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 $state after every mutation — Board consumes only plain props, so Svelte reactivity stays predictable and the core class stays framework-agnostic. GameView is keyed on levelIndex in App, so changing level remounts with fresh state. Native <button> everywhere kills the click-hitbox class of bugs. Animations are now CSS transform transitions (110ms) instead of tweens. Bundle shrinks from ~1.5 MB Phaser to ~65 kB JS / 23 kB gzipped — about 60x smaller. Removed: phaser, terser, src/game, log.js (analytics ping), phasermsg vite plugin, manual Phaser chunks, terser config, public/style.css. Scripts simplified to dev/build. Docs updated: codebase summary, architecture, code standards, changelog, roadmap, README.
4.4 KiB
System Architecture
High-level
Single-page static site. No backend. Svelte 5 renders the UI and the game board; Vite bundles everything into a ~25 kB gzipped static site deployed to GitHub Pages. Progress persists in localStorage.
index.html ──▶ src/main.js ──▶ App.svelte (router)
│
├── MenuView
├── LevelSelectView
└── GameView ── keyed on levelIndex
│
├── parseLevel(XSB) ── lib/core/level-parser.js
├── new BoardModel(level) ── lib/core/board-model.js
├── Board.svelte ── plain-prop DOM renderer
└── progressStore ── lib/core/progress-store.js
│
└── localStorage
View routing
App.svelte holds two pieces of state: view ('menu' | 'levels' | 'game') and levelIndex. It swaps view components with {#if/else if/else}. GameView is wrapped in {#key levelIndex} so changing the level unmounts and remounts the component with fresh state — no manual reset logic needed.
Reactivity model in GameView
modelis a non-reactive reference to aBoardModelinstance. It's mutated internally bytryMove/undoand reassigned onrestart.player,boxes,moves,won,parseError,tileSizeare reactive ($state). Every move ends withsyncFromModel()which reassigns them from the current model state.bestandhasNextare$derivedfromlevelIndex.Boardreceives only plain props — it has no awareness of the model class, which keeps reactivity predictable and Board fully presentational.
Why this split? A class instance doesn't play nicely with Svelte 5's $state deep-proxy semantics when methods mutate this internally. Driving re-renders through explicit snapshot reassignments is clearer, easier to debug, and keeps the core modules framework-agnostic.
Input → state → render
keydown ─▶ GameView.onKey (repeat-gated at 130ms)
│
├── Escape → onLevels()
├── R → restart() → new BoardModel(level) → syncFromModel()
├── U / Z → undo() → model.undo() → syncFromModel()
└── Arrow/WASD → tryMove(dx, dy) → model.tryMove() → syncFromModel()
│
└── if solved:
├── won = true
└── progressStore.recordCompletion()
Board rendering
Board.svelte is a single <div class="board"> with absolutely-positioned children:
- Floor tiles and walls are rendered once from the Set props. Walls that don't border any floor tile are skipped so the dead outer border of the XSB grid doesn't render.
- Targets are drawn as circles with a
::afterpseudo-element, z-indexed behind boxes. - Boxes and the player use
transform: translate(Xpx, Ypx)with a 110 mstransition: transform ease. Moving them is a single style reassignment; the browser animates for free. - A
--tileCSS variable drives all sizing.
Responsive sizing
GameView.computeTileSize() reads window.innerWidth / innerHeight, subtracts margins, divides by level dimensions, and clamps to [16 px, 56 px]. A resize listener updates tileSize live so the board re-layouts when the window changes.
Persistence schema
localStorage['sokoban-progress-v1']:
{
"completed": { "0": true, "3": true, ... },
"bestMoves": { "0": 14, "3": 27, ... }
}
Keys are 0-based level indices. Values are booleans / numbers. Wrapped in try/catch so private-mode browsers don't explode.
Deployment
Static build via vite build --config vite/config.prod.mjs, base /sokoban/, output pushed to GitHub Pages. No server-side components. Bundle size ≈ 65 kB / 23 kB gzipped — down from ~1.5 MB in the Phaser version.