Right now, the hexagonal coordinates' Y-axis increases from bottom to top, so visually on the screen, (0, 0) is below (0, 1). This is the opposite of the SVG coordinate system. Therefore, the coordinate conversion in Draw.elm requires offsetY to include the full length of the board, which will be different for different games and therefore not scaleable.
We need to reverse this axis, which will require fixing the formulas in Draw.elm and one-time adjustment of explicit coordinates used for empty board drawing etc. in GipfBoard.elm
Right now, the hexagonal coordinates' Y-axis increases from bottom to top, so visually on the screen, (0, 0) is below (0, 1). This is the opposite of the SVG coordinate system. Therefore, the coordinate conversion in Draw.elm requires
offsetYto include the full length of the board, which will be different for different games and therefore not scaleable.We need to reverse this axis, which will require fixing the formulas in Draw.elm and one-time adjustment of explicit coordinates used for empty board drawing etc. in GipfBoard.elm