chore(plans): drop archived plans for shipped work

Work covered by these plans is already in git history and the changelog:
sokoban-overhaul (2026-04-11), svelte-migration (2026-04-12),
mobile-comfort (2026-04-27), review-fixes-and-dep-prs (2026-04-27).
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# Sokoban Overhaul
**Date:** 2026-04-11
**Status:** Completed (work shipped; see git log for details)
## Goal
- Replace 3 hand-crafted levels with 100 solvable Microban levels (David W. Skinner, public, freely distributable).
- Improve UI/UX (theme, paginated level select, move counter, undo, keyboard shortcuts, responsive tile sizing).
- Clean up code (modularize under 200 LOC/file, remove dead physics, fix broken shutdown, remove unused import).
- Update docs per rules.
## Phases
- phase-01: Data — Microban levels as XSB strings + parser. Status: pending
- phase-02: Core — board model, persistence, theme. Status: pending
- phase-03: UI — button factory, board renderer. Status: pending
- phase-04: Scenes — refactor Menu/Level/Game scenes. Status: pending
- phase-05: Docs — docs/ folder + README. Status: pending
- phase-06: Verify — build + manual smoke test. Status: pending
## Key Decisions
- XSB parsing at runtime (compact storage, standard format).
- Flood-fill floor from player (only renders inside-level floor).
- localStorage key: `sokoban-progress-v1`.
- 5x4 paginated level grid (20/page × 5 pages = 100).
- Theme: Nord palette.
## Reports
- Source: Microban by David W. Skinner, 155 puzzles, April 2000 (freely distributable with credit).
@@ -1,43 +0,0 @@
# Svelte Migration
**Date:** 2026-04-12
**Status:** Completed (work shipped — see commit 8a3d4b4 `feat!: rewrite on Svelte 5, drop Phaser`)
## Goal
Replace Phaser 3 with Svelte 5 as the rendering/UI layer. Keep framework-agnostic modules untouched. Ship a smaller, more structured, natively-clickable version of the same game.
## Stays
- `core/level-parser.js`, `core/board-model.js`, `core/progress-store.js` → moved to `src/lib/core/`
- `data/microban-levels.js` → moved to `src/lib/data/`
- All 155 levels
- Nord palette (ported to CSS variables)
- Vite as build tool, GitHub Pages deploy
## Goes
- `phaser` dependency, `terser` devDependency, `log.js` analytics ping
- `src/game/` (main, scenes, ui)
- Vite `manualChunks: { phaser }`, `phasermsg` plugin, terser options
- `npm run dev/build` scripts' `node log.js … &` prefix
## Comes in
- `svelte` + `@sveltejs/vite-plugin-svelte` devDependencies
- `src/App.svelte` — view router
- `src/main.js` — mount point
- `src/app.css` — theme + resets
- `src/views/MenuView.svelte`
- `src/views/LevelSelectView.svelte`
- `src/views/GameView.svelte`
- `src/views/Board.svelte`
- `src/views/AppButton.svelte`
## Steps
1. Update `package.json` deps and scripts.
2. `npm install`.
3. Port core/data modules to `src/lib/`.
4. Write Svelte components + entry.
5. Update `vite/config.*.mjs` (svelte plugin; drop Phaser-specific bits).
6. Update `index.html`.
7. Delete old `src/game/`, `log.js`.
8. Verify prod build.
9. Update docs (codebase summary, architecture, changelog, roadmap).
10. Single atomic commit.
@@ -1,109 +0,0 @@
# Phase 01 — Mobile Controls + Thumb-Zone Layout
**Priority:** High
**Status:** pending
**Effort:** ~M (1 new component, 2 small touches)
## Context
- Brainstorm: [../reports/brainstorm-260427-1151-mobile-comfort.md](../reports/brainstorm-260427-1151-mobile-comfort.md)
- Codebase: [../../docs/codebase-summary.md](../../docs/codebase-summary.md)
- Touches: `src/views/GameView.svelte`, `src/views/AppButton.svelte`, **NEW** `src/views/MobileControls.svelte`
## Overview
Add an on-screen D-pad (bottom-right) and an action stack (bottom-left: UNDO / RESTART / LEVELS) for touch devices. Current top-HUD action buttons stay on desktop, hide on coarse-pointer devices. No BoardModel changes — calls existing `tryMove`, `undo`, `restart`, `onLevels`.
## Requirements
**Functional**
- D-pad: 4 buttons (▲ ◀ ▶ ▼) → `tryMove(dx, dy)`
- Action stack: UNDO / RESTART / LEVELS → existing handlers
- Visible only on `@media (pointer: coarse)`; hidden on desktop
- Tap = 1 step, no auto-repeat
- `pointerdown` + `e.preventDefault()` to avoid double-firing on synthetic click
- 56×56px D-pad arrows, 48px-tall action buttons (Apple HIG compliant)
- Top HUD on coarse-pointer collapses to status only (`LVL n Moves Best`); top action buttons hide
**Non-functional**
- No layout reflow on desktop
- D-pad floats over board with `position: fixed`; reserved bottom space prevents overlap
- `computeTileSize` reduces vertical viewport by ~120px on coarse-pointer to reserve D-pad area
- Lower `minTile` from 10 → 16
## Architecture
```
GameView.svelte
├─ <header class="hud"> — desktop: full; mobile: status-only
├─ <div class="board-wrap"><Board /></div>
├─ <MobileControls
│ onMove={(dx,dy) => tryMove(dx, dy)}
│ onUndo={undo}
│ onRestart={restart}
│ onLevels={onLevels}
│ /> NEW
└─ <DonateModal>
```
`MobileControls.svelte`: pure presentational. CSS `display: none` by default; `display: grid` under `@media (pointer: coarse)`.
`AppButton.svelte`: add `touch-action: manipulation` and `user-select: none` to button base styles (also benefits desktop click latency).
## Related Code Files
**Modify**
- `src/views/GameView.svelte` — render `<MobileControls>`, hide HUD action buttons on coarse pointer, adjust `computeTileSize` margin (140 → 260 on coarse, or detect via `matchMedia`)
- `src/views/AppButton.svelte` — `touch-action: manipulation`
**Create**
- `src/views/MobileControls.svelte` (~90 LOC: D-pad grid + left stack + scoped styles)
## Implementation Steps
1. Create `src/views/MobileControls.svelte`:
- `$props()`: `onMove(dx,dy)`, `onUndo`, `onRestart`, `onLevels`
- Markup: two `<div class="dock-left">` (UNDO / RESTART / LEVELS via `<AppButton>`) and `<div class="dpad">` (4 arrow buttons)
- Each arrow: `<button onpointerdown={(e) => { e.preventDefault(); onMove(dx, dy); }}>`
- Scoped styles: `display: none;` at root; `@media (pointer: coarse) { :root-of-component { display: contents; } .dock-left, .dpad { display: ...; } }`
- Use `position: fixed; bottom: 12px; left/right: 12px; z-index: 50;`
2. In `GameView.svelte`:
- Import & render `<MobileControls onMove={tryMove} onUndo={undo} onRestart={restart} {onLevels} />` after `.board-wrap`
- Wrap top HUD action buttons (`UNDO`/`RESTART`/`LEVELS`) in a `.desktop-actions` div with `@media (pointer: coarse) { .desktop-actions { display: none; } }`
- Update `computeTileSize`:
```js
const isCoarse = window.matchMedia('(pointer: coarse)').matches;
const verticalReserve = isCoarse ? 260 : 140;
const minTile = 16; // was 10
```
- Listen to `matchMedia('(pointer: coarse)').addEventListener('change', onResize)` for live recompute (orientation/dock changes)
3. In `AppButton.svelte`: add `touch-action: manipulation; user-select: none;` to `button` selector
4. Manual smoke test: dev server, devtools mobile emulation (iPhone 12, Pixel 5) — D-pad appears, taps move player, board still fits
## Todo
- [ ] Create `src/views/MobileControls.svelte`
- [ ] Wire `<MobileControls>` in `GameView.svelte`
- [ ] Hide top HUD actions on coarse pointer
- [ ] Update `computeTileSize` (minTile 16, verticalReserve 260 on coarse, listen to matchMedia change)
- [ ] Patch `AppButton.svelte` styles
- [ ] Manual test: mobile emulator (portrait + landscape), small + large levels
- [ ] Verify desktop: no visual change, keyboard works
## Success Criteria
- Mobile (iPhone 12 emulation): D-pad visible, all 4 directions move player, action stack works, board does not overlap controls on Microban level 1 nor "Take the long way home"
- Desktop (1920×1080): no D-pad, no layout change, keyboard arrows / WASD still work
- Tap latency feels instant (no 300ms delay)
## Risks
| Risk | Mitigation |
|------|------------|
| D-pad overlaps board on tiny landscape phone | `computeTileSize` reserves 260px on coarse; if still tight, drop to 220 + smaller buttons |
| Synthetic click after pointerdown causes double-move | `e.preventDefault()` on pointerdown |
| `pointer: coarse` falsely matches Surface laptops with touchscreen | Acceptable — they get D-pad, keyboard still works too |
## Next
- Phase 02: gesture & selection blocking (independent, can ship after this)
@@ -1,87 +0,0 @@
# Phase 02 — Browser Gesture & Selection Blocking
**Priority:** High
**Status:** pending
**Effort:** ~S (CSS + meta tweaks)
## Context
- Brainstorm: [../reports/brainstorm-260427-1151-mobile-comfort.md](../reports/brainstorm-260427-1151-mobile-comfort.md)
- Touches: `index.html`, `src/app.css`, `src/views/Board.svelte`
## Overview
Block mobile browser quirks that ruin gameplay: pull-to-refresh, double-tap zoom, long-press text selection, iOS callout menu, overscroll bounce. Game-area only — input fields elsewhere keep native behaviors (n/a here, no inputs in app).
## Requirements
- No pull-to-refresh on iOS Safari / Chrome Android
- No double-tap zoom on board / D-pad / buttons
- No text selection on long-press tile / button
- No iOS callout menu (image save dialog) on long-press
- No overscroll bounce above/below the page
## Architecture
Layered defense:
1. `index.html` viewport meta — disable user pinch zoom
2. `<body>` / app root — `overscroll-behavior: contain`, `user-select: none`
3. `Board.svelte` — `touch-action: none` (board area never scrolls; D-pad handles input)
4. `AppButton.svelte` (already touched in Phase 01) — `touch-action: manipulation`
## Related Code Files
**Modify**
- `index.html` — viewport meta
- `src/app.css` — global selection lock + overscroll
- `src/views/Board.svelte` — `touch-action: none`, `user-select: none`
## Implementation Steps
1. `index.html` viewport meta:
```html
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover">
```
`viewport-fit=cover` is needed by Phase 03 safe-area insets.
2. `src/app.css` global rules:
```css
html, body {
overscroll-behavior: contain;
-webkit-tap-highlight-color: transparent;
}
body {
user-select: none;
-webkit-user-select: none;
-webkit-touch-callout: none;
}
```
3. `src/views/Board.svelte` — add to `.board` style:
```css
touch-action: none;
user-select: none;
```
4. Quick check: dev server in mobile emulation — try long-press tile, swipe-down at top of page, double-tap empty area
## Todo
- [ ] Update viewport meta in `index.html`
- [ ] Add overscroll/select rules to `src/app.css`
- [ ] Add `touch-action: none` to `.board` in `Board.svelte`
- [ ] Manual: pull-to-refresh, double-tap zoom, long-press selection all blocked
## Success Criteria
- iOS Safari emulation: cannot pull-to-refresh, cannot pinch-zoom, no callout on long-press
- Android Chrome emulation: same
- Desktop unaffected: text in level-complete dialog still selectable? (Acceptable trade-off: consider exempting `.dialog` if needed)
## Risks
| Risk | Mitigation |
|------|------------|
| Accessibility users rely on browser zoom | `maximum-scale=1` blocks it; if user complaint surfaces, revisit (e.g. drop `maximum-scale` and rely only on `touch-action: none` on board) |
| Win dialog text un-selectable | Add `.dialog { user-select: text; }` if user wants to copy moves count |
## Next
- Phase 03: safe-area insets + haptics (depends on `viewport-fit=cover` from this phase)
@@ -1,112 +0,0 @@
# Phase 03 — Safe-area Insets + Haptics
**Priority:** Medium
**Status:** pending
**Effort:** ~S (1 new tiny module + small wiring)
## Context
- Brainstorm: [../reports/brainstorm-260427-1151-mobile-comfort.md](../reports/brainstorm-260427-1151-mobile-comfort.md)
- Depends on: Phase 02 (`viewport-fit=cover` for `env(safe-area-inset-*)` to populate)
- Touches: `src/views/MobileControls.svelte`, `src/views/GameView.svelte`, **NEW** `src/lib/core/haptics.js`
## Overview
Two small polish items:
1. **Safe-area insets** — bottom controls float above iPhone home indicator and Android nav bar via `env(safe-area-inset-bottom)`.
2. **Haptics** — tiny module wrapping `navigator.vibrate`. Pulse on box push & on win. Silent no-op where unsupported (iOS Safari, etc).
## Requirements
- Bottom-left action stack and bottom-right D-pad respect safe-area insets
- `vibrate(10)` on a move that pushed a box
- `vibrate(60)` on `isSolved()` transition (first time only)
- No vibrate on plain step or wall bump
- Module is framework-agnostic (lives under `lib/core/` like `board-model.js`)
## Architecture
```
src/lib/core/haptics.js NEW
└─ pulse(ms) navigator.vibrate fallback no-op
src/views/GameView.svelte MOD
└─ syncFromModel():
compare boxes pre/post → if any moved, pulse(10)
on win transition → pulse(60)
src/views/MobileControls.svelte MOD
└─ .dock-left, .dpad add env(safe-area-inset-bottom) padding
```
Detection of "box pushed": before calling `model.tryMove(dx, dy)`, snapshot box positions; after, compare. If different → push happened. (Alternative: extend `tryMove` to return `{ moved, pushedBox }` — slightly cleaner, but breaks framework-agnostic contract less if we keep it as `boolean`. Go with snapshot in GameView; BoardModel unchanged.)
Actually simpler: read `model.history[model.history.length - 1]?.movedBox` after move. The history entry already records `movedBox: boolean`. Use that.
## Related Code Files
**Create**
- `src/lib/core/haptics.js`:
```js
// Tiny wrapper around navigator.vibrate. Silent no-op where unsupported.
export function pulse(ms) {
if (typeof navigator === 'undefined' || !navigator.vibrate) return;
try { navigator.vibrate(ms); } catch { /* ignore */ }
}
```
**Modify**
- `src/views/GameView.svelte`:
- `import { pulse } from '../lib/core/haptics.js';`
- In `tryMove(dx, dy)`: if move succeeded and `model.history.at(-1).movedBox`, call `pulse(10)`
- In `syncFromModel()`: when transitioning `won = true`, call `pulse(60)`
- `src/views/MobileControls.svelte`:
- Bottom positioning: `bottom: calc(12px + env(safe-area-inset-bottom));`
- Left/right: `calc(12px + env(safe-area-inset-left/right));`
## Implementation Steps
1. Create `src/lib/core/haptics.js` (≤15 LOC)
2. Update `MobileControls.svelte` styles:
```css
.dock-left {
position: fixed;
bottom: calc(12px + env(safe-area-inset-bottom));
left: calc(12px + env(safe-area-inset-left));
}
.dpad {
position: fixed;
bottom: calc(12px + env(safe-area-inset-bottom));
right: calc(12px + env(safe-area-inset-right));
}
```
3. Wire haptics in `GameView.svelte`:
- In `tryMove(dx, dy)` after `if (model.tryMove(dx, dy)) syncFromModel();`, also check `model.history.at(-1)?.movedBox` and call `pulse(10)`
- In `syncFromModel()`, when setting `won = true`, call `pulse(60)`
4. Manual test: Android Chrome (vibrate works) — push a box, feel buzz; complete a level, feel longer buzz. iOS Safari — verify no errors thrown.
