bitsy-parser/README.md

68 lines
1.8 KiB
Markdown

# bitsy-parser
a library for parsing Bitsy game data.
the version number follows Bitsy itself, so version 0.65.* targets Bitsy 6.5.
## 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());
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
* test for bitsy 7.0 and implement new features
* implement fonts!!
* implement text_direction in game.to string()
* implement Result return types on ::from functions so we can handle errors
* output sprites/avatar in such a way that ordering is preserved
(avatar seems to be somewhere in the sprites,
after any numeric-ID sprites and before any alphabetic-ID sprites...)
* check multi-line endings/dialogues
* bitsy_version 5.0 is rendered as "5"
### tidy up
* refactor the more shonky bits to idiomatic rust