bitsy-parser/README.md

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# bitsy-parser
![Rust](https://github.com/synth-ruiner/bitsy-parser/workflows/Rust/badge.svg)
![](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)
a library for parsing Bitsy game data.
the version number follows Bitsy itself, so version 0.70.* targets Bitsy 7.0.
## how to use
a simple example program:
```rust
extern crate bitsy_parser;
use bitsy_parser::game::Game;
use std::{env, fs};
fn main() {
let input_file = env::args()
.nth(1)
.expect("No input path specified. Usage: `bitsy-validate filepath`");
Game::from(fs::read_to_string(input_file).unwrap()).unwrap();
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
## todo
* implement Result return types on ::from functions so that we can handle errors
* replace Image with Vec<u8> 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