base game working
This commit is contained in:
parent
daef55781e
commit
beb9598f69
10 changed files with 270 additions and 30 deletions
20
Makefile
20
Makefile
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@ -5,38 +5,40 @@ APPLE = public/assets/apple32.png
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WALL = public/assets/wall32.png
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WALL = public/assets/wall32.png
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SNAKE = public/assets/snake.json
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SNAKE = public/assets/snake.json
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LEVEL_LIST = public/assets/levelList.json
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CSS = public/css/snek.css
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CSS = public/css/snek.css
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JS = public/js/snek.js
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JS = public/js/snek.js
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OUTPUT = $(ICON) $(APPLE) $(WALL) $(SNAKE) $(CSS) $(JS)
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OUTPUT = $(ICON) $(APPLE) $(WALL) $(SNAKE) $(LEVEL_LIST) $(CSS) $(JS)
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all: icon apple wall snake css js
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all: icon apple wall snake levelList css js
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icon: $(ICON)
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icon: $(ICON)
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apple: $(APPLE)
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apple: $(APPLE)
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wall: $(WALL)
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wall: $(WALL)
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snake: $(SNAKE)
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snake: $(SNAKE)
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levelList: $(LEVEL_LIST)
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css: $(CSS)
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css: $(CSS)
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js: $(JS)
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js: $(JS)
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public/assets/icon32.png: assets/icon.jpg
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convert $^ -resize 32x $@
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public/assets/icon256.png: assets/icon.jpg
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convert $^ -resize 256x $@
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public/favicon.ico: assets/icon.jpg
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public/favicon.ico: assets/icon.jpg
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convert $^ -resize 32x $@
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convert $^ -resize 32x $@
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public/assets/apple32.png: assets/apple.png
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public/assets/%32.png: assets/%.png
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convert $^ -resize 32x $@
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convert $^ -resize 32x $@
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public/assets/%256.png: assets/%.png
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convert $^ -resize 256x $@
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public/assets/wall32.png: assets/wall.png
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public/assets/%32.png: assets/%.jpg
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convert $^ -resize 32x $@
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convert $^ -resize 32x $@
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public/assets/%256.png: assets/%.jpg
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convert $^ -resize 256x $@
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public/assets/snake.json: assets/snake.json
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public/assets/%.json: assets/%.json
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cp $^ $@
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cp $^ $@
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public/css/snek.css: src/less/snek.less $(wildcard src/less/*.less)
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public/css/snek.css: src/less/snek.less $(wildcard src/less/*.less)
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30
assets/levelList.json
Normal file
30
assets/levelList.json
Normal file
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@ -0,0 +1,30 @@
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{
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"speedrun": {
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"rules": {
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"fruitRegrow": false,
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"speedIncrease": false,
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"worldWrap": false,
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"winCondition": "fruit",
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"scoreSystem": "time"
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},
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"levelFilename": "level<n>.json",
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"levelDisplay": "Level <n>",
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"levels": [
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1, 2, 3, 4, 5
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]
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},
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"arcade": {
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"rules": {
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"fruitRegrow": true,
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"speedIncrease": true,
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"worldWrap": true
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},
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"levelFilename": "arcade-<l>.json",
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"levelDisplay": "<n>",
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"levels": [
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"Arcade",
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"Timed",
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"Survival"
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]
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}
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}
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15
levels/level1.json
Normal file
15
levels/level1.json
Normal file
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@ -0,0 +1,15 @@
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{
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"dimensions": [80, 40],
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"delay": 200,
