Initial Guidebook Documentation
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Makefile
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Makefile
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@ -121,7 +121,8 @@ dist-free: doodads bindata build-free __dist-common
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__dist-common:
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mkdir -p dist/doodle-$(VERSION)
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cp bin/* dist/doodle-$(VERSION)/
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cp -r README.md Changes.md "Open Source Licenses.md" dist/doodle-$(VERSION)/
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cp -r README.md Changes.md "Open Source Licenses.md" rtp dist/doodle-$(VERSION)/
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rm -rf dist/doodle-$(VERSION)/rtp/.git
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cd dist && tar -czvf doodle-$(VERSION).tar.gz doodle-$(VERSION)
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cd dist && zip -r doodle-$(VERSION).zip doodle-$(VERSION)
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16
dev-assets/guidebook/Makefile
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dev-assets/guidebook/Makefile
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SHELL := /bin/bash
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# `make serve` to serve the mkdocs site on localhost.
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.PHONY: serve
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serve:
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mkdocs serve
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# `make build` to build the static documentation site.
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.PHONY: build
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build:
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mkdocs build
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# `make clean` cleans everything up.
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.PHONY: clean
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clean:
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rm -rf site
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@ -1,28 +0,0 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>Project: Doodle Guidebook</title>
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<link rel="stylesheet" type="text/css" href="pages/res/main.css">
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</head>
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<body>
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<div id="sidebar">
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<nav>
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<h3>Navigation</h3>
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<ul>
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<li><a href="pages/Home.html" target="frame">Home</a></li>
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</ul>
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</nav>
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</div>
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<div id="content">
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<div>
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<iframe name="frame" src="pages/Home.html"></iframe>
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</div>
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</div>
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</body>
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</html>
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dev-assets/guidebook/docs/about.md
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dev-assets/guidebook/docs/about.md
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# About Project: Doodle
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Lorem ipsum.
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dev-assets/guidebook/docs/custom-doodads/edit-external.md
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dev-assets/guidebook/docs/custom-doodads/edit-external.md
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# Drawing Doodads in an External Program
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Doodad sprites can be drawn using any image editor and saved as .png files
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(with transparency). You can then create a doodad file from your series of
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PNG images.
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Most of the built-in doodads that ship with the game were created in this way.
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## Create a Doodad from Images
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Save each frame of your doodad as a separate PNG image and then use the `doodad`
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command-line tool to convert them to a `.doodad` file.
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```bash
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# Usage:
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doodad convert [options] <inputs.png> <output.doodad>
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# Example:
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doodad convert door-closed.png door-open.png door.doodad
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```
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dev-assets/guidebook/docs/custom-doodads/edit-in-game.md
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# Drawing a Doodad In-Game
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Project: Doodle has some **limited** support to draw your doodad sprites
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in-game. Currently you can only draw one frame (image) for the doodad
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and save it to disk.
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To start a new doodad, open the game and enter the level editor.
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Select the "New Doodad" button at the top of the screen to start drawing a
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new doodad. Choose the size (square) of its sprite when prompted.
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Doodads saved in-game go in your user config directory for the game. On Linux,
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this is at ~/.config/doodle.
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If you want to create a doodad with multiple frames (to animate it or have
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varying states that change the doodad's appearance in the level), the
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`doodad` tool is recommended. See
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[drawing images in an external program](edit-external.md).
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## Future Planned Features
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Creating doodads in-game is intended to be a fully supported feature. The
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following features are planned to be supported:
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* Support editing multiple frames instead of only the first frame.
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* Implement some features only available on the `doodad` tool using in-game
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UI, such as attaching JavaScripts to the doodad.
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dev-assets/guidebook/docs/custom-doodads/index.md
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# Creating Custom Doodads
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Project: Doodle is designed to be modder friendly and provides tools to help
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you create your own custom doodads to use in your levels.
