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fe2d98e710
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/.
4.1 KiB
4.1 KiB
Codebase Summary
Layout
src/
├── main.js # Mounts App.svelte into #app
├── App.svelte # Root router: menu / levels / game
├── app.css # Nord palette (CSS variables) + resets
├── lib/
│ ├── core/
│ │ ├── level-parser.js # XSB text → {walls, targets, boxes, player, floors}
│ │ ├── board-model.js # Pure game state + move/undo/win logic
│ │ ├── progress-store.js # localStorage persistence (completed + best moves)
│ │ └── haptics.js # navigator.vibrate wrapper (10ms on box push, 60ms on win)
│ └── data/
│ └── microban-levels.js # 155 XSB level strings (Microban, D. W. Skinner)
└── views/
├── MenuView.svelte # Title, play, progress, hints
├── LevelSelectView.svelte # Paginated 5×4 grid (20/page × 8 pages)
├── GameView.svelte # Board + HUD + win overlay + input + haptics
├── Board.svelte # Presentational DOM board (div-per-tile, touch-action: none)
├── MobileControls.svelte # On-screen D-pad + action stack (hidden on desktop)
└── AppButton.svelte # Shared themed button (wraps native <button>)
public/
├── style.css # Legacy file — theme now lives in src/app.css
├── favicon.png
└── assets/ # bg.png, logo.png (unused, reserved)
Data flow
src/main.jsmountsApp.svelte.App.svelteholdsviewandlevelIndexstate and renders one of three view components.MenuView→ callsonPlay()→ App switches toLevelSelectView.LevelSelectViewreads completion + best-move data fromprogressStore, renders a paginated grid, callsonSelect(i)on click.GameViewis keyed onlevelIndex({#key levelIndex}in App) so every level change remounts it with fresh state.- Inside
GameView:parseLevel(xsb) → new BoardModel(level), keyboard input callsmodel.tryMove()/model.undo(), after each mutationsyncFromModel()reassigns the$statesnapshots thatBoardreads as props. - On win:
progressStore.recordCompletion()+ overlay with NEXT / LEVELS actions.
Key design choices
- Framework-agnostic core.
level-parser.js,board-model.js,progress-store.js,haptics.js, andmicroban-levels.jscontain zero Svelte — they could be lifted into any other stack. - BoardModel as a non-reactive ref. Svelte reactivity is driven by plain
$statesnapshot fields (player,boxes,moves,won) thatsyncFromModel()reassigns after every mutation. Cleaner than making the class instance itself reactive. - Board is purely presentational. Takes plain props (
walls,targets,floors,player,boxes,tileSize) so Svelte reactivity is predictable. Desktop & mobile share the same component;touch-action: noneblocks browser gestures on all devices. - Mobile controls opt-in.
MobileControls.svelteis hidden on desktop via@media (pointer: coarse), so no UA sniffing or JS feature detection — CSS media queries handle the split. - Haptics are graceful.
haptics.jswrapsnavigator.vibratewith try/catch and no-op fallback. Callers can vibrate without checking support; unsupported devices silently ignore the call. - Animations via CSS. Box and player use
transform: translate()withtransition: transform 110ms ease. No JS animation loop. - Responsive tile sizing.
GameView.computeTileSize()picks a tile size that fits the level inside the viewport, capped at 56 px. - Safe-area insets. Bottom controls use
env(safe-area-inset-*)for notch/Home-indicator safety on iPhones and Android phones with nav bars. - Scoped CSS per component. Svelte SFCs keep markup, style, and logic co-located and isolate styles to the component that owns them.
File size
Every .js / .svelte file is under the 200-LOC budget, except microban-levels.js which is pure data (155 XSB strings) and exempt.