Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
#state_PuzzleMenuState {
|
|
|
|
> .headerBar {
|
|
|
|
display: grid;
|
|
|
|
grid-template-columns: 1fr auto;
|
|
|
|
align-items: center;
|
|
|
|
|
|
|
|
> h1 {
|
|
|
|
justify-self: start;
|
|
|
|
}
|
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|
|
|
|
|
|
.createPuzzle {
|
|
|
|
background-color: $colorGreenBright;
|
|
|
|
@include S(margin-left, 5px);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .container {
|
|
|
|
> .mainContent {
|
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|
|
overflow: hidden;
|
|
|
|
|
|
|
|
> .categoryChooser {
|
|
|
|
> .categories {
|
|
|
|
display: grid;
|
|
|
|
grid-auto-columns: 1fr;
|
|
|
|
grid-auto-flow: column;
|
|
|
|
@include S(grid-gap, 2px);
|
|
|
|
@include S(padding-right, 10px);
|
|
|
|
@include S(margin-bottom, 5px);
|
|
|
|
|
|
|
|
.category {
|
|
|
|
background: $accentColorBright;
|
|
|
|
border-radius: 0;
|
|
|
|
color: $accentColorDark;
|
|
|
|
transition: all 0.12s ease-in-out;
|
|
|
|
transition-property: opacity, background-color, color;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
|
|
|
|
&:first-child {
|
|
|
|
@include S(border-top-left-radius, $globalBorderRadius);
|
|
|
|
@include S(border-bottom-left-radius, $globalBorderRadius);
|
|
|
|
}
|
|
|
|
&:last-child {
|
|
|
|
border-top-right-radius: $globalBorderRadius;
|
|
|
|
border-bottom-right-radius: $globalBorderRadius;
|
|
|
|
}
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
|
|
|
|
&.active {
|
|
|
|
background: $colorBlueBright;
|
|
|
|
opacity: 1 !important;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
color: #fff;
|
|
|
|
cursor: default;
|
|
|
|
}
|
|
|
|
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
background: $accentColorDark;
|
|
|
|
color: #bbbbc4;
|
|
|
|
|
|
|
|
&.active {
|
|
|
|
background: $colorBlueBright;
|
|
|
|
color: #fff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
&.root {
|
|
|
|
@include S(padding-top, 10px);
|
|
|
|
@include S(padding-bottom, 10px);
|
|
|
|
@include Text;
|
|
|
|
}
|
|
|
|
&.child {
|
|
|
|
@include PlainText;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .puzzles {
|
|
|
|
display: grid;
|
|
|
|
grid-template-columns: repeat(auto-fit, minmax(D(240px), 1fr));
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
@include S(grid-auto-rows, 65px);
|
|
|
|
@include S(grid-gap, 7px);
|
|
|
|
@include S(margin-top, 10px);
|
|
|
|
@include S(padding-right, 4px);
|
|
|
|
@include S(height, 320px);
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
overflow-y: scroll;
|
|
|
|
pointer-events: all;
|
|
|
|
position: relative;
|
|
|
|
|
|
|
|
> .puzzle {
|
|
|
|
width: 100%;
|
|
|
|
@include S(height, 65px);
|
|
|
|
background: #f3f3f8;
|
|
|
|
@include S(border-radius, $globalBorderRadius);
|
|
|
|
|
|
|
|
display: grid;
|
|
|
|
grid-template-columns: auto 1fr;
|
|
|
|
grid-template-rows: D(15px) D(15px) 1fr;
|
|
|
|
@include S(padding, 5px);
|
|
|
|
@include S(grid-column-gap, 5px);
|
|
|
|
box-sizing: border-box;
|
|
|
|
pointer-events: all;
|
|
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cursor: pointer;
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position: relative;
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@include S(padding-left, 10px);
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@include DarkThemeOverride {
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background: rgba(0, 0, 10, 0.2);
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}
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@include InlineAnimation(0.12s ease-in-out) {
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0% {
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opacity: 0;
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}
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100% {
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opacity: 1;
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}
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}
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&:hover {
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background: #f0f0f8;
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}
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> .title {
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grid-column: 2 / 3;
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grid-row: 1 / 2;
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@include PlainText;
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white-space: nowrap;
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text-overflow: ellipsis;
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overflow: hidden;
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align-self: center;
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justify-self: start;
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width: 100%;
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box-sizing: border-box;
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@include S(padding, 2px, 5px);
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@include S(height, 17px);
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}
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> .author {
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grid-column: 2 / 2;
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grid-row: 2 / 3;
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@include SuperSmallText;
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color: $accentColorDark;
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align-self: center;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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@include S(padding, 2px, 5px);
