Introduce tinted glass mechanic and colored lasers with drag-and-drop palette, plus UI layout and styling. CSS: new game-layout, toolbox, glass-palette, glass-item, cell-glass, laser color classes and many visual tweaks (user-select, drop outline, door/button states). JS: add laserColors, glassOptions, glassPlacements, palette creation, drag/drop/dblclick handlers, block browser drop, saveLaserSegment helper, colored laser tracing (red/blue/yellow/white) including mirror/door/button interactions, button/door grouping and initial mirror angles, and updates to loadGrid to render glass and colorized laser segments. HTML: move map into new main layout and add toolbox palette container. Overall enables placing colored glass to influence laser behavior and updates visuals/interaction accordingly.
Add per-cell laserSegments tracking and use it to render correct laser orientation: introduce laserSegments global, reset it at trace start, populate entries when tracing, and consult it in loadGrid to choose horizontal vs vertical classes. Update UI styling from a dark to a lighter theme (body and main backgrounds, cell/empty/mirror/wall colors and laser gradients), remove some borders/fit-content sizing, and add a "map" class to the map container in the HTML. These changes fix laser orientation rendering and refresh the game's visual theme.
Add a small utility function in web/assets/js/index.js that increments an element's CSS rotation by 45 degrees. The function reads the element's inline transform (handling an empty value), parses the current rotation angle modulo 360, and sets the new rotate(angle+45) value.