mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-24 16:17:57 -05:00
359 lines
9.1 KiB
Sass
359 lines
9.1 KiB
Sass
@import "app/styles/mixins"
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@import "app/styles/bootstrap/variables"
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$mapHeight: 1536
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$forestMapWidth: 2500
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$dungeonMapWidth: 2350
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$forestMapSeaBackground: rgba(113, 186, 208, 1)
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$forestMapSeaBackgroundTransparent: rgba(113, 186, 208, 0)
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$dungeonMapCaveBackground: rgba(68, 54, 45, 1)
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$dungeonMapCaveBackgroundTransparent: rgba(68, 54, 45, 0)
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$levelDotWidth: 2%
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$levelDotHeight: $levelDotWidth * $forestMapWidth / $mapHeight
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$levelDotZ: $levelDotHeight * 0.25
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$levelDotHoverZ: $levelDotZ * 2
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$levelDotShadowWidth: 0.8 * $levelDotWidth
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$levelDotShadowHeight: 0.8 * $levelDotHeight
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$levelClickRadius: 40px
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$gameControlSize: 80px
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$gameControlMargin: 30px
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+keyframes(levelStartedPulse)
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from
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@include box-shadow(0px 0px 4px #333)
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margin-bottom: -$levelDotHeight / 3 + $levelDotZ
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50%
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@include box-shadow(0px 0px 22px skyblue)
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margin-bottom: -$levelDotHeight / 3 + ($levelDotHoverZ + $levelDotZ) / 2
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to
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@include box-shadow(0px 0px 4px #333)
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margin-bottom: -$levelDotHeight / 3 + $levelDotZ
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#world-map-view
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width: 100%
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height: 100%
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position: absolute
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.gradient
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position: absolute
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z-index: 0
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&.horizontal-gradient
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left: 0
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right: 0
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height: 3%
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&.vertical-gradient
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top: 0
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bottom: 0
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width: 3%
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&.top-gradient
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top: 0
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&.right-gradient
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right: 0
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&.bottom-gradient
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bottom: 0
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&.left-gradient
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left: 0
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&.forest
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background-color: $forestMapSeaBackground
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.top-gradient
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background: linear-gradient(to bottom, $forestMapSeaBackground 0%, $forestMapSeaBackgroundTransparent 100%)
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.right-gradient
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background: linear-gradient(to left, $forestMapSeaBackground 0%, $forestMapSeaBackgroundTransparent 100%)
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.bottom-gradient
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background: linear-gradient(to top, $forestMapSeaBackground 0%, $forestMapSeaBackgroundTransparent 100%)
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.left-gradient
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background: linear-gradient(to right, $forestMapSeaBackground 0%, $forestMapSeaBackgroundTransparent 100%)
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&.dungeon
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background-color: $dungeonMapCaveBackground
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.top-gradient
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background: linear-gradient(to bottom, $dungeonMapCaveBackground 0%, $dungeonMapCaveBackgroundTransparent 100%)
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.right-gradient
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background: linear-gradient(to left, $dungeonMapCaveBackground 0%, $dungeonMapCaveBackgroundTransparent 100%)
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.bottom-gradient
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background: linear-gradient(to top, $dungeonMapCaveBackground 0%, $dungeonMapCaveBackgroundTransparent 100%)
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.left-gradient
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background: linear-gradient(to right, $dungeonMapCaveBackground 0%, $dungeonMapCaveBackgroundTransparent 100%)
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.map
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position: relative
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.map-background
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width: 100%
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height: 100%
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.level, .level-shadow
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position: absolute
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border-radius: 100%
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-webkit-transform: scaleY(0.75)
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transform: scaleY(0.75)
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.level
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z-index: 2
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width: $levelDotWidth
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height: $levelDotHeight
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margin-left: -0.5 * $levelDotWidth
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margin-bottom: -$levelDotHeight / 3 + $levelDotZ
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border: 2px groove white
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@include transition(margin-bottom 0.5s ease)
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&.disabled, &.locked
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background-image: url(/images/pages/game-menu/lock.png)
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background-size: 75%
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background-repeat: no-repeat
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background-position: 50% 50%
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opacity: 0.7
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a
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cursor: default
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&.next
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width: 2 * $levelDotWidth
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height: 2 * $levelDotHeight
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margin-left: -0.5 * 2 * $levelDotWidth
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margin-bottom: -2 * $levelDotHeight / 3 + 2 * $levelDotZ
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&.started, &.next
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border: 3px solid lightgreen
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@include box-shadow(0px 0px 35px skyblue)
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// Would be cool, but kills performance, since we have to re-render all the time.
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//&:not(:hover)
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// -webkit-animation-name: levelStartedPulse
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// -webkit-animation-duration: 3s
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// -webkit-animation-iteration-count: infinite
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&.complete
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border: 3px solid gold
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@include box-shadow(0px 0px 35px skyblue)
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.level-shadow
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z-index: 1
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width: $levelDotShadowWidth
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height: $levelDotShadowHeight
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margin-left: -0.5 * $levelDotShadowWidth
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margin-bottom: -$levelDotShadowHeight / 3
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background-color: black
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@include box-shadow(0px 0px 10px black)
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@include opacity(0.75)
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&.next
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width: 2 * $levelDotShadowWidth
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height: 2 * $levelDotShadowHeight
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margin-left: -0.5 * 2 * $levelDotShadowWidth
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margin-bottom: -2 * $levelDotShadowHeight / 3
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.level:hover
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// TODO: This rotate stops Firefox from flickering, but also disables the scaleY(0.75)
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// TODO: The dot looks like it's jumping.
