Phase 3 is officially done, and the game actually looks like a real game now. I got tired of looking at a blinding white layout, so I gave the whole UI a massive dark mode glow up with a sleek slate background and neon blue gradients for the blocks. The biggest victory this time was writing the inventory rendering system. I had to use three layers of nested loops to parse through the piece arrays, row by row, cell by cell, to dynamically generate the HTML for all 21 shapes. If a cell is a 1, the code paints it glowing blue; if it’s a 0, it keeps it transparent. It was a ton of lines of CSS and layout tweaking to get the grid to auto align nicely in the sidebar, but seeing all 21 polyominoes neatly lined up next to the main board instead of just reading them in the browser console is incredibly satisfying.
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