docs(02-core-gameplay): create phase 2 plan
Two-wave plan for Core Gameplay phase: paddle2 + AI system (wave 1), then game state machine + scoring + rendering (wave 2). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
376
.planning/phases/02-core-gameplay/02-02-PLAN.md
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376
.planning/phases/02-core-gameplay/02-02-PLAN.md
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---
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phase: 02-core-gameplay
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plan: 02
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type: execute
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wave: 2
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depends_on: [02-01]
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files_modified: [index.html]
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autonomous: false
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requirements: [CORE-05, CORE-06]
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must_haves:
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truths:
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- "Player scores a point when ball exits past opponent's paddle edge"
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- "Scores display on canvas in real time, visible to both players"
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- "Ball pauses ~1 second after a score, then auto-serves"
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- "Match ends when a player reaches 7 points with a winner message on screen"
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- "R key restarts the match (scores reset, mode/difficulty selection reappears)"
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- "Mode is selected by pressing 1 (Solo vs AI) or 2 (2-Player)"
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- "Difficulty is selected by pressing 1/2/3 (Easy/Medium/Hard) before match starts"
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- "Both paddles render on screen during gameplay"
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artifacts:
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- path: "index.html"
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provides: "GameLoop with scoring detection, state machine, rendering of paddle2 and scores"
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contains: "gameState.*modeSelect, score1, score2, gameover, WIN_SCORE"
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key_links:
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- from: "GameLoop.main()"
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to: "score detection"
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via: "checks ball.x after Physics.update()"
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pattern: "score[12]\\+\\+"
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- from: "GameLoop.main()"
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to: "match-end check"
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via: "score >= WIN_SCORE condition"
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pattern: "WIN_SCORE"
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- from: "GameLoop.main()"
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to: "re-serve after pause"
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via: "scored state + elapsed > 1.0"
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pattern: "elapsed > 1"
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---
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<objective>
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Wire game state machine, scoring detection, match-end condition, re-serve timing, rendering of paddle2 and score display, and mode/difficulty selection flow into index.html.
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Purpose: Transform the two-paddle foundation (from Plan 02-01) into a fully playable game with score tracking, match progression, and a clear start/restart flow.
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Output: Complete Phase 2 — a playable single-player (vs AI) or 2-player local Pong match that ends at 7 points with mode/difficulty selection and R-key restart.
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</objective>
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<execution_context>
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@/home/dabit/.claude/get-shit-done/workflows/execute-plan.md
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@/home/dabit/.claude/get-shit-done/templates/summary.md
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</execution_context>
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<context>
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@.planning/PROJECT.md
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@.planning/ROADMAP.md
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@.planning/phases/02-core-gameplay/02-CONTEXT.md
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@.planning/phases/02-core-gameplay/02-RESEARCH.md
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@.planning/phases/02-core-gameplay/02-01-SUMMARY.md
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<interfaces>
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<!-- Contracts from Plan 02-01 that this plan builds on. Read index.html before editing. -->
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GameState fields added in Plan 02-01:
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```javascript
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GameState.score1 // 0
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GameState.score2 // 0
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GameState.mode // null | 'ai' | '2p'
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GameState.difficulty // 'easy' | 'medium' | 'hard'
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GameState.gameState // 'modeSelect' | 'diffSelect' | 'playing' | 'scored' | 'gameover'
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GameState.winner // null | 'player1' | 'player2' | 'ai'
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GameState.paddle2 // { x, y, width, height, speed, color }
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```
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GameConfig fields added in Plan 02-01:
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```javascript
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GameConfig.WIN_SCORE // 7
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GameConfig.AI_EASY/MEDIUM/HARD // { speed, reactionDelay, errorMargin }
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```
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Physics.serveBall() (existing) — resets ball to center with random direction; does NOT reset scores.
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Physics.init(width, height) — positions both paddles and calls serveBall(); can be used for full restart.
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</interfaces>
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</context>
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<tasks>
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<task type="auto">
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<name>Task 1: State machine — mode/difficulty selection, scoring, match end, and restart</name>
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<files>index.html</files>
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<action>
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Rewrite `GameLoop.main()` to implement the full game state machine. Also add key handlers for mode/difficulty selection and R-key restart to Input (append to the existing `_handleKeyDown` handler — do NOT replace the arrow/WASD key handling already there).