## Todo
- [ ] Create `src/lib/core/haptics.js`
- [ ] Wire safe-area insets in `MobileControls.svelte`
- [ ] Call `pulse(10)` on push in `GameView.tryMove`
- [ ] Call `pulse(60)` on win in `GameView.syncFromModel`
- [ ] Test on Android (vibrate works) + iOS (no error)
## Success Criteria
- iPhone notch device emulation: D-pad and action stack visible above home indicator (~34px gap)
- Android Chrome: vibrate fires on push & win (verify via devtools console + manual)
- iOS Safari: no JS error, no vibrate (silent no-op as expected)
- Desktop: unchanged, no vibrate calls fire (browsers ignore safely)
## Risks
| Risk | Mitigation |
|------|------------|
| `vibrate(10)` triggers on every step in long box-push runs | Acceptable — push runs are rare; if too noisy, throttle to once per 200ms |
| Some Android browsers require user-gesture for vibrate | Tap originates the move → counts as user gesture |
## Next
- Phase 04: PWA manifest + service worker
@@ -1,137 +0,0 @@
# Phase 04 — PWA Full Offline
**Priority:** Medium
**Status:** pending
**Effort:** ~M (plugin install + config + icons)
## Context
- Brainstorm: [../reports/brainstorm-260427-1151-mobile-comfort.md](../reports/brainstorm-260427-1151-mobile-comfort.md)
- Touches: `package.json`, `vite/config.prod.mjs`, `index.html`, `public/` (icons + generated manifest)
- Independent of Phases 01-03
## Overview
Make Sokoban installable to home screen and fully playable offline via `vite-plugin-pwa` (workbox under the hood). Production-only — dev/codeserver configs untouched (service workers in dev are flaky).
## Requirements
- "Add to Home Screen" works on iOS Safari + Android Chrome
- Standalone display (no browser chrome)
- All assets cached on first visit; subsequent visits work offline
- Service worker auto-updates on new deploy (no manual refresh prompt)
- GitHub Pages base path (`/sokoban/`) respected in manifest `start_url` and `scope`
- Icons: 192×192 and 512×512 PNG; theme color matches Nord palette
## Architecture
```
package.json +vite-plugin-pwa devDep
vite/config.prod.mjs +VitePWA({...}) plugin (prod only)
index.html <meta name="theme-color"> (manifest link auto-injected)
public/
pwa-192x192.png NEW
pwa-512x512.png NEW
apple-touch-icon.png NEW (180x180, iOS specific)
(manifest.webmanifest is generated by plugin into dist/)
```
## Related Code Files
**Modify**
- `package.json` — `devDependencies`: add `vite-plugin-pwa` (current as of 2026-04, latest stable)
- `vite/config.prod.mjs` — register VitePWA
- `index.html` — `<meta name="theme-color" content="#5e81ac">` (Nord blue) + `<link rel="apple-touch-icon" href="apple-touch-icon.png">`
**Create**
- `public/pwa-192x192.png`, `public/pwa-512x512.png`, `public/apple-touch-icon.png` (icons)
## Implementation Steps
1. Install plugin:
```bash
npm install --save-dev vite-plugin-pwa
```
(Confirms with user before install per global rules.)
2. Edit `vite/config.prod.mjs`:
```js
import { defineConfig } from 'vite';
import { svelte } from '@sveltejs/vite-plugin-svelte';
import { VitePWA } from 'vite-plugin-pwa';
export default defineConfig({
base: '/sokoban/',
plugins: [
svelte(),
VitePWA({
registerType: 'autoUpdate',
includeAssets: ['favicon.png', 'apple-touch-icon.png'],
manifest: {
name: 'Sokoban',
short_name: 'Sokoban',
description: 'Microban Sokoban puzzles, Svelte edition',
start_url: '/sokoban/',
scope: '/sokoban/',
display: 'standalone',
orientation: 'any',
background_color: '#2e3440',
theme_color: '#5e81ac',
icons: [
{ src: 'pwa-192x192.png', sizes: '192x192', type: 'image/png' },
{ src: 'pwa-512x512.png', sizes: '512x512', type: 'image/png' },
{ src: 'pwa-512x512.png', sizes: '512x512', type: 'image/png', purpose: 'maskable' }
]
},
workbox: {
globPatterns: ['**/*.{js,css,html,png,svg,webmanifest}']
}
})
]
});
```
3. Generate icons:
- Source: `public/favicon.png` (existing). Use ImageMagick: `convert favicon.png -resize 192x192 public/pwa-192x192.png` etc.
- Or use the `ai-multimodal` / Nano-Banana skill to generate Nord-themed icons (deferred decision — see unresolved)
4. Update `index.html`:
```html
<meta name="theme-color" content="#5e81ac">
<link rel="apple-touch-icon" href="apple-touch-icon.png">
```
5. Build: `npm run build` and serve `dist/` locally (e.g. `npx serve dist -l 5000`). Open in mobile emulator → install prompt should appear → install → load offline (toggle network off → reload from home screen icon → still works).
6. Deploy to GH Pages and verify on real iPhone + Android device.
## Todo
- [ ] Confirm with user before `npm install vite-plugin-pwa`
- [ ] Install `vite-plugin-pwa`
- [ ] Configure VitePWA in `vite/config.prod.mjs`
- [ ] Generate 192/512/180 icons
- [ ] Add theme-color + apple-touch-icon link to `index.html`
- [ ] Run `npm run build`, test installability via Lighthouse
- [ ] Test offline play in mobile emulator
- [ ] Deploy and verify on real device (post-merge)
## Success Criteria
- Lighthouse PWA category: installable, has SW, etc. — all green
- iOS Safari: Share → Add to Home Screen → opens standalone, plays offline
- Android Chrome: install prompt appears, installs, plays offline
- New deploy: SW auto-updates on next visit (test by bumping version + redeploying)
## Risks
| Risk | Mitigation |
|------|------------|
| GH Pages base `/sokoban/` mismatch with manifest | Explicit `start_url` and `scope` set to `/sokoban/`; plugin honors `vite base` for SW path |
| Stale cache after deploy | `registerType: 'autoUpdate'` + workbox `skipWaiting`/`clientsClaim` defaults |
| iOS doesn't fully implement SW caching for some asset types | Acceptable — first-visit will re-fetch, then cached |
| Maskable icon area cuts off corners | Icon plugin can pad; for now accept slight clipping or generate dedicated maskable PNG |
## Unresolved
- Icon source: reuse `public/favicon.png` (simple but small) vs generate proper Nord-themed maskable set via AI skill?
- Should `orientation` lock to portrait, or `any`? Currently `any` (more flexible).
## Next
- All phases complete → `/ck:plan archive` to journal & archive plan
-51
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@@ -1,51 +0,0 @@
---
title: Mobile Comfort Overhaul
date: 2026-04-27
status: pending
branch: main
mode: fast
blockedBy: []
blocks: []
---
# Mobile Comfort Overhaul
Make Sokoban comfortable on phones: on-screen D-pad, thumb-zone layout, browser-gesture blocking, safe-areas, haptics, PWA install.
## Goal
Phone (≤480px width): all 155 levels playable one-handed, no browser quirks (pull-to-refresh / double-tap zoom / long-press select), short vibrate on box push & win, installable as standalone app with offline play. Desktop unchanged.
## Phases
| # | File | Title | Status | Independently shippable |
|---|------|-------|--------|-------------------------|
| 01 | [phase-01-mobile-controls.md](phase-01-mobile-controls.md) | Mobile controls + thumb-zone layout | pending | Yes |
| 02 | [phase-02-gesture-blocking.md](phase-02-gesture-blocking.md) | Browser gesture & selection blocking | pending | Yes |
| 03 | [phase-03-safe-areas-haptics.md](phase-03-safe-areas-haptics.md) | Safe-area insets + haptics | pending | Yes |
| 04 | [phase-04-pwa.md](phase-04-pwa.md) | PWA full offline | pending | Yes |
## Key Decisions
- D-pad visible only on `(pointer: coarse)` — no UA sniffing, no JS detection
- Tap-only buttons, no auto-repeat — matches Sokoban's "every move counts" ethos
- D-pad bottom-right, action stack bottom-left (one-thumb friendly)
- BoardModel & game core untouched — UI layer only
- PWA via `vite-plugin-pwa` (workbox, autoUpdate)
- Haptics in standalone module — silent no-op where unsupported
## Reports
- [brainstorm-260427-1151-mobile-comfort.md](../reports/brainstorm-260427-1151-mobile-comfort.md)
## Out of Scope
- Tap-to-walk pathfinding (originally requested, replaced by D-pad)
- Swipe gestures, pinch-zoom, orientation lock
- In-game settings (haptics toggle etc.)
## Success Criteria
- Lighthouse mobile + PWA pass on built bundle
- Manual: phone test on iOS Safari + Android Chrome — D-pad reachable one-handed, no browser interference, install + offline works
- Desktop regression: keyboard input, layout, win flow unchanged
@@ -1,68 +0,0 @@
# Phase 01 — Triage & Merge Dependabot PRs
**Priority:** High
**Status:** pending
**Effort:** ~S (3 PRs, all transitive devDeps, all MERGEABLE)
## Context
3 open dependabot PRs against `tiennm99/sokoban` main:
| # | Bump | Fixes |
|---|------|-------|
| 7 | postcss 8.5.3 → 8.5.12 | GHSA-qx2v-qp2m-jg93 |
| 5 | rollup 4.40.0 → 4.60.2 | GHSA-mw96-cpmx-2vgc |
| 4 | picomatch 4.0.2 → 4.0.4 | GHSA-c2c7-rcm5-vvqj + GHSA-3v7f-55p6-f55p |
All transitive devDeps. None ship to browser. Each PR touches `package-lock.json` only.
## Risks
- **Lockfile rebase**: when we regenerated `package-lock.json` during the earlier rebase, our local versions may already be ≥ the dependabot target. In that case dependabot will auto-close on push, or `gh pr merge` will succeed as a no-op. Either is fine.
- **Conflict with our lockfile**: possible since we just touched it. PR mergeable status is reported as YES (snapshot 20:55), but verify per-PR before merge.
- **Build break**: rollup major bump (4.40 → 4.60) is the highest risk; verify `npm run build` after each merge.
## Implementation Steps
1. Snapshot current versions:
```bash
npm ls postcss rollup picomatch 2>&1 | head -20
```
2. For each PR (in order: #4 → #5 → #7, smallest blast radius first):
- `gh pr view <num> --json mergeable,mergeStateStatus`
- If mergeable + clean: `gh pr merge <num> --squash --auto` (or `--merge` if user prefers; squash keeps history clean for transitive bumps)
- If conflict: `gh pr comment <num> --body "Conflicts with current lockfile after recent rebase. Closing — local has acceptable version."` then close
3. After each merge: `git pull --rebase`, then `npm run build`, expect green.
4. After all PRs: `npm audit` → confirm postcss/rollup/picomatch chains are gone. Note any remaining vulns (expected: serialize-javascript via @rollup/plugin-terser via workbox-build via vite-plugin-pwa).
## Decision tree per PR
```
Is PR mergeable?
├── YES + clean
│ └── gh pr merge --squash → pull → build → next
├── MERGEABLE but lockfile-stale
│ └── Local already at target version → close PR with comment
└── CONFLICT
└── Close PR with comment; rely on next dependabot run
```
## Todo
- [ ] Snapshot current versions of postcss, rollup, picomatch
- [ ] Triage PR #4 (picomatch)
- [ ] Triage PR #5 (rollup)
- [ ] Triage PR #7 (postcss)
- [ ] Pull main after each merge
- [ ] Build verification after each merge
- [ ] Final `npm audit` — note residual vulns
## Success Criteria
- All 3 dependabot PRs are either merged or closed-with-comment (not stuck)
- `npm run build` passes after each merge
- `npm audit` shows reduced or unchanged vuln count, never increased
## Next
- Phase 02: modal a11y + simplifier hygiene wins
@@ -1,167 +0,0 @@
# Phase 02 — Modal A11y + Simplifier Hygiene Wins
**Priority:** Medium
**Status:** pending
**Effort:** ~M (touches 4-5 files, ~30 LOC saved net)
## Context
- Reviewer C3: DonateModal lacks auto-focus on open and focus-restore on close.
- Simplifier #12: `.overlay`/`.dialog` CSS duplicated between GameView and DonateModal — extract to `app.css`.
- Simplifier #13: `touch-action: manipulation` + `-webkit-tap-highlight-color: transparent` repeated; could move to global `button { }` in `app.css`.
- Simplifier #1: `level-parser.js` has `key as cellKey` re-export — only used inside `board-model.js`; alias is purely cosmetic. Drop or pick one name.
- Simplifier #3: `BoardModel.isSolved` has `if (this.boxes.length === 0) return false;` — Microban guarantees ≥1 box, but the guard is also cheap to keep. Inline the early-return into the return expression for one-line clarity.
- Simplifier #4: `LevelSelectView` declared `completedCount` as `$state` but never reassigns it — should be `const`.
- Simplifier #7: `Board.svelte` redeclares `DIRS` array inside `$derived.by` — move to module scope.
## Out of scope
- `LevelSelectView.completedCount` not refreshing on return-from-game — separate bug, not a simplification (would belong in a future bugfix plan).
- DonateModal extraction into a store (only 2 callsites).
## Architecture
```
app.css + .overlay / .dialog shared classes
+ global button { touch-action; -webkit-tap-highlight-color }
GameView.svelte remove .overlay / .dialog scoped CSS, use shared
DonateModal.svelte remove .overlay / .dialog scoped CSS, use shared
+ auto-focus CLOSE on open, restore on close
MobileControls.svelte remove now-redundant button styles
AppButton.svelte remove now-redundant touch-action / tap-highlight
level-parser.js drop `key as cellKey` re-export
board-model.js import key directly (rename usages)
board-model.js inline isSolved guard
LevelSelectView.svelte $state completedCount → const completedCount
Board.svelte hoist DIRS to module scope
```
## Implementation Steps
### A. Modal a11y — DonateModal focus management
```svelte
<script>
let { open = false, onClose } = $props();
let dialogEl = $state();
let prevFocus = $state(null);
$effect(() => {
if (open) {
prevFocus = document.activeElement;
// Focus the dialog itself (tabindex=-1) so initial Tab lands on first button.
queueMicrotask(() => dialogEl?.focus());
} else if (prevFocus instanceof HTMLElement) {
prevFocus.focus();
prevFocus = null;
}
});
function onKey(e) { if (open && e.key === 'Escape') onClose(); }
function onBackdropClick(e) { if (e.target === e.currentTarget) onClose(); }
</script>
...
<div class="dialog" bind:this={dialogEl} role="dialog" ...>
```
### B. Shared dialog CSS — `app.css`
```css
.overlay {
position: fixed;
inset: 0;
background: rgba(12, 16, 24, 0.72);
display: flex;
align-items: center;
justify-content: center;
z-index: 100;
animation: dialog-fade-in 180ms ease;
padding: 16px;
}
.dialog {
background: var(--panel);
border: 2px solid var(--accent);
border-radius: var(--radius-lg);
display: flex;
flex-direction: column;
align-items: center;
box-shadow: 0 30px 80px rgba(0, 0, 0, 0.7);
}
@keyframes dialog-fade-in {
from { opacity: 0; }
to { opacity: 1; }
}
```
GameView's `.dialog` and DonateModal's `.dialog` keep their unique padding/gap/max-width as scoped overrides. Only the structural rules move.
### C. Global button base in `app.css`
```css
button {
font-family: inherit;
touch-action: manipulation;
-webkit-tap-highlight-color: transparent;
}
```
Remove the equivalent rules from `AppButton.svelte` and `MobileControls.svelte` (`.action`, `.arrow`).
### D. Simplifier nits
- `level-parser.js`: change `export { key as cellKey }` to `export { key as cellKey, key }` (or pick one name and delete the alias plus update the one importer).
- Cleanest: delete the alias, export `cellKey` directly and rename the internal `key` function.
- Update `board-model.js` import.
- `board-model.js`: `isSolved()` becomes `return this.boxes.length > 0 && this.boxes.every(b => this.isTarget(b.x, b.y));`
- `LevelSelectView.svelte`: `let completedCount = $state(...)` → `const completedCount = ...` (already declared once, never reassigned).
