Update auto-scaling to match new DOM; introduce a landscape layout with more vertical space
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52
index.html
52
index.html
@ -136,34 +136,34 @@
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</main>
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<main id="player" hidden>
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<div id="player-main">
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<div class="controls">
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<div class="play-controls">
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<button class="control-pause" type="button" title="pause">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M2,1 h4 v14 h-4 z M10,1 h4 v14 h-4 z"></svg>
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<span class="keyhint"><kbd>p</kbd></span></button>
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<button class="control-restart" type="button" title="restart">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M13,13 A 7,7 270 1,1 13,3 L15,1 15,7 9,7 11,5 A 4,4 270 1,0 11,11 z"></svg>
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</button>
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<button class="control-undo" type="button" title="undo">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></svg>
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</button>
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<button class="control-rewind" type="button" title="rewind">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
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<span class="keyhint"><kbd>z</kbd></span></button>
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<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
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</div>
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<div class="actions">
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<button class="action-drop" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
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drop <span class="keyhint"><kbd>q</kbd></span></button>
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<button class="action-cycle" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
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cycle <span class="keyhint"><kbd>e</kbd></span></button>
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<button class="action-swap" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
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switch <span class="keyhint"><kbd>c</kbd></span></button>
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<div id="player-controls">
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<button class="control-pause" type="button" title="pause">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M2,1 h4 v14 h-4 z M10,1 h4 v14 h-4 z"></svg>
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<span class="keyhint"><kbd>p</kbd></span></button>
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<button class="control-restart" type="button" title="restart">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M13,13 A 7,7 270 1,1 13,3 L15,1 15,7 9,7 11,5 A 4,4 270 1,0 11,11 z"></svg>
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</button>
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<button class="control-undo" type="button" title="undo">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M6,5 6,2 1,7 6,12 6,9 A 10,10 60 0,1 15,12 A 10,10 90 0,0 6,5"></svg>
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</button>
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<button class="control-rewind" type="button" title="rewind">
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<svg class="svg-icon" viewBox="0 0 16 16"><path d="M1,8 7,2 7,14 z M9,8 15,2 15,14 z"></svg>
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<span class="keyhint"><kbd>z</kbd></span></button>
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<div class="radio-faux-button-set">
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<label><input class="control-turn-based" type="checkbox"> <span>Turn <br>based <br>mode</span></label>
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</div>
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</div>
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<div id="player-actions">
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<button class="action-drop" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-drop"></use></svg>
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drop <span class="keyhint"><kbd>q</kbd></span></button>
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<button class="action-cycle" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-cycle"></use></svg>
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cycle <span class="keyhint"><kbd>e</kbd></span></button>
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<button class="action-swap" type="button">
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<svg class="svg-icon" viewBox="0 0 16 16"><use href="#svg-icon-swap"></use></svg>
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switch <span class="keyhint"><kbd>c</kbd></span></button>
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</div>
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<section id="player-game-area">
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<div class="level"><!-- level canvas and any overlays go here --></div>
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<div class="overlay-message">
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87
js/main.js
87
js/main.js
@ -414,7 +414,7 @@ class Player extends PrimaryView {
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// 1: turn-based mode, at the start of a tic
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// 2: turn-based mode, in mid-tic, with the game frozen waiting for input
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this.turn_mode = 0;
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this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based');
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this.turn_based_checkbox = this.root.querySelector('.control-turn-based');
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this.turn_based_checkbox.checked = false;
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this.turn_based_checkbox.addEventListener('change', ev => {
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if (this.turn_based_checkbox.checked) {
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@ -432,19 +432,19 @@ class Player extends PrimaryView {
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});
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// Bind buttons
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this.pause_button = this.root.querySelector('.controls .control-pause');
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this.pause_button = this.root.querySelector('.control-pause');
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this.pause_button.addEventListener('click', ev => {
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this.toggle_pause();
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ev.target.blur();
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});
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this.restart_button = this.root.querySelector('.controls .control-restart');
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this.restart_button = this.root.querySelector('.control-restart');
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this.restart_button.addEventListener('click', ev => {
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new ConfirmOverlay(this.conductor, "Abandon this attempt and try again?", () => {
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this.restart_level();
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}).open();
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ev.target.blur();
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});
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this.undo_button = this.root.querySelector('.controls .control-undo');
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this.undo_button = this.root.querySelector('.control-undo');
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this.undo_button.addEventListener('click', ev => {
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let player_cell = this.level.player.cell;
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// Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're
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@ -469,7 +469,7 @@ class Player extends PrimaryView {
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this._redraw();
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ev.target.blur();
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});
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this.rewind_button = this.root.querySelector('.controls .control-rewind');
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this.rewind_button = this.root.querySelector('.control-rewind');
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this.rewind_button.addEventListener('click', ev => {
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if (this.state === 'rewinding') {
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this.set_state('playing');
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@ -480,19 +480,19 @@ class Player extends PrimaryView {
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});
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// Game actions
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// TODO do these need buttons?? feel like they're not discoverable otherwise
