Fix bugs found during testing
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@ -104,29 +104,28 @@
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&.pressed {
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&.pressed {
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transform: scale(0.9) !important;
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transform: scale(0.9) !important;
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}
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}
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}
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&.selected {
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// transform: scale(1.05);
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background-color: rgba(lighten($colorBlueBright, 9), 0.4);
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@include S(border-radius, 2px);
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&.selected {
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.keybinding {
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// transform: scale(1.05);
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color: #111;
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background-color: rgba(lighten($colorBlueBright, 9), 0.4);
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.keybinding {
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color: #111;
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}
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}
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}
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}
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}
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.puzzle-lock {
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.puzzle-lock {
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& {
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& {
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/* @load-async */
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/* @load-async */
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background: uiResource("locked_building.png") center center / #{D(14px)} #{D(14px)}
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background: uiResource("locked_building.png") center center / 90% no-repeat;
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no-repeat;
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}
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}
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display: grid;
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display: grid;
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grid-auto-flow: column;
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grid-auto-flow: column;
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position: absolute;
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position: absolute;
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top: -30px;
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@include S(top, -15px);
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left: 50%;
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left: 50%;
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transform: translateX(-50%) !important;
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transform: translateX(-50%) !important;
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transition: all 0.12s ease-in-out;
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transition: all 0.12s ease-in-out;
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@ -135,8 +134,8 @@
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cursor: pointer;
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cursor: pointer;
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pointer-events: all;
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pointer-events: all;
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@include S(width, 14px);
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@include S(width, 12px);
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@include S(height, 14px);
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@include S(height, 12px);
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&:hover {
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&:hover {
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opacity: 0.5;
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opacity: 0.5;
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@ -92,7 +92,7 @@ export class MainMenuState extends GameState {
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</div>
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</div>
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${
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${
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G_IS_STANDALONE && puzzleDlc
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(G_IS_STANDALONE && puzzleDlc) || G_IS_DEV
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? `
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? `
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<div class="puzzleContainer">
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<div class="puzzleContainer">
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<img class="dlcLogo" src="${cachebust(
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<img class="dlcLogo" src="${cachebust(
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@ -6,6 +6,7 @@ import { TextualGameState } from "../core/textual_game_state";
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import { formatBigNumberFull } from "../core/utils";
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import { formatBigNumberFull } from "../core/utils";
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import { enumGameModeIds } from "../game/game_mode";
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import { enumGameModeIds } from "../game/game_mode";
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import { ShapeDefinition } from "../game/shape_definition";
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import { ShapeDefinition } from "../game/shape_definition";
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import { MUSIC } from "../platform/sound";
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import { Savegame } from "../savegame/savegame";
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import { Savegame } from "../savegame/savegame";
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import { T } from "../translations";
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import { T } from "../translations";
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@ -59,6 +60,10 @@ export class PuzzleMenuState extends TextualGameState {
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this.activeCategory = "";
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this.activeCategory = "";
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}
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}
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getThemeMusic() {
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return MUSIC.puzzle;
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}
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getStateHeaderTitle() {
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getStateHeaderTitle() {
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return T.puzzleMenu.title;
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return T.puzzleMenu.title;
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}
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}
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@ -622,8 +622,9 @@ ingame:
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- 1. Place <strong>Constant Producers</strong> to provide shapes and colors to the player
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- 1. Place <strong>Constant Producers</strong> to provide shapes and colors to the player
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- 2. Build one or more shapes you want the player to build later and deliver it to one or more <strong>Goal Acceptors</strong>
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- 2. Build one or more shapes you want the player to build later and deliver it to one or more <strong>Goal Acceptors</strong>
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- 3. Once a Goal Acceptor receives a shape for a certain amount of time, it <strong>saves it as a goal</strong> that the player must produce later (Indicated by the <strong>green badge</strong>).
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- 3. Once a Goal Acceptor receives a shape for a certain amount of time, it <strong>saves it as a goal</strong> that the player must produce later (Indicated by the <strong>green badge</strong>).
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- 4. Once you click review, your puzzle will be validated and you can publish it.
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- 4. Click the <strong>lock button</strong> on a building to disable it.
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- 5. Upon release, <strong>all buildings will be removed</strong> except for the Producers and Goal Acceptors - That's the part that the player is supposed to figure out for themselves, after all :)
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- 5. Once you click review, your puzzle will be validated and you can publish it.
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- 6. Upon release, <strong>all buildings will be removed</strong> except for the Producers and Goal Acceptors - That's the part that the player is supposed to figure out for themselves, after all :)
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puzzleCompletion:
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puzzleCompletion:
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title: Puzzle Completed!
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title: Puzzle Completed!
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