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sokoban/docs/codebase-summary.md
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tiennm99 fe2d98e710 docs: document mobile comfort overhaul
Update codebase summary, system architecture, changelog, roadmap and
PDR to cover the new mobile input layer, haptics, gesture blocking
and PWA. Refresh README features. Add the brainstorm, plan and review
artifacts under plans/.
2026-04-27 20:38:23 +07:00

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# Codebase Summary
## Layout
```
src/
├── main.js # Mounts App.svelte into #app
├── App.svelte # Root router: menu / levels / game
├── app.css # Nord palette (CSS variables) + resets
├── lib/
│ ├── core/
│ │ ├── level-parser.js # XSB text → {walls, targets, boxes, player, floors}
│ │ ├── board-model.js # Pure game state + move/undo/win logic
│ │ ├── progress-store.js # localStorage persistence (completed + best moves)
│ │ └── haptics.js # navigator.vibrate wrapper (10ms on box push, 60ms on win)
│ └── data/
│ └── microban-levels.js # 155 XSB level strings (Microban, D. W. Skinner)
└── views/
├── MenuView.svelte # Title, play, progress, hints
├── LevelSelectView.svelte # Paginated 5×4 grid (20/page × 8 pages)
├── GameView.svelte # Board + HUD + win overlay + input + haptics
├── Board.svelte # Presentational DOM board (div-per-tile, touch-action: none)
├── MobileControls.svelte # On-screen D-pad + action stack (hidden on desktop)
└── AppButton.svelte # Shared themed button (wraps native <button>)
public/
├── style.css # Legacy file — theme now lives in src/app.css
├── favicon.png
└── assets/ # bg.png, logo.png (unused, reserved)
```
## Data flow
1. `src/main.js` mounts `App.svelte`.
2. `App.svelte` holds `view` and `levelIndex` state and renders one of three view components.
3. `MenuView` → calls `onPlay()` → App switches to `LevelSelectView`.
4. `LevelSelectView` reads completion + best-move data from `progressStore`, renders a paginated grid, calls `onSelect(i)` on click.
5. `GameView` is keyed on `levelIndex` (`{#key levelIndex}` in App) so every level change remounts it with fresh state.
6. Inside `GameView`: `parseLevel(xsb) → new BoardModel(level)`, keyboard input calls `model.tryMove()` / `model.undo()`, after each mutation `syncFromModel()` reassigns the `$state` snapshots that `Board` reads as props.
7. On win: `progressStore.recordCompletion()` + overlay with NEXT / LEVELS actions.
## Key design choices
- **Framework-agnostic core.** `level-parser.js`, `board-model.js`, `progress-store.js`, `haptics.js`, and `microban-levels.js` contain zero Svelte — they could be lifted into any other stack.
- **BoardModel as a non-reactive ref.** Svelte reactivity is driven by plain `$state` snapshot fields (`player`, `boxes`, `moves`, `won`) that `syncFromModel()` reassigns after every mutation. Cleaner than making the class instance itself reactive.
- **Board is purely presentational.** Takes plain props (`walls`, `targets`, `floors`, `player`, `boxes`, `tileSize`) so Svelte reactivity is predictable. Desktop & mobile share the same component; `touch-action: none` blocks browser gestures on all devices.
- **Mobile controls opt-in.** `MobileControls.svelte` is hidden on desktop via `@media (pointer: coarse)`, so no UA sniffing or JS feature detection — CSS media queries handle the split.
- **Haptics are graceful.** `haptics.js` wraps `navigator.vibrate` with try/catch and no-op fallback. Callers can vibrate without checking support; unsupported devices silently ignore the call.
- **Animations via CSS.** Box and player use `transform: translate()` with `transition: transform 110ms ease`. No JS animation loop.
- **Responsive tile sizing.** `GameView.computeTileSize()` picks a tile size that fits the level inside the viewport, capped at 56 px.
- **Safe-area insets.** Bottom controls use `env(safe-area-inset-*)` for notch/Home-indicator safety on iPhones and Android phones with nav bars.
- **Scoped CSS per component.** Svelte SFCs keep markup, style, and logic co-located and isolate styles to the component that owns them.
## File size
Every `.js` / `.svelte` file is under the 200-LOC budget, except `microban-levels.js` which is pure data (155 XSB strings) and exempt.