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this.drop_button = this.root.querySelector('.actions .action-drop');
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this.drop_button = this.root.querySelector('#player-actions .action-drop');
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this.drop_button.addEventListener('click', ev => {
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// Use the set of "buttons pressed between tics" because it's cleared automatically;
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// otherwise these will stick around forever
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this.current_keys_new.add('q');
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ev.target.blur();
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});
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this.cycle_button = this.root.querySelector('.actions .action-cycle');
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this.cycle_button = this.root.querySelector('#player-actions .action-cycle');
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this.cycle_button.addEventListener('click', ev => {
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this.current_keys_new.add('e');
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ev.target.blur();
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});
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this.swap_button = this.root.querySelector('.actions .action-swap');
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this.swap_button = this.root.querySelector('#player-actions .action-swap');
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this.swap_button.addEventListener('click', ev => {
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this.current_keys_new.add('c');
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ev.target.blur();
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@ -1878,58 +1878,41 @@ class Player extends PrimaryView {
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if (style['display'] === 'none')
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return;
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let is_portrait = !! style.getPropertyValue('--is-portrait');
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let is_portrait = window.matchMedia('(orientation: portrait)').matches;
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// The base size is the size of the canvas, i.e. the viewport size times the tile size --
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// but note that we have 2x4 extra tiles for the inventory depending on layout
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// but note that we have 2x4 extra tiles for the inventory depending on layout, plus half a
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// tile's worth of padding around the game area, plus a quarter tile spacing
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let base_x, base_y;
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if (is_portrait) {
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base_x = this.renderer.tileset.size_x * this.renderer.viewport_size_x;
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base_y = this.renderer.tileset.size_y * (this.renderer.viewport_size_y + 2);
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base_x = this.renderer.tileset.size_x * (this.renderer.viewport_size_x + 0.5);
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base_y = this.renderer.tileset.size_y * (this.renderer.viewport_size_y + 2.75);
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}
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else {
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base_x = this.renderer.tileset.size_x * (this.renderer.viewport_size_x + 4);
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base_y = this.renderer.tileset.size_y * this.renderer.viewport_size_y;
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base_x = this.renderer.tileset.size_x * (this.renderer.viewport_size_x + 4.75);
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base_y = this.renderer.tileset.size_y * (this.renderer.viewport_size_y + 0.5);
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}
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// Unfortunately, finding the available space is a little tricky. The container is a CSS
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// flex item, and the flex cell doesn't correspond directly to any element, so there's no
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// way for us to query its size directly. We also have various stuff up top and down below
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// that shouldn't count as available space. So instead we take a rough guess by adding up:
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// - the space currently taken up by the canvas
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let avail_x = this.renderer.canvas.offsetWidth;
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let avail_y = this.renderer.canvas.offsetHeight;
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// - the space currently taken up by the inventory, depending on orientation
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if (is_portrait) {
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avail_y += this.inventory_el.offsetHeight;
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}
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else {
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avail_x += this.inventory_el.offsetWidth;
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}
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// - the difference between the size of the play area and the size of our root (which will
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// add in any gap around the player, e.g. if the controls stretch the root to be wider)
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let root_rect = this.root.getBoundingClientRect();
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let player_rect = this.root.querySelector('#player-game-area').getBoundingClientRect();
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avail_x += root_rect.width - player_rect.width;
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avail_y += root_rect.height - player_rect.height;
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// The element hierarchy is: the root is a wrapper that takes up the entire flex cell;
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// within that is the main player element which contains everything; and within that is the
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// game area which is the part we can scale. The available space is the size of the root,
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// but minus the size of the controls and whatnot placed around it, which are the difference
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// between the player container and the game area
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let player = this.root.querySelector('#player-main');
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let game_area = this.root.querySelector('#player-game-area');
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let avail_x = this.root.offsetWidth - (player.offsetWidth - game_area.offsetWidth);
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let avail_y = this.root.offsetHeight - (player.offsetHeight - game_area.offsetHeight);
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// ...minus the width of the debug panel, if visible
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if (this.debug.enabled) {
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avail_x -= this.root.querySelector('#player-debug').getBoundingClientRect().width;
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}
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// - the margins around our root, which consume all the extra space
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let margin_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
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let margin_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
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avail_x += margin_x;
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avail_y += margin_y;
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// If those margins are zero, by the way, we risk being too big for the viewport already,
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// and we need to subtract any extra scroll on the body
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if (margin_x === 0 || margin_y === 0) {
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avail_x -= document.body.scrollWidth - document.body.clientWidth;
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avail_y -= document.body.scrollHeight - document.body.clientHeight;
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}
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// If there's already a scrollbar, the extra scrolled space is unavailable
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avail_x -= Math.max(0, document.body.scrollWidth - document.body.clientWidth);
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avail_y -= Math.max(0, document.body.scrollHeight - document.body.clientHeight);
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let dpr = window.devicePixelRatio || 1.0;
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// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
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// space, or it'll feel cramped (except on small screens, where being too small HURTS).