- `Board.svelte`: hoist `const DIRS = [...]` above `<script>` body's `$derived.by` block (or simply outside the destructured arrow).
## Related Code Files
**Modify**
- `src/app.css` — add shared `.overlay/.dialog`, global `button` rules
- `src/views/GameView.svelte` — remove duplicated dialog CSS
- `src/views/DonateModal.svelte` — remove duplicated dialog CSS, add focus mgmt
- `src/views/AppButton.svelte` — drop now-global touch-action/tap-highlight
- `src/views/MobileControls.svelte` — drop now-global touch-action/tap-highlight from `.action`/`.arrow`
- `src/lib/core/level-parser.js` — collapse `key`/`cellKey` to single name
- `src/lib/core/board-model.js` — update import; inline isSolved guard
- `src/views/LevelSelectView.svelte` — `$state` → `const`
- `src/views/Board.svelte` — hoist `DIRS`
## Todo
- [ ] Add shared `.overlay/.dialog` rules + global `button` to `app.css`
- [ ] Remove duplicated CSS from `GameView.svelte` and `DonateModal.svelte`
- [ ] Add `dialogEl` ref + `$effect` for focus mgmt in `DonateModal.svelte`
- [ ] Drop redundant button styles from `AppButton.svelte` and `MobileControls.svelte`
- [ ] Collapse `key`/`cellKey` alias in `level-parser.js` + update import
- [ ] Inline `isSolved` length guard in `board-model.js`
- [ ] Make `completedCount` const in `LevelSelectView.svelte`
- [ ] Hoist `DIRS` in `Board.svelte`
- [ ] Build clean
- [ ] Manual: open menu donate modal → verify focus lands on dialog → Tab cycles → Esc closes → focus returns to DONATE button
## Success Criteria
- Build clean
- DonateModal focus management works on both menu and win-screen entry points
- No visual regressions in dialogs (overlay, padding, fade-in)
- Net LOC reduction ≥ 15 lines
- All keyboard shortcuts still work as before
## Risks
| Risk | Mitigation |
|------|------------|
| Removing scoped CSS misses a unique rule | Diff before/after computed style in DevTools for both dialogs |
| Global `button` rule affects unstyled `<button>` outside AppButton/MobileControls | Codebase audit shows AppButton + MobileControls are the only button consumers; level-select buttons in `LevelSelectView` already pick up `font-family: inherit`. `touch-action: manipulation` is universally safe. |
| Renaming `cellKey` breaks something in `microban-levels.js` | Levels file is data, no imports. Safe. |
## Next
- Phase 03: PWA precache cleanup + residual vuln override
@@ -1,102 +0,0 @@
# Phase 03 — PWA Precache Cleanup + Residual Vuln Override
**Priority:** Low
**Status:** pending
**Effort:** ~S (file deletion + maybe 5 LOC `package.json`)
## Context
- Debugger Issue 2: `public/assets/bg.png` (295 KB) and `public/assets/logo.png` (24 KB) have **zero references** in any source file. Phaser-era leftovers. They match `**/*.png` and end up in the workbox precache, ~73% of the 435 KB precache total.
- Security/Reviewer: after Phase 01 merges 3 dependabot PRs, the remaining vuln chain is `serialize-javascript` (via `@rollup/plugin-terser` via `workbox-build` via `vite-plugin-pwa`). No clean fix without a `vite-plugin-pwa` major downgrade — `npm overrides` is the surgical alternative.
## Out of scope
- Adding meta CSP header (separate hardening pass)
- Replacing icons with hand-crafted maskable variants
## Decision points (need user input)
1. **Delete `public/assets/bg.png` and `logo.png`?**
- Pros: 320 KB off the precache, faster install, cleaner repo.
- Risk: extremely low — grep confirms zero references in `src/`, `index.html`, or `public/`. They're Phaser leftovers.
- **Auto mode policy:** destructive (file deletion); requires explicit confirmation before running.
2. **For residual `serialize-javascript` chain after Phase 01 merges, choose one:**
- **Option A — Wait & monitor.** Future workbox/vite-plugin-pwa releases bump the chain. `npm audit` lists 1-2 remaining highs in build-only deps. Practical risk near zero.
- **Option B — `npm overrides`.** Pin `serialize-javascript` to a fixed version via `package.json` overrides. ~3 LOC. Surgical, keeps current major of `vite-plugin-pwa`.
- **Option C — Major downgrade.** `npm audit fix --force` → `vite-plugin-pwa@0.19.8`. Loses recent features. Not recommended.
**Recommendation:** Option B if `npm audit` still flags it after Phase 01. Skip if Phase 01 happens to clear it.
## Implementation Steps
### Step 1: Confirm and delete orphan assets
```bash
# Confirm zero references
grep -rIn -E '(bg\.png|logo\.png)' src/ index.html public/ 2>/dev/null || echo "No references found"
# Delete
rm public/assets/bg.png public/assets/logo.png
# Build and verify precache count drops
npm run build
```
### Step 2 (conditional): npm overrides for residual vuln
If `npm audit` after Phase 01 still flags `serialize-javascript`:
```jsonc
// package.json
{
"overrides": {
"serialize-javascript": ">=7.0.5"
}
}
```
Then:
```bash
rm package-lock.json && npm install
npm audit
npm run build
```
Verify `serialize-javascript` chain is silent in `npm audit`.
## Related Code Files
**Modify**
- `package.json` — possibly add `overrides` block
**Delete (with user confirmation)**
- `public/assets/bg.png`
- `public/assets/logo.png`
## Todo
- [ ] User confirms asset deletion
- [ ] Grep confirms zero references
- [ ] Delete bg.png, logo.png
- [ ] Build → verify precache count drops by 2 entries (~320 KB)
- [ ] Run `npm audit` after Phase 01 merges
- [ ] If `serialize-javascript` still flagged: add `overrides` block, regenerate lockfile, verify build + audit
- [ ] Commit + push
## Success Criteria
- Workbox precache drops below 250 KB total
- `npm audit` flags zero highs in app deps (build-only deps OK if documented)
- Game still works in browser (assets weren't actually used — verify by running dev server post-delete)
## Risks
| Risk | Mitigation |
|------|------------|
| One of the orphan PNGs is referenced from a CSS we missed | Grep across all files, not just src/. Test build after delete. |
| `npm overrides` causes peer-dep mismatch | Run `npm install` and check warnings; rollback by removing the block if needed |
| User actually wants to keep bg.png for future use | Skip Step 1 — the precache cost is the only real downside |
## Next
- Plan complete → archive via `/ck:plan archive` to journal
@@ -1,58 +0,0 @@
---
title: Review Fixes & Dependabot PRs
date: 2026-04-27
status: pending
branch: main
mode: fast
blockedBy: []
blocks: []
---
# Review Fixes & Dependabot PRs
Address the deferred items from the whole-project review pass and triage the 3 open dependabot PRs (all marked MERGEABLE).
## Goal
Close out review findings: ship the modal a11y polish, the simplifier wins worth doing, the PWA precache cleanup, and merge the dep bumps so `npm audit` is mostly clean. No new feature work.
## Phases
| # | File | Title | Status | Independently shippable |
|---|------|-------|--------|-------------------------|
| 01 | [phase-01-dependabot-prs.md](phase-01-dependabot-prs.md) | Triage & merge dependabot PRs | pending | Yes |
| 02 | [phase-02-modal-a11y-and-hygiene.md](phase-02-modal-a11y-and-hygiene.md) | Modal a11y + simplifier hygiene wins | pending | Yes |
| 03 | [phase-03-pwa-cleanup.md](phase-03-pwa-cleanup.md) | PWA precache cleanup + residual vuln override | pending | Yes (needs user confirm for asset deletion) |
## Open dependabot PRs (snapshot 2026-04-27 20:55)
| # | Title | Mergeable | Fixes |
|---|-------|-----------|-------|
| 7 | postcss 8.5.3 → 8.5.12 | YES | GHSA-qx2v-qp2m-jg93 (XSS in CSS stringify) |
| 5 | rollup 4.40.0 → 4.60.2 | YES | GHSA-mw96-cpmx-2vgc (path traversal) |
| 4 | picomatch 4.0.2 → 4.0.4 | YES | GHSA-c2c7-rcm5-vvqj (ReDoS) + GHSA-3v7f-55p6-f55p |
Each is a transitive devDep — no app code change. Build must still pass after each merge.
## Reports
- [code-reviewer-260427-2036-whole-project-review.md](../reports/code-reviewer-260427-2036-whole-project-review.md)
- [code-simplifier-260427-2036-whole-project-audit.md](../reports/code-simplifier-260427-2036-whole-project-audit.md)
- [debugger-260427-2040-project-health.md](../reports/debugger-260427-2040-project-health.md)
- [security-scan-260427-2050-whole-project.md](../reports/security-scan-260427-2050-whole-project.md)
## Out of scope
- Adding meta CSP header (separate hardening pass)
- Reducing GameView.svelte below 200 LOC (simplifier said leave as-is)
- Most simplifier proposals (small, deferred)
- New features
## Success Criteria
- 3 dependabot PRs merged (or closed if our lockfile already satisfies the bump after rebase)
- `npm audit` shows zero high vulns or only the unfixable `serialize-javascript` chain (with documented `overrides` if we choose that route)
- DonateModal auto-focuses CLOSE button on open and restores prior focus on close
- Win + DonateModal share overlay/dialog CSS (no duplication)
- Build clean throughout
- Desktop and mobile gameplay unchanged
@@ -1,105 +0,0 @@
# Brainstorm — Mobile Comfort for Sokoban
- Date: 2026-04-27
- Branch: main
- Repo: tiennm99/sokoban (Svelte 5 + Vite, DOM-rendered tiles)
## Problem
Game is keyboard-only (arrows / WASD / U / Z / R / Esc). On phones it's unplayable: no input affordance, browser gestures (pull-to-refresh, double-tap zoom, long-press select) interfere, no thumb-friendly layout, no offline install.
User initially asked for tap-to-walk pathfinding, then pivoted to a holistic "comfortable for mobile users" goal.
## Decisions (Approved)
| Area | Decision |
|------|----------|
| Input | On-screen D-pad, tap-only (no auto-repeat) |
| Layout | Bottom-right D-pad, bottom-left action stack (Undo / Restart / Levels) |
| Visibility | `@media (pointer: coarse)` — touch devices only; desktop unchanged |
| Top HUD on mobile | Status only: `LVL n Moves Best` |
| Browser gestures | Block pull-to-refresh, double-tap zoom, long-press select on game area |
| Big-level fit | Lower `minTile` 10→16; reserve ~120px for bottom controls in `computeTileSize`; rely on existing `.board-wrap` scroll for finale dungeons |
| Safe areas | `env(safe-area-inset-*)` on bottom controls only |
| Haptics | `navigator.vibrate(10)` on box push, `vibrate(60)` on win. No buzz on plain step or wall bump |
| PWA | Full offline via `vite-plugin-pwa` (workbox); manifest, SW autoUpdate, 192/512 icons |
## Approaches considered & rejected
| Approach | Why rejected |
|----------|--------------|
| Tap-to-walk + BFS pathfinding | More UX surface (cancel, push semantics, animation queue); user picked D-pad |
| Swipe gestures | Less discoverable; gesture conflict with scrolling on big levels |
| Tap + swipe hybrid | Higher complexity for marginal benefit |
| Hold-to-repeat D-pad | User chose tap-only — explicit intent matches Sokoban's "every move counts" |
| Pinch-zoom + 2-finger pan | Defer; auto-fit + scroll wrapper is sufficient |
| Manifest-only PWA (no SW) | User wants full offline |
## Architecture
```
GameView.svelte
├─ top HUD (mobile: status only)
├─ Board.svelte (touch-action: none)
├─ MobileControls.svelte NEW (pointer: coarse only)
│ ├─ left stack: UNDO / RESTART / LEVELS
│ └─ right D-pad: ▲ ◀ ▶ ▼
└─ overlay (win)
lib/core/
└─ haptics.js NEW pulse(ms) — no-op fallback
vite.config.js +vite-plugin-pwa
public/manifest.webmanifest generated
index.html viewport meta + theme-color
```
D-pad calls existing `tryMove(dx,dy)` / `undo()` / `restart()` — no BoardModel changes. Haptics fires from `GameView.syncFromModel()` by comparing previous box positions. No pathfinding, no animation queue.
## Files
**New**
- `src/views/MobileControls.svelte` — D-pad + action stack (~90 LOC)
- `src/lib/core/haptics.js` — ~15 LOC
- `public/manifest.webmanifest` + icons (or generated by plugin)
**Modified**
- `src/views/GameView.svelte` — render `<MobileControls>`, wire haptics, adjust top HUD on mobile, update `computeTileSize` margin
- `src/views/Board.svelte` — `touch-action: none`, `user-select: none`
- `src/views/AppButton.svelte` — `touch-action: manipulation`
- `src/app.css` — global selection lock, safe-area helpers
- `index.html` — viewport meta `maximum-scale=1, user-scalable=no`, theme-color
- `vite.config.js` — `vite-plugin-pwa`
- `package.json` — add devDep
## Risks & Mitigations
| Risk | Mitigation |
|------|------------|
| iOS Safari ignores `navigator.vibrate` | Acceptable — feature degrades silently |
| GH Pages base path breaks SW scope | Set `base` correctly in `vite.config` and manifest `start_url` / `scope` |
| D-pad overlaps board on tiny landscape screens | Reserve ~120px vertical margin in `computeTileSize`; left stack collapses to 2 rows if needed |
| `maximum-scale=1` blocks user accessibility zoom | Acceptable trade-off for game UX; alternatively keep zoom but rely on `touch-action: none` on board only |
| Service worker stale-cache after deploy | `registerType: 'autoUpdate'` + workbox skipWaiting |
## Success Criteria
- Phone (≤480px width): D-pad visible, all 155 levels playable one-handed, no browser pull-to-refresh, no text selection on long-press
- Push a box → short vibrate; solve a level → longer vibrate (where supported)
- "Add to Home Screen" works; opens fullscreen; plays offline after first load
- Desktop layout unchanged (D-pad hidden, keyboard intact)
- Lighthouse PWA installability check passes
## Out of scope
- Tap-to-walk pathfinding (originally requested, replaced by D-pad)
- Swipe gestures
- Pinch-zoom / pan
- Orientation lock
- Settings toggle for haptics on/off
## Unresolved questions
- Should `maximum-scale=1` be relaxed if accessibility-zoom matters more than block-double-tap-zoom? (Currently chose strict for cleaner UX)
- Icon source: reuse `public/favicon.png` or generate a Nord-themed maskable icon set?
- Do we want a tiny in-game settings toggle later (haptics on/off, theme)?
@@ -1,239 +0,0 @@
---
agent: code-reviewer
date: 2026-04-27
slug: mobile-comfort-review
plan: 260427-1151-mobile-comfort
---
# Mobile-Comfort Overhaul — Code Review
Adversarial review of the 4-phase mobile overhaul (D-pad, gesture blocking, safe areas + haptics, PWA).
## Scope
- `src/views/MobileControls.svelte` (new)
- `src/views/GameView.svelte` (modified: tile-size, $effect, MobileControls wiring, haptics)
- `src/views/Board.svelte`, `src/views/AppButton.svelte` (touch CSS)
- `src/app.css`, `index.html` (gesture blocking, viewport, theme)
- `src/lib/core/haptics.js` (new)
- `vite/config.prod.mjs` (VitePWA), `public/pwa-*.png`, `public/apple-touch-icon.png`
## Overall Assessment
Solid, tightly scoped UI-only change. Game core untouched. Code is concise and follows KISS. A handful of real correctness/UX issues plus several smaller hygiene items below — none are merge-blockers but the **#1 click-bypass** and **#2 a11y** ones should land before public rollout.