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"walls": [
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[5,5], [5,6], [5,7], [5,8], [70, 35], [71, 35], [72, 35]
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],
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"food": [
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[10,10]
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],
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"snake": [
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[60,20],
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[60,19],
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[60,18]
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]
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}
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@ -6,7 +6,9 @@
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<link rel="favicon" href="favicon.ico">
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<link rel="favicon" href="favicon.ico">
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<link rel="stylesheet" href="css/snek.css">
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<link rel="stylesheet" href="css/snek.css">
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<script src="js/snek.js"></script>
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<script src="js/snek.js"></script>
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<script>window.addEventListener('load', () => require('assets'));</script>
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<script>
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window.addEventListener('load', () => require('main'));
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</script>
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</head>
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</head>
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<body>
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<body>
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<header>
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<header>
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@ -15,7 +17,8 @@
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<h2>A simple Snake</h2>
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<h2>A simple Snake</h2>
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</header>
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</header>
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<main>
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<main>
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<img src="assets/apple32.png">
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<nav></nav>
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<canvas class="hidden"></canvas>
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</main>
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</main>
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<footer>
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<footer>
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<img src="assets/icon32.png">
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<img src="assets/icon32.png">
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1
public/levels
Symbolic link
1
public/levels
Symbolic link
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@ -0,0 +1 @@
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../levels/
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@ -3,7 +3,8 @@ const ProgressBar=require('progress');
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const assetSpecs=[
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const assetSpecs=[
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{ name: 'fruit', filename: 'apple32.png', type: 'image' },
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{ name: 'fruit', filename: 'apple32.png', type: 'image' },
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{ name: 'wall', filename: 'wall32.png', type: 'image' },
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{ name: 'wall', filename: 'wall32.png', type: 'image' },
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{ name: 'snake', filename: 'snake.json', type: 'json' }
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{ name: 'snake', filename: 'snake.json', type: 'json' },
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{ name: 'levelList', filename: 'levelList.json', type: 'json' }
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];
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];
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const cvs=document.createElement('canvas');
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const cvs=document.createElement('canvas');
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@ -64,7 +65,7 @@ Promise
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const onReady=(fn) => {
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const onReady=(fn) => {
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if(ready) fn.bind(fn)();
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if(ready) fn.bind(fn)();
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else readyListeners.push(ready);
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else readyListeners.push(fn);
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};
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};
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const get=(name) => {
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const get=(name) => {
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101
src/js/main.js
Normal file
101
src/js/main.js
Normal file
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@ -0,0 +1,101 @@
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(async () => {
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location.hash='';
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const assets=require('assets');
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await new Promise(ok => assets.onReady(ok));
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const main=document.querySelector('main');
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const nav=main.querySelector('nav');
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const canvas=main.querySelector('canvas');
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let currentGame=null;
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let currentInputs={};
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const resizeCanvas=() => {
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if(document.fullscreenElement) {
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canvas.width=screen.width;
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canvas.height=screen.height;
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} else {
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canvas.width=main.clientWidth;
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canvas.height=main.clientHeight;
