allow for background-only ("no tile")
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673edd715d
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@ -123,6 +123,13 @@ $(document).ready(function() {
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// get tiles
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// get tiles
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bitsyData.tiles = {};
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bitsyData.tiles = {};
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// tile 0 (background colour only) is implicit in bitsy rather than being stored in the game data
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// so, make our own version
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bitsyData.tiles[0] = {
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name: 0,
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bitmap: _.chunk(_.split(_.repeat(0, 64), ''), 8)
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};
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var tiles = input.match(/TIL (.*)\n([01]{8}\n){8}/g);
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var tiles = input.match(/TIL (.*)\n([01]{8}\n){8}/g);
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if (tiles.length > 0) {
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if (tiles.length > 0) {
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@ -40,15 +40,13 @@ if (src.match(/^(file|https)?:\/\/|^\/\//)) {
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## known bugs
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## known bugs
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* tile 0 (background colour only) is an implicit tile in Bitsy- it's not stored in the game data. so this tool ignores it. oops!!
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* when importing game data, create a version of this
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* when writing game data, don't write the 0 tile
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## to do
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## to do
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* allow user to save output as image, or tweet it :) *user can currently right-click -> Save As but the 128x128 size is not great*
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* allow user to save output as image, or tweet it :) *user can currently right-click -> Save As but the 128x128 size is not great*
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* create new tiles based on image
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* create new tiles based on image
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* only add unique new tiles
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* only add unique new tiles
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* don't write the 0 tile (implicit background-only tile)
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* implement slider (*always use existing tiles* -> *always create new tiles*) (representing 0-64 threshold for # of common pixels)
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* implement slider (*always use existing tiles* -> *always create new tiles*) (representing 0-64 threshold for # of common pixels)
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* re-style the damn thing
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* re-style the damn thing
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* reorganise the page layout for a more logical workflow
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* reorganise the page layout for a more logical workflow
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