---
## Critical Issues
### 1. `pointerdown` + `e.preventDefault()` skips synthetic click — but ALSO skips focus/keyboard activation on D-pad buttons
**File:** `src/views/MobileControls.svelte:11-16, 20-29`
```js
function press(handler) {
return (e) => { e.preventDefault(); handler(); };
}
```
…wired only to `onpointerdown`. Implications:
- A `<button>`'s default behavior on `pointerdown` is to take focus. `preventDefault()` on `pointerdown` **suppresses focus** on the button in WebKit/Blink. After tapping, the focused element is still whatever was focused before (or `<body>`). Combined with no `onclick` handler, the button is **not actually keyboard-activatable**: pressing Tab to the D-pad and hitting Enter/Space does nothing.
- This affects users with external keyboards on iPad/Chromebook in tablet mode (the very class of devices that triggers `pointer: coarse`). It also breaks AT switch-control on iOS, which dispatches synthetic clicks, not pointer events.
- Fix: add an `onclick={() => handler()}` alongside `onpointerdown`. The synthetic click will be redundant on touch (already handled at pointerdown), but no double-trigger occurs because `onclick` only fires on the *focused/activated* path. If you want to be safer, gate with `e.pointerType === 'mouse' ? null : preventDefault()`, or just call `e.preventDefault()` only when `e.pointerType !== 'mouse'`.
### 2. Glyph-only buttons — `aria-label` is set, but text content is the symbol so screen readers may double-announce, and **the buttons have no visible text label fallback**
**File:** `src/views/MobileControls.svelte:20-29`
`aria-label` overrides the accessible name, so AT will read "Undo / Restart / Levels / Up / Down / Left / Right" — that part is fine. However:
- `↶ ⟳ ▦` are not on the Unicode "emoji presentation" path; they're text-style symbols. On Android Chrome with a font that lacks them they render as tofu. On iOS they render but `↶` (U+21B6) is small and its meaning ("undo") is non-obvious.
- Recommend either swapping to commonly-rendered symbols (e.g. an SVG inline, or text "↺"/"↻" for restart and just "≡" for levels) **or** adding a short visible label below each glyph at the cost of a slightly bigger button.
- Note also: per WCAG 2.5.5 (Target Size), 48×48 minimum is met for the action stack and 56×56 for the D-pad. Good.
### 3. `maximum-scale=1.0, user-scalable=no` is a hard a11y red flag
**File:** `index.html:7`
iOS Safari now ignores `user-scalable=no`, but Android still honors it. This blocks users who need to pinch-zoom for vision reasons. The plan's stated goal ("kill double-tap zoom") is already achieved by `touch-action: manipulation` on buttons and `touch-action: none` on the board.
- **Recommendation:** drop `maximum-scale=1.0, user-scalable=no`. Keep `viewport-fit=cover` and `width=device-width, initial-scale=1`. Re-test for double-tap zoom — if it sneaks back in elsewhere, fix it with `touch-action`, not by disabling page zoom.
### 4. `touch-action: none` on `.board` blocks legitimate page scroll on small viewports
**File:** `src/views/Board.svelte:100`
`.board` lives inside `.board-wrap` which is `overflow: auto` (`GameView.svelte:232-237`). On tall narrow phones with the very large finale levels, the user needs to scroll the board-wrap to see the whole maze. With `touch-action: none` on `.board`, **the board itself won't scroll the parent on touch** — only swiping in the small margin between `.board` and `.board-wrap` edges (i.e. inside `.board-wrap` but outside `.board`) will scroll. On a phone where the board fills the wrap, scrolling becomes effectively impossible.
- The plan justifies `touch-action: none` to suppress double-tap zoom and pull-to-refresh, but those are already covered by `overscroll-behavior: contain` on body and `touch-action: manipulation` on buttons.
- **Recommendation:** change `.board { touch-action: none }` → `touch-action: pan-x pan-y pinch-zoom` (or simply `touch-action: manipulation`). This still blocks double-tap zoom but allows the parent wrap to scroll.
- (When tap-to-walk is reintroduced later, switch back to `none` and handle pointer events manually — the comment in the code should flag this trade-off.)
---
## High Priority
### 5. `Array.prototype.at()` — fine for targets, but worth noting
**File:** `src/views/GameView.svelte:78` — `model.history.at(-1)?.movedBox`
`Array.prototype.at` is supported in iOS 15.4+, Chrome 92+, Firefox 90+. PWA install targets are modern. Fine. Could equivalently use `model.history[model.history.length - 1]?.movedBox` for zero-cost portability, but not worth touching.
### 6. `$effect` adds matchMedia listener but `onResize` covers the same case via `window.resize`
**File:** `src/views/GameView.svelte:127-133`
When pointer-type changes (e.g. iPad keyboard attach), Safari typically *also* fires a `resize` event — `onresize` already calls `computeTileSize()`, so the `$effect` listener is partially redundant. It's still correct to keep it for the rare case where pointer-type flips without a viewport-size change (e.g. Bluetooth mouse pair on Android tablet), but worth a one-line comment that the two listeners intentionally overlap.
Cleanup is correct (`return () => mq.removeEventListener(...)`).
### 7. `onresize` runs unthrottled
**File:** `src/views/GameView.svelte:121-123, 140`
`window.onresize` fires rapidly during rotation/keyboard show. Each call rebuilds the tile-size and triggers a Board re-render. For the larger Microban finale levels (800+ floor cells) this can stutter on low-end Android. Wrap in `requestAnimationFrame` or a 50ms debounce. Low-impact, but cheap to fix.
### 8. `scope` and `start_url` should ideally be relative
**File:** `vite/config.prod.mjs:16-17`
Hard-coded `'/sokoban/'`. Matches `package.json` homepage and `base`, so works on production GH Pages. But:
- If someone forks the repo to `username.github.io/<other-name>/`, PWA install will break in a way the dev never sees in Lighthouse on `localhost`.
- Consider deriving scope/start_url from `import.meta.env.BASE_URL` or just `'./'` (the spec accepts relative URLs in the manifest as of 2024 in Chromium/WebKit). Not critical for this repo, but the coupling is brittle.
### 9. PWA generates a service worker; no unregister / kill-switch on dev/codeserver
**File:** `vite/config.prod.mjs` (PWA only registered here — good), but…
The dev/codeserver Vite configs don't register the SW, which is correct. **However**, if a user previously visited the production GH Pages site and the SW cached `/sokoban/`, then later visits the same origin with a different path (or vice-versa with `localhost`), the cached SW persists. There's no in-app "unregister" or version bump strategy beyond Workbox's autoUpdate. For this small repo, fine — but be aware that if you ever change the manifest scope/name, users will need a hard reset.
- Also: there is **no explicit `registerSW()` call** in `src/main.js`. With `registerType: 'autoUpdate'` and no `injectRegister` option set, vite-plugin-pwa defaults to `injectRegister: 'auto'` which auto-injects a `<script>` tag at build time. This works, but it's invisible — add a comment in `vite/config.prod.mjs` so the next dev knows where SW registration comes from. Or set `injectRegister: 'auto'` explicitly for clarity.
---
## Medium Priority
### 10. `computeTileSize` margin constant (260 / 140) is a magic number
**File:** `src/views/GameView.svelte:46`
`260` should match the actual reserved height: `12 (bottom) + 56*2 + 4 (gap) (D-pad) + safe-area-inset-bottom + headroom`. The constant is hand-calibrated. Acceptable, but extract to a named const at module top with a comment explaining the breakdown so it doesn't drift if D-pad sizes change.
### 11. `overscroll-behavior: contain` is on `html, body` — but the `.board-wrap` is the actual scroller
**File:** `src/app.css:51`
If the `.board-wrap` ever scrolls to its edge, the user can pull-to-refresh through it on iOS (Safari ignores body's `overscroll-behavior` for nested scrollers in some cases). Add `overscroll-behavior: contain` to `.board-wrap` for completeness.
### 12. `won` overlay is a click-trap that the D-pad sits on top of via `z-index: 50`
**File:** `src/views/GameView.svelte:251-260` overlay z-index 100, MobileControls z-index 50. Overlay > D-pad. Good — D-pad is hidden behind overlay so the player can't accidentally walk during the win celebration. Confirmed correct.
But: clicking through the overlay backdrop does nothing (no `onclick={onLevels}` or close behavior). Some users will expect a tap-outside-to-dismiss. Not a regression, but worth flagging.
### 13. `App.svelte` defines `@keyframes pulse` (CSS) and you import a function `pulse` from haptics.js
**File:** `src/App.svelte:67`, `src/lib/core/haptics.js:5`
No actual collision — CSS keyframe namespace is separate from JS. But the same identifier in two files is confusing for grep. Rename CSS keyframe to `heartbeat` to match the comment ("heart" pulse).
### 14. `pulse(60)` on win + `pulse(10)` on box-push back-to-back
**File:** `src/views/GameView.svelte:71, 78`
If the move that wins the game is a box-push, both fire in the same tick: `tryMove` calls `pulse(10)` then `syncFromModel` calls `pulse(60)`. `navigator.vibrate(60)` immediately after `vibrate(10)` overrides the first. So you get a 60ms buzz on the winning push, not 10+60. That's actually fine — better than stacking — but worth a comment so the next reader knows.
### 15. PWA icons are programmatically generated via ImageMagick
Visually fine for launch but they may render flat / over-decorate poorly when used as a maskable icon. The same `pwa-512x512.png` is reused for both `purpose: 'any'` and `purpose: 'maskable'`. Maskable expects safe-zone padding (~80% center). If the icon already has full bleed, Android's circle/squircle mask will crop important pixels.
- Recommendation: generate a separate `pwa-512x512-maskable.png` with extra padding, or verify the current icon has the safe zone. Not blocking.
---
## Low Priority
### 16. `MobileControls.svelte` `.dock-left` and `.dpad` — base style sets `display: none`, then media query sets `display: flex/grid`. Inside the media query you redeclare `display`, but the **base styles for `.action` and `.arrow` are also outside the media query** (lines 65-93)
This means on desktop the `.action` and `.arrow` style rules are still parsed and matched — fine, no DOM elements to style. Just visual noise; could nest the visual styles inside the media query to save a few bytes.
### 17. `apple-touch-icon` link is in `index.html` AND `includeAssets` of the PWA manifest
**File:** `index.html:6`, `vite/config.prod.mjs:11`
Slight duplication. `vite-plugin-pwa`'s `includeAssets` ensures it's precached; the `<link>` ensures iOS Safari uses it without a manifest. Both needed, no actual problem — but worth noting these are in two places.
### 18. `progressStore.recordCompletion` runs BEFORE `pulse(60)`
**File:** `src/views/GameView.svelte:69-71`
If `recordCompletion` ever throws, the haptic fires after. Order is fine. But the win check uses `moves` (a `$state` snapshot already updated 2 lines earlier). Confirmed correct, just dense. No action.
### 19. `pulse` function name collides conceptually with CSS animation; consider `vibrate(ms)` or `buzz(ms)`
**File:** `src/lib/core/haptics.js`
Cosmetic. Skip if not refactoring.
### 20. No focus management when win overlay opens
**File:** `src/views/GameView.svelte:182-198`
After winning, focus stays on whatever was focused before the win (often nothing on touch). Keyboard users have to tab to find "NEXT LEVEL". Auto-focus the primary action when overlay opens. Not a regression — was probably broken before this PR.
---
## Edge Cases Found by Scout (read of related files)
- **`board-model.js:60-63` undo when `last.movedBox` is true** — correctly restores box position. No issue.
- **`computeTileSize` returns 48 when `level` is null** — used in `tileSize = $state(computeTileSize())`, OK because Board never renders in that branch (parseError path). No issue.
- **No `onkeydown` filtering when overlay/donate modal is open** — pressing Arrow keys after winning is gated by `if (won) return` in `tryMove`, but Esc still works, R triggers restart even though `won` is true → restart works. Pressing Z/U with `won` true returns early in `undo()`. This is consistent.
- **`#key levelIndex}` in App.svelte remounts GameView on level change** — correctly resets `tileSize`, `won`, etc. Good.
- **D-pad onMove handler signature** matches `tryMove(dx, dy)`.
---
## Positive Observations
- Clean separation: `MobileControls` is a dumb component that takes four callbacks and hides itself via media query. KISS done right.
- `haptics.js` defensive coding (`typeof navigator`, `try/catch`) is exactly right — silent no-op for SSR/desktop/embedded WebViews.
- `(pointer: coarse)` instead of UA sniffing or width media query is the correct modern signal for touch devices.
- Game core (`board-model.js`) untouched. Plan goal honored.
- Hiding desktop HUD action duplicates on coarse pointer (`.desktop-actions { display: none }`) prevents stale UI on touch — nice touch.
- `#key levelIndex` keeps GameView remount semantics — no stale state across level transitions.
---
## Recommended Actions (priority order)
1. **Drop `maximum-scale=1.0, user-scalable=no`** from viewport meta (a11y).
2. **Add `onclick` handler alongside `onpointerdown`** in `MobileControls`, or guard `preventDefault` to non-mouse pointer types — fixes keyboard activation and AT switch-control.
3. **Change `.board { touch-action: none }`** to `touch-action: manipulation` (or `pan-x pan-y pinch-zoom`) so the wrapper can scroll on small phones.
4. Verify maskable PWA icon has 80% safe-zone — or generate separate maskable variant.
5. Add `overscroll-behavior: contain` to `.board-wrap`.
6. Debounce/RAF `onResize`.
7. Document `injectRegister` behavior in `vite/config.prod.mjs`.
8. Consider relative `scope`/`start_url` in PWA manifest so forks work.
---
## Metrics
- LOC reviewed: ~600 across 8 files
- Critical issues: 4
- High: 5
- Medium: 6
- Low: 5
- Type coverage: N/A (vanilla JS)
- Lint/test commands: not run (review-only mode)
## Unresolved Questions
1. Is double-tap zoom still suppressed without `user-scalable=no`? Needs manual test on Android Chrome.
2. Was the maskable PNG generated with safe-zone padding? Visual inspection of `pwa-512x512.png` needed.
3. Will GH Pages deploy continue to use absolute `/sokoban/` base, or is there intent to support forks at different paths? Affects whether to keep absolute scope.
**Status:** DONE_WITH_CONCERNS
**Summary:** Implementation is clean and well-scoped. Three real UX/a11y issues (pointerdown-only handler, `user-scalable=no`, `touch-action: none` on scrollable board) should land before public rollout; remaining items are hygiene.
**Concerns:** Issues #1-#4 above are user-visible regressions for accessibility and tall-level scrolling.
@@ -1,265 +0,0 @@
---
agent: code-reviewer
date: 2026-04-27
slug: whole-project-review
plan: 260427-1151-mobile-comfort
---
# Sokoban — Whole-Project Adversarial Review
Full-tree review (Svelte 5 + Vite, GH Pages, PWA). Mobile-comfort items already covered in `code-reviewer-260427-2023-mobile-comfort-review.md` are skipped here.
## Scope
- 1395 LOC across `src/` (excl. microban-levels.js)
- Configs: `vite/*.mjs`, `package.json`, `index.html`
- Plans: `plans/260411-2027-*`, `plans/260412-0002-*`, `plans/260427-1151-*`
## Overall Assessment
Code is small, clean, and idiomatic for Svelte 5 runes. KISS/DRY mostly respected. Real issues center on **global keyboard listener collisions** and a few small parser/storage robustness gaps. Nothing blocks shipping. Most findings are hygiene + a11y.
---
## Critical
### C1. Escape on win+donate triggers BOTH modal close AND navigate-to-levels
**Files:** `src/views/DonateModal.svelte:10-12, 22`, `src/views/GameView.svelte:99-100, 140`
Both components register independent `<svelte:window onkeydown>` listeners. When `won === true` and the user opens "BUY ME A COFFEE", the win-overlay modal sits on top, but **GameView's listener is still active**. Pressing Escape:
1. DonateModal `onKey` → `onClose()` → modal closes.
2. GameView `onKey` matches Escape → `onLevels()` → navigates away.
Net effect: user is yanked to the level-select screen even though they only wanted to dismiss the donate modal. Reproduces also from MenuView donate (pressing Escape triggers nothing else — no bug there) and from any future modal stacked over GameView.
Same hazard exists for `R` (restart) and `U`/`Z` (undo) keys — those bypass even the donate modal because DonateModal only handles Escape. So keyboard users can accidentally restart the level while reading the QR.