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}
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> .icon {
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grid-column: 1 / 2;
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grid-row: 1 / 4;
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align-self: center;
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justify-self: center;
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@include S(width, 45px);
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@include S(height, 45px);
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canvas {
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width: 100%;
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height: 100%;
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}
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}
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> .stats {
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grid-column: 2 / 3;
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grid-row: 3 / 4;
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display: flex;
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align-items: center;
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justify-self: end;
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|
justify-content: center;
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|
align-self: end;
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@include S(height, 14px);
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|
> .downloads {
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@include SuperSmallText;
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|
color: #000;
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|
font-weight: bold;
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|
@include S(margin-right, 5px);
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|
@include S(padding-left, 12px);
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|
opacity: 0.7;
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|
display: inline-flex;
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|
align-items: center;
|
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|
justify-content: center;
|
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|
@include DarkThemeInvert;
|
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& {
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|
|
/* @load-async */
|
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|
background: uiResource("icons/puzzle_plays.png") #{D(2px)} #{D(2.5px)} / #{D(
|
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|
|
8px
|
|
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|
)} #{D(8px)} no-repeat;
|
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|
}
|
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|
}
|
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|
> .likes {
|
|
|
|
@include SuperSmallText;
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|
align-items: center;
|
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|
justify-content: center;
|
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|
|
color: #000;
|
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|
|
font-weight: bold;
|
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|
@include S(padding-left, 14px);
|
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|
|
opacity: 0.7;
|
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|
@include DarkThemeInvert;
|
|
|
|
|
|
|
|
& {
|
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|
|
/* @load-async */
|
|
|
|
background: uiResource("icons/puzzle_upvotes.png") #{D(2px)} #{D(2.4px)} / #{D(
|
|
|
|
9px
|
|
|
|
)} #{D(9px)} no-repeat;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .difficulty {
|
|
|
|
@include SuperSmallText;
|
|
|
|
align-items: center;
|
|
|
|
justify-content: center;
|
|
|
|
color: #000;
|
|
|
|
font-weight: bold;
|
|
|
|
@include S(margin-right, 3px);
|
|
|
|
opacity: 0.7;
|
|
|
|
text-transform: uppercase;
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
|
|
|
|
|
|
|
&.stage--easy {
|
|
|
|
color: $colorGreenBright;
|
|
|
|
}
|
|
|
|
&.stage--medium {
|
|
|
|
color: $colorOrangeBright;
|
|
|
|
}
|
|
|
|
&.stage--hard {
|
|
|
|
color: $colorRedBright;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
&.completed {
|
|
|
|
> .icon,
|
|
|
|
> .stats,
|
|
|
|
> .author,
|
|
|
|
> .title {
|
|
|
|
opacity: 0.3;
|
|
|
|
}
|
|
|
|
|
|
|
|
background: #fafafa;
|
|
|
|
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
background: rgba(0, 0, 0, 0.05);
|
|
|
|
}
|
|
|
|
|
|
|
|
&::after {
|
|
|
|
content: "";
|
|
|
|
position: absolute;
|
|
|
|
@include S(top, 10px);
|
|
|
|
@include S(right, 10px);
|
|
|
|
@include S(width, 30px);
|
|
|
|
@include S(height, 30px);
|
|
|
|
opacity: 0.1;
|
|
|
|
|
|
|
|
& {
|
|
|
|
/* @load-async */
|
|
|
|
background: uiResource("icons/puzzle_complete_indicator.png") center center /
|
|
|
|
contain no-repeat;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
@include DarkThemeOverride {
|
|
|
|
&::after {
|
|
|
|
/* @load-async */
|
|
|
|
background: uiResource("icons/puzzle_complete_indicator_inverse.png") center
|
|
|
|
center / contain no-repeat;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
> .loader,
|
|
|
|
> .empty {
|
|
|
|
display: flex;
|
|
|
|
align-items: center;
|
|
|
|
color: $accentColorDark;
|
|
|
|
justify-content: center;
|
|
|
|
position: absolute;
|
|
|
|
top: 0;
|
|
|
|
right: 0;
|
|
|
|
bottom: 0;
|
|
|
|
left: 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|