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// TODO: -moz-transform: scaleY(0.75) didn't do anything
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// TODO: Does not break Chrome's oval.
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-moz-transform: rotate(0)
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margin-bottom: -$levelDotHeight / 3 + $levelDotHoverZ
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@include box-shadow(0px 0px 35px skyblue)
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&.next
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margin-bottom: -2 * $levelDotHeight / 3 + 2 * $levelDotHoverZ
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.level
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a
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display: block
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padding: $levelClickRadius
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margin-left: -0.5 * $levelClickRadius
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margin-top: -0.5 * $levelClickRadius
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border-radius: $levelClickRadius
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&.next a
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padding: 2 * $levelClickRadius
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margin-left: 2 * -0.5 * $levelClickRadius
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margin-top: 2 * -0.5 * $levelClickRadius
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border-radius: 2 * $levelClickRadius
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.tooltip
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z-index: 2
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.level-info-container
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display: none
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position: absolute
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z-index: 3
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padding: 10px
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border-width: 15px
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// Using modernizr-mixin for compat detection
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@include yep(borderimage)
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border-image: url(/images/level/popover_background.png) 18 fill round
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@include nope(borderimage)
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background-color: rgb(247, 242, 218)
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.level-info.complete h3:after
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content: " - Complete!"
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color: green
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.level-info.started h3:after
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content: " - Started"
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color: desaturate(green, 50%)
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.level-info
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h3
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margin-top: 0
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margin-bottom: 0px
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.level-description
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color: black
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text-shadow: 0 1px 0 white
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.campaign-label
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text-shadow: 0 1px 0 white
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.start-level
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display: block
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margin: 10px auto 0 auto
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width: 200px
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.campaign-switch
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color: purple
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position: absolute
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z-index: 1
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font-size: 2vw
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text-shadow: 0 0 0.3vw white, 0 0 0.3vw white
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&:hover
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text-decoration: none
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&#forest-link
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left: 94.5%
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top: 7%
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transform: rotate(-35deg)
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&#dungeon-link
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left: 13.01%
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top: 58%
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transform: rotate(180deg)
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.game-controls
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position: absolute
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right: 1%
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bottom: 1%
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z-index: 3
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.btn
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&:not(:first-child)
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margin-left: $gameControlMargin
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width: $gameControlSize
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height: $gameControlSize
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background: url(/images/pages/play/menu_icons.png) no-repeat
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position: relative
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img
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position: absolute
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left: 0
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top: 0
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width: 100%
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height: 100%
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background-size: cover
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@include transition(0.5s ease)
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@include box-shadow(2px 2px 4px black)
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border: 0
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border-radius: 12px
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// IE9 shows a blank white button with this MS gradient filter in place
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filter: none
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&:hover
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@include box-shadow(0 0 12px #bbf)
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&:active
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@include box-shadow(0 0 20px white)
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&.heroes
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background-position: (-1 * $gameControlSize) 0px
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&.achievements
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background-position: (-2 * $gameControlSize) 0px
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&.account
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background-position: (-3 * $gameControlSize) 0px
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&.settings
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background-position: (-4 * $gameControlSize) 0px
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&.gems
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background-position: (-5 * $gameControlSize) 0px
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.tooltip
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font-size: 24px
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.user-status
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position: absolute
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bottom: 1%
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left: 1%
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text-align: center
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font-size: 24px
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color: white
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text-shadow: 1px 1px 0px black
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button
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margin-left: 10px
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#volume-button
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position: absolute
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left: 1%
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top: 1%
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padding: 3px 8px
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@include opacity(0.75)
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&:hover
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@include opacity(1.0)
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.glyphicon
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display: none
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font-size: 32px
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&.vol-up .glyphicon.glyphicon-volume-up
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display: inline-block
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&.vol-off .glyphicon.glyphicon-volume-off
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display: inline-block
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@include opacity(0.50)
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&:hover
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@include opacity(0.75)
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&.vol-down .glyphicon.glyphicon-volume-down
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display: inline-block
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#campaign-status
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position: absolute
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left: 0
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top: 15px
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width: 100%
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margin: 0
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text-align: center
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color: rgb(254,188,68)
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font-size: 30px
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text-shadow: black 2px 2px 0, black -2px -2px 0, black 2px -2px 0, black -2px 2px 0, black 2px 0px 0, black 0px -2px 0, black -2px 0px 0, black 0px 2px 0
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body:not(.ipad) #world-map-view
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.level-info-container
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pointer-events: none
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body.ipad #world-map-view
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// iPad only supports up to Kithgard Gates for now.
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.campaign-switch
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display: none
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.old-levels
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display: none
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