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You can draw the sprites for the doodad either in-game or using an external
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image editor. Then, you can program their logic using JavaScript to make them
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"do" stuff in-game and interact with the player and other doodads.
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* Drawing your Doodad's Sprites
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* [In-Game](edit-in-game.md)
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* [In an External Program](edit-external.md)
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* Program its Behavior
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* [JavaScript](scripts.md)
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## doodad (Command Line Tool)
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Your copy of the game should have shipped with a `doodad` command-line tool
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bundled with it. On Windows it's called `doodad.exe` and should be in the same
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folder as the game executable. On Mac OS, it is inside the .app bundle.
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The `doodad` tool provides a command-line interface to create and inspect
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doodad and level files from the game. You'll need to use this tool, at the very
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least, to attach a JavaScript to your doodad to make it "do" stuff in-game.
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You can create a doodad from PNG images on disk, attach or view the JavaScript
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source on them, and view/edit metadata.
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```bash
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# (the $ represents the shell prompt in a command-line terminal)
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# See metadata about a doodad file.
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$ doodad show /path/to/custom.doodad
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# Create a new doodad based on PNG images on disk.
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$ doodad convert frame0.png frame1.png frame2.png output.doodad
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# Add and view a custom script attached to the doodad.
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$ doodad install-script index.js custom.doodad
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$ doodad show --script custom.doodad
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```
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More info on the [`doodad` tool](../doodad-tool.md) here.
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dev-assets/guidebook/docs/custom-levels/index.md
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# Creating Custom Levels
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One of the core gameplay features is its Level Editor which lets you draw your
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own custom maps to play and share with others.
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From the game's Main Menu, click on the "Create a Level" button to open the
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level editor. To edit an existing custom level, click on the "Edit a Level"
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button instead.
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## Level Properties
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When creating a new level, you first choose some settings for it. These are
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described below:
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### Page Type
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This setting controls the size and boundaries of your level, and control the
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appearance of the notebook paper background of your level.
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* **Bounded** is the default. The camera won't scroll past the top-left corner
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of the page (0,0), and the level size is capped to 2550x3300, or the
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approximate size of an 11:9 standard sheet of notebook paper in pixels.
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* **No Negative Space** is like Bounded, but the width and height of the level
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have no boundary. Levels can grow "infinitely" to the right and downward
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but no negative coordinates past the top or left edge.
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* **Unbounded** allows for "infinite" sized maps that give unlimited room to
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grow your level. The wallpaper on this level type only uses the "tiling"
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pattern, so notebook-themed levels won't show the top/left decorations.
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### Wallpaper
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The wallpaper affects the "theme" of your level. Project: Doodle is themed around
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hand-drawn mazes on paper, so the built-in themes look like various kinds of
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paper.
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* **Notebook** looks like standard ruled notebook paper. It's a white paper with
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blue horizontal lines, a single red vertical line down the left, and a wide
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margin on the top and left edges.
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* **Legal Pad** looks like ruled yellow legal pad. It's similar to Notebook but
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has yellow paper and a second vertical red line down the left.
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* **Blueprint** is a dark blueprint paper background with a repeating grid pattern.
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Notably, the default Color Palette for this theme is different than normal:
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"solid" lines are white instead of black, to show up better against the dark
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background.
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The decorations of the wallpaper vary based on the Page Type. For example, the
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Notebook and Legal Pad have extra padding on the top of the page and red lines
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going down just the left side, and the rest of the level uses the repeating blue
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lines pattern. The page types and their effect on the wallpapers are:
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* **Bounded** and **No Negative Space** will show the decorations for the top
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and left edges of the page, as these levels are bounded on their top/left
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corner.
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* **Unbounded** levels only use the repeating tiled pattern across the entire
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level, because there is no top-left boundary to anchor those decorations to.
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## Editor Mode Interface
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![Level Editor View](../images/editor-1.png)
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Quick 5-minute tour of what you're looking at:
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* The top of the window has your **Menu Bar**:
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* **New Level** opens the "Create a New Level" menu.
