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* 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>
130 lines
3.0 KiB
SCSS
130 lines
3.0 KiB
SCSS
#ingame_HUD_PuzzlePlayMetadata {
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position: absolute;
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@include S(top, 70px);
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@include S(left, 10px);
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display: flex;
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flex-direction: column;
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@include S(width, 200px);
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> .info {
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display: flex;
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flex-direction: column;
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@include SuperSmallText;
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@include S(margin-bottom, 5px);
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> label {
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text-transform: uppercase;
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@include SuperDuperSmallText;
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color: $accentColorDark;
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}
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> span {
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display: flex;
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color: darken($accentColorDark, 25);
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@include SuperSmallText;
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@include DarkThemeOverride {
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color: lighten($accentColorDark, 15);
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}
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}
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}
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> .plays {
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display: flex;
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align-items: center;
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justify-self: end;
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align-self: end;
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flex-direction: row;
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@include S(margin-bottom, 10px);
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opacity: 0.8;
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@include DarkThemeInvert;
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@include DarkThemeOverride {
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opacity: 0.8;
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}
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> .downloads {
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@include SuperSmallText;
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color: #000;
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align-self: start;
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justify-self: start;
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font-weight: bold;
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@include S(margin-right, 10px);
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@include S(padding-left, 14px);
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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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& {
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/* @load-async */
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background: uiResource("icons/puzzle_plays.png") #{D(2px)} center / #{D(8px)} #{D(8px)} no-repeat;
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}
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}
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> .likes {
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@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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align-self: start;
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justify-self: start;
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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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& {
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/* @load-async */
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background: uiResource("icons/puzzle_upvotes.png") #{D(2px)} center / #{D(8px)} #{D(8px)} no-repeat;
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}
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}
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}
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> .key {
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button {
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@include S(margin-top, 2px);
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}
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}
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button {
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@include SuperSmallText;
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align-self: start;
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@include S(min-width, 50px);
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&.report {
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background-color: $accentColorDark;
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@include SuperDuperSmallText;
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}
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}
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> .buttons {
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display: flex;
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flex-direction: column;
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> button {
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@include S(margin-bottom, 4px);
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}
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}
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}
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#ingame_HUD_PuzzlePlayTitle {
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position: absolute;
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@include S(top, 18px);
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left: 50%;
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transform: translateX(-50%);
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text-transform: uppercase;
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@include Heading;
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text-align: center;
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display: flex;
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flex-direction: column;
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> .name {
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@include PlainText;
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opacity: 0.5;
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}
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@include DarkThemeOverride {
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color: #eee;
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}
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}
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