Update codebase summary, system architecture, changelog, roadmap and PDR to cover the new mobile input layer, haptics, gesture blocking and PWA. Refresh README features. Add the brainstorm, plan and review artifacts under plans/.
5.8 KiB
System Architecture
High-level
Single-page static site. No backend. Svelte 5 renders the UI and the game board; Vite bundles everything into a ~25 kB gzipped static site deployed to GitHub Pages. Progress persists in localStorage.
index.html ──▶ src/main.js ──▶ App.svelte (router)
│
├── MenuView
├── LevelSelectView
└── GameView ── keyed on levelIndex
│
├── parseLevel(XSB) ── lib/core/level-parser.js
├── new BoardModel(level) ── lib/core/board-model.js
├── Board.svelte ── plain-prop DOM renderer
└── progressStore ── lib/core/progress-store.js
│
└── localStorage
View routing
App.svelte holds two pieces of state: view ('menu' | 'levels' | 'game') and levelIndex. It swaps view components with {#if/else if/else}. GameView is wrapped in {#key levelIndex} so changing the level unmounts and remounts the component with fresh state — no manual reset logic needed.
Reactivity model in GameView
modelis a non-reactive reference to aBoardModelinstance. It's mutated internally bytryMove/undoand reassigned onrestart.player,boxes,moves,won,parseError,tileSizeare reactive ($state). Every move ends withsyncFromModel()which reassigns them from the current model state.bestandhasNextare$derivedfromlevelIndex.Boardreceives only plain props — it has no awareness of the model class, which keeps reactivity predictable and Board fully presentational.
Why this split? A class instance doesn't play nicely with Svelte 5's $state deep-proxy semantics when methods mutate this internally. Driving re-renders through explicit snapshot reassignments is clearer, easier to debug, and keeps the core modules framework-agnostic.
Input → state → render
keydown ─▶ GameView.onKey (repeat-gated at 130ms)
│
├── Escape → onLevels()
├── R → restart() → new BoardModel(level) → syncFromModel()
├── U / Z → undo() → model.undo() → syncFromModel()
└── Arrow/WASD → tryMove(dx, dy) → model.tryMove() → syncFromModel()
│
└── if solved:
├── won = true
└── progressStore.recordCompletion()
Board rendering
Board.svelte is a single <div class="board"> with absolutely-positioned children:
- Floor tiles and walls are rendered once from the Set props. Walls that don't border any floor tile are skipped so the dead outer border of the XSB grid doesn't render.
- Targets are drawn as circles with a
::afterpseudo-element, z-indexed behind boxes. - Boxes and the player use
transform: translate(Xpx, Ypx)with a 110 mstransition: transform ease. Moving them is a single style reassignment; the browser animates for free. - A
--tileCSS variable drives all sizing.
Responsive sizing
GameView.computeTileSize() reads window.innerWidth / innerHeight, subtracts margins, divides by level dimensions, and clamps to [16 px, 56 px]. A resize listener updates tileSize live so the board re-layouts when the window changes.
Persistence schema
localStorage['sokoban-progress-v1']:
{
"completed": { "0": true, "3": true, ... },
"bestMoves": { "0": 14, "3": 27, ... }
}
Keys are 0-based level indices. Values are booleans / numbers. Wrapped in try/catch so private-mode browsers don't explode.
Mobile input layer
Phone & tablet: MobileControls.svelte renders D-pad (bottom-right) and action stack (bottom-left) on touch devices only. Activated via @media (pointer: coarse) — no UA sniffing. Buttons are tap-only (no auto-repeat).
Gesture blocking: Board.svelte sets touch-action: none globally to prevent browser pull-to-refresh, double-tap zoom, and long-press selection — all devices, not just mobile.
Safe-area insets: Both control groups use env(safe-area-inset-*) offsets so the UI avoids notches, home indicators, and nav bars on iPhones and Android devices.
Haptics: GameView.svelte imports pulse() from lib/core/haptics.js. Vibrates 10 ms when the player pushes a box, 60 ms on win. Silent no-op on devices without navigator.vibrate (iOS Safari, desktop).
PWA
Built via vite-plugin-pwa in vite/config.prod.mjs:
- Web Manifest:
name: 'Sokoban',display: 'standalone',start_url: '/sokoban/', theme color#5e81ac(Nord frost blue). - Icons: 192×192, 512×512, plus 512×512 maskable icon for adaptive display on Android.
- Service Worker: Workbox auto-generated. Caches JS, CSS, HTML, PNG, SVG, WebManifest.
registerType: 'autoUpdate'checks for updates on each visit. - Offline support: All assets cached — full 155 levels playable without network after first visit.
Deployment
Static build via vite build --config vite/config.prod.mjs, base /sokoban/, output pushed to GitHub Pages. No server-side components. Bundle size ≈ 65 kB / 23 kB gzipped (PWA metadata adds ~2 kB, still well under budget).