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* **New Doodad** opens the Doodad Editor for drawing a new custom doodad.
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You're prompted for the size of the doodad, which will be its width and
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height boundary. For example, a size of "100" means a 100x100 pixel graphic
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for your custom doodad.
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* **Save** and **Save as...** let you save the current Level or Doodad you're
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drawing to disk. "Save" will only ask for the filename once whereas "Save as"
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asks every time.
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* **Load** opens the "Edit a Level" menu to choose a Level or Doodad to edit.
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* **Options** options the Level Options dialog so you can modify the page type
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and wallpaper setting.
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* The panel on the left side of the window is your **Tool Box**. Clicking these
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buttons activates a specific drawing tool or mode:
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* **Pencil Tool** lets you click, drag, and draw pixels of your selected
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Palette color onto your level freehand.
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* **Line Tool** lets you easily draw a straight line between two points. Click
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in your level where you want the first point to be, and drag your mouse to
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the second point. Release the mouse to commit the line to your drawing.
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* **Rectangle Tool** lets you easily draw rectangles on your level.
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* **Ellipse Tool** lets you draw circles or elliptical shapes.
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* **Doodad Tool** lets you drag doodads such as buttons and doors onto your
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level. See the [Doodad Tool](#doodad-tool) below.
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* **Link Tool** lets you link doodads together so that they can interact off
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each other. For example, a Button connected to an Electric Door will cause
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the door to open and close when the button is pressed. See [Link Tool](#link-tool)
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below.
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* **Eraser Tool** cleans up your mistakes. Click and drag over pixels you've
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drawn to delete the pixels from your level.
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* **Brush Size:** the "Size:" label shows the brush size of your current drawing
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tool. This translates to the line thickness, or how big your pixels are when
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drawn into the level. Click the + and - buttons to increase or decrease the
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brush size, and draw thicker or thinner lines.
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* The panel on the right side of the window is your **Palette** of colors to
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draw with.
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![Doodad Toolbar View](../images/editor-2.png)
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# Doodad Tool
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The game ships with a command-line program called `doodad` which assists in
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creating and managing custom doodads and levels.
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The `doodad` tool can show and set details on .doodad and .level files used by
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the game, create new doodads from PNG images and attach custom JavaScript source
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to program behavior of doodads.
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## Where to Find It
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The `doodad` tool should be in the same place as the game executable.
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On Windows, the program is called `doodad.exe` and comes in the zip file next
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to the game executable, `doodle.exe`.
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On Linux, it will typically be at `/opt/project-doodle/doodad`.
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On Mac OS, it is found inside the .app bundle.
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## Usage
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Run `doodad --help` to get usage information.
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The program includes several sub-commands, such as `doodad convert`. Type a
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subcommand and `--help` to get help on that command, for example:
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```bash
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doodad convert --help
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```
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# Examples
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Here are some common scenarios and use cases for the doodad tool.
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## Show
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```bash
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# Usage:
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doodad show [doodad or level filename]
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```
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Shows metadata and details about a level or doodad file.
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Examples:
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```bash
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$ doodad show button.doodad
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===== Doodad: button.doodad =====
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Headers:
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File version: 1
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Game version: 0.0.10-alpha
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Doodad title: Button
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Author: Noah
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Locked: true
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Hidden: false
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Script size: 473 bytes
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Palette:
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- Swatch name: Color<#000000+ff>
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Attributes: solid
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Color: #000000
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- Swatch name: Color<#666666+ff>
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Attributes: none
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Color: #666666
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- Swatch name: Color<#999999+ff>
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Attributes: fire
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Color: #999999
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Layer 0: button1
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Chunks:
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Pixels Per Chunk: 37^2
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Number Generated: 1
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Coordinate Range: (0,0) ... (36,36)
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World Dimensions: 36x36
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Use -chunks or -verbose to serialize Chunks
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Layer 1: button2
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Chunks:
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Pixels Per Chunk: 37^2
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Number Generated: 1
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Coordinate Range: (0,0) ... (36,36)
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World Dimensions: 36x36
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Use -chunks or -verbose to serialize Chunks
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```
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## Convert
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```bash
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# Usage:
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doodad convert [options] <input files.png> <output file.doodad>
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```
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### Creating a Doodad from PNG images
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Suppose you have PNG images named "frame0.png" through "frame3.png" and want
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to create a doodad from those images. This will convert them to the doodad
|
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file "custom.doodad":
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```bash
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# Convert PNG images into a doodad.
