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UI update #95
UI update #95
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This method had no references, I don't know what was the origin of this, probably some early Jumper color overlay(?)
This adds a TileSet for drawing UI boxes as backgrounds for various labels. This was easier than designing a whole new UI with fixed size windows. This way the boxes can just be redrawn to match new content.
This makes the scaled names and UI text more pretty, but still has to be tested on stream
Not really necessary, but more visuals is always better
`90` on right side had its color changed from the other image editor :eyes:
- Changes the position in the arena - Adds character selection tips - Changes the info in the labels - Fixes number offset in the examples - Adds Twitch Subscriber cosmetics info - Lowers the font size in lobby overlay to add more text
This change mostly extracts magic numbers and caches the components. This change also introduces new colors for timer overlay, which only differ in Alpha channel being slightly reduced. The reasoning for this is that when players stay behind the timer, they are completely covered and you can't see if anyone is standing behind it when they are at the top.
I know this is a micro-optimization, but there is no need to constantly perform the lookup. It's more about the unnecessary pollution.
The characters will most likely never change anyway, plus, the image is easy to change later.
* Don't revive before certain amount of time This will simply abort the execution when the game timer reaches certain value, but won't automatically refund the channel points - this has to be done through Twitch Client, but this will require some work+broadcaster token, so this part will be omitted for now. * Remove unnecessary field
- Removed extra instructions on screen - Removed extra images (not used anymore) - Added a new resource for UI backgrounds (StyleBoxTexture override) - Added preset backgrounds to the overlays - Repositioned `LobbyOverlay` - always centered - Repositioned `EndScreenOverlay` - always top-left with offset
Arena automatically offsets the position.
I didn't feel like properly extracting this, because I don't think we actually pay much attention to the code quality in this project. This change spawns 3 fake players that automatically jump after 2 seconds, and after another 2 seconds they are reset to the initial position set in each *bot*. Since we make them jump with a command, the game will fade their names out, so we have to flash them. Even if the name fades out a little, I don't think it's a problem anyway, the names are perfectly readable so we can keep flashing. It's probably a better solution than changing the jumper just to add a flag that tells if the name has to be flashed, which will only be used by the bots.
This adds a TileSet for drawing UI boxes as backgrounds for various labels. This was easier than designing a whole new UI with fixed size windows. This way the boxes can just be redrawn to match new content.
This makes the scaled names and UI text more pretty, but still has to be tested on stream
Not really necessary, but more visuals is always better
`90` on right side had its color changed from the other image editor :eyes:
- Changes the position in the arena - Adds character selection tips - Changes the info in the labels - Fixes number offset in the examples - Adds Twitch Subscriber cosmetics info - Lowers the font size in lobby overlay to add more text
I know this is a micro-optimization, but there is no need to constantly perform the lookup. It's more about the unnecessary pollution.
The characters will most likely never change anyway, plus, the image is easy to change later.
- Removed extra instructions on screen - Removed extra images (not used anymore) - Added a new resource for UI backgrounds (StyleBoxTexture override) - Added preset backgrounds to the overlays - Repositioned `LobbyOverlay` - always centered - Repositioned `EndScreenOverlay` - always top-left with offset
Arena automatically offsets the position.
I didn't feel like properly extracting this, because I don't think we actually pay much attention to the code quality in this project. This change spawns 3 fake players that automatically jump after 2 seconds, and after another 2 seconds they are reset to the initial position set in each *bot*. Since we make them jump with a command, the game will fade their names out, so we have to flash them. Even if the name fades out a little, I don't think it's a problem anyway, the names are perfectly readable so we can keep flashing. It's probably a better solution than changing the jumper just to add a flag that tells if the name has to be flashed, which will only be used by the bots.
…into ui-update
I believe this was set to visible at some point in the scene file and left in by mistake, because we already have the code in the arena that makes the `GameOverlay` visible after the lobby counter 🤔
Applied the suggestion from the comment, below is the result. I'm not really sure about the wording, so change it to your liking 😄 I spawned three bots with the commands in their names. One thing I didn't really bother doing was putting the bots somewhere outside of the arena class, because I'm not sure how much we should care about the code quality here, so you might see some questionable changes 😁 I know the |
I cut down on the verbosity and added colors.
This PR adds a TileSet for drawing boxes for UI elements, like labels, etc. This was faster to implement than designing windows for different elements.
The boxes were only added to the
Lobby Overlay
andEnd Screen Overlay
. It's covering the names in the result screen though, no idea what to do about that 👀I didn't change the
GameOverlay
though. I wanted to move this to the bottom with more info on 1st/2nd/3rd places, but it's fine as it is now. Not important enough to make a new component out of it.Other changes:
README
(cut from the splash screen) - I also added all characters to thechoice
section, replacing the huge tableLobbyOverlay
now has extra info - more instructions, extra images