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let maxfrac = is_portrait ? 1 : 0.9;
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// Divide to find the biggest scale that still fits. Leave a LITTLE wiggle room for pixel
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// rounding and breathing (except on small screens, where being too small REALLY hurts), but
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// not too much since there's already a flex gap between the game and header/footer
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let maxfrac = is_portrait ? 1 : 0.99;
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let scale = Math.floor(maxfrac * dpr * Math.min(avail_x / base_x, avail_y / base_y));
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if (scale <= 1) {
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scale = 1;
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@ -3534,9 +3517,9 @@ class Conductor {
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if (this.current) {
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this.current.deactivate();
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}
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this.splash.activate();
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this.current = this.splash;
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document.body.setAttribute('data-mode', 'splash');
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this.splash.activate();
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}
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switch_to_editor() {
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@ -3547,9 +3530,9 @@ class Conductor {
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this.editor.load_level(this.stored_level);
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this.loaded_in_editor = true;
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}
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this.editor.activate();
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this.current = this.editor;
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document.body.setAttribute('data-mode', 'editor');
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this.editor.activate();
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}
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switch_to_player() {
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@ -3560,9 +3543,11 @@ class Conductor {
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this.player.load_level(this.stored_level);
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this.loaded_in_player = true;
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}
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this.player.activate();
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this.current = this.player;
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document.body.setAttribute('data-mode', 'player');
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// Activate last, so any DOM inspection (ahem, auto-scaling) already sees the effects of
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// data-mode revealing the header
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this.player.activate();
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}
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reload_all_options() {
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280
style.css
280
style.css
@ -5,6 +5,7 @@ html {
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body {
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height: 100%;
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margin: 0;
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box-sizing: border-box;
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display: flex;
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flex-direction: column;
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@ -201,8 +202,8 @@ svg.svg-icon {
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.radio-faux-button-set > label > input:checked + span {
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background: hsl(225, 80%, 50%);
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box-shadow:
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inset 0 1px 0 1px hsl(225, 10%, 20%),
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inset 0 -0em 2em 0.5em hsl(225, 50%, 30%),
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inset 0 0 1px 1px hsl(225, 50%, 40%),
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inset 0 -0.125em 0.5em 0.25em hsl(225, 50%, 30%),
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0 1px 1px hsl(225, 10%, 10%);
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}
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@ -433,7 +434,7 @@ body > header {
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align-items: center;
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gap: 0.5em;
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padding: 0.5em;
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padding: 0.25em 0.5em;
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line-height: 1.125;
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}
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body > header h1 {
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@ -453,6 +454,7 @@ body > header > nav {
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}
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body > header button {
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font-size: 0.75em;
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white-space: nowrap;
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}
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body > header h1 a {
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color: inherit !important;
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@ -899,15 +901,149 @@ ol.packtest-summary > li {
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* debug panel can use that to sit against the right edge; absolute positioning excludes
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* margins, so if it were positioned as a child of THIS element, it would be stuffed into the
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* game area (oops!) */
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display: flex;
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flex-direction: column;
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/* It does also make auto-sizing easier! */
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/* Default to a landscape layout, with the buttons on the left */
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display: grid;