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doodad convert frame0.png frame1.png frame2.png frame3.png custom.doodad
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# The same, but also attach custom tags with the doodad.
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||||
doodad convert --tag color=blue frame{0,1,2,3}.png custom.doodad
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```
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### Convert a level to a PNG image
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||||
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||||
```bash
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||||
doodad convert my.level output.png
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```
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### Create a level from a PNG image
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||||
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```bash
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doodad convert level.png output.level
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```
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dev-assets/guidebook/docs/index.md
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# Welcome to Project: Doodle
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![](images/main-menu.png)
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[Project: Doodle](about.md) is a drawing-based maze game themed around hand-drawn
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maps on paper. You can draw a level for a 2D platformer game, drag-and-drop
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"doodads" such as buttons and doors into your level, and play it.
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## Table of Contents
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* [Creating Custom Levels](custom-levels/)
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* [Creating Custom Doodads](custom-doodads/)
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* [Draw Sprites In-Game](custom-doodads/edit-in-game.md)
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* [Draw Sprites with an External Program](custom-doodads/edit-external.md)
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* [Program Them with JavaScript](custom-doodads/scripts.md)
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dev-assets/guidebook/mkdocs.yml
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dev-assets/guidebook/mkdocs.yml
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site_name: "Project: Doodle Guidebook"
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nav:
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- Home: index.md
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- About: about.md
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- "Custom Doodads": custom-doodads/
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markdown_extensions:
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- toc:
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permalink: "#"
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@ -1,9 +0,0 @@
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# Guidebook to {{ app_name }}
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||||
This is the users manual to {{ app_name }}, a drawing-based maze game.
|
||||
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||||
## Creating Custom Content
|
||||
|
||||
* [Doodad Scripts](DoodadScripts.html)
|
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v{{ app_version }}
|
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@ -1,28 +0,0 @@
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|||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<title>{{ app_name }} Guidebook</title>
