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tobspr_shapez.io/src/css/ingame_hud/mode_menu.scss
tobspr fa25deb761
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>
2021-04-12 14:03:47 +02:00

55 lines
1.2 KiB
SCSS

#ingame_HUD_ModeMenu {
position: absolute;
@include S(bottom, 10px);
@include S(left, 10px);
display: flex;
backdrop-filter: blur(D(1px));
flex-direction: column;
align-items: flex-start;
backdrop-filter: blur(D(1px));
padding: D(3px);
> button,
> .button {
@include PlainText;
@include IncreasedClickArea(0px);
background: green;
@include S(width, 30px);
@include S(height, 30px);
pointer-events: all;
cursor: pointer;
position: relative;
transition: all 0.12s ease-in-out;
transition-property: opacity, transform;
display: inline-flex;
background: center center / 70% no-repeat;
grid-row: 1;
&.pressed {
transform: scale(0.9) !important;
}
opacity: 0.7;
&:hover {
opacity: 0.9 !important;
}
@include DarkThemeInvert;
&.settings {
& {
/* @load-async */
background-image: uiResource("icons/settings_menu_settings.png");
}
}
&:hover {
opacity: 0.9;
transform: translateY(0);
}
}
}