**Fixes (pick one):**
- Add an `inert` flag prop / module-level "modal open" guard that GameView's `onKey` checks.
- Track a tiny global `modalsOpen` count in a store; GameView's `onKey` early-returns when > 0.
- Or, in DonateModal `onKey`, also intercept R/U/Z/Arrows when open and call `e.stopPropagation()` — but `<svelte:window>` listeners are siblings, stopPropagation between them does NOT prevent the other from firing. So this approach won't work; needs a shared flag.
Smallest fix: a module-scoped `let isModalOpen = $state(false)` in a shared store, GameView's `onKey` returns early if true.
---
### C2. Win-overlay dialog has no focus management or focus trap
**File:** `src/views/GameView.svelte:182-198`
When win overlay opens, focus stays wherever it was (probably body on touch). On desktop:
- Tab order continues through HUD, Board (no focusables), and finally reaches the overlay buttons.
- An external keyboard user has no idea where they are.
- Screen readers don't announce a dialog because the overlay isn't `role="dialog"` and lacks `aria-modal`.
The `<div class="overlay">` is presentational; the inner `.dialog` has no role. Add:
- `role="dialog" aria-modal="true" aria-labelledby="winTitle"` on the dialog.
- Auto-focus the primary action (`NEXT LEVEL` if `hasNext`, else `LEVELS`).
- Wrap focus inside the dialog (or accept escape risk and at least set initial focus).
(The earlier mobile-comfort review noted the auto-focus part as Low priority #20; flagging higher here because there's also no role/aria.)
---
### C3. DonateModal lacks focus management — same a11y gap
**File:** `src/views/DonateModal.svelte:24-37`
`role="dialog" aria-modal="true"` is set ✓. But:
- `tabindex="-1"` on dialog without programmatic `.focus()` on open → keyboard users start tabbing from body, hit nothing useful.
- No focus trap: Tab leaves the modal back to the underlying view's buttons.
- No restoration of focus to the trigger button on close.
Use a `$effect` to focus the dialog (or its CLOSE button) on `open` becoming true; cache the prior `document.activeElement` and restore on close.
---
## High
### H1. `progressStore` does N+1 localStorage reads on level-select page render
**File:** `src/views/LevelSelectView.svelte:20-32` + `src/lib/core/progress-store.js:9-24`
Each `progressStore.isCompleted(i)` and `getBestMoves(i)` call does a fresh `localStorage.getItem` + `JSON.parse`. For PER_PAGE=20 that's 40 parses per page change. Each `readRaw()` rebuilds the same object. Trivial CPU hit on desktop, real jank on cold-start low-end Android with the new SW also booting.
**Fix:** add `progressStore.snapshot()` returning the full record object once; map over it in `visibleLevels`. Keeps API stable, eliminates the 39 redundant parses.
### H2. `progressStore` has no schema-version handling for future bumps
**File:** `src/lib/core/progress-store.js:7`
Key is hard-coded `sokoban-progress-v1`. If you ever change the shape (e.g. add `time` per level), you must either:
- Bump to `-v2` (orphans v1 data — users lose progress silently).
- Migrate v1 → v2 inline.
Neither path exists today. Fine for the current design, but add a `_v: 1` field inside the JSON and a `migrate(data)` step in `readRaw` so the next bump is painless. Document this in code-standards.md.
Also: `readRaw` accepts ANY shape from JSON.parse — if a hostile extension or another tab corrupts the value with `{completed: "totally"}`, `data.completed[levelIndex]` becomes `"o"` (truthy), `getCompletedCount` returns `Object.keys("totally").length === 7`. Add a shape check: if `completed` isn't an object, fall back to default. Same for `bestMoves`.
### H3. `level-parser.js` silently merges malformed levels
**File:** `src/lib/core/level-parser.js:20-23`
`parseGrid` filters out blank lines and `;` comments, so a future maintainer who adds a level with a blank middle row, or two levels accidentally pasted into one backtick string with a blank separator, will get them merged with no warning. Multiple `@` characters likewise overwrite each other silently (last wins).
Defensive validations (cheap, ~8 lines):
- After `extractEntities`, `console.warn` if multiple `@` are found.
- `console.warn` if `boxes.length !== targets.size`.
- `console.warn` if `floors.size === width * height` (suggests an unsealed level — flood-fill escaped).
- Throw if `player == null` (already handled in GameView; move to parser to fail loudly at module-load if levels ever ship broken).
Microban data is solid today; this is forward-defense for forks / additions.
### H4. PWA-only-in-prod is undocumented, easy to break
**Files:** `vite/config.{dev,codeserver,prod}.mjs`
`VitePWA` only registered in `config.prod.mjs`. **This is the right choice** (avoids stale SW during dev/HMR), but there's no comment in any of the three configs explaining the asymmetry. Next maintainer "harmonising" the configs will accidentally enable SW in dev and create caching nightmares.
**Fix:** one-line header comment in each of the three configs:
- `config.dev.mjs`: `// SW intentionally NOT registered — see config.prod.mjs`
- `config.codeserver.mjs`: same
- `config.prod.mjs`: `// SW only in prod; auto-injected via vite-plugin-pwa default registerType`
---
## Medium
### M1. GameView.svelte is 295 LOC — exceeds documented 200-LOC limit
**File:** `src/views/GameView.svelte`, ref: `docs/code-standards.md:15-17`
CSS bulk is ~90 lines so the JS+template is ~205. Borderline. Consider extracting:
- `WinOverlay.svelte` — the `{#if won}` block (and own role/aria, fixes C2 cleanly).
- A `hooks/useTileSize.js` or just inline `computeTileSize` plus a small `useResizeEffect` helper.
Not blocking; flagging because the standard is project-internal and reviewer-cited.
### M2. Stale plan files marked "In Progress"
**Files:**
- `plans/260411-2027-sokoban-overhaul/plan.md:4` — Status: In Progress (work shipped in commit `1d2fff6`, then expanded in `2ee7ac8` + `8a3d4b4`).
- `plans/260412-0002-svelte-migration/plan.md:4` — Status: In progress (Svelte rewrite shipped in `8a3d4b4`).
Both should be flipped to `Status: Complete` (or moved to a `plans/archive/` dir) so the planner agent's "active plans" listing is accurate. Pure housekeeping.
### M3. iOS `100vh` issue in `.board-wrap` height calc
**File:** `src/views/GameView.svelte:235, 243`
`max-height: calc(100vh - 140px)` (and -260px on coarse) uses `100vh`, which on iOS Safari does NOT shrink when the URL bar is visible. On phones, the bottom of the board can slide UNDER the bar. Modern fix: `100dvh` (supported iOS 15.4+, Chrome 108+, FF 101+ — same target audience as the PWA).
### M4. `MenuView.svelte` reads `getCompletedCount()` once at component init
**File:** `src/views/MenuView.svelte:13`
`const completed = ...` not `$state(...)`. Currently fine because `App.svelte`'s `{#if view ===}` remounts MenuView when navigating back. But the moment someone refactors App to keep MenuView mounted (e.g. for a transition animation), the counter goes stale.
Same caveat in `LevelSelectView.svelte:18` — `let completedCount = $state(...)` but never updated. Add a comment, or read it inside `$derived.by` with a dummy reactive trigger when needed.
### M5. `boxAt` is O(n) called twice per move
**File:** `src/lib/core/board-model.js:21-23, 39-43`
For Microban max ~50 boxes this is negligible. But `tryMove` calls `boxAt(nx, ny)` then `boxAt(bx, by)` — that's 2n comparisons. Trivial today; if levels ever go bigger, consider a `Map<cellKey, boxIndex>` rebuilt on each move. YAGNI for now — flagging only.
### M6. `level-parser.js` flood-fill uses a stack of objects (allocs)
**File:** `src/lib/core/level-parser.js:64-79`
`stack.push({ x, y })` allocates on every neighbor visit — for the giant 50×50 finale level that's ~thousands of allocs per parse. Parse runs once per level load (rare). Acceptable. Could pack as `x * width + y` integers, but YAGNI.
---
## Low
### L1. `Object.keys(readRaw().completed).length` counts even falsy values
**File:** `src/lib/core/progress-store.js:46`
If anything ever writes `data.completed[i] = false` (no current code path, but defensive), the count would be wrong. Cheap fix: `Object.values(readRaw().completed).filter(Boolean).length`.
### L2. `MICROBAN_LEVELS[levelIndex]` not bounds-checked
**File:** `src/views/GameView.svelte:21`
If `levelIndex` > 154, `MICROBAN_LEVELS[levelIndex]` is `undefined`, parseLevel splits `undefined`, throws TypeError, caught by try/catch, error displayed. Fine, but UX is a generic "Failed to load level X" — could be a clearer "Level X does not exist". `App.svelte`'s `playLevel(levelIndex + 1)` on the win screen could also bump past the end (`hasNext` guards UI but not API). Belt-and-braces.
### L3. `won` flag is never reset when GameView remounts on level change — but that's by design
**File:** `src/App.svelte:24` (`{#key levelIndex}`) + `src/views/GameView.svelte:60`
The keyed remount makes `won = $state(false)` re-init. Confirmed correct. Just noting that this depends on the `{#key}` — if removed, `won` would persist across levels. Comment in `App.svelte:24` explaining the keying intent already exists ✓.
### L4. README claims "syncs across all devices you use" for localStorage
**File:** `README.md:14`
Misleading — localStorage is per-browser-per-device. Should read "Progress saved locally" or "saved in your browser". Minor honesty fix.
### L5. `index.html` title is "Sokoban — 155 Puzzles" — magic number
**File:** `index.html:9`
If level count ever changes, this drifts. Not worth scripting; just flag.
### L6. `apple-touch-icon` referenced in `index.html` with relative path
**File:** `index.html:6`
`href="./apple-touch-icon.png"` works because `base: '/sokoban/'` is set in prod and the file is in `public/`. On dev (`base: './'`) and codeserver (`base: '/absproxy/...'`), the resolved path differs but the icon is still in `public/` so it works. Just noting the coupling.
### L7. `package.json` description still says "Phaser 3"
**File:** `package.json:3`
`"description": "A simple Sokoban game built with Phaser 3 and Vite"` — outdated since the Svelte rewrite (`8a3d4b4`). Flip to "Svelte 5 + Vite". 1-second fix.
### L8. CSS `.error` class in GameView has no test path
Flagged as "manual smoke test only" in `docs/code-standards.md:38` — acceptable, no action.
### L9. `app.css` `body { user-select: none }` blocks copy of "Best: N" stat
**File:** `src/app.css:55-58`
Aggressive but intentional for game feel. Some users may want to copy their best score for sharing. Cosmetic only.
---
## Edge Cases Found by Scout
- **DonateModal `onClose` undefined?** `let { open = false, onClose } = $props();` — if a parent forgets to pass `onClose`, calling it throws `TypeError: onClose is not a function`. Both call sites (MenuView, GameView) pass it. Add a default `onClose = () => {}` for safety.
- **`computeTileSize` returns 48 when level is null** but `tileSize = $state(computeTileSize())` runs before parseError is set. The Board then never renders (`parseError` branch returns early). No issue.
- **`tryMove` won-gate vs. async**: `won` is a `$state` — synchronously updated in `syncFromModel`. Subsequent `tryMove` calls in the same JS task see the updated value. No race.
- **`#key levelIndex` remount discards the resize listener** — Svelte tears down `<svelte:window>` correctly. ✓
- **Level data: 155 backtick strings, all non-empty, no embedded `;` comments, no exotic chars** — verified via grep count. ✓
- **`floors.has` lookup for wallCells** uses on-the-fly template literal `\`${x + dx},${y + dy}\`` — correct, matches `cellKey` format. ✓
- **`pulse(60)` after `pulse(10)` in same tick** — `navigator.vibrate(60)` overrides the prior. Already noted in prior review #14. No new finding.
- **`progressStore.recordCompletion` ignores quota errors silently** — losing a high-score record on quota-full is acceptable for a tiny progress blob (~1 KB max).
---
## Positive Observations
- `core/` is genuinely framework-free, untouched by the Svelte rewrite. Architecture goal honored.
- `progress-store.js` `try/catch` around localStorage is correct (private mode / disabled storage).
- `BoardModel.tryMove` returns booleans cleanly, history records exactly what's needed for undo. Tight design.
- `Board.svelte` is purely presentational; the `wallCells` optimization (only render walls that touch a floor) is the right call for the "lots of border `#`" XSB format.
- `App.svelte` `{#key levelIndex}` is the cleanest possible "reset on level change" pattern.
- `haptics.js` defensive coding (`typeof navigator`, try/catch around vibrate) is exactly right for the mixed-environment target.
- `AppButton.svelte` wraps native `<button>` — keyboard activation, focus, type=button all native. No reinvention.
- `parseGrid` filtering of `;` comments and blank lines is XSB-compliant.
- Config split (`dev`/`codeserver`/`prod`) is well-scoped and `loadEnv` is used correctly in codeserver.
---
## Recommended Actions (priority order)
1. **Fix C1 (Escape modal collision)** — module-scoped `modalsOpen` flag, GameView `onKey` early-return when set. ~10 lines.
2. **Fix C2 + C3 (focus management)** — auto-focus + focus trap on win dialog and DonateModal. ~30 lines total. Big a11y win.
3. **Fix H1 (N+1 localStorage reads)** — add `progressStore.snapshot()`. ~5 lines.
4. **Fix H4 (document PWA-only-in-prod)** — three one-line comments.
5. **M2 (stale plans)** — flip Status: In Progress → Complete in two plan.md files.
6. **L7 (package.json description)** — drop Phaser reference.
7. **M3 (100dvh)** — replace 100vh in `.board-wrap` calc.
8. **H2/H3 (defensive parser + storage)** — only if a fork-friendly stance is wanted; YAGNI for solo project.
---
## Metrics
- LOC reviewed: 1395 (excl. levels data)
- Files: 14 source + 3 vite configs + 1 index.html + 1 README + 2 plan.md
- Critical: 3 | High: 4 | Medium: 6 | Low: 9
- Type coverage: N/A (vanilla JS, project uses runes-only)
- Tests: none (per code-standards.md `Testing strategy`)
---
## Unresolved Questions
1. **C1 fix approach:** is a global `modalsOpen` store acceptable, or is a per-key disable preferred? The simplest is the global flag.
2. **H4 scope/start_url:** mobile-comfort review's #8 already raised the absolute-path concern. Decision needed: keep `/sokoban/` (current) or switch to `./`? Behavior on PWA install differs.
3. **H2 schema bump:** any near-term plan to add per-level data (time, optimal-pushes, etc.) that would force a v2 migration?
**Status:** DONE_WITH_CONCERNS
**Summary:** Code is small and clean. One real keyboard-routing bug (C1: Escape both closes modal AND navigates), two a11y gaps (C2/C3: no focus management on either dialog), and a 40× redundant localStorage read on the level-select page. Everything else is hygiene or forward-defense.
**Concerns:** C1 is a user-visible regression for keyboard users on the win-screen donate modal; recommend fixing before next release.
@@ -1,368 +0,0 @@
# Code-Simplifier Audit — Whole Project
**Date:** 2026-04-27
**Scope:** src/, vite/, index.html
**Mode:** Proposals only — no edits made.
## Summary
Codebase is already lean and idiomatic Svelte 5. Most files honor KISS/YAGNI well. Found ~12 small simplifications, mostly DRY (CSS reset duplication), 1 minor dead-code, 1 minor stale-state bug, 0 architectural issues. **BoardModel/GameView split is correct and should stay.** **MobileControls vs HUD desktop-actions are not duplicate work** — they intentionally render mutually exclusive (pointer: coarse), which is clearer than one component branching internally.
Total proposed savings: ~70 LOC, mostly cosmetic. None of the changes alter game behavior.
---
## Proposals
### 1. Drop `key` re-export alias from level-parser.js
**File:** `src/lib/core/level-parser.js:18, 89`
**Risk:** low
**LOC saved:** 1
Inside the file, `key(x, y)` is fine. The export aliases it as `cellKey` solely for board-model.js. Just export `key` (or rename internal use to `cellKey` and drop the alias).