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<link rel="stylesheet" type="text/css" href="pages/res/main.css">
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="sidebar">
|
||||
<nav>
|
||||
<h3>Navigation</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="pages/Home.html" target="frame">Home</a></li>
|
||||
</ul>
|
||||
</nav>
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
<div>
|
||||
<iframe name="frame" src="pages/Home.html"></iframe>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,15 +0,0 @@
|
|||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<title>{{ title }}</title>
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<link rel="stylesheet" type="text/css" href="res/markdown.css">
|
||||
<link rel="stylesheet" type="text/css" href="res/syntax.css">
|
||||
</head>
|
||||
<body>
|
||||
|
||||
$CONTENT
|
||||
|
||||
</body>
|
||||
</html>
|
|
@ -1,66 +0,0 @@
|
|||
body,html {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
}
|
||||
body {
|
||||
background-color: #EEE;
|
||||
font-family: "Trebuchet MS", Arial, Helvetica, sans-serif;
|
||||
font-size: 16px;
|
||||
color: #000;
|
||||
line-height: 1.4em;
|
||||
}
|
||||
|
||||
div#sidebar {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
bottom: 0;
|
||||
width: 220px;
|
||||
background-color: #000066;
|
||||
color: #EEE;
|
||||
}
|
||||
|
||||
nav {
|
||||
padding: 1.5rem;
|
||||
}
|
||||
|
||||
nav ul {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
list-style: none;
|
||||
}
|
||||
nav ul li {
|
||||
display: block;
|
||||
}
|
||||
nav a:link, nav a:visited {
|
||||
color: #EEE;
|
||||
text-decoration: none;
|
||||
}
|
||||
nav a:hover, nav a:active {
|
||||
color: #F9F;
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
div#content {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 220px;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
}
|
||||
|
||||
div#content div {
|
||||
position: relative;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
div#content iframe {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
border: 0;
|
||||
overflow: auto;
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
body {
|
||||
background-color: #EEE;
|
||||
font-family: "Trebuchet MS", Arial, Helvetica, sans-serif;
|
||||
font-size: 16px;
|
||||
color: #000;
|
||||
line-height: 1.4em;
|
||||
margin: 2rem;
|
||||
}
|
||||
|
||||
a:link, a:visited {
|
||||
color: #006699;
|
||||
text-decoration: underline;
|
||||
}
|
||||
a:hover, a:active {
|
||||
color: #996600;
|
||||
}
|
||||
|
||||
.codehilite {
|
||||
border: 1px solid #222;
|
||||
}
|
||||
pre {
|
||||
font-family: "Lucida Console", "DejaVu LGC Sans Mono", "DejaVu Sans Mono", "Bitstream Vera Sans Mono", "Ubuntu Mono", monospace;
|
||||
margin: 0;
|
||||
padding: 8px;
|
||||
}
|
|
@ -1,69 +0,0 @@
|
|||
.codehilite .hll { background-color: #ffffcc }
|
||||
.codehilite { background: #f8f8f8; }
|
||||
.codehilite .c { color: #408080; font-style: italic } /* Comment */
|
||||
.codehilite .err { border: 1px solid #FF0000 } /* Error */
|
||||
.codehilite .k { color: #008000; font-weight: bold } /* Keyword */
|
||||
.codehilite .o { color: #666666 } /* Operator */
|
||||
.codehilite .ch { color: #408080; font-style: italic } /* Comment.Hashbang */
|
||||
.codehilite .cm { color: #408080; font-style: italic } /* Comment.Multiline */
|
||||
.codehilite .cp { color: #BC7A00 } /* Comment.Preproc */
|
||||
.codehilite .cpf { color: #408080; font-style: italic } /* Comment.PreprocFile */
|
||||
.codehilite .c1 { color: #408080; font-style: italic } /* Comment.Single */
|
||||
.codehilite .cs { color: #408080; font-style: italic } /* Comment.Special */
|
||||
.codehilite .gd { color: #A00000 } /* Generic.Deleted */
|
||||
.codehilite .ge { font-style: italic } /* Generic.Emph */
|
||||
.codehilite .gr { color: #FF0000 } /* Generic.Error */
|
||||
