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26 Commits
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Max Bradbury | 7c444cb35d | |
Max Bradbury | a2c92b1e12 | |
Max Bradbury | 57b841ac3d | |
Max Bradbury | 3bbf51e5f8 | |
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Max Bradbury | c8b6c772ab | |
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Max Bradbury | f135e184e4 | |
Max Bradbury | 21eb632d22 |
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@ -1,19 +1,19 @@
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[package]
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name = "pixsy"
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version = "0.72.7"
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version = "0.710.0"
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description = "convert images to Bitsy rooms"
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authors = ["Max Bradbury <max@tinybird.info>"]
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edition = "2018"
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license = "MIT"
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repository = "https://tinybird.dev/max/image-to-bitsy"
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repository = "https://tinybird.dev/max/pixsy"
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[lib]
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crate-type = ["cdylib"]
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[dependencies]
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base64 = "^0.12.3"
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bitsy-parser = "^0.72.5"
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bitsy-parser = "^0.710.0"
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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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wasm-bindgen = "^0.2.78"
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56
README.md
56
README.md
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@ -1,3 +1,57 @@
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# pixsy
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convert images to rooms for use in Bitsy
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a tool for [Bitsy Game Maker](http://bitsy.org).
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upload any image and convert it into a room.
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## credits
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made by [Max Bradbury](http://tinybird.info/).
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makes use of my own [bitsy parser](https://crates.io/crates/bitsy-parser) library.
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uses the [Croppie](https://foliotek.github.io/Croppie/) image crop plugin
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by [Foliotek](https://www.foliotek.com/)
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uses [wasm-bindgen](https://crates.io/crates/wasm-bindgen) to automate WebAssembly bindings.
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## thanks
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to [Adam Le Doux](http://ledoux.io/) for creating the wonderful and inspiring Bitsy
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to [Mark Wonnacott](https://kool.tools/) for their support, encouragement and inspiration
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and to everyone in the bitsy community!
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## contributing
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forks and pull requests welcome!
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### development prerequisites
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* [rust/cargo](https://rustup.rs/)
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* [pug](https://pugjs.org/)
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* [less](http://lesscss.org/)
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* a bash shell for the build script
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## bugs
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when importing images, some pixels have errors.
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it seems to only happen for pixels surrounded at the top and left:
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```
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111 111
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100 => 110
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100 100
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```
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pixsy does not work in the Itch desktop program
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because their bundled version of Chromium does not support WebAssembly.
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## to do
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* add alternative dithering options (Atkinson, Bayer 8×8)
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* add a 'smoothing' (noise reduction?) stage to remove errant pixels
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## could do
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* reimplement tile reuse option
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* add camera support so users can take a pic instead of uploading an image
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* allow user to draw to canvas
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6
TODO.md
6
TODO.md
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@ -1,6 +0,0 @@
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# todo
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* tile reuse
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* noise reduction (remove lonely pixels)
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* implement Atkinson and Bayer dithering options
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* fix weird problem with pixels flipping (see test::example)
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@ -22,6 +22,11 @@ button {
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white-space: nowrap;
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width: 100%;
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&.half {
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float: left;
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width: 50%;
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}
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&.pagination:not(.normal) {
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position: absolute;
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bottom: 5vmin;
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44
index.pug
44
index.pug
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@ -8,25 +8,46 @@ html(lang="en-gb")
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script(src="includes/croppie.min.js")
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body
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header
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h1
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| pixsy
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//img(alt="pixsy" src="includes/pixsy.png")
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h1 pixsy
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p.
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convert images to Bitsy rooms
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version 0.710.0
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#[a(href="./old/") old version]
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#[a(href="http://tinybird.info/image-to-bitsy/old/" target="_blank") old version]
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#[a(href="mailto:max@tinybird.info") email]
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#[a(href="https://twitter.com/synth_ruiner") twitter]
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.pages
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.page#start
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p.
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#[b pixsy] is a tool for #[a(href="https://bitsy.org/") Bitsy Game Maker]
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that allows you to generate a room from an image and add it to your game.
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p.
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this version is tested to be compatible with Bitsy version 7.10 and earlier.
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later versions may also work fine, but make sure you have a backup of your game data.
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p.
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#[b pixsy] does not currently work via the Itch desktop program.
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if pixsy does not work for you, please try the
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#[a(href="http://tinybird.info/image-to-bitsy/old/") old version] instead.
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p.
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if your image is already the correct size for a bitsy room (128×128),
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simply leave the zoom slider at the default setting.
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you can draw your room in a pixel-art program and import it here.
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p.
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full instructions can be found on the
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#[a(href="https://ruin.itch.io/pixsy/") itch.io page] -
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scroll down to "how to use".
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button.normal.pagination.next#new create a new bitsy game
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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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p.
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your game data is available from the #[i game data] window in bitsy,
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under the #[i tools] dropdown.
