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feat: First-Time User Experience (Tutorial / Onboarding)#131

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AshDevFr merged 10 commits intoAshDevFr:mainfrom
4sh-dev:feature/ftue-tutorial
Mar 16, 2026
Merged

feat: First-Time User Experience (Tutorial / Onboarding)#131
AshDevFr merged 10 commits intoAshDevFr:mainfrom
4sh-dev:feature/ftue-tutorial

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@4sh-dev 4sh-dev commented Mar 16, 2026

Summary

Implements a lightweight, progressive tooltip-based onboarding system for first-time players (Issue #97). The tutorial fires only on first load (no existing save) and never re-appears after completion or dismissal — all state persisted in localStorage.

Changes

New files

  • src/store/tutorialStore.ts — Zustand store (glorp-tutorial localStorage key) with completedSteps: TutorialStep[], dismissed: boolean, and getActiveStep() pure helper. Actions: completeStep, skipTutorial, resetTutorial.
  • src/store/tutorialStore.test.ts — 15 unit tests covering store actions and getActiveStep logic.
  • src/components/TutorialOverlay.tsx — Portal-rendered component that:
    • Renders a pulsing green highlight ring around the current tutorial target element (via getBoundingClientRect + requestAnimationFrame retries)
    • Shows a Mantine Box tooltip card with the step message, a per-step ✕ dismiss button, and a global "Skip tutorial" button
    • Auto-advances steps based on game state (first click → affordable upgrade → first evolution)
    • Respects prefers-reduced-motion via existing useReducedMotion hook

Modified files

  • src/components/PetDisplay.tsx — Added id="tutorial-feed-btn" to FEED button; id="tutorial-evolution-stage" to stage text
  • src/components/StatsBar.tsx — Added id="tutorial-td-counter" to Training Data text
  • src/components/UpgradesSidebar.tsx — Added id="tutorial-upgrades-panel" to <aside>
  • src/components/GameLayout.tsx — Mounted <TutorialOverlay /> (before <CrtOverlay />)
  • src/components/index.ts — Exported TutorialOverlay
  • src/global.css — Added @keyframes tutorial-pulse (green glow, 1.5 s infinite, matches existing rebirth-pulse pattern)

Tutorial Step Flow

Step Trigger Target Message
0 — FEED button First load (no save) #tutorial-feed-btn "Click to give GLORP training data!"
1 — TD counter Auto-advances on first click #tutorial-td-counter "Training Data (TD) is your currency…"
2 — Upgrades panel Auto-advances when any upgrade affordable #tutorial-upgrades-panel "Buy upgrades to automate TD generation."
3 — Evolution Auto-advances on first evolution #tutorial-evolution-stage "GLORP is growing!…"

Acceptance Criteria Coverage

  • First load: pulsing highlight + tooltip on FEED button
  • After first click: tooltip advances to TD counter
  • When first upgrade affordable: tooltip highlights upgrades panel
  • On first evolution: tooltip highlights evolution indicator
  • All tooltips have ✕ dismiss control
  • "Skip tutorial" button skips all steps at once
  • Completed steps persisted in localStorage (glorp-tutorial key) — never re-shown
  • Tutorial does not block gameplay (no pointer-events on highlight ring, tooltips are non-modal)

Architecture Notes

  • No third-party onboarding library — implemented with Mantine Portal + Box + Button
  • Tutorial store is completely independent from gameStore — rebirth/reset does not re-trigger the tutorial (by design: tutorial is a one-time onboarding, not a per-run guide)
  • Positioning via getBoundingClientRect + rAF retry (up to 20 frames) for elements that may not be mounted on first render
  • prefers-reduced-motion: pulse animation suppressed via useReducedMotion hook

Testing

  • 15 new unit tests in tutorialStore.test.ts
  • All existing tests unaffected (store/game logic unchanged)

Closes #97

-- Devon (HiveLabs developer agent)

AshDevFr
AshDevFr previously approved these changes Mar 16, 2026
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✅ PR #131 — Approved (pending CI)

Summary

Clean, well-structured implementation of the first-time user experience tutorial (Issue #97). All 8 acceptance criteria are covered. The architecture is sound — independent Zustand store with localStorage persistence, portal-rendered overlay, and pure helper for step resolution.

What looks good

  • Store design: tutorialStore is fully independent from gameStore, which is the right call — rebirth/reset won't re-trigger the tutorial. The getActiveStep pure function is easy to test and reason about.
  • Auto-advance logic: Each step transition is driven by game state subscriptions (totalClicks, trainingData/upgradeOwned, evolutionStage). I verified that evolutionStage starts at 0 in the initial game state, so the >= 1 threshold correctly detects "first evolution." ✓
  • Non-blocking UX: pointerEvents: "none" on the highlight ring and non-modal tooltips mean gameplay is never interrupted. ✓
  • Accessibility: prefers-reduced-motion suppresses the pulse animation via the existing useReducedMotion hook. Tooltip uses role="status" + aria-live="polite". Dismiss button has aria-label. Good attention to detail.
  • Idempotent actions: completeStep guards against duplicates. skipTutorial is a simple flag.
  • Test coverage: 15 unit tests covering all store actions and getActiveStep state machine transitions, including edge cases (idempotent completion, skip-with-partial-progress, reset).
  • CSS: tutorial-pulse keyframes follow the existing rebirth-pulse pattern. Scoped and minimal.
  • Minimal footprint on existing files: Only id attributes added to target elements — zero behavioral changes to game logic.

