diff --git a/assets/common/styles.css b/assets/common/styles.css index 708136e..3282e8b 100755 --- a/assets/common/styles.css +++ b/assets/common/styles.css @@ -70,6 +70,7 @@ code { color: #33ff00; padding: 1em; display: block; + white-space: pre; } #header { @@ -195,17 +196,35 @@ code { letter-spacing: 0.001em; text-align: center; } + .frac span { display: block; padding: 0.1em; } + .frac span.bottom { border-top: thin solid black; } + .frac span.symbol { display: none; } +.blog-preview-list { + list-style-type:none; + padding-left: 0px; +} + +.blog-preview { + border-radius: 0.5em; + border-style: solid; + border-width: thin; + border-color: black; + margin: 1em; + padding-left: 1em; + padding-right: 1em; +} + .blog-metadata .blog-tag { border-style: solid; border-width: thin; diff --git a/docs/www/blog/godot_spell_system_prototype/index.php b/docs/www/blog/godot_spell_system_prototype/index.php index 2dad563..b7b0ee6 100644 --- a/docs/www/blog/godot_spell_system_prototype/index.php +++ b/docs/www/blog/godot_spell_system_prototype/index.php @@ -8,9 +8,9 @@ include_once($COMMONS."/header.php"); ?>
-

+

Godot spell casting system prototype. -

+
godot @@ -39,19 +39,19 @@ include_once($COMMONS."/header.php");

Gallery

- + A screenshot of the spell casting system.

A path drawn between some nodes, this is what the spell casting looks like.

- + A screenshot showing cast spells log.

A log from the spellbook, it detects all entered paths. It also has a dictionary of paths and spells, if you enter a path that corresponds to a spell, you cast it!

- + A screenshot from the godot editor showing node export values.

This is how I can interact with the spellbook from the editor. I can add in nodes (it then works with them automagically, so I am not anyhow limited to the 3x3 grid). And I can also add in the spell paths and names (I can then use these to emit a spell_cast event with its name, or something like that).

@@ -66,17 +66,14 @@ include_once($COMMONS."/header.php"); Here is a bit of code, so that I can test my code block css:

-
 ## Add a node to current spell
 func _on_spellnode_entered(node: SpellNode)->void:
 	if is_receiving_spell && not spell_builder.has(node):
 	# Append node to the spell builder
 	spell_builder.append(node);
-
 		# Add new point to the spell line and set the old top to the new nodes position
 		spell_line.add_point(node.position)
 		spell_line.set_point_position(spell_line.get_point_count() - 2, node.position)
-		

I would like to add some kind of syntax highlighting, but from my research I'd have to write a php function for that, as css cannot look for key words, and writing a bunch of php is not something I am currently in the mood for, so this will have to do, for now. diff --git a/docs/www/blog/index.php b/docs/www/blog/index.php index 76ac190..b1a3980 100755 --- a/docs/www/blog/index.php +++ b/docs/www/blog/index.php @@ -7,23 +7,44 @@ include_once($COMMONS."/header.php"); ?>

-

- Blogs will be written here, at some point in the future. -

-

- The way in which they are made and addressed right now is temporary, so any links you save / share WILL EXPIRE eventualy. This includes media. -

+

+ My blogposts +

+

+ Blogs about various topics will be written here, at some point in the future. +

+

+ The way in which they are made and addressed right now is temporary, so any links you save / share WILL EXPIRE eventualy. This includes media. +

+

+ I am just trying to get a feel for what tools I might need for writing the blogs, so everything is subject to change once I get a solid idea and implement a proper system for doing this, instead of just writing plain html. +

-
-
    -
  • +
    +
      +
    • Godot spell casting system prototype

      +
      +

      I have wanted to implement this system in my upcoming game "The Labyrith II" for a few years now, but I got distracted and left it, well, I am back now.

      -
    • +