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}
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};
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resizeCanvas();
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window.addEventListener('resize', resizeCanvas);
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const levelList=assets.get('levelList');
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Object.keys(levelList).forEach(category => {
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const nav=document.querySelector('nav');
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const section=nav.appendChild(document.createElement('section'));
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const h1=section.appendChild(document.createElement('h1'));
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h1.innerText=category[0].toUpperCase()+category.slice(1)+" Mode";
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const ul=section.appendChild(document.createElement('ul'));
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levelList[category].levels.forEach(level => {
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level=''+level;
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const cat=levelList[category];
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const displayName=cat.levelDisplay
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.replace(/<n>/g, level)
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.replace(/<l>/g, level.toLowerCase());
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const fileName=cat.levelFilename
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.replace(/<n>/g, level)
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.replace(/<l>/g, level.toLowerCase());
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const li=ul.appendChild(document.createElement('li'));
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const a=li.appendChild(document.createElement('a'));
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a.href='#'+category+'/'+fileName;
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a.innerText=displayName;
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});
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});
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const handleGamepads=() => {
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const gp=navigator.getGamepads()[0];
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let inputs=currentInputs;
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console.log(gp);
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if(!gp || !gp.axes) return;
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const magnitude=Math.hypot(gp.axes[0], gp.axes[1]);
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const angle=((Math.atan2(gp.axes[0], gp.axes[1])+2*Math.PI)%(2*Math.PI))/Math.PI;
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if(magnitude>.5) {
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if(angle>.25 && angle <.75) inputs.right=true;
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else if(angle>.75 && angle<1.25) inputs.up=true;
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else if(angle>1.25 && angle<1.75) inputs.left=true;
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else inputs.down=true;
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}
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};
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window.addEventListener('hashchange', async () => {
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nav.classList.add('hidden');
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const [_, category, filename]=location.hash.match(/([a-zA-Z0-9_-]+?)\/(.+)/);
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const rules=levelList[category].rules || {};
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const level=await (async () => {
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const resp=await fetch('levels/'+filename);
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return await resp.json();
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})();
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console.log(rules, level);
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const SnekGame=require('snek');
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const snek=new SnekGame(level, canvas, rules);
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canvas.classList.remove('hidden');
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snek.start();
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snek.callback=() => {
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if(navigator.getGamepads) handleGamepads();
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snek.handleInputs(currentInputs);
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};
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currentGame=snek;
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});
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window.addEventListener('keydown', async e => {
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if(e.key=='f' && !canvas.classList.contains('hidden')) {
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if(document.fullscreenElement) await document.exitFullscreen();
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else await canvas.requestFullscreen();
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resizeCanvas();
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}
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let inputs=currentInputs;
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if(e.key=='ArrowUp') inputs.up=true;
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else if(e.key=='ArrowDown') inputs.down=true;
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else if(e.key=='ArrowLeft') inputs.left=true;
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else if(e.key=='ArrowRight') inputs.right=true;
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});
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})();
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@ -5,11 +5,15 @@ const [EMPTY, FOOD, WALL, SNAKE]=Array(4).keys();
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const ifNaN=(v, r) => isNaN(v)?r:v;
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const ifNaN=(v, r) => isNaN(v)?r:v;
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class SnekGame {
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class SnekGame {
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constructor(settings, canvas) {
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constructor(settings, canvas, rules) {
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// build the world
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// build the world
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this.dimensions=[...settings.dimensions];
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this.dimensions=[...settings.dimensions];
