X-Git-Url: https://fortfriendship.online/gitweb/gnargle.github.io.git/blobdiff_plain/02a1b92c0ff4579aba34312cf6fdef0db78c5c2f..1b76334c9e0c8949bba79682a2f237d11c7af4c8:/projects/pipboy.html?ds=inline diff --git a/projects/pipboy.html b/projects/pipboy.html index 4c9edec..eb782b1 100644 --- a/projects/pipboy.html +++ b/projects/pipboy.html @@ -527,6 +527,54 @@ do here. So let's structure the screen a bit, and add the name and descriptions.
+ Code Updated. Check the github link to keep up. ++ Hoooo boy I spent a while here huh! So much for 'live' blogging. +
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+ + While I've been gone I basically drew the rest of the fucking + owl. Look! It's the screen from the game! Pretty much + completely! +
++ There's some artistic license; in-game the perk description + displays in the same column as the image, but the available area + there is too small to display it readably on screen, so I've + bannered it at the bottom instead. +
++ But yeah, we've got the basics of the screen here! The list of + perks, the box around the selected one, the image, the + description. They're all loaded dynamically from the list of + files on the SD card, and I've just gone in and tested the + reselection with a timeout, and hot damn, it works. +
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+ + Additionally, if you're code digging, you'll see I've done a + bunch of reorganisation. While I was hacking before, I've gone + in and refactored and made all of this actually functionally + useful for building up the application proper. +
++ Next thing, then, is input. Which hopefully, shouldn't be too + bad? I'll tackle that at some point over the weekend. Then it's + just filling the rest of the perk data (and fixing whatever is + wrong with the action girl image) and presto, that's a screen! +