styling
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@ -11,7 +11,6 @@
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html, body {
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background-color: @background;
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background-image: url("background.png");
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font-size: 3vmin;
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margin: 0;
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padding: 0;
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@ -37,6 +36,10 @@ button {
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}
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}
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h1 {
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margin: 0;
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}
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h3 {
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font-size: 0.9em;
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}
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@ -57,6 +60,7 @@ input {
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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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p {
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@ -70,7 +74,7 @@ label {
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}
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textarea {
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height: 20em;
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height: 15em;
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padding: 0.5em;
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text-align: left;
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width: 100%;
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@ -92,12 +96,13 @@ textarea {
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}
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.page {
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height: 80vmin;
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width: 80vmin;
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height: 70vmin;
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width: 70vmin;
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background-color: @background;
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border: 2px solid @accent;
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border-radius: 5vmin;
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box-shadow: @accent 0.5vmin 0.5vmin;
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box-shadow: @accent 1vmin 1vmin;
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padding: 5vmin;
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position: relative;
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}
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10
index.pug
10
index.pug
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@ -6,7 +6,7 @@ html(lang="en-gb")
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link(rel="stylesheet" href="includes/style.css")
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body
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h1
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span.background tilesy
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img(alt="tilesy" src="includes/tilesy.png")
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p
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span.background import 8×8 tile sheets into Bitsy games
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.pages
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@ -33,11 +33,8 @@ html(lang="en-gb")
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.page.extras
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h2 tiles
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label
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| tile name prefix (optional)
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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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p.
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to help you find your new tiles in Bitsy, #[br]
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new tiles will be named #[span#tile-name-preview e.g. 'forest 1']
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h3 create alternate versions
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.checkboxes
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@ -57,8 +54,7 @@ html(lang="en-gb")
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some tile sheets assume you will be able to flip and rotate their tiles.
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Bitsy does not allow this, so it may be easier
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to generate these alternate versions here.
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p.
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don't worry - #[i tilesy] will not create duplicate tiles.
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button.pagination.prev#back-to-image previous
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button.pagination.next#import next
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.page.download
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13
script.js
13
script.js
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@ -60,7 +60,6 @@ async function run() {
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const checkboxRotateTiles = el("rotate");
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const inputPrefix = el("prefix");
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const imagePreview = el("preview");
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const spanTileNamePreview = el("tile-name-preview")
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const textareaGameDataInput = el("game-data");
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const textareaGameDataOutput = el("output");
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@ -122,18 +121,6 @@ async function run() {
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}, "image");
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});
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function handleTilePrefix() {
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if (inputPrefix.value) {
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spanTileNamePreview.innerText = `'${this.value} 1' etc.`
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} else {
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spanTileNamePreview.innerText = "'forest 1' etc."
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}
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}
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inputPrefix.addEventListener("keyup", handleTilePrefix);
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inputPrefix.addEventListener("change", handleTilePrefix);
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handleTilePrefix();
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function addTiles() {
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let image = imagePreview.getAttribute("src");
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let gameData = textareaGameDataInput.value;
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