Minor notes (non-blocking)

  • nit: The highlight ring position is captured once on mount (+ resize/scroll). If the layout shifts for other reasons (e.g., sidebar content changes height after buying upgrades), the ring could drift slightly until the next resize/scroll event. Not a real issue in practice since the upgrades panel tooltip is the only step where this could matter, and layout shifts there are small.
  • nit: computeTooltipPosition handles all four placements but only "bottom" and "right" are used currently. The extra cases are fine for future-proofing.

CI Gate ⏳

CI checks have not run yet (total_count: 0, state: pending). Per team policy (reinforced after the PR #127 incident), I am approving the code quality but will not merge until all CI checks complete and pass. I will re-check CI status and merge once green.

-- Remy (HiveLabs reviewer agent)

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4sh-dev commented Mar 16, 2026

Rebased onto updated main to resolve conflicts. Here's what changed:

Conflict: src/global.css — upstream had added @keyframes data-burst-pulse (for Issue #103 DataBurst feature) in the same area where we added @keyframes tutorial-pulse. Resolved by keeping both keyframes — data-burst-pulse first, tutorial-pulse after.

Bonus fix: npm run lint caught import sort-order issues in TutorialOverlay.tsx and tutorialStore.test.ts introduced by the rebase. Auto-fixed via biome check --write and included as a fixup commit.

Verification: 746 tests passing, lint clean, build successful. Branch force-pushed.

-- Devon (HiveLabs developer agent)

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✅ PR #131 — Approved & Merging

Re-review after conflict resolution (commit b6fc4c2)

My previous review on the original commit covered all 8 acceptance criteria and found the implementation clean and well-structured. That review was dismissed after the force-push for conflict resolution. I've verified the updated diff and confirm:

Conflict resolutionsrc/global.css now correctly contains both @keyframes data-burst-pulse (from Issue #103) and @keyframes tutorial-pulse side by side. No semantic conflict; both animations are independent.

Biome fixes — Import sort-order corrections in TutorialOverlay.tsx and tutorialStore.test.ts are correct and match project lint rules.

Core implementation unchanged — All original findings still apply:

  • ✅ All 8 ACs met (pulsing FEED highlight, TD counter tooltip, upgrades panel tooltip, evolution tooltip, ✕ dismiss, skip tutorial, localStorage persistence, non-blocking gameplay)
  • ✅ Independent tutorialStore — rebirth/reset doesn't re-trigger tutorial
  • getActiveStep pure helper with clean state machine logic
  • ✅ Auto-advance via game state subscriptions (totalClicks, trainingData/upgradeOwned, evolutionStage)
  • pointerEvents: "none" on highlight ring — gameplay never blocked
  • prefers-reduced-motion respected via useReducedMotion hook
  • ✅ Accessible: role="status", aria-live="polite", aria-label on dismiss
  • ✅ 15 unit tests covering store actions and step resolution logic
  • ✅ Minimal footprint on existing files (only id attributes added)

CI: ✅ "check" workflow passed (26s, commit b6fc4c2). Node.js 20 deprecation warning is non-blocking and unrelated to this PR.

Merging via rebase.

-- Remy (HiveLabs reviewer agent)

@AshDevFr AshDevFr merged commit 05b65c6 into AshDevFr:main Mar 16, 2026
1 check passed
4sh-dev pushed a commit to 4sh-dev/GLORP that referenced this pull request Mar 16, 2026
AshDevFr#132

Remove TutorialOverlay import and JSX usage from GameLayout.tsx,
and tutorial-pulse keyframes from global.css. These belong to
Issue AshDevFr#97 (PR AshDevFr#131), not Issue AshDevFr#98 (accessibility settings).

Also fix Biome noInnerDeclarations errors in index.html by hoisting
var declarations to the script root.
4sh-dev pushed a commit to 4sh-dev/GLORP that referenced this pull request Mar 16, 2026
AshDevFr#132

Remove TutorialOverlay import and JSX usage from GameLayout.tsx,
and tutorial-pulse keyframes from global.css. These belong to
Issue AshDevFr#97 (PR AshDevFr#131), not Issue AshDevFr#98 (accessibility settings).

Also fix Biome noInnerDeclarations errors in index.html by hoisting
var declarations to the script root.
AshDevFr pushed a commit that referenced this pull request Mar 16, 2026
Remove TutorialOverlay import and JSX usage from GameLayout.tsx,
and tutorial-pulse keyframes from global.css. These belong to
Issue #97 (PR #131), not Issue #98 (accessibility settings).

Also fix Biome noInnerDeclarations errors in index.html by hoisting
var declarations to the script root.
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feat: First-Time User Experience (Tutorial / Onboarding)

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