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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-13 13:04:03 +00:00
tobspr_shapez.io/src/css/states/preload.scss
tobspr 931c8a5821
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>
2021-05-23 16:32:05 +02:00

147 lines
3.6 KiB
SCSS

#state_PreloadState {
&.failure {
.loadingImage,
.loadingStatus {
display: none;
}
}
.changelogDialogEntry {
margin-top: 10px;
width: 100%;
flex-direction: column;
text-align: left;
padding: 10px;
box-sizing: border-box;
background: #eef1f4;
@include S(border-radius, 3px);
@include DarkThemeOverride {
background: #33343c;
}
.version {
@include Heading;
}
.date {
@include PlainText;
&::before {
content: " | ";
}
color: #aaabaf;
}
.changes {
@include PlainText;
@include S(padding-left, 15px);
strong {
background: $colorBlueBright;
color: #fff;
text-transform: uppercase;
@include S(padding, 1px, 2px);
@include S(margin-right, 3px);
}
a {
color: $colorBlueBright;
}
li {
@include SuperSmallText;
@include S(margin-bottom, 10px);
}
}
}
.failureBox {
.logo {
img {
@include S(width, 240px);
}
@include S(margin-bottom, 30px);
}
@include InlineAnimation(0.3s ease-in-out) {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
.failureInner {
// background: darken($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;
}
}
}