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.
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tiennm99 committed 2026-04-11 21:58:00 +07:00
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# 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.