(),
name: None,
tiles: vec![
"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),
],
items: vec![],
exits: vec![],
endings: vec![]
}
],
tiles: vec![
Tile {
id: "a".to_string(),
name: None,
wall: false,
animation_frames: vec![
Image {
pixels: vec![
1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,
1,0,0,1,1,0,0,1,
1,0,0,1,1,0,0,1,
1,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,
]
}
]
}
],
avatar: Avatar {
animation_frames: vec![
Image {
pixels: vec![
0,0,0,1,1,0,0,0,
0,0,0,1,1,0,0,0,
0,0,0,1,1,0,0,0,
0,0,1,1,1,1,0,0,
0,1,1,1,1,1,1,0,
1,0,1,1,1,1,0,1,
0,0,1,0,0,1,0,0,
0,0,1,0,0,1,0,0,
]
}
],
room: "0".to_string(),
position: Position { x: 4, y: 4 }
},
sprites: vec![
Sprite {
id: "a".to_string(),
name: None,
animation_frames: vec![
Image {
pixels: vec![
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,1,0,1,0,0,0,1,
0,1,1,1,0,0,0,1,
0,1,1,1,0,0,1,0,
0,1,1,1,1,1,0,0,
0,0,1,1,1,1,0,0,
0,0,1,0,0,1,0,0,
]
}
],
dialogue: Some("SPR_0".to_string()),
room: "0".to_string(),
position: Position { x: 8, y: 12 }
}
],
items: vec![
Item {
id: "0".to_string(),
animation_frames: vec![
Image {
pixels: vec![
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,
0,0,1,1,1,1,0,0,
0,1,1,0,0,1,0,0,
0,0,1,0,0,1,0,0,
0,0,0,1,1,0,0,0,
0,0,0,0,0,0,0,0,
]
},
],
name: Some("tea".to_string()),
dialogue: Some("ITM_0".to_string())
},
],
dialogues: vec![
Dialogue {
id: "SPR_0".to_string(),
contents: "I'm a cat".to_string(),
},
Dialogue {
id: "ITM_0".to_string(),
contents: "You found a nice warm cup of tea".to_string(),
},
],
endings: vec![],
variables: vec![
Variable { id: "a".to_string(), initial_value: "42".to_string() }
],
}
}
pub trait AnimationFrames {
fn to_string(&self) -> String;
}
@ -220,168 +62,3 @@ impl AnimationFrames for Vec<Image> {
string
}
}
impl From<String> for Game {
fn from(string: String) -> Game {
// dialogues and endings can have 2+ line breaks inside, so deal with these separately
// otherwise, everything can be split on a double line break (\n\n)
let mut dialogues: Vec<Dialogue> = Vec::new();
let mut endings: Vec<Ending> = Vec::new();
let mut variables: Vec<Variable> = Vec::new();
let main_split: Vec<&str> = string.split("\n\nDLG").collect();
let main = main_split[0].to_string();
let mut dialogues_endings_variables: String = main_split[1..].join("\n\nDLG");
let variable_segments = dialogues_endings_variables.clone();
let variable_segments: Vec<&str> = variable_segments.split("\n\nVAR").collect();
if variable_segments.len() > 0 {
dialogues_endings_variables = variable_segments[0].to_string();
let variable_segments = variable_segments[1..].to_owned();
for segment in variable_segments {
let segment = format!("VAR{}", segment);
variables.push(Variable::from(segment));
}
}
let ending_segments = dialogues_endings_variables.clone();
let ending_segments: Vec<&str> = ending_segments.split("\n\nEND").collect();
if ending_segments.len() > 0 {
dialogues_endings_variables = ending_segments[0].to_string();
let ending_segments = ending_segments[1..].to_owned();
for segment in ending_segments {
let segment = format!("END{}", segment);
endings.push(Ending::from(segment));
}
}
let dialogue_segments = format!("\n\nDLG {}", dialogues_endings_variables.trim());
let dialogue_segments: Vec<&str> = dialogue_segments.split("\n\nDLG").collect();
for segment in dialogue_segments[1..].to_owned() {
let segment = format!("DLG{}", segment);
dialogues.push(Dialogue::from(segment));
}