.codehilite .gh { color: #000080; font-weight: bold } /* Generic.Heading */
|
||||
.codehilite .gi { color: #00A000 } /* Generic.Inserted */
|
||||
.codehilite .go { color: #888888 } /* Generic.Output */
|
||||
.codehilite .gp { color: #000080; font-weight: bold } /* Generic.Prompt */
|
||||
.codehilite .gs { font-weight: bold } /* Generic.Strong */
|
||||
.codehilite .gu { color: #800080; font-weight: bold } /* Generic.Subheading */
|
||||
.codehilite .gt { color: #0044DD } /* Generic.Traceback */
|
||||
.codehilite .kc { color: #008000; font-weight: bold } /* Keyword.Constant */
|
||||
.codehilite .kd { color: #008000; font-weight: bold } /* Keyword.Declaration */
|
||||
.codehilite .kn { color: #008000; font-weight: bold } /* Keyword.Namespace */
|
||||
.codehilite .kp { color: #008000 } /* Keyword.Pseudo */
|
||||
.codehilite .kr { color: #008000; font-weight: bold } /* Keyword.Reserved */
|
||||
.codehilite .kt { color: #B00040 } /* Keyword.Type */
|
||||
.codehilite .m { color: #666666 } /* Literal.Number */
|
||||
.codehilite .s { color: #BA2121 } /* Literal.String */
|
||||
.codehilite .na { color: #7D9029 } /* Name.Attribute */
|
||||
.codehilite .nb { color: #008000 } /* Name.Builtin */
|
||||
.codehilite .nc { color: #0000FF; font-weight: bold } /* Name.Class */
|
||||
.codehilite .no { color: #880000 } /* Name.Constant */
|
||||
.codehilite .nd { color: #AA22FF } /* Name.Decorator */
|
||||
.codehilite .ni { color: #999999; font-weight: bold } /* Name.Entity */
|
||||
.codehilite .ne { color: #D2413A; font-weight: bold } /* Name.Exception */
|
||||
.codehilite .nf { color: #0000FF } /* Name.Function */
|
||||
.codehilite .nl { color: #A0A000 } /* Name.Label */
|
||||
.codehilite .nn { color: #0000FF; font-weight: bold } /* Name.Namespace */
|
||||
.codehilite .nt { color: #008000; font-weight: bold } /* Name.Tag */
|
||||
.codehilite .nv { color: #19177C } /* Name.Variable */
|
||||
.codehilite .ow { color: #AA22FF; font-weight: bold } /* Operator.Word */
|
||||
.codehilite .w { color: #bbbbbb } /* Text.Whitespace */
|
||||
.codehilite .mb { color: #666666 } /* Literal.Number.Bin */
|
||||
.codehilite .mf { color: #666666 } /* Literal.Number.Float */
|
||||
.codehilite .mh { color: #666666 } /* Literal.Number.Hex */
|
||||
.codehilite .mi { color: #666666 } /* Literal.Number.Integer */
|
||||
.codehilite .mo { color: #666666 } /* Literal.Number.Oct */
|
||||
.codehilite .sa { color: #BA2121 } /* Literal.String.Affix */
|
||||
.codehilite .sb { color: #BA2121 } /* Literal.String.Backtick */
|
||||
.codehilite .sc { color: #BA2121 } /* Literal.String.Char */
|
||||
.codehilite .dl { color: #BA2121 } /* Literal.String.Delimiter */
|
||||
.codehilite .sd { color: #BA2121; font-style: italic } /* Literal.String.Doc */
|
||||
.codehilite .s2 { color: #BA2121 } /* Literal.String.Double */
|
||||
.codehilite .se { color: #BB6622; font-weight: bold } /* Literal.String.Escape */
|
||||
.codehilite .sh { color: #BA2121 } /* Literal.String.Heredoc */
|
||||
.codehilite .si { color: #BB6688; font-weight: bold } /* Literal.String.Interpol */
|
||||
.codehilite .sx { color: #008000 } /* Literal.String.Other */
|
||||
.codehilite .sr { color: #BB6688 } /* Literal.String.Regex */
|
||||
.codehilite .s1 { color: #BA2121 } /* Literal.String.Single */
|
||||
.codehilite .ss { color: #19177C } /* Literal.String.Symbol */
|
||||
.codehilite .bp { color: #008000 } /* Name.Builtin.Pseudo */
|
||||
.codehilite .fm { color: #0000FF } /* Name.Function.Magic */
|
||||
.codehilite .vc { color: #19177C } /* Name.Variable.Class */
|
||||
.codehilite .vg { color: #19177C } /* Name.Variable.Global */
|
||||
.codehilite .vi { color: #19177C } /* Name.Variable.Instance */
|
||||
.codehilite .vm { color: #19177C } /* Name.Variable.Magic */
|
||||
.codehilite .il { color: #666666 } /* Literal.Number.Integer.Long */
|
Loading…
Reference in New Issue
Block a user