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**1. Add mode/difficulty/restart key handling** inside Input._handleKeyDown (add AFTER the ArrowDown block):
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```javascript
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// Mode selection (only when in modeSelect state)
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if (e.code === 'Digit1' && GameState.gameState === 'modeSelect') {
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GameState.mode = 'ai';
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GameState.gameState = 'diffSelect';
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}
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if (e.code === 'Digit2' && GameState.gameState === 'modeSelect') {
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GameState.mode = '2p';
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// Skip difficulty selection for 2-player — go straight to playing
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GameState.gameState = 'playing';
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Physics.serveBall();
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}
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// Difficulty selection (only when in diffSelect state)
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if (e.code === 'Digit1' && GameState.gameState === 'diffSelect') {
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GameState.difficulty = 'easy';
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AI.init();
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GameState.gameState = 'playing';
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Physics.serveBall();
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}
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if (e.code === 'Digit2' && GameState.gameState === 'diffSelect') {
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GameState.difficulty = 'medium';
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AI.init();
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GameState.gameState = 'playing';
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Physics.serveBall();
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}
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if (e.code === 'Digit3' && GameState.gameState === 'diffSelect') {
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GameState.difficulty = 'hard';
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AI.init();
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GameState.gameState = 'playing';
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Physics.serveBall();
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}
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// Restart (only when gameover)
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if (e.code === 'KeyR' && GameState.gameState === 'gameover') {
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GameState.score1 = 0;
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GameState.score2 = 0;
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GameState.winner = null;
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GameState.mode = null;
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GameState.difficulty = 'medium';
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GameState.gameState = 'modeSelect';
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AI.init();
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Physics.init(Renderer.logicalWidth, Renderer.logicalHeight);
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}
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```
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**2. Rewrite GameLoop.main()** (replace the entire existing `main(currentTime)` method):
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```javascript
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main(currentTime) {
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this.stopHandle = window.requestAnimationFrame(this.main.bind(this));
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const deltaTime = Math.min((currentTime - this.lastTime) / 1000, 0.05);
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this.lastTime = currentTime;
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const gs = GameState;
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const ball = gs.ball;
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// --- Physics update (only during active play) ---
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if (gs.gameState === 'playing') {
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Physics.update(deltaTime);
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// Score detection — AFTER Physics.update(), NOT inside Physics
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if (ball.x + ball.radius < 0) {
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// Ball exited left edge → Player 2 (or AI) scores
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gs.score2++;
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gs.gameState = 'scored';
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this.pauseTime = currentTime;
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} else if (ball.x - ball.radius > Physics.width) {
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// Ball exited right edge → Player 1 scores
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gs.score1++;
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gs.gameState = 'scored';
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this.pauseTime = currentTime;
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}
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// Match-end check immediately after scoring
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if (gs.score1 >= GameConfig.WIN_SCORE) {
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gs.gameState = 'gameover';
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gs.winner = 'player1';
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} else if (gs.score2 >= GameConfig.WIN_SCORE) {
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gs.gameState = 'gameover';
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gs.winner = gs.mode === 'ai' ? 'ai' : 'player2';
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}
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}
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// --- Auto-serve after ~1s pause ---
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if (gs.gameState === 'scored') {
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const elapsed = (currentTime - this.pauseTime) / 1000;
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if (elapsed >= 1.0) {
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Physics.serveBall();
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gs.gameState = 'playing';
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}
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}
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// --- Render ---
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Renderer.clear();
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if (gs.gameState === 'modeSelect') {
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// Mode selection prompt
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Renderer.ctx.fillStyle = '#fff';
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Renderer.ctx.font = 'bold 28px monospace';
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Renderer.ctx.textAlign = 'center';
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Renderer.ctx.fillText('SUPER PONG NEXT GEN', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 60);
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Renderer.ctx.font = '20px monospace';
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Renderer.ctx.fillText('Press 1 — Solo vs AI', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2);