let segments: Vec<&str> = main.split("\n\n").collect();
let name = segments[0].to_string();
let mut version: f64 = 1.0;
let mut room_format: u8 = 1;
let mut palettes: Vec<Palette> = Vec::new();
let mut rooms: Vec<Room> = Vec::new();
let mut tiles: Vec<Tile> = Vec::new();
let mut avatar: Option<Avatar> = None; // unwrap this later
let mut sprites: Vec<Sprite> = Vec::new();
let mut items: Vec<Item> = Vec::new();
for segment in segments[1..].to_owned() {
let segment = segment.to_string();
if segment.starts_with("# BITSY VERSION") {
version = segment.replace("# BITSY VERSION ", "").parse().unwrap();
} else if segment.starts_with("! ROOM_FORMAT") {
room_format = segment.replace("! ROOM_FORMAT ", "").parse().unwrap();
} else if segment.starts_with("PAL") {
palettes.push(Palette::from(segment));
} else if segment.starts_with("ROOM") {
rooms.push(Room::from(segment));
} else if segment.starts_with("TIL") {
tiles.push(Tile::from(segment));
} else if segment.starts_with("SPR A") {
avatar = Some(Avatar::from(segment));
} else if segment.starts_with("SPR") {
sprites.push(Sprite::from(segment));
} else if segment.starts_with("ITM") {
items.push(Item::from(segment));
}
}
assert!(avatar.is_some());
let avatar = avatar.unwrap();
Game {
name,
version,
room_format,
palettes,
rooms,
tiles,
avatar,
sprites,
items,
dialogues,
endings,
variables,
}
}
}
#[test]
fn test_game_from_string() {
let output = Game::from(
include_str!["../test/resources/default.bitsy"].to_string()
);
let expected = example_game_default();
assert_eq!(output, expected);
}
impl ToString for Game {
#[inline]
fn to_string(&self) -> String {
let mut segments: Vec<String> = Vec::new();
// todo refactor
for palette in &self.palettes {
segments.push(palette.to_string());
}
for room in &self.rooms {
segments.push(room.to_string());
}
for tile in &self.tiles {
segments.push(tile.to_string());
}
segments.push(self.avatar.to_string());
for sprite in &self.sprites {
segments.push(sprite.to_string());
}
for item in &self.items {
segments.push(item.to_string());
}
for dialogue in &self.dialogues {
segments.push(dialogue.to_string());
}
for ending in &self.endings {
segments.push(ending.to_string());
}
for variable in &self.variables {
segments.push(variable.to_string());
}
format!(
"{}\n\n# BITSY VERSION {}\n\n! ROOM_FORMAT {}\n\n{}\n\n",
&self.name,
&self.version,
&self.room_format,
segments.join("\n\n"),
)
}
}
#[test]
fn test_game_to_string() {
let output = example_game_default().to_string();
let expected = include_str!["../test/resources/default.bitsy"].to_string();
assert_eq!(output, expected);
}

View File

@ -1,4 +1,4 @@
use crate::{Avatar, Exit, Image, Item, Position, Room, Sprite, Instance, ExitInstance};
use crate::*;
pub mod image {
use crate::Image;
@ -157,3 +157,147 @@ pub fn room() -> Room {
],
}
}
pub(crate) fn game_default() -> Game {
Game {
name: "Write your game's title here".to_string(),
version: 6.5,
room_format: 1,
palettes: vec![
Palette {
id: "0".to_string(),
name: None,
colours: vec![
Colour {red: 0, green: 82, blue: 204 },
Colour {red: 128, green: 159, blue: 255 },
Colour {red: 255, green: 255, blue: 255 },
]
}
],
rooms: vec![
Room {
id: "0".to_string(),
palette: "0".to_string(),
name: None,
tiles: vec![
"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
"0".to_string(),"a".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"0".to_string(),"a".to_string(),"0".to_string(),
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