This one's long overdue. Currently the unlocked.json file determines which color each level appears as within the level select screen (blue, green, or gray). You intended for green to signify a completed level, while blue signified unlocked but not completed, and gray represented levels that had not yet been unlocked. I think this color scheme should change: blue for unlocked and completed, light gray or white for unlocked but not completed (whichever looks better, I'm guessing light gray), and dark gray for not unlocked. Additionally, I think that the icons for levels that aren't even loaded into the game's files should be given the disabled CSS attribute (if that is the right name), so that they appear slightly darker than the levels that do exist but aren't unlocked.
Also, since I've been using the green color to denote the Zelda levels, there needs to be a way to change the color of the level's icon via the level JSON. This would follow the overhaul, and reside in the info section as an optional variable called icon-color. Instead of using actual color name (e.g. "yellow"), this variable would be set to "warning", "danger", or one of the other Bootstrap color names so that it is compatible with themes. If the variable was not specified for any given level, the level's icon color would automatically default to blue (or "primary" in Bootstrap terms). Whatever color the level's icon was set to would replace the "unlocked and completed" color. If said level was not unlocked for instance, it would appear dark gray like any other level.
You won't be able to fully implement this functionality until you implement progress tracking (see #28), so in the mean time just use the "unlocked and completed" color for levels that have been loaded into the game's files, and dark gray with the disabled attribute for levels that haven't. You'll need to wait for the overhaul however, since I don't want the green icon functionality for the Zelda levels to be broken.
This one's long overdue. Currently the
unlocked.json
file determines which color each level appears as within the level select screen (blue, green, or gray). You intended for green to signify a completed level, while blue signified unlocked but not completed, and gray represented levels that had not yet been unlocked. I think this color scheme should change: blue for unlocked and completed, light gray or white for unlocked but not completed (whichever looks better, I'm guessing light gray), and dark gray for not unlocked. Additionally, I think that the icons for levels that aren't even loaded into the game's files should be given thedisabled
CSS attribute (if that is the right name), so that they appear slightly darker than the levels that do exist but aren't unlocked.Also, since I've been using the green color to denote the Zelda levels, there needs to be a way to change the color of the level's icon via the level JSON. This would follow the overhaul, and reside in the
info
section as an optional variable calledicon-color
. Instead of using actual color name (e.g."yellow"
), this variable would be set to"warning"
,"danger"
, or one of the other Bootstrap color names so that it is compatible with themes. If the variable was not specified for any given level, the level's icon color would automatically default to blue (or"primary"
in Bootstrap terms). Whatever color the level's icon was set to would replace the "unlocked and completed" color. If said level was not unlocked for instance, it would appear dark gray like any other level.You won't be able to fully implement this functionality until you implement progress tracking (see #28), so in the mean time just use the "unlocked and completed" color for levels that have been loaded into the game's files, and dark gray with the
disabled
attribute for levels that haven't. You'll need to wait for the overhaul however, since I don't want the green icon functionality for the Zelda levels to be broken.