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Renderer.ctx.fillText('Press 2 — 2 Player Local', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 36);
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Renderer.ctx.textAlign = 'left';
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return;
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}
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if (gs.gameState === 'diffSelect') {
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Renderer.ctx.fillStyle = '#fff';
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Renderer.ctx.font = 'bold 24px monospace';
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Renderer.ctx.textAlign = 'center';
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Renderer.ctx.fillText('SELECT DIFFICULTY', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 50);
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Renderer.ctx.font = '20px monospace';
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Renderer.ctx.fillText('1 — Easy', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2);
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Renderer.ctx.fillText('2 — Medium', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 36);
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Renderer.ctx.fillText('3 — Hard', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 72);
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Renderer.ctx.textAlign = 'left';
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return;
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}
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// --- Gameplay rendering (playing, scored, gameover) ---
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// Paddles
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const p1 = gs.paddle1;
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const p2 = gs.paddle2;
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Renderer.drawRect(p1.x, p1.y, p1.width, p1.height, p1.color);
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Renderer.drawRect(p2.x, p2.y, p2.width, p2.height, p2.color);
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// Ball (stationary during scored pause)
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if (gs.gameState !== 'scored') {
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const b = gs.ball;
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Renderer.drawCircle(b.x, b.y, b.radius, b.color);
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}
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// Center divider line (dashed)
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Renderer.ctx.setLineDash([10, 14]);
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Renderer.ctx.strokeStyle = 'rgba(255,255,255,0.2)';
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Renderer.ctx.lineWidth = 2;
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Renderer.ctx.beginPath();
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Renderer.ctx.moveTo(Renderer.logicalWidth / 2, 0);
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Renderer.ctx.lineTo(Renderer.logicalWidth / 2, Renderer.logicalHeight);
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Renderer.ctx.stroke();
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Renderer.ctx.setLineDash([]);
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// Scores
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Renderer.ctx.fillStyle = 'rgba(255,255,255,0.8)';
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Renderer.ctx.font = 'bold 48px monospace';
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Renderer.ctx.textAlign = 'center';
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Renderer.ctx.fillText(gs.score1, Renderer.logicalWidth / 4, 64);
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Renderer.ctx.fillText(gs.score2, Renderer.logicalWidth * 3 / 4, 64);
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Renderer.ctx.textAlign = 'left';
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// Game over overlay
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if (gs.gameState === 'gameover') {
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const winnerName = gs.winner === 'player1' ? 'Player 1' :
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gs.winner === 'ai' ? 'AI' : 'Player 2';
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Renderer.ctx.fillStyle = 'rgba(0,0,0,0.5)';
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Renderer.ctx.fillRect(0, 0, Renderer.logicalWidth, Renderer.logicalHeight);
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Renderer.ctx.fillStyle = '#fff';
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Renderer.ctx.font = 'bold 36px monospace';
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Renderer.ctx.textAlign = 'center';
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Renderer.ctx.fillText(winnerName + ' Wins!', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 20);
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Renderer.ctx.font = '20px monospace';
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Renderer.ctx.fillText('Press R to play again', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 24);
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Renderer.ctx.textAlign = 'left';
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}
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},
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```
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**3. Add `pauseTime` field to GameLoop object** (add alongside `stopHandle: null, lastTime: 0`):
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```javascript
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pauseTime: 0,
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```
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**4. Remove the Phase 1 debug speed display** — delete this block from wherever it appears in the old main():
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```javascript
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// Debug: show ball speed (keep for Phase 1 verification)
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Renderer.ctx.fillStyle = 'rgba(255,255,255,0.4)';
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Renderer.ctx.font = '14px monospace';
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Renderer.ctx.fillText('speed: ' + Math.round(GameState.ball.speed), 10, 20);
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```
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**5. Remove the Phase 1 automatic re-serve** from Physics.update() — the old code called `this.serveBall()` when ball went out of bounds. Replace that entire out-of-bounds block with NOTHING (Plan 02-02's GameLoop now owns scoring and serve). Remove:
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```javascript
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// --- Ball out of bounds (left or right) → reset ---
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if (ball.x + ball.radius < 0 || ball.x - ball.radius > this.width) {
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this.serveBall();
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return;
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}
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```
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Physics.update() should no longer call serveBall() or detect out-of-bounds. Scoring detection is GameLoop's responsibility.
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**Critical:** Do not skip this step — if Physics still auto-resets the ball, scores will never increment.
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</action>
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<verify>
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Open index.html in browser.
