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authornsensfel <SpamShield0@noot-noot.org>2018-06-15 15:53:56 +0200
committernsensfel <SpamShield0@noot-noot.org>2018-06-15 15:53:56 +0200
commit43dce3d18fa2c35509a8c707caa5125115f1c886 (patch)
tree1d7ceb854f3b76bfb7ba97592ad6ec72a0cf803c
parent98e589c8ef22c9c14b04adc38960fe599c008be0 (diff)
Flicker->blinking, basic tile costs.
-rw-r--r--src/battlemap/src/Data/Tiles.elm12
-rw-r--r--src/battlemap/src/Struct/Tile.elm4
-rw-r--r--src/battlemap/src/View/Help.elm7
-rw-r--r--src/battlemap/www/style.css24
4 files changed, 34 insertions, 13 deletions
diff --git a/src/battlemap/src/Data/Tiles.elm b/src/battlemap/src/Data/Tiles.elm
index eb2dd61..a357b0c 100644
--- a/src/battlemap/src/Data/Tiles.elm
+++ b/src/battlemap/src/Data/Tiles.elm
@@ -1,5 +1,7 @@
module Data.Tiles exposing (..)
+-- TODO: should be given by the server, as all other Data.
+
import Constants.Movement
get_icon : Int -> String
@@ -8,8 +10,8 @@ get_icon i =
get_cost : Int -> Int
get_cost i =
- if (i <= 200)
- then
- (i + 8)
- else
- Constants.Movement.cost_when_out_of_bounds
+ case i of
+ 0 -> 6
+ 1 -> 12
+ 2 -> 24
+ _ -> Constants.Movement.cost_when_out_of_bounds
diff --git a/src/battlemap/src/Struct/Tile.elm b/src/battlemap/src/Struct/Tile.elm
index 984fc04..2ae1788 100644
--- a/src/battlemap/src/Struct/Tile.elm
+++ b/src/battlemap/src/Struct/Tile.elm
@@ -48,9 +48,9 @@ get_location : Type -> Struct.Location.Type
get_location tile = tile.location
get_icon_id : Type -> String
-get_icon_id tile =
+get_icon_id tile = tile.icon_id
-- Just to see how it looks with SVG
- (toString (rem tile.crossing_cost 4))
+ -- (toString (rem tile.crossing_cost 4))
get_cost : Type -> Int
get_cost tile = tile.crossing_cost
diff --git a/src/battlemap/src/View/Help.elm b/src/battlemap/src/View/Help.elm
index 293a53d..7f031e9 100644
--- a/src/battlemap/src/View/Help.elm
+++ b/src/battlemap/src/View/Help.elm
@@ -59,7 +59,12 @@ get_help_message model =
_ ->
[
(Html.text
- "Double click on an active character to play their turn."
+ (
+ "Click once on a character to focus them. This will show you"
+ ++ " their stats, equipment, and other infos. If they are in"
+ ++ " your team and active (the pulsating characters),"
+ ++ " clicking on them again will let you take control."
+ )
)
]
diff --git a/src/battlemap/www/style.css b/src/battlemap/www/style.css
index 3795425..cc05378 100644
--- a/src/battlemap/www/style.css
+++ b/src/battlemap/www/style.css
@@ -498,9 +498,10 @@
.battlemap-character-icon-enabled
{
- animation-name: flickering-opacity;
- animation-duration: 2s;
+ animation-name: pulsating;
+ animation-duration: 1.5s;
animation-iteration-count: infinite;
+ transform-origin: center;
}
.battlemap-character-icon-head { z-index: 1; }
@@ -676,6 +677,20 @@
100% { opacity: 1.0; }
}
+@keyframes pulsating {
+ 0% { opacity: 1.0; transform: scale(1);}
+ 25% { opacity: 1.0; transform: scale(1);}
+ 30% { opacity: 0.8; transform: scale(1.1);}
+ 50% { opacity: 1.0; transform: scale(1);}
+ 100% { opacity: 1.0; transform: scale(1);}
+}
+
+@keyframes strongly-pulsating {
+ 0% { opacity: 1.0; transform: scale(1);}
+ 50% { opacity: 0.8; transform: scale(1.5);}
+ 100% { opacity: 1.0; transform: scale(1);}
+}
+
@keyframes brown-alarm-bg {
0% {background-color: #917C6F;}
25% {background-color: #AC9D93}
@@ -706,9 +721,8 @@
.battlemap-character-selected
{
- background-color: rgba(0,0,255,0.7);
- animation-name: blue-alarm-bg;
- animation-duration: 5s;
+ animation-name: strongly-pulsating;
+ animation-duration: 1.5s;
animation-iteration-count: infinite;
}