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input#game(type="file" accept=".bitsy,.txt" autocomplete="off")
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br
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textarea#game-data(
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@ -74,21 +95,22 @@ html(lang="en-gb")
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input#colour-foreground(type="color" value="#ffffff")
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label
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input#dither(type="checkbox" checked=true)
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input#dither(type="checkbox")
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| dither
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p (approximates a greyscale effect)
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br
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button.pagination.prev#back-to-image previous
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button.pagination.next#room-next add room
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.page.download
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h2 done!
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p#added
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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#clipboard.half copy to clipboard
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button#download.half 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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30
script.js
30
script.js
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@ -12,10 +12,6 @@ import init, {
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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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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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function download(filename, text) {
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let element = document.createElement('a');
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@ -28,6 +24,18 @@ function download(filename, text) {
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document.body.removeChild(element);
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}
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function copyToClipboard() {
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const button = el("clipboard");
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el("output").select();
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document.execCommand("copy");
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button.innerText = "copied!";
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setTimeout(() => {
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button.innerText = "copy to clipboard";
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}, 2000);
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}
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function el(id) {
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return document.getElementById(id);
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}
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@ -60,10 +68,15 @@ function readFile(input, callback, type = "text") {
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}
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async function run() {
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if (typeof WebAssembly !== "object") {
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window.location = "http://tinybird.info/image-to-bitsy/old/"
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}
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await init();
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const buttonAddImage = el("add");
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const buttonBackToImage = el("back-to-image");
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const buttonCopyToClipboard = el("clipboard")
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const buttonDownload = el("download");
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const buttonGameDataProceed = el("game-data-next");
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const buttonImageProceed = el("image-next");
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el("game").addEventListener("change", function() {
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readFile(this, function (e) {
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textareaGameDataInput.value = e.target.result;
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console.log(load_game(e.target.result));
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checkGameData();
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}, "text");
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});
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function setPaletteDropdown() {
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const palettes = JSON.parse(get_palettes());
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console.debug(palettes);
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selectPalette.innerHTML = "";
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@ -153,7 +164,9 @@ async function run() {
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}
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function checkGameData() {
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if (textareaGameDataInput.value.length > 0) {
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let result = load_game(textareaGameDataInput.value)
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if (result === "Loaded game") {
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buttonGameDataProceed.removeAttribute("disabled");
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setPaletteDropdown();
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} else {
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download("output.bitsy", textareaGameDataOutput.value);
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}
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buttonCopyToClipboard.addEventListener("click", copyToClipboard);
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buttonCopyToClipboard.addEventListener("touchend", copyToClipboard);
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buttonDownload.addEventListener("click", handleDownload);
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buttonDownload.addEventListener("touchend", handleDownload);
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16
src/lib.rs
16
src/lib.rs
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#![feature(clamp)]
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use bitsy_parser::game::Game;
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use bitsy_parser::image::Image;
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use bitsy_parser::tile::Tile;
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@ -43,7 +41,7 @@ lazy_static! {
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image: None,
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room_name: None,
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palette: SelectedPalette::None,
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dither: true,
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dither: false,
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brightness: 0,
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}
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);
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}
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fn render_preview(state: &State) -> DynamicImage {
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let mut buffer = state.image.as_ref().unwrap().clone().into_rgba();
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let mut buffer = state.image.as_ref().unwrap().clone().into_rgba8();
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let palette = match &state.palette {
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SelectedPalette::None => bitsy_parser::mock::game_default().palettes[0].clone(),
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let mut state = STATE.lock().expect("Couldn't lock application state");
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if state.game.is_none() {
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return "No game data loaded".to_string();
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return "No game data loaded".into();
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}
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match &state.palette {
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SelectedPalette::None => { return "No palette selected".to_string(); },
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SelectedPalette::None => { return "No palette selected".into(); },
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_ => {}
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};
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let mut game = state.game.clone().unwrap();
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if state.image.is_none() {
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return "No image loaded".to_string();
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return "No image loaded".into();
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}
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let palette_id = Some(match &state.palette {
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@ -292,7 +290,7 @@ pub fn add_room() -> String {
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fn colour_match(a: &image::Rgb<u8>, b: &bitsy_parser::Colour) -> u8 {
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if a[0] == b.red && a[1] == b.green && a[2] == b.blue { 1 } else { 0 }
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};
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}
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for y in (row * SD)..((row + 1) * SD) {
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for x in (column * SD)..((column + 1) * SD) {
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@ -379,7 +377,7 @@ mod test {
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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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let expected = include_str!("test-resources/colour_input.png.base64.blueprint").trim();
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assert_eq!(output, expected);
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}
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@ -0,0 +1 @@
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Write your game's title here
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# BITSY VERSION 7.2
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# BITSY VERSION 7.5
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! ROOM_FORMAT 1
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Reference in New Issue