lots of stuff
This commit is contained in:
parent
0cb4f3af8d
commit
03588c4c55
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@ -13,6 +13,8 @@ crate-type = ["cdylib"]
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[dependencies]
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"base64" = "^0.12.3"
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"bitsy-parser" = "^0.72.3"
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"dither" = "1.3.9"
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"image" = "^0.23.7"
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"json" = "^0.12.4"
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"lazy_static" = "^1.4.0"
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"wasm-bindgen" = "=0.2.64" # newer versions are bugged...
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@ -0,0 +1,8 @@
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# todo
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* preview
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* dithering
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* palette selection
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* palette dropdown
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* unit test
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* if uploaded image is exactly 128×128, *don't* crop
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@ -4,4 +4,4 @@
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rm -rf dist
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mkdir dist
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cp -r README.md LICENSE index.html script.js background.png pkg includes dist
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butler push dist ruin/image-to-bitsy:html
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# butler push dist ruin/pixsy:html
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@ -58,7 +58,6 @@ input {
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}
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img {
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max-height: 12em;
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max-width: 100%;
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margin: 0;
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}
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@ -73,6 +72,10 @@ label {
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font-weight: bold;
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}
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select {
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width: 100%;
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}
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textarea {
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height: 15em;
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padding: 0.5em;
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@ -94,6 +97,12 @@ textarea {
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margin-top: 0;
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}
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.half {
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display: inline-block;
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text-align: left;
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width: 50%;
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}
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.image-container {
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height: 46vh;
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text-align: left;
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@ -114,3 +123,10 @@ textarea {
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#crop canvas {
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height: 32vh;
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}
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#preview {
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width: 256px;
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height: 256px;
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image-rendering: pixelated;
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image-rendering: crisp-edges;
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}
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43
index.pug
43
index.pug
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@ -24,34 +24,63 @@ html(lang="en-gb")
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button.normal.pagination.next#load load an existing bitsy game
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.page.game-data
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h2 game data
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input#game(type="file" autocomplete="off")
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br
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textarea#game-data(
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placeholder="Paste your game data here or use the file chooser button above"
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autocomplete="off"
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)
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button.pagination.prev previous
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button.pagination.next#game-data-next(disabled=true) next
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.page.image
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h2 image
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.image-container
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input#image(type="file" accept="image/*")
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#crop
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button.pagination.prev previous
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button.pagination.next next
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.page.extras
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h2 tiles
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label
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| tile name (optional)
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input#prefix(type="text" placeholder="e.g. 'forest'" autocomplete="off")
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button.pagination.next#image-next(disabled=true) next
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.page.room
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h2 room
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table
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tbody
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tr
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td(style="width: 60%")
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img#preview(alt="preview")
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br
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label
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| brightness
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input#brightness(type="range" min=-64 max=64 value=0)
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td
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label
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| palette
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select#palette
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label
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input#dither(type="checkbox")
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| dither
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br
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label
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| name (optional)
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input#room-name(type="text" placeholder="e.g. 'bedroom'" autocomplete="off")
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button.pagination.prev#back-to-image previous
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button.pagination.next#import next
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button.pagination.next#room-next next
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.page.download
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h2 download
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textarea#output(autocomplete="off")
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br
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button#download download
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button.pagination.prev#add add another image
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button.pagination.start#reset start again
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script(type="module")
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56
script.js
56
script.js
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@ -1,14 +1,17 @@
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import init, {
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add_room,
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get_palettes,
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get_preview,
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load_image,
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load_game,
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load_default_game,
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output,
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set_dither,
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set_room_name,
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} from './pkg/pixsy.js';
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if (typeof WebAssembly !== "object") {
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document.getElementById("start").innerText = "Sorry - your browser does not support WebAssembly";
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window.location = "./old/"
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}
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// stolen from https://ourcodeworld.com/articles/read/189/how-to-create-a-file-and-generate-a-download-with-javascript-in-the-browser-without-a-server
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@ -61,10 +64,14 @@ async function run() {
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const buttonBackToImage = el("back-to-image");
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const buttonDownload = el("download");
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const buttonGameDataProceed = el("game-data-next");
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const buttonImportGame = el("import");
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const buttonImageProceed = el("image-next");
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const buttonRoomProceed = el("room-next");
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const buttonLoadGame = el("load");
