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README.md

bitsy-parser

Rust Crates.io

Bitsy is a small game editor created by Adam Le Doux. this crate provides a library and command-line utilities for working with Bitsy game data. the version number follows Bitsy itself, so version 0.70.* targets Bitsy 7.0.

bitsy-parser is minimally invasive; unless you make any changes, an exported game should be identical to the imported game. however, this assumes your game data is valid. most minor errors will simply be corrected on import (e.g. extraneous tiles in a room) but bigger problems may cause bitsy-parser to crash or fail.

I have tested bitsy-parser on a dataset of over 1500 Bitsy games ranging from Bitsy 1.0 to Bitsy 7.1 and have found that the vast majority of games can be imported without any problems. so, I can almost guarantee that a Bitsy game will not be mangled by the parser, but I still recommend making backups of your game data periodically.

utilities

this crate provides some command-line tools for working with Bitsy game data.

  • bitsy-dedupe
  • bitsy-merge
  • bitsy-validate

the source for these can be found in src/bin. if you have Cargo installed, you can install/update these utilities with cargo install --force bitsy-parser. if your .cargo/bin directory is in your PATH, you will be able to use these utilities anywhere on your computer.

library

for use in your own Rust applications. can both parse and export Bitsy game data.

a simple example program:

extern crate bitsy_parser;
use bitsy_parser::game::Game;
use std::{env, fs};

const SYNTAX_ERROR: &str = "No input path specified. Usage: `bitsy-validate filepath`";

fn main() {
    let input = env::args().nth(1).expect(SYNTAX_ERROR);
    Game::from(fs::read_to_string(input).unwrap()).unwrap();
    println!("OK!");
}

some more practical uses would be things like:

  • convert images or other file formats to Bitsy assets
  • programmatically create Bitsy games
  • a Bitsy game editor

todo

  • implement Result return types on ::from functions so that we can handle errors
  • replace Image with Vec or something. seems like a pointless abstraction.
  • replace game avatar with helper functions to get and set the sprite with an ID of A
  • implement PartialEq for sprites, items etc. for deduplication
  • global dedupe function and dedupe functions for sprites, items etc.
  • tests for merge function
  • all sprites from the merged game get placed in their respective game's Room 0
  • 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?

tidy up

  • refactor the more shonky bits to idiomatic rust