Add playable Powergrid tutorials and city income reference - #155
Conversation
The income row shortened the city-count cells, and the house markers were packed to fit: 6px between columns against a 12px-wide house, and 3px between rows. Two players on the same number — the ordinary case for most of a game — overlapped by half and read as a single smudge; five or six at the start of a game read as one blob. Lay them out bottom-aligned in the cell instead, growing upward from the income strip so the number above stays legible, a house-width between columns and a house-height between rows. Five or six sharing go three wide rather than three tall: a third row starts at the top of the cell and hides the number completely, which is every game's opening position. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The status bar is sticky at z-index 10 and every modal sat at z-index 1, so the bar painted over the top of any open dialog. Modals open 10vh down and the bar is a fixed 40px, so on a short viewport — a phone held sideways — the bar landed across the dialog's own header and covered the close button, leaving no way out of the dialog at all. Put the modal above it; the bar is then dimmed behind the overlay like the rest of the page. The payment table counted to citiesToEndGame, which stopped one column short of the number that ends the game, and a player can finish holding more cities than that by building in the same phase as whoever triggered the end. Render the whole table instead, so it agrees with the city track on the board. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Pushed three small changes on top — happy to drop any of them. Houses on the city track. The income row shortens the cells, and at the old 6px column / 3px row offsets two players on the same number overlapped by half; five or six at the start of a game read as one blob. They're now bottom-aligned in the cell, growing upward from the income strip so the number above stays legible, a house-width apart — and five or six sharing go three wide rather than three tall, since a third row starts at the top of the cell and hides the number completely. Two pre-existing ones that the new track made visible:
Checked against master with #154 merged: it auto-merges cleanly, For what it's worth on the UI question — I like it. The income row is genuinely useful, and the two-row portrait track is a big improvement on what that track became at phone width. |
Powergrid now has seven playable tutorials using the ordinary viewer and real engine: auctions, resources, connecting cities, income, replacing plants, Steps 2/3, and final scoring. Learners use the normal board controls, with scripted opponents, short questions, saved progress, rewind/replay and next-chapter navigation.
The city track also shows total income for each number of powered cities, with a compact portrait layout. House tooltips identify their owner. The unread-chat shortcut moves above overlapping game buttons when the layout changes.
Implementation
powergrid.launchTutorialalongsidepowergrid.launchin the same JS/CSS bundle, using@boardgamers/protocol0.3.3.Screenshots
Desktop: connecting cities
Income reference
Houses mark cities built; the lower row gives total income for the number actually powered.
Mobile: collecting income
Validation
git diff --checkpass.Game.vueandMap.vueare unchanged.