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grid:
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"buttons game actions"
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"buttons game actions"
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". music music"
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/ 1fr auto 1fr
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;
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justify-content: stretch;
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gap: 0.5em;
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margin: auto; /* center in both directions baby */
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}
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#player-controls,
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#player-actions {
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display: flex;
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flex-direction: column;
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align-items: stretch;
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gap: 0.25em;
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}
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#player-controls {
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grid-area: buttons;
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align-self: start;
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}
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#player-controls button,
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#player-actions button svg {
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font-size: 1.5em;
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}
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#player-controls button {
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padding: 0.5em;
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line-height: 1;
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}
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#player-controls .radio-faux-button-set {
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margin: 0;
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}
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#player-actions {
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grid-area: actions;
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align-self: end;
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}
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#player-actions button {
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text-align: center;
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}
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#player-actions button svg {
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display: block;
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margin: 0.125em auto;
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}
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#player-music {
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grid-area: music;
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margin: 0 calc(var(--tile-width) * var(--scale) / 4);
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text-transform: lowercase;
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color: #909090;
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}
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/* Key hints are placed on the sides */
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#player button {
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position: relative;
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}
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#player button .keyhint {
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font-size: 1rem;
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position: absolute;
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top: 1.25em;
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margin: auto;
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color: #404040;
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}
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#player-controls button .keyhint {
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left: -2em;
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}
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#player-actions button .keyhint {
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right: -2em;
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}
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#player button:disabled .keyhint {
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display: none;
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}
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@media (orientation: portrait) {
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/* On a portrait screen, put the controls on top */
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#player-main {
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grid:
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"buttons actions"
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"game game"
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"music music"
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;
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}
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#player-controls,
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#player-actions {
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flex-direction: row;
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white-space: nowrap;
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}
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#player-controls button,
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#player-actions button svg {
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font-size: 1em;
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}
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#player-controls button {
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padding: 0.25em 0.5em;
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line-height: 1.33;
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}
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/* Hackily remove the <br>s in "turn based mode" */
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#player-controls .radio-faux-button-set br {
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display: none;
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}
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#player-actions {
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justify-content: end;
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}
