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tobspr_shapez.io/src/css/states/preload.scss

149 lines
3.7 KiB

#state_PreloadState {
&.failure {
.loadingImage,
.loadingStatus {
display: none;
}
}
.changelogDialogEntry {
2 years ago
@include S(margin-top, 10px);
width: 100%;
flex-direction: column;
text-align: left;
padding: 10px;
box-sizing: border-box;
background: #eef1f4;
2 years ago
@include S(border-radius, $globalBorderRadius);
@include DarkThemeOverride {
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
background: #33343c;
}
.version {
@include Heading;
}
.date {
@include PlainText;
&::before {
content: " | ";
}
color: #aaabaf;
}
.changes {
@include PlainText;
@include S(padding-left, 15px);
2 years ago
@include S(margin-top, 10px);
strong {
background: $colorBlueBright;
color: #fff;
text-transform: uppercase;
@include S(padding, 1px, 2px);
@include S(margin-right, 3px);
}
a {
color: $colorBlueBright;
}
li {
@include SuperSmallText;
2 years ago
@include S(margin-bottom, 5px);
}
}
}
.failureBox {
.logo {
img {
@include S(width, 240px);
}
@include S(margin-bottom, 30px);
}
@include InlineAnimation(0.3s ease-in-out) {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
.failureInner {
// background: darken($mainBgColor, 6);
@include S(max-width, 350px);
margin: 0 20px;
text-align: left;
@include BoxShadow3D(#fff);
@include S(padding, 15px);
@include S(border-radius, $globalBorderRadius);
@include DropShadow;
.errorHeader {
color: #ef5072;
}
.errorMessage {
@include PlainText;
display: block;
color: #666;
text-align: left;
@include BreakText;
hyphens: auto;
// border: dotted #666;
// @include S(border-width, 1px, 0);
@include S(padding, 10px, 0);
@include S(margin-top, 10px);
}
.supportHelp {
@include S(margin-top, 10px);
@include PlainText;
.email {
color: $themeColor;
cursor: pointer;
pointer-events: all;
}
}
.lower {
display: flex;
align-items: center;
@include S(margin-top, 16px);
i {
flex-grow: 1;
text-align: right;
color: #777;
@include PlainText;
}
button.resetApp {
@include Button3D($colorRedBright);
@include PlainText;
@include S(padding, 5px, 8px, 4px);
color: #fff;
}
}
}
}
/* Animations */
.status {
transform: scale(0.7) $hardwareAcc;
opacity: 0;
@include StateAnim(transform, opacity);
}
&.arrived {
.status {
opacity: 1;
transform: none;
}
}
}