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this.world=Array(settings.dimensions[0])
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this.world=Array(settings.dimensions[0]);
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.forEach((_, i, a) => a[i]=Array(settings.dimensions[1]).fill(EMPTY));
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for(let i=0; i<settings.dimensions[0]; i++) {
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this.world[i]=Array(settings.dimensions[1]);
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this.world[i].fill(EMPTY);
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}
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console.log(this);
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settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
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settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
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settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
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settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
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settings.snake.forEach(([x, y]) => this.world[x][y]=SNAKE);
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settings.snake.forEach(([x, y]) => this.world[x][y]=SNAKE);
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@ -20,8 +24,8 @@ class SnekGame {
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// get the head and initial direction
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// get the head and initial direction
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this.head=[...settings.snake[0]];
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this.head=[...settings.snake[0]];
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this.direction=[
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this.direction=[
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ifNaN(settings.snake[1][0]-settings.snake[0][0], 1),
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ifNaN(settings.snake[0][0]-settings.snake[1][0], 1),
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ifNaN(settings.snake[1][1]-settings.snake[0][1], 0)
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ifNaN(settings.snake[0][1]-settings.snake[1][1], 0)
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];
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];
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// get the snake and the fruits themselves
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// get the snake and the fruits themselves
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this.canvas=canvas;
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this.canvas=canvas;
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this.ctx=canvas.getContext('2d');
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this.ctx=canvas.getContext('2d');
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//TODO this.gl=canvas.getContext('webgl');
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//TODO this.gl=canvas.getContext('webgl');
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// load the custom rules
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this.rules=Object.assign({
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fruitRegrow: true,
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speedIncrease: true,
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worldWrap: true,
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winCondition: 'none',
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scoreSystem: 'fruit'
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}, rules, settings);
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}
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}
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draw() {
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draw() {
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// clear the canvas, because it's easier than having to deal with everything
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// clear the canvas, because it's easier than having to deal with everything
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this.ctx.clearRect(0, 0, this.canvas.with, this.canvas.height);
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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// get the cell size and offset
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// get the cell size and offset
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const cellSize=Math.min(
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const cellSize=Math.min(
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this.canvas.with/this.dimensions[0],
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this.canvas.width/this.dimensions[0],
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this.canvas.height/this.dimensions[1]
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this.canvas.height/this.dimensions[1]
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);
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);
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const offsetX=(this.canvas.width-cellSize*this.dimensions[0])/2;
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const offsetX=(this.canvas.width-cellSize*this.dimensions[0])/2;
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const offsetY=(this.canvas.height-cellSize*this.dimensions[1])/2;
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const offsetY=(this.canvas.height-cellSize*this.dimensions[1])/2;
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// draw the border around our game area
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this.ctx.fillStyle='black';
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this.ctx.fillRect(0, 0, this.canvas.width, offsetY);
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this.ctx.fillRect(0, 0, offsetX, this.canvas.height);
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this.ctx.fillRect(offsetX+cellSize*this.dimensions[0], 0, offsetX, this.canvas.height);
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this.ctx.fillRect(0, offsetY+cellSize*this.dimensions[1], this.canvas.width, offsetY);
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// draw our walls
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// draw our walls
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const wall=assets.get('wall');
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const wall=assets.get('wall');
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for(let x=0; x<this.dimensions[0]; x++) {
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for(let x=0; x<this.dimensions[0]; x++) {
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for(let y=0; x<this.dimensions[1]; y++) {
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for(let y=0; y<this.dimensions[1]; y++) {
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switch(this.world[x][y]) {
