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Running
Tour: draggable callout with a grab handle (tap to flip up/down)
Browse filesThe tour callout was a fixed banner that could still cover controls on mobile.
It now has a grab handle at the top:
- DRAG it anywhere (clamped to the viewport).
- TAP it (no real movement) to flip between two snap presets — DOWN (above the
on-screen controls) and UP (just below the top UI).
The chosen position persists across steps and is saved, so it stays put as the
tour advances. Pointer events cover touch + mouse; a 5px dead zone keeps a tap
from registering as a drag.
Replaces the per-anchor REGION map (every step mapped to one banner anyway) with
the two presets + free placement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- web/tutorial.js +68 -11
web/tutorial.js
CHANGED
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@@ -19,18 +19,16 @@ function elc(tag, css, text) { const n = document.createElement(tag); if (css) n
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} catch { /* ignore */ }
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})()
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//
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//
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//
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const BANNER = 'left:50%;bottom:170px;transform:translateX(-50%)'
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const REGION = { center: BANNER, bottom: BANNER, 'bottom-center': BANNER, 'bottom-left': BANNER, 'bottom-right': BANNER, 'top-left': BANNER, 'top-right': BANNER, right: BANNER }
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export function createTutorial(steps) {
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let state = { step: 0, done: false, dismissed: false, ...load() }
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let idx = -1, box = null
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let glowEl = null, glowTimer = null
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const persist = () => save(state)
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@@ -54,6 +52,63 @@ export function createTutorial(steps) {
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tick(); glowTimer = setInterval(tick, 400)
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}
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const shouldAutoStart = () => !state.done && !state.dismissed
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function startOrResume() { if (state.done) return; idx = Math.min(state.step || 0, steps.length - 1); show() }
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function emit(event) { const s = steps[idx]; if (idx >= 0 && s && s.advanceOn === event) advance() }
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@@ -68,7 +123,8 @@ export function createTutorial(steps) {
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if (!s) return finish()
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state.step = idx; persist()
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teardown()
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box = elc('div',
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const t = elc('div', 'margin-bottom:11px', typeof s.text === 'function' ? s.text() : s.text)
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box.appendChild(t)
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const row = elc('div', 'display:flex;gap:8px;justify-content:flex-end;align-items:center')
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@@ -82,6 +138,7 @@ export function createTutorial(steps) {
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nx.type = 'button'; nx.addEventListener('click', advance); row.appendChild(nx)
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box.appendChild(row)
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document.body.appendChild(box)
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trackGlow(s.target) // pulse the control this step is pointing at (if any)
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}
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} catch { /* ignore */ }
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})()
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// The callout is a single draggable banner. Two snap presets keep it out of the way: DOWN (above the
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// on-screen controls) and UP (just below the top UI). The handle lets you drag it anywhere, or tap to
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// flip between the presets — so on mobile it never has to block whatever you need to reach.
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const PRESETS = {
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down: { left: '50%', bottom: '150px', transform: 'translateX(-50%)' },
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up: { left: '50%', top: '64px', transform: 'translateX(-50%)' },
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}
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export function createTutorial(steps) {
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let state = { step: 0, done: false, dismissed: false, placement: { mode: 'preset', preset: 'down' }, ...load() }
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let idx = -1, box = null
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let glowEl = null, glowTimer = null
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const persist = () => save(state)
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tick(); glowTimer = setInterval(tick, 400)
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}
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// Position the callout from state.placement: a free x/y (after dragging) or one of the snap presets.
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function applyPlacement(b) {
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if (!b) return
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b.style.left = b.style.top = b.style.bottom = b.style.right = b.style.transform = ''
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const pl = state.placement || (state.placement = { mode: 'preset', preset: 'down' })
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if (pl.mode === 'free' && pl.left != null) {
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b.style.left = pl.left + 'px'; b.style.top = pl.top + 'px'
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} else {
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const p = PRESETS[pl.preset] || PRESETS.down
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for (const k in p) b.style[k] = p[k]
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}
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}
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// A grab handle at the top of the callout: DRAG to place it anywhere (clamped to the viewport), or
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// TAP (no real movement) to flip between the up/down snap presets. Pointer events cover touch + mouse.