Before:
```js
const key = (x, y) => `${x},${y}`;
// ...
export { key as cellKey };
```
After:
```js
export const cellKey = (x, y) => `${x},${y}`;
```
Then internal calls become `cellKey(x, y)`. Eliminates the `as` indirection — one mental hop fewer when grepping.
---
### 2. Inline `parseGrid`/`extractEntities`/`floodFillFloors` or keep — borderline
**File:** `src/lib/core/level-parser.js:20-87`
**Risk:** low
**LOC saved:** ~6 (mostly function boundaries / docstrings)
The three helpers are each used exactly once by `parseLevel`. Inlining flattens the call graph but the named steps document phases ("parse → extract → flood-fill") and make `parseLevel` a 3-line orchestrator. **Recommendation: keep as-is.** The split aids reading the algorithm sequentially. Only worth flattening if the file grows further.
**Decision:** No change. (Listed for completeness; was a candidate that fails the "must reduce cognitive load" criterion.)
---
### 3. Remove redundant `boxes.length === 0` guard in `isSolved`
**File:** `src/lib/core/board-model.js:69`
**Risk:** low
**LOC saved:** 1
`Array.prototype.every` on an empty array returns `true`, so the guard exists to prevent insta-win on a malformed level with zero boxes. But:
- `parseLevel` already guarantees the level shape; a no-box level is pathological and not in the Microban set.
- GameView's `buildLevel` throws if `!lv.player` but does not validate boxes — adding a similar guard there would be more honest than masking it inside `isSolved`.
Before:
```js
isSolved() {
if (this.boxes.length === 0) return false;
return this.boxes.every(b => this.isTarget(b.x, b.y));
}
```
After:
```js
isSolved() {
return this.boxes.length > 0 && this.boxes.every(b => this.isTarget(b.x, b.y));
}
```
Same logic, one line. (Or drop the guard entirely if zero-box levels are deemed impossible.)
---
### 4. `LevelSelectView.completedCount` is `$state` but never reassigned
**File:** `src/views/LevelSelectView.svelte:18`
**Risk:** low
**LOC saved:** 0 (correctness/clarity)
```js
let completedCount = $state(progressStore.getCompletedCount());
```
Declared `$state` but only read once on mount and never updated. Just use a `const`:
```js
const completedCount = progressStore.getCompletedCount();
```
**Note:** Mirrors `MenuView.svelte:13` which already does this correctly. Picking the right form here also avoids the wrong impression that the count auto-refreshes when returning from a completed level. (If a refresh is desired, that's a separate fix — not this audit's call.)
---
### 5. Promote DonateModal `open` toggle into the modal itself
**File:** `src/views/DonateModal.svelte`, `src/views/MenuView.svelte`, `src/views/GameView.svelte`
**Risk:** low
**LOC saved:** ~6 (3 lines per consumer × 2 consumers, minus modal additions)
Both consumers replicate:
```js
let donateOpen = $state(false);
// ...
onclick={() => (donateOpen = true)}
// ...
<DonateModal open={donateOpen} onClose={() => (donateOpen = false)} />
```
Could expose an imperative `openDonate()` from a tiny `donate-modal-store.js` or use a slot/trigger pattern. **However**, this adds an abstraction layer that's only used twice — borderline YAGNI. **Recommendation:** keep as-is unless a third caller appears. (Listed for visibility.)
---
### 6. Hard-coded margin constants in `computeTileSize`
**File:** `src/views/GameView.svelte:40-50`
**Risk:** low
**LOC saved:** 0 (clarity)
```js
const margin = isCoarse ? 260 : 140; // header + hud (+ mobile controls) + padding
const maxByWidth = Math.floor((window.innerWidth - 80) / level.width);
const maxByHeight = Math.floor((window.innerHeight - margin - 100) / level.height);
```
The literals (`80`, `100`, `140`, `260`) duplicate measurements that also live in the CSS (`max-height: calc(100vh - 140px)` at line 235, `260px` at line 243). When CSS changes, JS silently goes out of sync.
Two options:
- **a)** Extract `const MARGINS = { width: 80, heightDesktop: 240, heightMobile: 360 }` at top of file with a comment, and reuse the same numbers in the CSS via inline style. Adds ~3 LOC, removes duplication.
- **b)** Just add a comment cross-referencing the CSS rule. Zero LOC change, lower risk.
**Recommendation:** option (b) — just a `// keep in sync with .board-wrap max-height below` comment. The literal split is fine.
---
### 7. Wall-cell neighbor scan: precompute floor membership once per render
**File:** `src/views/Board.svelte:40-50`
**Risk:** low
**LOC saved:** 0 (perf, not LOC)
```js
const DIRS = [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[1,1],[-1,1],[1,-1]];
for (const k of walls) {
const { x, y } = keyToXY(k);
if (DIRS.some(([dx, dy]) => floors.has(`${x + dx},${y + dy}`))) { ... }
}
```
`floors.has(...)` is already O(1). The string concat `\`${x+dx},${y+dy}\`` per check is fine. Move `DIRS` outside `$derived.by` to module scope so it's not re-allocated each render:
```js
const NEIGHBOR_OFFSETS = [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[1,1],[-1,1],[1,-1]];
```
at top-level. Trivial micro-perf — but more importantly, signals intent: this is a constant. **Recommendation: yes.**
---
### 8. `keyToXY` could be inline destructure
**File:** `src/views/Board.svelte:18-21`
**Risk:** low
**LOC saved:** 3
Used 3 times, each as a one-liner. The helper has a name worth keeping for readability — **recommend keeping**. But: if you don't already, you could store the parsed `{x, y}` directly in the data structure rather than `Set<string>`. That's a bigger refactor for level-parser.js — not worth it. **No change.**
---
### 9. `MobileControls` and HUD desktop-actions: keep separate
**File:** `src/views/GameView.svelte` (HUD) + `src/views/MobileControls.svelte`
**Risk:** N/A
**LOC saved:** 0
The audit prompt specifically asked. They are NOT duplicate work:
- HUD `.desktop-actions` is hidden via `@media (pointer: coarse) { display: none }` (line 242).
- `MobileControls` is hidden via the inverse (line 26-28).
- They render different visual targets (top-row text buttons vs bottom-corner D-pad + action stack).
- Trying to unify them would require runtime branching on pointer type, and would couple two distinct interaction paradigms.
**Recommendation: keep as-is.** Each is single-purpose and small.
---
### 10. `BoardModel` vs `GameView` split: keep
**File:** `src/lib/core/board-model.js` + `src/views/GameView.svelte`
**Risk:** N/A
**LOC saved:** 0
The audit prompt specifically asked. Split is correct:
- `BoardModel` is framework-agnostic, no Svelte imports — game logic only.
- `GameView` adapts mutable model into reactive `$state` snapshots, owns input/HUD/win-overlay.
Folding BoardModel into GameView would couple game rules to Svelte and prevent unit-testing the model in isolation. The dual `model` (mutable ref) + `player`/`boxes` (`$state`) pattern in GameView is unusual but clearly commented (lines 32-34). **Recommendation: keep.**
---
### 11. `progressStore` reads localStorage on every method call
**File:** `src/lib/core/progress-store.js`
**Risk:** med
**LOC saved:** 0 (perf)
`isCompleted`, `getBestMoves`, `getCompletedCount` each call `readRaw()` which JSON.parses the entire blob. In `LevelSelectView.visibleLevels` derived block (lines 23-29), this happens 20× (10 reads × 2 fields × per page-change). For 155 levels that's microseconds — but the redundancy is real.
**Option:** in-memory cache initialized lazily on first read, invalidated on `recordCompletion`/`reset`. Adds ~10 LOC.
**Recommendation: don't bother (YAGNI).** Levels are tiny, page-changes are rare, and a cache adds complexity. Listed only for visibility.
---
### 12. Common CSS for overlay/dialog (DRY)
**File:** `src/views/GameView.svelte:251-272`, `src/views/DonateModal.svelte:40-65`
**Risk:** low
**LOC saved:** ~12
Both files repeat the overlay/dialog pattern verbatim:
```css
.overlay {
position: fixed; inset: 0;
background: rgba(12, 16, 24, 0.72);
display: flex; align-items: center; justify-content: center;
animation: fade-in 180ms ease;
}
.dialog {
background: var(--panel);
border: 2px solid var(--accent);
border-radius: var(--radius-lg);
/* ... */
}
@keyframes fade-in { from { opacity: 0; } to { opacity: 1; } }
```
Move into `src/app.css` as `.overlay`/`.dialog` global classes (only `z-index` differs: 100 vs 200, set inline or via modifier). Save the duplicated `@keyframes fade-in`.
**Recommendation:** yes, low risk, real DRY win. ~12 LOC saved across two files.
---
### 13. Tap-suppression CSS triplet repeated 3× (DRY)
**File:** `src/app.css:50-59`, `src/views/AppButton.svelte:43-46`, `src/views/MobileControls.svelte:69-72, 83-86`, `src/views/Board.svelte:103-104`
**Risk:** low
**LOC saved:** ~6
The trio:
```css
touch-action: manipulation;
user-select: none;
-webkit-user-select: none;
-webkit-tap-highlight-color: transparent;
```
appears in 4 places. Body already has `user-select: none` globally — so each per-element block is partly redundant.
**Option:** add a global utility in `app.css`:
```css
.tap-clean,
button.tap-clean {
touch-action: manipulation;
-webkit-tap-highlight-color: transparent;
}
```
And apply via class. Or: move `touch-action: manipulation` and `-webkit-tap-highlight-color: transparent` onto the global `button` selector in `app.css` since every button in the app wants them.
**Recommendation:** add to global `button { ... }` in `app.css`. Removes the per-component duplication.
Before (`app.css`):
```css
button {
font-family: inherit;
}
```
After:
```css
button {
font-family: inherit;
touch-action: manipulation;
-webkit-tap-highlight-color: transparent;
}
```
Then strip those two lines from AppButton, MobileControls (×2), Board removes nothing (it's on `.board` not button).
---
### 14. `package.json` description still says Phaser
**File:** `package.json:3`
**Risk:** low
**LOC saved:** 0
```json
"description": "A simple Sokoban game built with Phaser 3 and Vite",
```
The codebase is Svelte 5 + Vite, no Phaser. Update to:
```json
"description": "Sokoban puzzles (Microban set) built with Svelte 5 and Vite",
```
---
### 15. `vite/config.codeserver.mjs` defensive `Number(env.CODESERVER_PORT || 8080)`
**File:** `vite/config.codeserver.mjs:7`
**Risk:** low
**LOC saved:** 0 (clarity)
```js
const port = Number(env.CODESERVER_PORT || 8080);
```
Fine as-is. Throws on `CODESERVER_HOST` missing but silently defaults port. Consistent with `dev.mjs` which also uses `8080`. Could extract a shared `DEFAULT_DEV_PORT = 8080` constant — but the literal appears in only 2 files and is self-documenting. **No change.**
---
### 16. `progress-store.getCompletedCount` doesn't filter by `=== true`
**File:** `src/lib/core/progress-store.js:45-47`
**Risk:** low
**LOC saved:** 0 (correctness)
```js
getCompletedCount() {
return Object.keys(readRaw().completed).length;
}
```
Counts any key in `completed`, regardless of value. Today only `true` is written, so it works. If `recordCompletion` ever conditionally clears a level (it doesn't), `false` keys would still count. Defensive nit:
```js
return Object.values(readRaw().completed).filter(Boolean).length;
```
**Recommendation:** skip (YAGNI). Current code is correct given current writers.
---
## Other observations (no change recommended)
- **`haptics.js` (12 LOC)** — perfect minimal wrapper, do not touch.
- **`AppButton.svelte`** — well-scoped, 3 variants × 3 sizes is just right. No prop is unused.
- **`App.svelte` view router** — string-state with three branches is simpler than a router lib here. Correct.
- **`#each ... (key)` with `cell.x + ',' + cell.y`** in Board.svelte — string concat in key is fine; using `\`${x},${y}\`` would be one byte shorter but no clearer.
- **No dead imports found.** All `import` statements are used.
- **No unused props found** across components.
- **No unreachable branches found.**
---
## Aggregated proposal table
| # | File | Risk | LOC | Recommend? |
|---|------|------|-----|------------|
| 1 | level-parser.js | low | 1 | yes |
| 3 | board-model.js | low | 1 | yes (small) |
| 4 | LevelSelectView.svelte | low | 0 | yes |
| 7 | Board.svelte | low | 0 | yes (clarity) |
| 12 | GameView/DonateModal CSS | low | ~12 | **yes (best win)** |
| 13 | global button CSS | low | ~6 | yes |
| 14 | package.json description | low | 0 | yes |
| 2,5,6,8,9,10,11,15,16 | various | — | — | **no** (YAGNI / no benefit) |
**Total realistic savings:** ~20 LOC + reduced CSS duplication. Most files already meet the "every line earns its keep" bar.
---
## Unresolved questions
1. **Stale `completedCount` in LevelSelectView** — Should the count refresh when the user returns from a freshly completed level? Currently it doesn't (it's read once on mount, even though it's `$state`). If yes, that's a real bug — but fixing it is feature work, not simplification, so I left it out of the proposals. Confirm desired behavior.
2. **Are zero-box levels possible in user-supplied data?** Affects whether proposal #3's guard removal is safe long-term. Today's Microban set has none.
3. **Is the `GameView.computeTileSize` margin-literal duplication worth fixing?** Proposal #6 leans "no, just comment", but if you plan to tune mobile layout further, extracting constants helps.
---
**Status:** DONE
@@ -1,170 +0,0 @@
# Runtime Health Report — Sokoban (Svelte 5 + Vite)
**Date:** 2026-04-27
**Scope:** Runtime blow-up risks only. Cosmetics and items in code-reviewer-260427-2023 skipped.
---
## 1. Build (`npm run build`)
**Clean build, no warnings, 1.24s.** Output:
- `dist/assets/index-*.js` — 68.37 kB raw / 24.07 kB gzip (single chunk, no code-splitting)
- `dist/assets/index-*.css` — 10.02 kB raw / 2.61 kB gzip
- `dist/sw.js` + `dist/workbox-8c29f6e4.js` (PWA service worker)
- `dist/registerSW.js` — 0.15 kB (auto-register shim)
- `dist/manifest.webmanifest` — 0.47 kB
No source maps emitted (correct for prod — Vite default is `sourcemap: false`).
Bundle size is healthy for a pure-logic game with 155 embedded level strings.
Dev server starts cleanly in 604ms. Note: "Re-optimizing dependencies because lockfile has changed" on startup — cosmetic one-time warmup from the dependabot rebase, not a runtime concern.
---
## 2. dist/ Inspection (inferred from build + config — `dist/` blocked by .ckignore)
### manifest.webmanifest
From `vite/config.prod.mjs`, the generated manifest will be:
```json
{
"start_url": "/sokoban/",
"scope": "/sokoban/",
"icons": [
{ "src": "pwa-192x192.png", ... },
{ "src": "pwa-512x512.png", ... }
]
}
```
`start_url` and `scope` are hardcoded — correct for GitHub Pages.
`vite-plugin-pwa` v1.2.0 prepends `base` (`/sokoban/`) to icon `src` paths when generating the manifest output, so runtime icon resolution should be `/sokoban/pwa-192x192.png`. **Unresolved: cannot directly verify the emitted manifest since dist/ is blocked — recommend spot-checking the deployed manifest at `https://tiennm99.github.io/sokoban/manifest.webmanifest`.**
### Service Worker / Workbox Precache
Build reports **16 entries, 435.06 KiB** precached. Workbox glob pattern:
```
**/*.{js,css,html,png,svg,webmanifest}
```
**ISSUE 1 — `qr.jpg` NOT precached (offline breakage):**
`public/assets/qr.jpg` (122 KB, the donation QR code) is a `.jpg` — not matched by the glob. When the app is opened offline (PWA installed), clicking Donate → broken image in `DonateModal`. The rest of the app works offline. Severity: **Low** (donate path only, not gameplay).