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const buttonNewGame = el("new");
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const buttonReset = el("reset");
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const checkboxDither = el("dither");
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const inputRoomName = el("room-name");
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const selectPalette = el("palette");
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const textareaGameDataInput = el("game-data");
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const textareaGameDataOutput = el("output");
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@ -110,9 +117,25 @@ async function run() {
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}, "text");
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});
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function setPaletteDropdown() {
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let palettes = JSON.parse(get_palettes());
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selectPalette.innerHTML = "";
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for (let palette of palettes) {
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let option = document.createElement("option");
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option.value = palette.id;
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option.innerText = palette.name;
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selectPalette.appendChild(option);
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}
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}
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function checkGameData() {
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if (textareaGameDataInput.value.length > 0) {
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buttonGameDataProceed.removeAttribute("disabled");
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setPaletteDropdown();
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} else {
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buttonGameDataProceed.setAttribute("disabled", "disabled");
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}
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@ -127,19 +150,40 @@ async function run() {
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if ( ! cropperRendered) {
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cropper.render("#crop");
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cropperRendered = true;
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buttonImageProceed.removeAttribute("disabled");
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}
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cropper.loadImage(e.target.result);
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}, "image");
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});
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function addTiles() {
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console.log(add_tiles());
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function loadPreview() {
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el("preview").setAttribute("src", get_preview());
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}
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function handleImage() {
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console.log(load_image(cropper.getCroppedImage()));
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loadPreview();
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}
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buttonImageProceed.addEventListener("click", handleImage);
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buttonImageProceed.addEventListener("touchend", handleImage);
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checkboxDither.addEventListener("change", () => {
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set_dither(checkboxDither.checked);
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});
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inputRoomName.addEventListener("change", () => {
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set_room_name(inputRoomName.value);
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});
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function addRoom() {
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console.log(add_room());
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textareaGameDataOutput.value = output();
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}
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buttonImportGame.addEventListener("click", addTiles);
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buttonImportGame.addEventListener("touchend", addTiles);
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buttonRoomProceed.addEventListener("click", addRoom);
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buttonRoomProceed.addEventListener("touchend", addRoom);
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function handleDownload() {
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download("output.bitsy", textareaGameDataOutput.value);
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106
src/lib.rs
106
src/lib.rs
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@ -5,6 +5,7 @@ use image::{GenericImageView, Pixel, DynamicImage};
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use lazy_static::lazy_static;
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use std::sync::Mutex;
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use wasm_bindgen::prelude::*;
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use image::imageops::dither;
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const SD: u32 = 8;
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@ -13,6 +14,7 @@ struct State {
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image: Option<DynamicImage>,
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room_name: Option<String>,
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palette: Option<String>,
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dither: bool,
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}
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lazy_static! {
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@ -22,6 +24,7 @@ lazy_static! {
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image: None,
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room_name: None,
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palette: None,
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dither: true,
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}
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);
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}
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@ -38,6 +41,7 @@ fn tile_name(prefix: &Option<String>, index: &u32) -> Option<String> {
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pub fn load_default_game() {
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let mut state = STATE.lock().unwrap();
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state.game = Some(bitsy_parser::mock::game_default());
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state.palette = Some(bitsy_parser::mock::game_default().palette_ids()[0].clone())
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}
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#[wasm_bindgen]
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@ -47,11 +51,14 @@ pub fn load_game(game_data: String) -> String {
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match result {
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Ok(game) => {
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state.game = Some(game);
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let palette_id = game.palette_ids()[0].clone();
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state.game = Some(game);
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state.palette = Some(palette_id);
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"".to_string()
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},
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_ => {
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state.game = None;
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state.game = None;
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state.palette = None;
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format!("{}", result.err().unwrap())
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}
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}
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@ -84,6 +91,22 @@ pub fn load_image(image_base64: String) -> String {
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}.to_string()
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}
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#[wasm_bindgen]
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pub fn set_dither(dither: bool) {
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let mut state = STATE.lock().unwrap();
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state.dither = dither;
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}
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#[wasm_bindgen]
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pub fn set_palette(palette_id: String) {
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let mut state = STATE.lock().unwrap();
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match palette_id.is_empty() {
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true => { state.palette = None },
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false => { state.palette = Some(palette_id) },
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}
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}
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#[wasm_bindgen]
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pub fn set_room_name(room_name: String) {
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let mut state = STATE.lock().unwrap();
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@ -95,12 +118,52 @@ pub fn set_room_name(room_name: String) {
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}
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#[wasm_bindgen]
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pub fn set_palette(palette_id: String) {
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let mut state = STATE.lock().unwrap();
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pub fn get_palettes() -> String {
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let state = STATE.lock().unwrap();
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match palette_id.is_empty() {
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true => { state.palette = None },
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false => { state.palette = Some(palette_id) },
