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game-data-
Author | SHA1 | Date |
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Max Bradbury | 4d40fd6e08 |
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@ -1,19 +1,19 @@
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[package]
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name = "pixsy"
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version = "0.710.0"
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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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license = "MIT"
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repository = "https://tinybird.dev/max/pixsy"
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repository = "https://tinybird.dev/max/image-to-bitsy"
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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 = "^0.710.0"
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bitsy-parser = "^0.72.5"
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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 = "^0.2.78"
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wasm-bindgen = "=0.2.64" # newer versions are bugged...
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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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@ -22,11 +23,6 @@ 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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@ -136,3 +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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47
index.pug
47
index.pug
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@ -8,9 +8,11 @@ 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 pixsy
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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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p.
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version 0.710.0
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convert images to Bitsy rooms
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#[a(href="http://tinybird.info/image-to-bitsy/old/" target="_blank") old version]
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@ -19,35 +21,12 @@ html(lang="en-gb")
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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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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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input#game(type="file" autocomplete="off")
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br
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textarea#game-data(
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@ -55,6 +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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@ -95,22 +77,21 @@ 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")
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input#dither(type="checkbox" checked=true)
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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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textarea#output(autocomplete="off")
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h2 download
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button#clipboard.half copy to clipboard
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button#download.half 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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50
script.js
50
script.js
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@ -24,18 +24,6 @@ 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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@ -76,7 +64,6 @@ async function run() {
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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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@ -91,6 +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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@ -145,6 +134,7 @@ async function run() {
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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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@ -164,18 +154,39 @@ async function run() {
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}
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function checkGameData() {
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let result = load_game(textareaGameDataInput.value)
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paragraphGameResult.style.display = "none";
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paragraphGameErrors.style.display = "none";
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if (result === "Loaded game") {
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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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@ -254,9 +265,6 @@ async function run() {
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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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61
src/lib.rs
61
src/lib.rs
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@ -1,3 +1,5 @@
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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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@ -41,7 +43,7 @@ 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: false,
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dither: true,
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brightness: 0,
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}
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);
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@ -74,16 +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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@ -165,18 +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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@ -199,7 +208,7 @@ fn palette_from(bg: &bitsy_parser::Colour, fg: &bitsy_parser::Colour) -> bitsy_p
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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_rgba8();
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let mut buffer = state.image.as_ref().unwrap().clone().into_rgba();
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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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@ -247,18 +256,18 @@ pub fn add_room() -> String {
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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".into();
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return "No game data loaded".to_string();
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}
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match &state.palette {
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SelectedPalette::None => { return "No palette selected".into(); },
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SelectedPalette::None => { return "No palette selected".to_string(); },
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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".into();
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return "No image loaded".to_string();
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}
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let palette_id = Some(match &state.palette {
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@ -290,7 +299,7 @@ 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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@ -377,7 +386,7 @@ 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.blueprint").trim();
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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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@ -390,4 +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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@ -1 +0,0 @@
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Write your game's title here
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# BITSY VERSION 7.5
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# BITSY VERSION 7.2
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! ROOM_FORMAT 1
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Reference in New Issue