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 std::{env, fs};
use bitsy_parser::game::Game;
use bitsy_parser::image::Image;
/// replaces the player avatar with a smiley face.
fn main() {
let input_file = env::args().nth(1)
.expect("No input path specified. Usage: `smiley infile outfile`");
let output_file = env::args().nth(2)
.expect("No output path specified. Usage: `smiley infile outfile`");
let mut game = Game::from(fs::read_to_string(input_file).unwrap()).unwrap();
game.avatar.animation_frames = vec![
Image {
pixels: vec![
0,0,1,1,1,1,0,0,
0,1,1,1,1,1,1,0,
1,1,0,1,1,0,1,1,
1,1,0,1,1,0,1,1,
1,1,1,1,1,1,1,1,
1,1,0,1,1,0,1,1,
0,1,1,0,0,1,1,0,
0,0,1,1,1,1,0,0,
]
}
];
fs::write(output_file, &game.to_string())
.expect("Failed to write to output file");
}
```
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 we can handle errors
* replace Image with Vec<u8> or something. seems like a pointless abstraction
* convert integer IDs to strings and just use base36 when creating new IDs; test games with arbitrary IDs
### tidy up
* refactor the more shonky bits to idiomatic rust