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let mut palette_objects = json::JsonValue::new_array();
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for palette in &state.game.as_ref().unwrap().palettes {
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let mut object = json::JsonValue::new_object();
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object.insert("id", palette.id.clone()).unwrap();
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object.insert(
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"name",
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palette.name.clone().unwrap_or(
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format!("Palette {}", palette.id))
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).unwrap();
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palette_objects.push(object).unwrap();
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}
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json::stringify(palette_objects)
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}
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fn image_to_base64(image: &DynamicImage) -> String {
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let mut bytes: Vec<u8> = Vec::new();
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image.write_to(&mut bytes, image::ImageOutputFormat::Png).unwrap();
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format!("data:image/png;base64,{}", base64::encode(&bytes))
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}
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fn render_preview(image: &DynamicImage) -> DynamicImage {
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let image = image.clone();
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let image = image.grayscale();
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// todo dither
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// todo convert to palette colours
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image
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}
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#[wasm_bindgen]
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pub fn get_preview() -> String {
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let state = STATE.lock().unwrap();
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match &state.image.is_some() {
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true => image_to_base64(&render_preview(state.image.as_ref().unwrap())),
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false => "".to_string(),
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}
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}
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@ -174,13 +237,38 @@ pub fn output() -> String {
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#[cfg(test)]
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mod test {
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use crate::{add_tiles, load_image, load_default_game, output};
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use crate::{add_room, load_image, load_default_game, output, get_preview};
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#[test]
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fn image_to_base64() {
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let image = image::load_from_memory(include_bytes!("test-resources/test.png")).unwrap();
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let output = crate::image_to_base64(&image);
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let expected = include_str!("test-resources/test.png.base64").trim();
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assert_eq!(output, expected);
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}
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#[test]
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fn get_palettes() {
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load_default_game();
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let output = crate::get_palettes();
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let expected = "[{\"id\":\"0\",\"name\":\"blueprint\"}]";
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assert_eq!(output, expected);
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}
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#[test]
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fn render_preview() {
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load_default_game();
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load_image(include_str!("test-resources/colour_input.png.base64").trim().to_string());
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let output = get_preview();
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let expected = include_str!("test-resources/colour_input.png.base64.greyscale").trim();
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assert_eq!(output, expected);
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}
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#[test]
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fn example() {
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load_default_game();
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load_image(include_str!("test-resources/test.png.base64").to_string());
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add_tiles();
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add_room();
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assert_eq!(output(), include_str!("test-resources/expected.bitsy"));
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}
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Binary file not shown.
After Width: | Height: | Size: 13 KiB |
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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@ -0,0 +1,136 @@
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Write your game's title here
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# BITSY VERSION 7.2
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! ROOM_FORMAT 1
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PAL 0
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NAME blueprint
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0,82,204
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128,159,255
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255,255,255
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ROOM 0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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0,a,a,a,a,a,a,a,a,a,a,a,a,a,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,0,0,0,0,0,0,0,0,0,0,0,0,a,0
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0,a,a,a,a,a,a,a,a,a,a,a,a,a,a,0
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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NAME example room
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PAL 0
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TIL a
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11111111
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10000001
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10000001
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10011001
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10011001
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10000001
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10000001
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11111111
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NAME block
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TIL 2
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00011000
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00111000
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00011000
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00011000
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00011000
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00011000
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00011000
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00111100
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TIL 3
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00111100
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01100110
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01100110
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00001100
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00011000
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00110000
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01100000
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01111110
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TIL 4
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00111100
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01100110
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01100110
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00001100
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00001100
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01100110
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01100110
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00111100
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|
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SPR A
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00011000
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00011000
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00011000
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00111100
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01111110
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10111101
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00100100
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00100100
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POS 0 4,4
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SPR a
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00000000
|
||||
00000000
|
||||
01010001
|
||||
01110001
|
||||
01110010
|
||||
01111100
|
||||
00111100
|
||||
00100100
|
||||
NAME cat
|
||||
DLG 0
|
||||
POS 0 8,12
|
||||
|
||||
ITM 0
|
||||
00000000
|
||||
00000000
|
||||
00000000
|
||||
00111100
|
||||
01100100
|
||||
00100100
|
||||
00011000
|
||||
00000000
|
||||
NAME tea
|
||||
DLG 1
|
||||
|
||||
ITM 1
|
||||
00000000
|
||||
00111100
|
||||
00100100
|
||||
00111100
|
||||
00010000
|
||||
00011000
|
||||
00010000
|
||||
00011000
|
||||
NAME key
|
||||
DLG 2
|
||||
|
||||
DLG 0
|
||||
I'm a cat
|
||||
NAME cat dialog
|
||||
|
||||
DLG 1
|
||||
You found a nice warm cup of tea
|
||||
NAME tea dialog
|
||||
|
||||
DLG 2
|
||||
A key! {wvy}What does it open?{wvy}
|
||||
NAME key dialog
|
||||
|
||||
VAR a
|
||||
42
|
||||
|
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|
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|
|||
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|
Loading…
Reference in New Issue