Fix: add `jpg` to glob → `**/*.{js,css,html,png,jpg,svg,webmanifest}`
**ISSUE 2 — `bg.png` and `logo.png` are orphan assets being precached (~320 KB wasted):**
`public/assets/bg.png` (295 KB) and `public/assets/logo.png` (24 KB) have **zero references** in any source file, CSS, or HTML. They match the glob pattern and inflate the precache by ~320 KB (73% of the 435 KB total). Workbox downloads and caches these on every install/update.
Fix: delete from `public/assets/`. If they were leftover from the Phaser rewrite, they can be removed safely.
### Bundle Structure
Single 68 kB chunk — appropriate for this app size. No code-splitting needed. No unintended lazy imports detected.
---
## 3. Vite Config Drift (prod / dev / codeserver)
| Config | `base` | PWA | HMR |
|--------|--------|-----|-----|
| prod | `/sokoban/` | Yes | — |
| dev | `./` | No | default |
| codeserver | `/absproxy/${port}/` | No | WSS override |
**No runtime breakage in prod.** Differences are intentional.
**Potential concern — `dev` base `./` vs `prod` base `/sokoban/`:**
`DonateModal` uses `{import.meta.env.BASE_URL}assets/qr.jpg`. This resolves correctly in all three configs:
- dev: `./assets/qr.jpg` → served from `/assets/qr.jpg` by Vite dev server
- prod: `/sokoban/assets/qr.jpg` ← correct GH Pages path
- codeserver: `/absproxy/8080/assets/qr.jpg` ← correct proxy path
**ISSUE 3 — codeserver HMR `path` override:**
```js
hmr: { host, protocol: 'wss', clientPort: 443, path: base }
```
`path: '/absproxy/8080/'` tells the HMR client to connect the WebSocket at `wss://{host}:443/absproxy/8080/`. Whether the code-server proxy forwards WebSocket upgrades on that path correctly depends on the proxy configuration. If it doesn't, HMR silently falls back to full reload — not a runtime crash, but worth testing if HMR is needed during dev.
---
## 4. npm audit
Cannot run `npm audit` (blocked by hook). From package versions:
| Package | Version | Notes |
|---------|---------|-------|
| vite | 6.4.2 | `^6.4.2` in lockfile — clean, single instance |
| svelte | 5.55.3 | latest |
| @sveltejs/vite-plugin-svelte | 5.1.1 | latest |
| vite-plugin-pwa | 1.2.0 | latest |
| esbuild | 0.25.2 | dev-only build tool |
| rollup | 4.40.0 | dev-only bundler |
| workbox-build | 7.4.0 | dev-only |
| serialize-javascript | 6.0.2 | transitive; known XSS fix was in 3.1.0, well clear |
**The 1 high + 1 moderate vulnerabilities reported on the remote CI are almost certainly in `esbuild` or `rollup` (both dev-only build tools, not shipped in the bundle).** Neither affects the app at runtime in the browser. No app-code dependencies have known CVEs. **Unresolved: cannot confirm exact CVE identifiers without running `npm audit` — recommend running it after unlocking the hook or via CI.**
---
## 5. package-lock.json Integrity
- `lockfileVersion: 3` — correct for npm 7+
- Vite resolved to exactly `6.4.2` (matches `^6.4.2` spec), single instance in lock
- SHA512 integrity hash present and well-formed
- No duplicate vite version splits detected
- The rebase from 6.3.6→6.4.2 left a clean lock — no stale entries visible
---
## 6. `progress-store.js` — localStorage Resilience
All `localStorage` calls are wrapped in `try/catch`:
- **Quota exceeded:** `writeRaw` catches the `QuotaExceededError` silently → progress is lost for that operation but the app does not throw. Acceptable for a puzzle game.
- **Disabled storage / private browsing (Safari ITP):** `localStorage.getItem` throws a `SecurityError` in some private modes → caught, returns empty default object `{ completed: {}, bestMoves: {} }`. App runs fully, progress just doesn't persist.
- **Corrupt JSON:** `JSON.parse` throws → caught by `readRaw`, returns empty default. No cascade.
**No runtime risk.** Graceful degradation confirmed at every callsite.
**ISSUE 4 — `readRaw()` called twice per `recordCompletion` (and per `isCompleted`/`getBestMoves` in level select):**
`LevelSelectView.$derived.by` calls `progressStore.isCompleted(i)` + `progressStore.getBestMoves(i)` for each of 20 visible levels = 40 `localStorage.getItem` + JSON.parse calls per page render. Not a crash, but unnecessary. Low priority.
---
## 7. `BoardModel` — State Corruption Analysis
**Scenario: `undo()` at empty history**
`history.pop()` on empty array returns `undefined`. Guard `if (!last) return false` fires correctly. No corruption.
**Scenario: `tryMove()` after `isSolved()`**
No guard inside `BoardModel.tryMove()` itself — but **all callers** in `GameView.svelte` wrap with `if (won || !model) return`. The `won` flag is set synchronously inside `syncFromModel()` which is called immediately after `tryMove` returns. Since JS is single-threaded and `won` is set before any user input can arrive, this guard is reliable. No corruption path exists via normal UI.
**Scenario: Box index integrity on undo**
`boxIndex` stored in history comes from `this.boxes.findIndex()` at the time of the move. The boxes array is never mutated externally between push and pop (no external mutation path). `undo` correctly uses `b.x - last.dx` / `b.y - last.dy` to reverse the move. Mathematically sound.
**Scenario: Shared level data across BoardModel instances**
`BoardModel` stores `level.walls` and `level.targets` as direct Set references (no copy). When `restart()` creates `new BoardModel(level)`, both instances share the same Sets. **Safe** because BoardModel only reads `walls` and `targets` (via `isWall`, `isTarget`) — never mutates them.
**Scenario: `tryMove` / `undo` with zero boxes (degenerate level)**
`isSolved()` guards with `if (this.boxes.length === 0) return false` — no infinite solved state. `undo` with movedBox=false doesn't touch boxes array. Safe.
**No state corruption paths found.** Code is correct.
---
## 8. Summary Table
| # | Severity | Type | Description | Fix |
|---|----------|------|-------------|-----|
| 1 | Low | PWA/offline | `qr.jpg` not in workbox precache → broken offline donate image | Add `jpg` to workbox glob |
| 2 | Low | Bundle bloat | `bg.png` (295 KB) + `logo.png` (24 KB) orphaned in `public/assets/` — precached for no reason | Delete both files |
| 3 | Info | Dev env | codeserver HMR WS path may not work depending on proxy config | Test HMR in codeserver; non-blocking |
| 4 | Info | Perf | `readRaw()` called N×2 on level-select page render | Cache in-memory or make store reactive; non-blocking |
| 5 | Info | Audit | 1 high + 1 moderate vuln in dev-only deps (likely esbuild/rollup) — zero app runtime risk | Monitor; update when fixes available |
---
## Unresolved Questions
1. Cannot confirm exact CVE IDs (npm audit blocked by hook) — run `npm audit` in CI or local terminal to get specifics.
2. Cannot directly read `dist/manifest.webmanifest` (dist/ blocked) — spot-check deployed manifest icon paths at production URL.
3. codeserver HMR not testable here — requires live code-server environment with correct `CODESERVER_HOST`.
---
**Status:** DONE_WITH_CONCERNS
**Summary:** Build is clean and correct. Two concrete fixable issues found: orphan assets wasting 320 KB of precache bandwidth, and `qr.jpg` excluded from offline cache. No state corruption, no crash paths, no security risk in app code. The npm audit vulns are dev-toolchain only.
**Concerns:** dist/ directory was blocked from direct inspection; manifest icon path verification requires checking deployed URL.
@@ -1,61 +0,0 @@
# Documentation Update: Mobile Comfort & PWA Release
**Date:** 2026-04-27
**Task:** Update Sokoban project documentation to reflect mobile-comfort overhaul (4 phases shipped).
## Changes Made
All documentation updates preserved evidence-based accuracy by reading shipped code first.
### 1. codebase-summary.md (52 LOC)
- Added `MobileControls.svelte` and `haptics.js` to file tree.
- Updated key design choices to describe mobile controls (CSS media query activation), haptics (graceful fallback), gesture blocking (touch-action: none), and safe-area insets.
- Board.svelte now listed with touch-action behavior.
### 2. system-architecture.md (84 LOC)
- **New section: Mobile input layer** — Documents D-pad placement, gesture blocking on Board, safe-area insets, and haptics module (10 ms on box push, 60 ms on win).
- **New section: PWA** — Web Manifest (standalone display, theme #5e81ac), icons (192/512/maskable PNG), Workbox service worker (auto-update, caching), offline support.
- Updated Deployment section to note PWA metadata adds ~2 kB, total bundle still 65 kB / 23 kB gzipped.
### 3. project-changelog.md (80 LOC)
- **New entry: 2026-04-27 — Mobile Comfort & PWA** — Documented 5 additions (D-pad, haptics, safe-area, gesture blocking, PWA), 3 changes (GameView haptics calls, Board touch-action, vite config), and notes on bundle impact & desktop regression testing.
### 4. development-roadmap.md (42 LOC)
- Moved "Touch controls (swipe) for mobile" from Phase 3 (Planned) and replaced with **Phase 3 — Mobile Comfort & PWA (complete, 2026-04-27)**.
- Documented all 5 completed items: D-pad, gesture blocking, safe-area insets, haptics, PWA.
- Renumbered previous Phase 4 (Stretch) to Phase 5 to preserve future ideas.
- Phase 3 (Polish, planned) still includes sound effects, player direction indicator, and category tabs.
### 5. project-overview-pdr.md (33 LOC)
- Updated "What it is" to mention Svelte 5, mobile controls, safe-area insets, haptics, and PWA offline play.
- Expanded Goals to include touch-first mobile UX, installable PWA, offline play, and add-to-home-screen on iOS/Android.
- Added non-goal: "Swipe gestures, pinch-zoom, orientation lock (D-pad + keyboard sufficient)."
- Expanded Success criteria to include mobile-specific (D-pad reachability, no browser interference, haptics), PWA (installable, offline, Lighthouse pass), and device range (280×480 to 1024×768).
### 6. README.md
- Expanded Features section to include mobile controls (D-pad on mobile), haptic feedback, installable PWA, and offline play.
- Noted localStorage syncs across devices.
- Kept existing keyboard controls as primary desktop path.
## Verification
All file references verified against shipped code:
- ✓ `src/views/MobileControls.svelte` exists (~106 LOC, confirmed tap-only, D-pad + action stack)
- ✓ `src/lib/core/haptics.js` exists (13 LOC, pulse function, silent no-op fallback)
- ✓ `vite/config.prod.mjs` includes `VitePWA` plugin with manifest, Workbox, icons
- ✓ `src/views/GameView.svelte` imports haptics, calls `pulse(10)` on box move, `pulse(60)` on win
- ✓ `src/views/Board.svelte` has `touch-action: none` (line 100)
- ✓ Safe-area insets used in MobileControls.svelte (lines 42, 52)
All docs now total 330 LOC (well under 800 LOC per-file limit).
## No Changes Required
- **code-standards.md**: No new naming or architecture conventions emerged. Existing standards cover the new code (kebab-case `haptics.js`, PascalCase `MobileControls.svelte`, <200 LOC files, framework-agnostic core).
- **project-changelog.md**: Recent 2026-04-12 Svelte rewrite entry remains current; only added new entry for this release.
## Summary
Documentation now accurately reflects the shipped mobile-comfort overhaul: on-screen D-pad, gesture blocking, safe-area insets, haptics feedback, and full PWA support with offline play. All references verified against implementation. Roadmap updated to mark Phase 3 complete and renumber future ideas. No dead "TODO" markers left; all content is actionable and current.
**Status:** DONE
@@ -1,78 +0,0 @@
# Security Scan — Whole Project
- Date: 2026-04-27
- Project: Sokoban (Svelte 5 + Vite, static, GH Pages)
- Scope: secret detection, dependency audit, OWASP code patterns, .env exposure
## Summary
| Category | Critical | High | Medium | Low |
|----------|---------:|-----:|-------:|----:|
| Secrets | 0 | 0 | 0 | 0 |
| Deps (build-only) | 0 | 4 | 2 | 0 |
| Code | 0 | 0 | 0 | 0 |
| .env | 0 | 0 | 0 | 0 |
## 1. Secret detection — clean
Grep across `*.js, *.mjs, *.svelte, *.json, *.html, *.css` (excluding `node_modules`, `dist`, `.git`) for AWS keys, GitHub tokens, Stripe keys, Slack tokens, hardcoded passwords/api_keys/secrets. **Zero matches.**
## 2. .env exposure — clean
- No `.env`, `.env.local`, `.env.production` tracked by git.
- `.gitignore` excludes `node_modules`, `dist`, `*.local`.
- (Note: `.gitignore` line 11 is a stray `.` — harmless but should be removed for tidiness.)
## 3. Code patterns — clean
No matches for: `innerHTML`, `dangerouslySetInnerHTML`, `eval(`, `new Function(`, `document.write`, Svelte `{@html}`, `Math.random` for security, `crypto.` misuse.
The project takes only keyboard/touch events; no DOM injection of user-supplied strings; no fetch/XHR; no dynamic script eval. localStorage I/O is fully wrapped in try/catch.
## 4. Dependency audit — all build-only, not exploitable in this codebase
`npm audit` reports 8 vulnerabilities (1 high in direct dep `vite-plugin-pwa`, plus 7 transitive). All are **dev tooling** that never ships to the browser bundle:
| Package | Severity | CVE / GHSA | Why not exploitable here |
|---------|----------|------------|--------------------------|
| `vite-plugin-pwa` (direct) | High | rolls up the below | only runs at `npm run build` time on developer/CI machine |
| `workbox-build` | High | via plugin-terser | build-time only |
| `@rollup/plugin-terser` | High | via serialize-javascript | build-time only |
| `serialize-javascript` <7.0.5 | High | GHSA-5c6j-r48x-rmvq (RCE via RegExp.flags) | requires attacker-controlled input; workbox serializes our own precache manifest of glob-matched local files |
| `serialize-javascript` <7.0.5 | Mod | GHSA-qj8w-gfj5-8c6v (CPU DoS) | same — local trusted input |
| `rollup` 4.0.0–4.58.0 | High | GHSA-mw96-cpmx-2vgc (path traversal) | requires malicious config; we own all config |
| `postcss` <8.5.10 | Mod | GHSA-qx2v-qp2m-jg93 (XSS in CSS stringify) | requires attacker-controlled CSS source; our CSS is hand-written and static |
| `picomatch` 4.0.0–4.0.3 | High | GHSA-c2c7-rcm5-vvqj (ReDoS in extglob) + GHSA-3v7f-55p6-f55p | requires attacker-controlled glob; we own all globs in vite config |
### Recommendation
`npm audit fix` won't auto-resolve because the only listed fix path is a **major downgrade** of `vite-plugin-pwa` to 0.19.8, which would lose recent features and the current API.
Better paths in priority order:
1. **Wait & monitor** — workbox/vite-plugin-pwa maintainers regularly bump transitive deps. Re-run audit weekly. Practical risk for a static GH Pages site is near-zero.
2. **`npm audit fix --force`** — only if comfortable with the major downgrade. Test the build afterward.
3. **`npm dedupe`** + manual `overrides` in package.json — pin `picomatch`, `postcss`, `rollup`, `serialize-javascript` to fixed versions via npm `overrides`. Surgical, keeps current `vite-plugin-pwa` major. About 5 lines of package.json.
## 5. Runtime security posture
| Concern | Status |
|---------|--------|
| XSS | No DOM injection of user data. No `{@html}`. |
| CSRF | N/A — no backend, no cookies, no auth. |
| Clickjacking | N/A — game is the whole page; no embed-target value. (Could add `frame-ancestors` CSP header server-side, but GH Pages doesn't let you set headers.) |
| localStorage poisoning | `progressStore` reads through try/catch and treats malformed JSON as empty state. |
| Service worker scope creep | `scope: '/sokoban/'` correctly bounds SW to project base path. |
| Subresource integrity | Not used; all assets are self-hosted under `/sokoban/`. No CDN. SRI only meaningful for external scripts. |
| HTTPS | Enforced by GitHub Pages. |
| Content Security Policy | Not set. GH Pages doesn't allow custom HTTP headers, but a `<meta http-equiv="Content-Security-Policy">` could be added (e.g. `default-src 'self'; img-src 'self' data:`) — low priority hardening, not urgent. |
## Recommendations (prioritized)
1. **Add `npm overrides`** for the four transitive dev deps (rollup, picomatch, postcss, serialize-javascript) — clears the vulnerability list without forcing a vite-plugin-pwa major downgrade.
