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8 Commits
Refactor3
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game-data-
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@@ -1,6 +1,6 @@
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[package]
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name = "pixsy"
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version = "0.72.7"
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version = "0.72.8"
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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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56
README.md
56
README.md
@@ -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
@@ -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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@@ -2,6 +2,7 @@
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@page-background: #968eb5;
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@accent: #ec6d7d;
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@text: #464256;
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@ok: #caec6d;
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* {
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box-sizing: border-box;
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@@ -131,3 +132,13 @@ textarea {
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image-rendering: pixelated;
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image-rendering: crisp-edges;
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}
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.message {
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background-color: @ok;
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padding: 1em;
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text-align: left;
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&#game-data-errors {
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background-color: @accent;
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}
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}
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@@ -14,7 +14,7 @@ html(lang="en-gb")
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p.
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convert images to Bitsy rooms
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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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@@ -34,6 +34,9 @@ html(lang="en-gb")
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autocomplete="off"
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)
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p#game-data-result.message(style="display: none;")
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p#game-data-errors.message(style="display: none;")
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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#page-image
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42
script.js
42
script.js
@@ -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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@@ -60,6 +56,10 @@ 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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@@ -78,6 +78,8 @@ async function run() {
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const inputColourBackground = el("colour-background");
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const inputColourForeground = el("colour-foreground");
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const inputRoomName = el("room-name");
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const paragraphGameResult = el("game-data-result");
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const paragraphGameErrors = el("game-data-errors");
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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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@@ -126,7 +128,6 @@ async function run() {
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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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@@ -153,16 +154,39 @@ 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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paragraphGameResult.style.display = "none";
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paragraphGameErrors.style.display = "none";
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let game_data = textareaGameDataInput.value;
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if (game_data.length === 0) {
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buttonGameDataProceed.setAttribute("disabled", "disabled");
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return;
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}
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let result = load_game(game_data);
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console.debug(result);
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let parts = result.split(". Errors: ");
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result = parts[0];
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let errors = parts[1];
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paragraphGameResult.innerText = result;
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paragraphGameResult.style.display = "block";
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if (errors) {
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paragraphGameErrors.innerText = errors;
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paragraphGameErrors.style.display = "block";
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}
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if (result.startsWith("Error")) {
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buttonGameDataProceed.setAttribute("disabled", "disabled");
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} else {
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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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}
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textareaGameDataInput.addEventListener("change", checkGameData);
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textareaGameDataInput.addEventListener("keyup", checkGameData);
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checkGameData();
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el('image').addEventListener('change', function () {
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45
src/lib.rs
45
src/lib.rs
@@ -76,16 +76,21 @@ pub fn load_game(game_data: String) -> String {
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let result = Game::from(game_data);
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match result {
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Ok((game, _errs)) => {
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Ok((game, errors)) => {
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let palette_id = game.palette_ids()[0].clone();
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let game_name = game.name.clone();
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let errors: Vec<String> = errors.iter().map(|err| format!("{}", err)).collect();
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state.game = Some(game);
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state.palette = SelectedPalette::Existing { id: palette_id };
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format!("Loaded game")
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},
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format!("Loaded game: {}. Errors: {}", game_name, errors.join(", "))
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}
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_ => {
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state.game = None;
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state.palette = SelectedPalette::None;
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format!("{}", result.err().unwrap())
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format!("Error: {}", result.err().unwrap())
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}
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}
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}
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@@ -167,18 +172,20 @@ pub fn get_palettes() -> String {
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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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if state.game.is_some() {
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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("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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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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palette_objects.push(object).unwrap();
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}
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}
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json::stringify(palette_objects)
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@@ -392,4 +399,16 @@ mod test {
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// todo what? why are extraneous pixels appearing in the output tiles?
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assert_eq!(output(), include_str!("test-resources/expected.bitsy"));
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}
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#[test]
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fn palettes() {
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load_default_game();
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assert_eq!(crate::get_palettes(), "[{\"id\":\"0\",\"name\":\"blueprint\"}]");
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}
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#[test]
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fn no_palettes() {
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assert_eq!(crate::get_palettes(), "[]");
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}
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}
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Reference in New Issue
Block a user