added fonts locally

This commit is contained in:
2025-12-30 17:47:35 +00:00
parent 55cbe5e5c7
commit 3e90dbdc80
8 changed files with 38 additions and 5 deletions

View File

@@ -15,8 +15,41 @@
</div>
<style>
@import url('https://fonts.upset.dev/css2?family=IBM+Plex+Mono:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;1,100;1,200;1,300;1,400;1,500;1,600;1,700&family=Inter:ital,opsz,wght@0,14..32,100..900;1,14..32,100..900&family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&display=swap');
@import url('https://fonts.upset.dev/css2?family=Roboto+Flex:opsz,slnt,wdth,wght,XTRA,YOPQ,YTAS,YTFI,YTUC@8..144,-10..0,25..151,100..1000,323..603,69,649..854,560..788,528..760&display=swap');
/* Roboto Flex */
@font-face {
font-family: "Roboto Flex";
src: url("fonts/roboto-flex/flex.ttf");
}
/* Space Mono */
@font-face {
font-family: "Space Mono";
src: url("fonts/space-mono/regular.ttf");
}
@font-face {
font-family: "Space Mono";
src: url("fonts/space-mono/italic.ttf");
font-style: italic;
}
@font-face {
font-family: "Space Mono";
src: url("fonts/space-mono/bold.ttf");
font-weight: bold;
}
@font-face {
font-family: "Space Mono";
src: url("fonts/space-mono/bolditalic.ttf");
font-style: italic;
font-weight: bold;
}
/* IBM Plex Mono */
@font-face {
font-family: "IBM Plex Mono";
src: url("fonts/ibm-plex-mono/medium.ttf");
font-weight: 500;
}
:global {
:root {
@@ -38,8 +71,8 @@
--color-link-visited: #ffd7f0;
--color-link-hovered: #ffdad5;
--font-title: 'Roboto Flex';
--font-sans-serif: 'Roboto Flex', 'Inter', 'Lato', sans-serif;
/* --font-title: 'Roboto Flex'; */
--font-sans-serif: 'Roboto Flex', 'Lato', sans-serif;
--font-mono: 'IBM Plex Mono', monospace;
--page-width: 1200px;

View File

@@ -34,7 +34,7 @@ Considering I started one week ago, I'm doing decently well:
What you can see here is my new Laura model (not yet finished!), with a partially-applied toon shader and an outline shader on top. The UI elements include a health counter (on top), a money counter (bottom right), a placeholder for the popup menu(s), a crosshair in the middle of the screen (the dot), and an aim helper texture also in the middle of the screen (the cross). The two boxes represent enemies, not in function, but in their physics layers and in targetability.
There are a lot of improvements: targets, for example, are now not defined by a special node setup, but rather by aTarget prefab, which can easily be positioned anywhere (enemy or environment) and be used to guide player projectiles.
There are a lot of improvements: targets, for example, are now not defined by a special node setup, but rather by a `Target` prefab, which can easily be positioned anywhere (enemy or environment) and be used to guide player projectiles.
The code is also *so much more streamlined...* I put many elements into their own components to avoid cluttering theplayer.gd script with an overwhelming amount of responsibilities. That way, what was previously a 300+ line script handling player movement, aim direction, messages, equipping items, interacting with objects etc. is now a lean 50+ line script (although ofc not everything from the previous project is implemented here yet, such as the vendor interactions). Anything that's not directly related to the player has its own component script to keep things separated as much as possible. Currently, there is also no singletonSignalBus routing wildly between any and all nodes. Instead, signals are just defined in their components and connected directly to only the components needing them. This also means that components only take care of tasks that are explicitly meant for them; the guns, for example, no longer calculate the position which the projectile is flying towards. Instead, they can now simply retrieve an aim direction from theAimManager, requiring much less code in each weapon. Everything's so clean and I love it.

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