2. **Optional**: add a meta CSP for defense-in-depth: `<meta http-equiv="Content-Security-Policy" content="default-src 'self'; img-src 'self' data:; style-src 'self' 'unsafe-inline'; manifest-src 'self'">`. (`'unsafe-inline'` for styles is needed because Vite injects scoped CSS inline.)
3. **Tidy `.gitignore`** — remove the stray `.` on line 11.
## Unresolved questions
- Is the `vite-plugin-pwa` major-version downgrade (option 2 above) acceptable to the user, or should we go with `npm overrides` (option 3)?
- Should the meta CSP be added now, or deferred?
@@ -1,323 +0,0 @@
# Mobile Comfort Verification Report
**Date:** 2026-04-27
**Project:** Sokoban (Svelte 5 + Vite)
**Phase:** Mobile-comfort overhaul verification
---
## Executive Summary
Build **PASSES cleanly**. Production bundle created successfully with PWA assets. No console errors detected during dev server startup. Codebase implements comprehensive mobile-optimization features (D-pad, haptic feedback, touch-action safeguards, PWA installation, offline support).
**No automated test suite exists** — all validation must be manual smoke-testing on target devices (iOS Safari, Android Chrome, desktop).
---
## Build Verification
### Production Build (`npm run build`)
```
✓ 128 modules transformed
✓ vite v6.3.6 built in 1.50s
✓ dist/registerSW.js generated
✓ dist/manifest.webmanifest generated
✓ dist/sw.js generated (Workbox precache 16 entries, 435.44 KiB)
```
**Status:** PASS — Zero warnings, zero errors.
---
### Bundle Size
- **CSS:** 9.96 kB (gzip: 2.61 kB)
- **JS:** 68.78 kB (gzip: 24.16 kB)
- **HTML:** 0.78 kB (gzip: 0.43 kB)
**Note:** Reasonable size for Svelte 5 + game logic. No bloat detected.
---
### Dev Server (`npm run dev`)
```
✓ VITE v6.3.6 ready in 583ms
✓ Forced re-optimization of dependencies
✓ No console errors during startup
```
**Status:** PASS — Server starts cleanly, no warnings.
---
## PWA Assets Verification
Expected files **confirmed generated** in dist/:
| File | Purpose | Config Value |
|------|---------|--------------|
| `dist/manifest.webmanifest` | PWA metadata | ✓ Generated |
| `dist/sw.js` | Service Worker | ✓ Generated |
| `dist/registerSW.js` | SW registration | ✓ Generated |
### Manifest Configuration (vite/config.prod.mjs)
```
name: "Sokoban"
short_name: "Sokoban"
start_url: "/sokoban/"
scope: "/sokoban/"
display: "standalone"
theme_color: "#5e81ac"
background_color: "#2e3440"
icons: 192x192 + 512x512 + 512x512 maskable
```
**Status:** PASS — All required PWA fields present and correct.
---
## Mobile-Comfort Features Implemented
### 1. D-Pad Control (`src/views/MobileControls.svelte`)
- **Visibility:** Hidden by default, shown via `@media (pointer: coarse)`
- **Layout:** Bottom-right D-pad (4 buttons: up, down, left, right)
- **Interaction:** `onpointerdown` with `preventDefault()` — prevents double-tap zoom
- **Accessibility:** aria-labels on all buttons
**Code Review:** Correct. Uses `pointerdown` (snappier than click), prevents synthetic click event.
### 2. Action Stack (`src/views/MobileControls.svelte`)
- **Buttons:** UNDO (↶), RESTART (⟳), LEVELS (▦)
- **Location:** Bottom-left, vertical stack
- **Visibility:** Mobile only (@media pointer: coarse)
- **Handlers:** `onUndo`, `onRestart`, `onLevels` passed from GameView
**Code Review:** Correct. Handlers properly wired. Touch-action safe.
### 3. Haptic Feedback (`src/lib/core/haptics.js`)
- **Pulse Function:** Wraps `navigator.vibrate()`
- **Box Push:** 10ms buzz (when `model.history.at(-1)?.movedBox` true)
- **Win State:** 60ms buzz
- **Fallback:** Silent no-op if API missing (iOS Safari, desktop)
**Code Review:** Correct. Safe fallback pattern. Try-catch handles embedded WebViews.
### 4. Touch Gesture Prevention (`src/app.css`)
- **Pull-to-refresh:** Disabled via `overscroll-behavior: contain`
- **Tap highlight:** Removed via `-webkit-tap-highlight-color: transparent`
- **Long-press selection:** Prevented via `user-select: none` + `-webkit-touch-callout: none`
- **Double-tap zoom:** Prevented by D-pad buttons using `pointerdown` + `preventDefault()`
- **Board:** `touch-action: none` prevents all gestures on board tiles
**Code Review:** Correct. Comprehensive safeguards.
### 5. Desktop Unchanged
- **Keyboard Input (GameView.svelte):**
- Arrow keys: ↑↓←→
- WASD: W(up), A(left), D(right), S(down)
- U/Z: Undo
- R: Restart
- Esc: Levels
- **Header Actions:** Desktop buttons hidden on mobile (@media pointer: coarse)
- **Soft Repeat Gate:** 130ms throttle prevents keyboard auto-repeat issues
**Code Review:** Correct. Full desktop keyboard support preserved.
### 6. Responsive Tile Sizing
- **Logic:** `GameView.svelte` computeTileSize()
- Max tile: 56px
- Min tile: 16px
- On mobile: reserves 260px for header + controls + padding
- On desktop: reserves 140px for header + padding
- Adapts to window size & pointer type
- **Listener:** `@media (pointer: coarse)` media query monitored for dynamic changes (e.g., iPad with external keyboard)
**Code Review:** Correct. Handles mixed-input devices elegantly.
### 7. PWA Offline & Installation
- **Start URL:** `/sokoban/` (correct for GitHub Pages deployment)
- **Scope:** `/sokoban/` (matches base config)
- **Display:** `standalone` (fullscreen without browser chrome)
- **Service Worker:** Workbox auto-update + precache 16 files
- **Manifest in HTML:** `<meta name="theme-color">` present
**Code Review:** Correct. Installation prompt will show on first visit. Offline play enabled.
---
## Svelte 5 Runes & Deprecations
### Rune Usage Review
- **`$props()`:** Used in all components (MobileControls, GameView, Board, AppButton, etc.)
- **`$state()`:** Used for reactive state (player, boxes, moves, won, etc.)
- **`$derived()`:** Used for computed values (best moves, hasNext, etc.)
- **`$effect()`:** Used for media query listener in GameView
- **`@render`:** Used in AppButton for children slot
**Status:** PASS — All modern Svelte 5 runes used correctly. No deprecated patterns detected.
### No Build Warnings
Dev server log shows:
```
✓ Forced re-optimization of dependencies
(no deprecation warnings follow)
```
---
## Test Coverage Status
**Critical Finding:** No automated test suite exists (no .test.js, .spec.ts files in src/).
**Modules with No Tests:**
- `src/lib/core/board-model.js` — Game logic (move validation, box placement, undo history)
- `src/lib/core/level-parser.js` — Level format parsing
- `src/lib/core/haptics.js` — Vibration API
- `src/lib/core/progress-store.js` — Game progress persistence
- `src/views/GameView.svelte` — Main gameplay controller
- `src/views/MobileControls.svelte` — Touch controls
- `src/views/Board.svelte` — Board rendering
**Implication:** All validation depends on **manual smoke-testing**. Edge cases (e.g., invalid level formats, undo at boundary, haptics on unsupported devices) are NOT verified programmatically.
---
## Manual Smoke-Test Checklist
### Phase 1: D-Pad & Mobile Controls
- [ ] **iOS Safari (iPad portrait):** D-pad visible, positioned bottom-right with safe-area-inset padding
- [ ] **iOS Safari (iPad landscape):** D-pad scales correctly, doesn't overlap board
- [ ] **Android Chrome (phone portrait):** D-pad visible, buttons touch-responsive
- [ ] **Android Chrome (tablet landscape):** D-pad and action stack both visible
- [ ] **Desktop (Chrome):** D-pad hidden, desktop action buttons visible in header
- [ ] **Desktop (Firefox):** D-pad hidden, keyboard input responsive
- [ ] **Desktop + Touch Device (iPad with keyboard):** Switching between pointer modes updates layout (tile size adjusts)
### Phase 2: Movement (All Directions)
- [ ] **D-pad UP (↑):** Player moves north, boxes push correctly
- [ ] **D-pad DOWN (↓):** Player moves south, boxes push correctly
- [ ] **D-pad LEFT (◀):** Player moves west, boxes push correctly
- [ ] **D-pad RIGHT (▶):** Player moves east, boxes push correctly
- [ ] **Keyboard Arrow Keys:** Same as above on desktop
- [ ] **Keyboard WASD:** W(up), A(left), S(down), D(right) work as expected
- [ ] **Repeat Throttle:** Holding a key doesn't overshoot (130ms gate prevents rapid repeats)
- [ ] **Wall Collision:** Player cannot move through walls
### Phase 3: Action Stack (UNDO / RESTART / LEVELS)
- [ ] **UNDO Button (↶):** Reverts last move, player/box positions rewind, move counter decrements
- [ ] **UNDO at Start:** No crash or error when undo called with no history
- [ ] **RESTART Button (⟳):** Resets board to initial state, move counter = 0, win state cleared
- [ ] **LEVELS Button (▦):** Returns to level select, progress saved
- [ ] **Keyboard Shortcuts (Desktop):** U/Z = undo, R = restart, Esc = levels
### Phase 4: Platform-Specific Features
#### iOS Safari
- [ ] **No Pull-to-Refresh:** Swiping down on board doesn't trigger overscroll (overscroll-behavior: contain)
- [ ] **No Double-Tap Zoom:** Rapid D-pad taps don't zoom view (preventDefault on pointerdown)
- [ ] **No Long-Press Menu:** Holding board doesn't show OS context menu (user-select: none, -webkit-touch-callout: none)
- [ ] **Tap Highlight Disabled:** Buttons don't flash blue on tap (-webkit-tap-highlight-color: transparent)
- [ ] **Safe Area Respected:** D-pad and action stack stay clear of notch/home indicator
#### Android Chrome
- [ ] **Haptic: Box Push:** When player pushes a box, brief (10ms) vibration occurs
- [ ] **Haptic: Win State:** When all boxes on targets, longer (60ms) vibration occurs
- [ ] **No Haptic on Step:** Moving without pushing doesn't vibrate
- [ ] **Haptic Graceful Fallback:** Vibration API errors don't break the game
#### Both Mobile Platforms
- [ ] **"Add to Home Screen" Prompt:** Appears after first visit (or accessible via browser menu)
- [ ] **Standalone Mode:** Launching app from home screen opens fullscreen without browser chrome
- [ ] **Theme Color Applied:** Status bar / window chrome uses theme_color #5e81ac (blue)
- [ ] **Offline Play:** After first visit, close WiFi/cellular and reload — game still loads and plays
- [ ] **Offline Action Stack:** UNDO, RESTART, LEVELS work offline (no network calls needed)
#### Desktop
- [ ] **Keyboard Responsive:** Arrows + WASD + U/Z/R/Esc all work reliably
- [ ] **No D-Pad:** Touch controls hidden (pointer: fine)
- [ ] **Header Buttons:** UNDO, RESTART, LEVELS visible in header
- [ ] **Window Resize:** Tile size adapts to viewport changes
- [ ] **Focus Visible:** Buttons show outline on keyboard tab navigation
### Phase 5: Core Gameplay
- [ ] **Level Parsing:** All 155 Microban levels load without errors
- [ ] **Box Movement:** Boxes push onto targets and turn the correct color
- [ ] **Win Detection:** Level complete dialog shows when all boxes are on targets
- [ ] **Move Counter:** Tracks moves accurately (excluding undone moves)
- [ ] **Best Score Display:** Shows previous best if available, blanks if first play
- [ ] **Progress Persistence:** Closing and reopening maintains best scores
- [ ] **Next Level Button:** In win dialog, navigates to next level if available
- [ ] **Final Level:** After level 155, "NEXT LEVEL" button missing or disabled
### Phase 6: Visual & Accessibility
- [ ] **Color Contrast:** All text readable on dark background (Nord palette)
- [ ] **Responsive Typography:** Headers + body text scale on small screens
- [ ] **Board Fit:** No overflow on 320px width phones (minimum safe area)
- [ ] **Animations Smooth:** Player and box CSS transitions animate at 110ms without jank
- [ ] **No Console Errors:** Browser dev console clean (no JS errors, no network 404s)
- [ ] **Aria Labels:** D-pad buttons and action buttons have accessible labels for screen readers
---
## Issues & Recommendations
### No Critical Issues Found
Build succeeds, implementation is sound, PWA assets correctly configured.
### Recommendations (Priority Order)
1. **Add Automated Unit Tests (Medium Priority)**
- Test `board-model.js`: move validation, box pushing, undo history, win detection
- Test `level-parser.js`: parse valid/invalid formats, handle malformed input
- Test `haptics.js`: mock navigator.vibrate, verify graceful fallback
- Test `progress-store.js`: localStorage read/write, best score tracking
- Coverage target: 80%+
2. **Add Component Tests (Medium Priority)**
- Test MobileControls: button press handling, visibility on pointer types
- Test GameView: keyboard input, tile size computation, media query listener
- Use Svelte Testing Library or Vitest
3. **E2E Smoke Tests (Low Priority — Only if CI/CD available)**
- Use Playwright or Cypress to automate the checklist above
- Focus on critical paths: move directions, win condition, offline loading
4. **Browser Compatibility Matrix**
- Confirm on: iOS 15+, iOS 16+, iOS 17+ (Safari)
- Confirm on: Android 10, 12, 14 (Chrome, Firefox)
- Confirm on: Windows/macOS Chrome, Firefox, Safari
5. **Device Matrix**
- Small phone (320px): iPhone SE, Pixel 5a
- Medium phone (390px): iPhone 14, Pixel 6
- Large phone (430px): iPhone 14 Pro, Pixel 7
- iPad (768px): iPad Air / 9th-gen
- iPad Pro (1024px): iPad Pro 11"
- Desktop (1920px+): Chrome, Firefox, Safari
---
## Unresolved Questions
1. **Git Deployment:** Is the production build deployed to GitHub Pages after each commit, or is deployment manual?
2. **Analytics:** Are player session metrics tracked (e.g., levels completed, time spent)?
3. **Offline Sync:** If player completes level offline, does it sync to localStorage when back online, or is it only local?
4. **Browser Support:** Is IE11 or legacy iOS (pre-14) a requirement, or can we assume modern browsers only?
---
## Summary
| Category | Status | Details |
|----------|--------|---------|
| **Build** | ✓ PASS | Clean production build, 128 modules, no warnings |
| **Dev Server** | ✓ PASS | No console errors, starts in 583ms |
| **PWA Setup** | ✓ PASS | Manifest, SW, offline precache all correct |
| **Mobile Features** | ✓ PASS | D-pad, haptics, touch safeguards implemented correctly |
| **Desktop Support** | ✓ PASS | Keyboard input fully functional, unchanged |
| **Svelte 5 Runes** | ✓ PASS | All modern patterns used, no deprecations |
| **Automated Tests** | ✗ MISSING | No test suite — all validation manual |
| **Manual QA** | ⏳ PENDING | 6-phase checklist ready for human testing |
---
**Status:** DONE
**Recommendation:** Proceed to manual smoke-testing on target devices (iOS Safari, Android Chrome, desktop). Use the 6-phase checklist above. After manual testing passes, consider adding automated test coverage in a follow-up phase.