docs(02-01): complete paddle2 and AI opponent plan
- Create 02-01-SUMMARY.md with task commits, decisions, and dependency graph - Update STATE.md: position at 02-02, add AI/difficulty decisions to context - Update ROADMAP.md: Phase 2 in progress (1/2 plans) - Mark REQUIREMENTS.md complete: CORE-08, AI-01, AI-02, AI-03, AI-04 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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---
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phase: 02-core-gameplay
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plan: 01
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subsystem: gameplay
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tags: [canvas, vanilla-js, ai, physics, input, pong]
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# Dependency graph
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requires:
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- phase: 01-foundation
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provides: GameConfig, GameState.paddle1, GameState.ball, Physics (update/collide/serve), Input (W/S), Renderer, GameLoop
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provides:
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- GameState.paddle2 object (mirrors paddle1 structure, positioned on right side)
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- GameConfig.WIN_SCORE and AI_EASY/AI_MEDIUM/AI_HARD difficulty presets
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- Input.getVerticalInput2() for ArrowUp/ArrowDown keys
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- Input.cleanup() with named handler refs for event listener removal
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- AI object with predictive ray-cast interception (wall-bounce simulation)
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- Physics._checkPaddle2Collision() with 5-zone deflection sending ball LEFT
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- Physics.update() extended with paddle2 movement branch (mode: '2p' or 'ai')
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- GameState.score1, score2, mode, difficulty, gameState, winner fields
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affects: [02-02, 02-core-gameplay]
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# Tech tracking
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tech-stack:
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added: []
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patterns:
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- "AI module as plain object with init/update/_predictBallY — same module-object pattern as Physics/Input"
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- "Predictive ray-cast AI: steps through future positions with wall bounces instead of linear interpolation"
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- "Difficulty preset as config object: { speed, reactionDelay, errorMargin } — all tunable from GameConfig"
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- "Named event handler refs on Input (_handleKeyDown/_handleKeyUp) enable cleanup() for memory management"
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key-files:
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created: []
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modified:
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- index.html
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key-decisions:
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- "AI waits when ball moves toward player (vx < 0), reacts only when ball approaches (vx > 0) — avoids premature repositioning"
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- "Deadzone of 3px in AI movement prevents micro-jitter when paddle center is already near target"
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- "Physics.onResize() now calls this.init() to fully reposition both paddles on window resize"
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- "Paddle2 collision pushes ball.x = paddle.x - ball.radius - 1 (mirrored from paddle1's right-push)"
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patterns-established:
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- "Mode guard in Physics.update(): GameState.mode === '2p' branches to human input, 'ai' branches to AI.update()"
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- "Collision guards: ball.vx < 0 for paddle1, ball.vx > 0 for paddle2 — prevents wrong-direction collision checks"
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requirements-completed: [CORE-08, AI-01, AI-02, AI-03, AI-04]
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# Metrics
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duration: 2min
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completed: 2026-03-10
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---
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# Phase 2 Plan 01: Paddle2 and AI Opponent Summary
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**GameState.paddle2 + full AI opponent module with predictive ray-cast interception and three tunable difficulty levels (easy/medium/hard)**
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## Performance
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- **Duration:** ~2 min
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- **Started:** 2026-03-10T20:04:26Z
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- **Completed:** 2026-03-10T20:06:12Z
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- **Tasks:** 2
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- **Files modified:** 1
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## Accomplishments
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- Added paddle2 to GameState (mirrors paddle1 structure) and positioned it on right side in Physics.init()
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- Extended Input with ArrowUp/ArrowDown support, named handler refs, and cleanup() method
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- Added AI module with predictive ray-cast (_predictBallY simulates wall bounces) plus reaction delay and error margin per difficulty
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- Added Physics._checkPaddle2Collision() using same 5-zone deflection as paddle1 but sends ball leftward
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- Extended Physics.update() with paddle2 movement branch (2p human or ai mode)
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## Task Commits
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Each task was committed atomically:
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1. **Task 1: Extend GameConfig, GameState, and Input for two-player support** - `a2f0bc3` (feat)
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2. **Task 2: Add AI module and extend Physics for paddle2 movement and collision** - `398bc4a` (feat)
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## Files Created/Modified
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- `/home/dabit/projects/gijs/index.html` - Added WIN_SCORE/AI presets to GameConfig; paddle2/score/mode/difficulty/gameState/winner to GameState; refactored Input with named handlers + getVerticalInput2(); extended Physics.init() and onResize(); added _checkPaddle2Collision(); extended Physics.update() for paddle2; added AI object; added AI.init() to init block
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## Decisions Made
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- Physics.onResize() now calls this.init() instead of just updating width/height, so paddle2 gets repositioned on resize
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- AI reaction timer resets to 0 whenever ball.vx < 0 (ball moving toward player) — AI fully waits before reacting again once ball returns
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- Deadzone of 3px prevents AI paddle jitter when already near target
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## Deviations from Plan
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None - plan executed exactly as written.
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## Issues Encountered
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None.
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## User Setup Required
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None - no external service configuration required.
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## Next Phase Readiness
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- paddle2 exists with valid x/y/width/height/speed/color — ready for Renderer to draw it in Plan 02-02
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- AI.update() fires when GameState.mode === 'ai' — mode selection UI needed (Plan 02-02)
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- Score tracking fields (score1, score2) and gameState state machine fields are wired and ready for Plan 02-02 scoring logic
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---
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*Phase: 02-core-gameplay*
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*Completed: 2026-03-10*
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