by youngneil1 » Fri Feb 15, 2019 9:01 am
I have started with the code for jumpable chasms, but got sidetracked a little with UI again. I still would like to have a most immersive UI, only appearing when needed. The log works already this way and I would like to extent this functionality to the trait values, portraits and buttons/toggles. It's hard to get this feel "right", so I find myself writing and deleting code around this again and again. The current approach for - optional - immersive ui mode is:
- protraits appear automatically when sp/hp for any character differ from last turn, they disappear again next move (unless another change has happened)
- trait values (for main map traits) are only shown on change of party leader and disappear on next move (I also added that trait values highest in party are shown in green letters; also upon changing the party leader that character's name and remaining SP are shown above the character token on main map)
- buttons/toggles remain hidden unless called for via key press(f), they retract again on next move (an exception to the arrow key movement panel, this is always shown once activated)
- I am contemplating to show clock/area text, rations remaining and torches all the time (with the torch icon eventually being animated, when torch is on)
- same goes for the icon currently showing zoom level and time per step; I want to change this icon a bit anyway; Its graphic will be the current daytime (liek sun, moon, sundown, etc.,). Its text will be current time of day (like 09:40), removing this info from the clcok info line, and it will also (still) show time per step; the information on zoom level (close, medium, far) will be removed as this apparent by the size with which the party and many props are drawn