mirror of
https://github.com/tiennm99/sokoban.git
synced 2026-10-12 20:15:59 +00:00
feat: ship 100 Microban levels with overhauled UI and modular core
Replace the 3 hand-crafted JSON levels with the full Microban set (100 solvable puzzles by David W. Skinner) stored as XSB text and parsed at runtime. Rework the game into kebab-case modules under a 200-LOC budget: - core/level-parser: XSB parse with flood-fill interior detection - core/board-model: pure move/undo/win logic, Phaser-free - core/progress-store: localStorage persistence with graceful fallback - core/theme: Nord palette, fonts, responsive tile sizer - ui/button-factory: one rounded button impl with hover/press - ui/board-renderer: animated tile/wall/goal/box/player drawing - scenes: menu, paginated level select (5x4 grid, 5 pages), game Add WASD movement, U/Z undo, R restart, Esc to menu, live move counter, best-move tracking per level, win overlay with next/levels actions, and a radial-gradient CSS backdrop. Drop the dead Arcade Physics wiring, the broken manual shutdown/destroy code, the unused main.js self-import, and the hardcoded 3-level registry state. Add docs/ and refresh README.
This commit is contained in:
1 parent
a61d5a2410
commit
1d2fff6bf8
27 files changed
+1866
-881
No files matched your search
@@ -0,0 +1,43 @@
|
||||
# Codebase Summary
|
||||
|
||||
## Layout
|
||||
```
|
||||
src/
|
||||
├── main.js # Entry: boots Phaser on #game-container
|
||||
└── game/
|
||||
├── main.js # Phaser Game config + scene registration
|
||||
├── data/
|
||||
│ └── microban-levels.js # 100 XSB level strings
|
||||
├── 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)
|
||||
│ └── theme.js # Nord color palette, fonts, tile-size helper
|
||||
├── ui/
|
||||
│ ├── button-factory.js # Reusable rounded button with hover/press
|
||||
│ └── board-renderer.js # Draws the board + animates moves
|
||||
└── scenes/
|
||||
├── menu-scene.js # Title, play, progress counter, keybinds
|
||||
├── level-scene.js # Paginated 5×4 level grid (5 pages × 20)
|
||||
└── game-scene.js # Gameplay: input, HUD, win overlay
|
||||
|
||||
public/
|
||||
├── style.css # Page background + container shadow
|
||||
├── favicon.png
|
||||
└── assets/ # bg.png, logo.png (reserved for future use)
|
||||
```
|
||||
|
||||
## Data flow
|
||||
1. `main.js` creates the Phaser Game with Menu / Level / Game scenes.
|
||||
2. `level-scene` writes `registry.currentLevel` on click, starts `GameScene`.
|
||||
3. `game-scene` reads the level index, calls `parseLevel()` on the XSB string, builds a `BoardModel`, hands it to `BoardRenderer`.
|
||||
4. Input → `BoardModel.tryMove()` → `BoardRenderer.animateMove()` → win check → `progressStore.recordCompletion()`.
|
||||
|
||||
## Key design choices
|
||||
- **XSB at runtime**: levels are stored as the standard Sokoban text format; the parser flood-fills interior floor tiles so the renderer only paints inside the puzzle shape.
|
||||
- **Pure `BoardModel`**: move/undo/win logic has zero Phaser dependencies — trivial to unit-test later.
|
||||
- **No Arcade physics**: the original version wired colliders but moved sprites by tween; the physics system did nothing. Removed.
|
||||
- **One button factory**: every scene goes through `createButton()` so hover/press feels identical everywhere.
|
||||
|
||||
## File size budget
|
||||
Every file under 200 LOC per development rules. Data file (`microban-levels.js`) exceeds that because it's pure data, not logic.
|
||||
Reference in new issue
Block a user