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function buildHandle() {
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const h = elc('div', 'cursor:grab;touch-action:none;user-select:none;-webkit-user-select:none;-webkit-touch-callout:none;margin:-13px -15px 10px;padding:9px 15px 8px;border-bottom:1px solid #2a2a17;display:flex;align-items:center;justify-content:center;gap:8px')
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const grip = elc('div', 'display:flex;gap:3px;align-items:center')
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for (let i = 0; i < 3; i++) grip.appendChild(elc('span', 'width:4px;height:4px;border-radius:50%;background:#7a8294'))
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h.append(grip, elc('span', 'font-size:10px;color:#6b7686', 'drag to move · tap to flip'))
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let start = null, moved = false
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const onDown = (e) => {
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const r = box.getBoundingClientRect()
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start = { px: e.clientX, py: e.clientY, bx: r.left, by: r.top }
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moved = false; h.style.cursor = 'grabbing'
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try { h.setPointerCapture(e.pointerId) } catch { /* ignore */ }
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e.preventDefault()
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}
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const onMove = (e) => {
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if (!start) return
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const dx = e.clientX - start.px, dy = e.clientY - start.py
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if (!moved && Math.hypot(dx, dy) > 5) moved = true // small dead zone so a tap isn't read as a drag
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if (!moved) return
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const w = box.offsetWidth, ht = box.offsetHeight
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const nx = Math.max(6, Math.min(window.innerWidth - w - 6, start.bx + dx))
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const ny = Math.max(6, Math.min(window.innerHeight - ht - 6, start.by + dy))
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state.placement = { mode: 'free', preset: (state.placement && state.placement.preset) || 'down', left: nx, top: ny }
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applyPlacement(box)
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}
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const onUp = (e) => {
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if (!start) return
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start = null; h.style.cursor = 'grab'
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try { h.releasePointerCapture(e.pointerId) } catch { /* ignore */ }
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if (!moved) { // a tap → flip to the other snap preset
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const cur = state.placement && state.placement.preset === 'up' ? 'up' : 'down'
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state.placement = { mode: 'preset', preset: cur === 'down' ? 'up' : 'down' }
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applyPlacement(box)
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}
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persist()
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}
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h.addEventListener('pointerdown', onDown)
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h.addEventListener('pointermove', onMove)
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h.addEventListener('pointerup', onUp)
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h.addEventListener('pointercancel', onUp)
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return h
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}
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const shouldAutoStart = () => !state.done && !state.dismissed
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function startOrResume() { if (state.done) return; idx = Math.min(state.step || 0, steps.length - 1); show() }
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function emit(event) { const s = steps[idx]; if (idx >= 0 && s && s.advanceOn === event) advance() }
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if (!s) return finish()
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state.step = idx; persist()
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teardown()
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box = elc('div', 'position:fixed;z-index:40;max-width:300px;background:#11151c;border:1px solid #c9a227;border-radius:12px;padding:13px 15px;color:#e8e8e8;font:13px var(--tac-font,system-ui);box-shadow:0 8px 30px rgba(0,0,0,.55);line-height:1.45')
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box.appendChild(buildHandle())
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const t = elc('div', 'margin-bottom:11px', typeof s.text === 'function' ? s.text() : s.text)
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box.appendChild(t)
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const row = elc('div', 'display:flex;gap:8px;justify-content:flex-end;align-items:center')
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nx.type = 'button'; nx.addEventListener('click', advance); row.appendChild(nx)
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box.appendChild(row)
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document.body.appendChild(box)
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applyPlacement(box) // restore the player's chosen position (snap preset or dragged spot)
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trackGlow(s.target) // pulse the control this step is pointing at (if any)
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}
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