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switch(this.world[x][y]) {
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case WALL:
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case WALL:
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this.ctx.drawImage(
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this.ctx.drawImage(
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@ -95,7 +115,7 @@ class SnekGame {
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// our fruit has a nice animation to it between .8 and 1.2 scale
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// our fruit has a nice animation to it between .8 and 1.2 scale
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const ms=Date.now();
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const ms=Date.now();
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const fruitScale=Math.sin(ms/1000*Math.PI)*.2+1
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const fruitScale=Math.sin(ms/400*Math.PI)*.2+1
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const fruit=assets.get('fruit');
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const fruit=assets.get('fruit');
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this.fruits.forEach(([x, y]) => {
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this.fruits.forEach(([x, y]) => {
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this.ctx.drawImage(
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this.ctx.drawImage(
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@ -119,6 +139,16 @@ class SnekGame {
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const tail=this.snake.pop();
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const tail=this.snake.pop();
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this.world[tail[0]][tail[1]]=EMPTY;
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this.world[tail[0]][tail[1]]=EMPTY;
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// check for out of world conditions
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if(head[0]<0 || head[0]>=this.dimensions[0] || head[1]<0 || head[1]>=this.dimensions[1]) {
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if(this.rules.worldWrap) {
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head[0]=(head[0]+this.dimensions[0])%this.dimensions[0];
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head[1]=(head[1]+this.dimensions[1])%this.dimensions[1];
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} else {
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return this.die();
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}
|
||||||
|
}
|
||||||
|
|
||||||
switch(this.world[head[0]][head[1]]) {
|
switch(this.world[head[0]][head[1]]) {
|
||||||
// you hit, you die
|
// you hit, you die
|
||||||
case WALL:
|
case WALL:
|
||||||
|
@ -126,7 +156,7 @@ class SnekGame {
|
||||||
return this.die();
|
return this.die();
|
||||||
|
|
||||||
// you eat, you don't die
|
// you eat, you don't die
|
||||||
case FRUIT:
|
case FOOD:
|
||||||
// re-grow the snake
|
// re-grow the snake
|
||||||
this.snake.push(tail);
|
this.snake.push(tail);
|
||||||
this.world[tail[0]][tail[1]]=SNAKE;
|
this.world[tail[0]][tail[1]]=SNAKE;
|
||||||
|
@ -141,7 +171,7 @@ class SnekGame {
|
||||||
);
|
);
|
||||||
|
|
||||||
// custom rules
|
// custom rules
|
||||||
if(this.rules.regrowFruits) {
|
if(this.rules.fruitRegrow) {
|
||||||
const emptyCells=this.world
|
const emptyCells=this.world
|
||||||
.map(
|
.map(
|
||||||
(l, x) => l
|
(l, x) => l
|
||||||
|
@ -153,7 +183,7 @@ class SnekGame {
|
||||||
).flat();
|
).flat();
|
||||||
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
|
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
|
||||||
this.fruits.push(cell);
|
this.fruits.push(cell);
|
||||||
this.world[cell[0]][cell[1]]=FRUIT;
|
this.world[cell[0]][cell[1]]=FOOD;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -166,12 +196,14 @@ class SnekGame {
|
||||||
}
|
}
|
||||||
|
|
||||||
tick() {
|
tick() {
|
||||||
|
if(!this.playing) return;
|
||||||
if(!this.lastStep) this.lastStep=this.firstStep;
|
if(!this.lastStep) this.lastStep=this.firstStep;
|
||||||
if(this.lastStep+delay<Date.now()) {
|
this.draw();
|
||||||
this.lastStep+=delay;
|
if(this.callback) this.callback();
|
||||||
|
if(this.lastStep+this.delay<Date.now()) {
|
||||||
|
this.lastStep+=this.delay;
|
||||||
this.step();
|
this.step();
|
||||||
}
|
}
|
||||||
this.draw();
|
|
||||||
requestAnimationFrame(() => this.tick());
|
requestAnimationFrame(() => this.tick());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -188,8 +220,26 @@ class SnekGame {
|
||||||
console.log("You bad lol");
|
console.log("You bad lol");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
handleInputs(inputs) {
|
||||||
|
const trySet=(dir) => {
|
||||||
|
if(!(this.direction[0]==-dir[0] && this.direction[1]==-dir[1])) this.direction=dir;
|
||||||
|
}
|
||||||
|
if(inputs.left) {
|
||||||
|
trySet([-1, 0]);
|
||||||
|
} else if(inputs.right) {
|
||||||
|
trySet([ 1, 0]);
|
||||||
|
} else if(inputs.up) {
|
||||||
|
trySet([ 0,-1]);
|
||||||
|
} else if(inputs.down) {
|
||||||
|
trySet([ 0, 1]);
|
||||||
|
}
|
||||||
|
|
||||||
|
Object.keys(inputs).forEach(k => delete inputs[k]);
|
||||||
|
}
|
||||||
|
|
||||||
start() {
|
start() {
|
||||||
this.firstStep=Date.now();
|
this.firstStep=Date.now();
|
||||||
|
this.playing=true;
|
||||||
requestAnimationFrame(() => this.tick());
|
requestAnimationFrame(() => this.tick());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
16
src/less/mainMenu.less
Normal file
16
src/less/mainMenu.less
Normal file
|
@ -0,0 +1,16 @@
|
||||||
|
nav {
|
||||||
|
font-size: 1.6rem;
|
||||||
|
display: flex;
|
||||||
|
|
||||||
|
section {
|
||||||
|
flex: 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
ul {
|
||||||
|
padding-left: 2rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
li {
|
||||||
|
list-style-type: disc;
|
||||||
|
}
|
||||||
|
}
|
|
@ -28,6 +28,10 @@ h1, h2, h3, h4, h5, h6, strong, a {
|
||||||
font-weight: bold;
|
font-weight: bold;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
h1, h2, h3, h4, h5, h6 {
|
||||||
|
margin-bottom: .1em;
|
||||||
|
}
|
||||||
|
|
||||||
a {
|
a {
|
||||||
text-decoration: inherit;
|
text-decoration: inherit;
|
||||||
}
|
}
|
||||||
|
@ -68,6 +72,15 @@ header, footer, main {
|
||||||
}
|
}
|
||||||
main {
|
main {
|
||||||
flex: 1;
|
flex: 1;
|
||||||
|
position: relative;
|
||||||
|
|
||||||
|
canvas {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
left: 0;
|
||||||
|
|
||||||
|
background: @bg;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
h1 {
|
h1 {
|
||||||
|
@ -80,5 +93,13 @@ p {
|
||||||
font-size: 1.6rem;
|
font-size: 1.6rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.hidden {
|
||||||
|
display: none !important;
|
||||||
|
}
|
||||||
|
|
||||||
// setup the progress bar
|
// setup the progress bar
|
||||||
@import 'progressBar';
|
@import 'progressBar';
|
||||||
|
|
||||||
|
// setup the main menu
|
||||||
|
@import 'mainMenu';
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue