- README: drop incorrect 'syncs across all devices' claim about
localStorage progress.
- package.json: description still said Phaser 3; it's Svelte 5 now.
- Mark the two old plans as completed (work shipped long ago).
- Add the 4 review reports to plans/reports/.
Register VitePWA in the production config with autoUpdate, Nord theme
colors, /sokoban/ start_url and scope, 192/512 plus a maskable icon.
Workbox precaches the built bundle so subsequent visits run offline.
Generate matching pwa-192/512 and apple-touch-icon PNGs in public/ so
"Add to Home Screen" picks up a proper icon on iOS and Android.
Adds npm run dev:codeserver with Vite config tuned for code-server's
/absproxy/<port>/ route: host binding, allowedHosts from env, and HMR
over wss on clientPort 443. Host/port read from .env.local (gitignored);
.env.example documents required vars.
Replace Phaser 3 with Svelte 5 as the rendering and UI layer. The
framework-agnostic core (level parser, board model, progress store,
microban level data) moves from src/game/core → src/lib/core with zero
code changes. Scenes and the hand-rolled button factory are gone; in
their place:
- src/App.svelte root router (menu / levels / game)
- src/views/MenuView title + play + progress + hints
- src/views/LevelSelectView paginated 5x4 grid with native <button>s
- src/views/GameView owns BoardModel, handles input, HUD, win
- src/views/Board purely presentational DOM renderer
- src/views/AppButton shared themed wrapper for native <button>
- src/app.css Nord palette ported to CSS variables
GameView uses a non-reactive BoardModel ref and syncs plain snapshot
fields (player, boxes, moves, won) into $state after every mutation —
Board consumes only plain props, so Svelte reactivity stays predictable
and the core class stays framework-agnostic. GameView is keyed on
levelIndex in App, so changing level remounts with fresh state.
Native <button> everywhere kills the click-hitbox class of bugs.
Animations are now CSS transform transitions (110ms) instead of tweens.
Bundle shrinks from ~1.5 MB Phaser to ~65 kB JS / 23 kB gzipped — about
60x smaller. Removed: phaser, terser, src/game, log.js (analytics
ping), phasermsg vite plugin, manual Phaser chunks, terser config,
public/style.css. Scripts simplified to dev/build.
Docs updated: codebase summary, architecture, code standards,
changelog, roadmap, README.
Match the LICENSE file, which has always been Apache-2.0. The prior
"MIT" declaration in package.json was a mismatch with the actual
license text shipped in the repo.