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#player-actions button svg {
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display: inline-block;
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margin: 0.125em;
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}
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#player button .keyhint {
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top: -2em;
|
||||
left: 0;
|
||||
right: 0;
|
||||
}
|
||||
}
|
||||
@media (orientation: portrait) and (max-width: 800px) {
|
||||
/* On a /small/ portrait screen, also put the controls in two rows */
|
||||
#player-main {
|
||||
grid:
|
||||
"buttons"
|
||||
"actions"
|
||||
"game"
|
||||
"music"
|
||||
;
|
||||
}
|
||||
#player-controls,
|
||||
#player-actions {
|
||||
justify-content: center;
|
||||
}
|
||||
#player .keyhint {
|
||||
/* Hide key hints; there's nowhere to put them and they take up surprisingly a lot of space */
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
@media (max-width: 800px) {
|
||||
#player-music {
|
||||
font-size: 0.875em;
|
||||
}
|
||||
}
|
||||
|
||||
#player-game-area {
|
||||
grid-area: game;
|
||||
/* don't stretch if the buttons or music blow out somehow */
|
||||
justify-self: center;
|
||||
align-self: center;
|
||||
|
||||
isolation: isolate;
|
||||
align-self: center; /* don't stretch if the buttons or music blow out somehow */
|
||||
display: grid;
|
||||
align-items: center;
|
||||
grid:
|
||||
@ -919,22 +1055,19 @@ ol.packtest-summary > li {
|
||||
/* Need explicit min-content to force the hint to wrap */
|
||||
/ min-content min-content
|
||||
;
|
||||
column-gap: 2em;
|
||||
row-gap: 0.5em;
|
||||
column-gap: calc(var(--tile-width) * var(--scale) / 4);
|
||||
row-gap: calc(var(--tile-height) * var(--scale) / 4);
|
||||
|
||||
padding: 1em;
|
||||
padding: calc(var(--tile-height) * var(--scale) / 4) calc(var(--tile-width) * var(--scale) / 4);
|
||||
background: hsl(225, 10%, 20%);
|
||||
box-shadow: 0 0.25em 1em black;
|
||||
}
|
||||
#player > .controls {
|
||||
order: -1;
|
||||
}
|
||||
|
||||
.level {
|
||||
grid-area: level;
|
||||
|
||||
position: relative;
|
||||
border: 2px solid black;
|
||||
outline: 2px solid black;
|
||||
}
|
||||
.level canvas {
|
||||
display: block;
|
||||
@ -956,8 +1089,6 @@ ol.packtest-summary > li {
|
||||
height: 0;
|
||||
min-height: 100%;
|
||||
box-sizing: border-box;
|
||||
/* Copy the canvas's border width too */
|
||||
border: 2px solid transparent;
|
||||
|
||||
z-index: 2;
|
||||
font-size: calc(0.5 * var(--tile-width) * var(--scale));
|
||||
@ -1080,7 +1211,7 @@ dl.score-chart .-sum {
|
||||
.time h3,
|
||||
.bonus h3 {
|
||||
flex: 1;
|
||||
font-size: 1.25em;
|
||||
font-size: 1.5em;
|
||||
line-height: 1;
|
||||
color: hsl(225, 20%, 90%);
|
||||
}
|
||||
@ -1148,6 +1279,8 @@ dl.score-chart .-sum {
|
||||
* parent happens to be. Magic! */
|
||||
height: 0;
|
||||
min-height: 100%;
|
||||
width: 0;
|
||||
min-width: 100%;
|
||||
}
|
||||
#player-game-area > .player-hint-wrapper.--visible {
|
||||
display: initial;
|
||||
@ -1185,50 +1318,29 @@ dl.score-chart .-sum {
|
||||
background: #0009;
|
||||
color: white;
|
||||
}
|
||||
#player .actions {
|
||||
display: flex;
|
||||
gap: 0.5em;
|
||||
}
|
||||
#player .actions button {
|
||||
flex: 1;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
#player-music {
|
||||
grid-area: music;
|
||||
margin: 0 1em;
|
||||
text-transform: lowercase;
|
||||
color: #909090;
|
||||
}
|
||||
|
||||
#player .controls {
|
||||
grid-area: controls;
|
||||
display: flex;
|
||||
gap: 0.25em;
|
||||
justify-content: space-between;
|
||||
}
|
||||
#player button {
|
||||
position: relative;
|
||||
}
|
||||
#player button .keyhint {
|
||||
position: absolute;
|
||||
left: 0;
|
||||
right: 0;
|
||||
top: -2em;
|
||||
margin: auto;
|
||||
color: #404040;
|
||||
}
|
||||
#player button:disabled .keyhint {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.play-controls {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.25em;
|
||||
}
|
||||
.play-controls {
|
||||
align-self: start;
|
||||
@media (orientation: portrait) {
|
||||
#player-game-area {
|
||||
/* Rearrange the grid to be vertical */
|
||||
grid:
|
||||
"level level"
|
||||
"chips inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||
"time inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||
"bonus inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||
/ 1fr min-content
|
||||
;
|
||||
}
|
||||
#player .inventory {
|
||||
/* stick me in the center right */
|
||||
place-self: center end;
|
||||
}
|
||||
#player-game-area > .player-hint-wrapper {
|
||||
/* Overlay hints on the inventory area */
|
||||
grid-row: chips / bonus;
|
||||
grid-column: level;
|
||||
z-index: 1;
|
||||
font-size: calc(var(--tile-height) * var(--scale) / 2.5);
|
||||
}
|
||||
}
|
||||
|
||||
/* Debug stuff */
|
||||
@ -1413,56 +1525,6 @@ body.--debug #player-debug {
|
||||
}
|
||||
|
||||
|
||||
@media (max-width: 800px) {
|
||||
#player {
|
||||
/* sentinel for js */
|
||||
--is-portrait: 1;
|
||||
/* The play area isn't necessarily the biggest thing any more, and it's ugly when stretched */
|
||||
align-items: center;
|
||||
}
|
||||
#player .controls {
|
||||
flex-direction: column;
|
||||
}
|
||||
#player-game-area {
|
||||
/* Rearrange the grid to be vertical */
|
||||
grid:
|
||||
"level level"
|
||||
"chips inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||
"time inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||
"bonus inventory" calc((var(--tile-height) * var(--scale) * 2 - 1em) / 3)
|
||||
/* FIXME ideally the first column would be 1fr so the hearts/time have space, but that
|
||||
* allows hints to grow to the entire width of the window, which incredibly sucks. i
|
||||
* don't know how to get around this except by giving the grid a fixed width, which i
|
||||
* guess wouldn't be that hard */
|
||||
/ min-content min-content
|
||||
;
|
||||
row-gap: 0.5em;
|
||||
column-gap: 1em;
|
||||
|
||||
padding: 0.5em;
|
||||
}
|
||||
#player .inventory {
|
||||
/* stick me in the center right */
|
||||
place-self: center end;
|
||||
}
|
||||
#player-game-area > .player-hint-wrapper {
|
||||
/* Overlay hints on the inventory area */
|
||||
grid-row: chips / bonus;
|
||||
grid-column: level;
|
||||
z-index: 1;
|
||||
font-size: calc(var(--tile-height) * var(--scale) / 2.5);
|
||||
}
|
||||
#player .keyhint {
|
||||
/* Hide key hints, they take up surprisingly a lot of space */
|
||||
display: none;
|
||||
}
|
||||
#player-music {
|
||||
/* Stack the title/artist on the volume, since they don't fit well side by side */
|
||||
font-size: 0.875em;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**************************************************************************************************/
|
||||
/* Editor */
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user