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feat!: rewrite on Svelte 5, drop Phaser
Replace Phaser 3 with Svelte 5 as the rendering and UI layer. The framework-agnostic core (level parser, board model, progress store, microban level data) moves from src/game/core → src/lib/core with zero code changes. Scenes and the hand-rolled button factory are gone; in their place: - src/App.svelte root router (menu / levels / game) - src/views/MenuView title + play + progress + hints - src/views/LevelSelectView paginated 5x4 grid with native <button>s - src/views/GameView owns BoardModel, handles input, HUD, win - src/views/Board purely presentational DOM renderer - src/views/AppButton shared themed wrapper for native <button> - src/app.css Nord palette ported to CSS variables GameView uses a non-reactive BoardModel ref and syncs plain snapshot fields (player, boxes, moves, won) into $state after every mutation — Board consumes only plain props, so Svelte reactivity stays predictable and the core class stays framework-agnostic. GameView is keyed on levelIndex in App, so changing level remounts with fresh state. Native <button> everywhere kills the click-hitbox class of bugs. Animations are now CSS transform transitions (110ms) instead of tweens. Bundle shrinks from ~1.5 MB Phaser to ~65 kB JS / 23 kB gzipped — about 60x smaller. Removed: phaser, terser, src/game, log.js (analytics ping), phasermsg vite plugin, manual Phaser chunks, terser config, public/style.css. Scripts simplified to dev/build. Docs updated: codebase summary, architecture, code standards, changelog, roadmap, README.
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@@ -1,6 +1,6 @@
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# Sokoban
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My from-scratch Sokoban game, built with Phaser 3 and Vite. The engine, UI, level parser, and progression system are all my own implementation. The puzzle layouts themselves come from David W. Skinner's freely distributable **Microban** set — I'm not reusing any of his code, only his level designs.
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My from-scratch Sokoban game, built with **Svelte 5** and **Vite**. The engine, UI, level parser, and progression system are all my own implementation. The puzzle layouts themselves come from David W. Skinner's freely distributable **Microban** set — I'm not reusing any of his code, only his level designs.
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Play: [https://tiennm99.github.io/sokoban/](https://tiennm99.github.io/sokoban/)
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@@ -18,8 +18,6 @@ Play: [https://tiennm99.github.io/sokoban/](https://tiennm99.github.io/sokoban/)
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npm install
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npm run dev # dev server on http://localhost:8080
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npm run build # production build
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npm run dev-nolog # dev without the analytics ping
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npm run build-nolog # build without the analytics ping
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```
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## Project layout
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@@ -35,7 +33,7 @@ See [`docs/codebase-summary.md`](docs/codebase-summary.md).
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## Credits
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- Puzzle layouts: **Microban** level set by David W. Skinner (April 2000). Freely distributable with credit. Original site: http://users.bentonrea.com/~sasquatch/sokoban/
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- Game code: tiennm99 (with AI pair-programming from Claude).
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- Engine: [Phaser 3](https://phaser.io/).
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- Framework: [Svelte 5](https://svelte.dev/) on top of [Vite](https://vite.dev/).
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## License
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- Source code: see [`LICENSE`](LICENSE).
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