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1. Verify mode select screen appears on load (title + "Press 1 — Solo vs AI / Press 2 — 2 Player Local")
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2. Press 2 → 2-Player mode starts immediately; both paddles visible; W/S moves left paddle, Up/Down moves right paddle
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3. Play until ball exits right edge → score on left side increments; ~1s pause; ball re-serves
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4. Play until ball exits left edge → score on right side increments
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5. Play to 7 points → winner overlay appears with "Player X Wins!" and "Press R to play again"
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6. Press R → returns to mode select screen with scores reset
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7. Press 1 → difficulty select screen appears; Press 2 → Medium difficulty; AI paddle tracks ball
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8. Verify no console errors throughout
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</verify>
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<done>
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- Mode select screen shows on load
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- 2-Player: both paddles controllable, scoring works, match ends at 7
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- Solo vs AI: difficulty selection works, AI tracks ball, match ends at 7
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- R key resets to mode select with clean state
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- No Phase 1 debug speed text on screen
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- No console errors
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</done>
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</task>
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<task type="checkpoint:human-verify" gate="blocking">
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<name>Checkpoint: Verify Phase 2 complete gameplay</name>
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<files>index.html</files>
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<action>Human verification of completed Phase 2 gameplay. No code changes — user plays the game and confirms all behaviors match the checklist in how-to-verify.</action>
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<verify>All items in how-to-verify checklist confirmed by user.</verify>
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<done>User types "approved" — all Phase 2 success criteria verified through manual play.</done>
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<what-built>
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Complete Phase 2: paddle2 (human or AI), scoring system, match-end condition, re-serve timing, mode/difficulty selection, and winner display — all in index.html.
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</what-built>
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<how-to-verify>
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Run through this checklist:
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**Player 2 Input (2-Player mode):**
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1. Load index.html. Press 2 (2-Player mode).
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2. Press ArrowUp — right paddle moves up smoothly, no lag.
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3. Press ArrowDown — right paddle moves down.
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4. Press both simultaneously — paddle stops.
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5. Release — paddle stops immediately.
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**Scoring:**
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6. Let ball exit left edge — right score (top-right number) increments.
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7. Let ball exit right edge — left score (top-left number) increments.
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8. Ball pauses ~1 second, then auto-serves.
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**Match End:**
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9. Play until 7-0 — winner overlay appears: "Player X Wins!" with "Press R to play again".
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10. Press R — mode select screen returns, scores show 0.
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**AI Mode:**
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11. Press 1 (Solo vs AI) — difficulty select shows (Easy/Medium/Hard).
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12. Press 1 — Easy. Watch AI paddle for 2 minutes — Easy AI should miss regularly.
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13. Press R, press 1, press 3 (Hard). Verify Hard AI is noticeably faster and more accurate than Easy.
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14. Verify AI still intercepts balls that bounce off top/bottom walls.
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**Memory and Stability:**
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15. Play 3 complete matches. Open DevTools Console — no errors or warnings.
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16. Scores reset correctly on each restart.
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</how-to-verify>
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<resume-signal>Type "approved" if all checks pass, or describe any issues found.</resume-signal>
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</task>
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</tasks>
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<verification>
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Phase 2 complete when all of the following are true:
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1. Mode select screen displays on load (no mid-game start)
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2. 2-Player: W/S controls paddle1, ArrowUp/ArrowDown controls paddle2
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3. AI mode: paddle2 moves autonomously toward ball intercept position
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4. Ball exits left edge → score2 increments; exits right edge → score1 increments
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5. 1-second pause after each score, then auto-serve
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6. First to 7 points triggers gameover state with winner message
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7. R key restarts cleanly (scores reset, mode = null, gameState = modeSelect)
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8. No console errors after 10+ rounds
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</verification>
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<success_criteria>
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All 6 Phase 2 success criteria from ROADMAP.md are met:
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1. Player 2 can control paddle with Up/Down arrow keys independently from Player 1 (CORE-08)
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2. AI opponent successfully tracks and intercepts the ball with behavior varying by difficulty (AI-01)
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3. Easy AI is beatable by average players; Medium provides fair challenge; Hard requires skill (AI-02, AI-03, AI-04)
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4. Player scores point when ball passes opponent's paddle (CORE-05)
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5. Match ends when a player reaches 7 points with clear game-over state (CORE-06)
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6. No memory leaks or event listener cleanup issues after multiple rounds (Input.cleanup() implemented)
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</success_criteria>
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<output>
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After completion, create `.planning/phases/02-core-gameplay/02-02-SUMMARY.md` following the template at `@/home/dabit/.claude/get-shit-done/templates/summary.md`.
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</output>
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Block a user