diff --git a/.planning/phases/02-core-gameplay/02-CONTEXT.md b/.planning/phases/02-core-gameplay/02-CONTEXT.md new file mode 100644 index 0000000..ee7f85b --- /dev/null +++ b/.planning/phases/02-core-gameplay/02-CONTEXT.md @@ -0,0 +1,93 @@ +# Phase 2: Core Gameplay - Context + +**Gathered:** 2026-03-10 +**Status:** Ready for planning + + +## Phase Boundary + +Add scoring system, second paddle (human Player 2 + AI opponent with 3 difficulty levels), and match-end condition. Phase 3 adds real UI screens — Phase 2 delivers a fully playable game using temporary on-canvas UI. No visual effects, power-ups, or menus yet. + + + + +## Implementation Decisions + +### Mode Activation (temporary — Phase 3 replaces with real screens) +- Key press at game start: press '1' for Solo vs AI, press '2' for 2-Player local +- Difficulty selected by key press before match: press '1' for Easy, '2' for Medium, '3' for Hard +- This temporary selection state lives in GameState (e.g. GameState.mode, GameState.difficulty) +- Phase 3 wires its mode select screen to set these same GameState values — no refactor needed + +### Match End (temporary — Phase 3 replaces with real game-over screen) +- On-canvas winner text: "Player 1 Wins! Press R to restart" (or "AI Wins!") +- R key resets state and returns to mode/difficulty key selection +- Phase 3 replaces this on-canvas message with its game-over screen + +### Target Score +- First to 7 points wins +- Stored as a constant in GameConfig (WIN_SCORE: 7) for easy tuning later + +### Ball Re-serve After Score +- ~1 second pause to let the score update register visually +- Ball auto-serves after the pause — no player input required +- Server direction: alternates or goes to the player who just scored (Claude's discretion) + +### AI Strategy +- Predictive interception: AI calculates the ball's y-position when it reaches the AI's x-position, then moves toward that target +- Handles wall bounces in the prediction (ball trajectory traced to AI x, accounting for reflections) + +### AI Difficulty via Reaction Delay + Speed Cap +- **Easy**: slow max paddle speed + late reaction start (ball must cross a threshold before AI begins tracking) +- **Medium**: moderate speed + small reaction delay +- **Hard**: fast speed + minimal reaction delay — not perfect, still beatable with skill +- All values stored in GameConfig as named difficulty presets (e.g. AI_EASY, AI_MEDIUM, AI_HARD objects) + +### Claude's Discretion +- Exact speed/delay values per difficulty (tune for feel after initial implementation) +- How ball serves direction is chosen after scoring +- Score display typography and positioning (on-canvas, minimal) +- Whether prediction re-calculates every frame or on a throttled interval + + + + +## Specific Ideas + +- No specific requirements — open to standard approaches + + + + +## Existing Code Insights + +### Reusable Assets +- `GameState.paddle1`: has x, y, width, height, speed, color — `paddle2` should mirror this structure +- `Input.getVerticalInput()`: returns -1/0/1 for Player 1 (W/S) — add `getVerticalInput2()` for Up/Down arrows +- `Physics.update(deltaTime)`: currently handles ball + paddle1 movement — extend to handle paddle2 (human or AI branch) +- `GameConfig`: central constants object — add WIN_SCORE and AI difficulty presets here +- `Renderer.drawRect()` / `Renderer.drawCircle()`: reuse for drawing paddle2, score text, etc. + +### Established Patterns +- Module-object pattern: all new logic goes into existing objects (Physics, GameState, Input) or a new `AI` object +- `GameLoop.main()` calls `Physics.update()` then `Renderer.*` — AI update should run inside Physics.update or a dedicated AI.update call before rendering +- Single HTML file — all additions stay in `index.html` + +### Integration Points +- `Physics.update(deltaTime)` is where paddle movement and collision live — Phase 2 adds paddle2 movement (human or AI) here +- `GameState` needs score fields (score1, score2), match state (playing/paused/gameover), mode, and difficulty +- `GameLoop.main()` needs a check after Physics.update to detect scoring (ball passes left/right edge) and trigger pause → re-serve cycle + + + + +## Deferred Ideas + +- None — discussion stayed within phase scope + + + +--- + +*Phase: 02-core-gameplay* +*Context gathered: 2026-03-10*