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>
This commit is contained in:
Dabit
2026-03-10 21:08:12 +01:00
parent 398bc4a20e
commit 836cb01ec8
4 changed files with 139 additions and 24 deletions

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@@ -16,14 +16,14 @@ Requirements for initial release. Each maps to roadmap phases.
- [ ] **CORE-05**: Player scores a point when ball passes opponent's paddle - [ ] **CORE-05**: Player scores a point when ball passes opponent's paddle
- [ ] **CORE-06**: Match ends when a player reaches the target score (first to N points) - [ ] **CORE-06**: Match ends when a player reaches the target score (first to N points)
- [x] **CORE-07**: Player 1 controls paddle with keyboard (W/S keys) - [x] **CORE-07**: Player 1 controls paddle with keyboard (W/S keys)
- [ ] **CORE-08**: Player 2 controls paddle with keyboard (Up/Down arrow keys) - [x] **CORE-08**: Player 2 controls paddle with keyboard (Up/Down arrow keys)
### AI Opponent ### AI Opponent
- [ ] **AI-01**: AI opponent tracks and intercepts the ball - [x] **AI-01**: AI opponent tracks and intercepts the ball
- [ ] **AI-02**: Easy difficulty: AI reacts slowly with error margin — beatable by any player - [x] **AI-02**: Easy difficulty: AI reacts slowly with error margin — beatable by any player
- [ ] **AI-03**: Medium difficulty: AI reacts at moderate speed — provides fair challenge - [x] **AI-03**: Medium difficulty: AI reacts at moderate speed — provides fair challenge
- [ ] **AI-04**: Hard difficulty: AI reacts fast but not perfectly — requires skill to beat - [x] **AI-04**: Hard difficulty: AI reacts fast but not perfectly — requires skill to beat
### Screens ### Screens
@@ -105,11 +105,11 @@ Which phases cover which requirements. Updated during roadmap creation.
| CORE-05 | 2 | Pending | | CORE-05 | 2 | Pending |
| CORE-06 | 2 | Pending | | CORE-06 | 2 | Pending |
| CORE-07 | 1 | Complete | | CORE-07 | 1 | Complete |
| CORE-08 | 2 | Pending | | CORE-08 | 2 | Complete |
| AI-01 | 2 | Pending | | AI-01 | 2 | Complete |
| AI-02 | 2 | Pending | | AI-02 | 2 | Complete |
| AI-03 | 2 | Pending | | AI-03 | 2 | Complete |
| AI-04 | 2 | Pending | | AI-04 | 2 | Complete |
| SCRN-01 | 3 | Pending | | SCRN-01 | 3 | Pending |
| SCRN-02 | 3 | Pending | | SCRN-02 | 3 | Pending |
| SCRN-03 | 3 | Pending | | SCRN-03 | 3 | Pending |

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@@ -60,7 +60,7 @@ Plans:
5. Match ends when a player reaches target score with clear game-over state 5. Match ends when a player reaches target score with clear game-over state
6. No memory leaks or event listener cleanup issues after multiple rounds 6. No memory leaks or event listener cleanup issues after multiple rounds
**Plans:** 2 plans **Plans:** 1/2 plans executed
Plans: Plans:
- [ ] 02-01-PLAN.md — Paddle2, AI system (predictive interception + 3 difficulty levels), extended Input/Physics - [ ] 02-01-PLAN.md — Paddle2, AI system (predictive interception + 3 difficulty levels), extended Input/Physics
@@ -142,7 +142,7 @@ Plans:
| Phase | Plans Complete | Status | Completed | | Phase | Plans Complete | Status | Completed |
|-------|----------------|--------|-----------| |-------|----------------|--------|-----------|
| 1. Foundation | 1/2 | In Progress | — | | 1. Foundation | 1/2 | In Progress | — |
| 2. Core Gameplay | 0/2 | Not started | | | 2. Core Gameplay | 1/2 | In Progress| |
| 3. Complete Experience | 0/? | Not started | — | | 3. Complete Experience | 0/? | Not started | — |
| 4. Polish & Depth | 0/? | Not started | — | | 4. Polish & Depth | 0/? | Not started | — |
| 5. Release | 0/? | Not started | — | | 5. Release | 0/? | Not started | — |

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@@ -3,13 +3,13 @@ gsd_state_version: 1.0
milestone: v1.0 milestone: v1.0
milestone_name: milestone milestone_name: milestone
status: unknown status: unknown
stopped_at: Phase 2 context gathered stopped_at: Completed 02-01-PLAN.md
last_updated: "2026-03-10T19:50:48.489Z" last_updated: "2026-03-10T20:07:22.163Z"
progress: progress:
total_phases: 5 total_phases: 5
completed_phases: 1 completed_phases: 1
total_plans: 2 total_plans: 4
completed_plans: 2 completed_plans: 3
--- ---
# STATE: Super Pong Next Gen # STATE: Super Pong Next Gen
@@ -25,13 +25,13 @@ progress:
| Attribute | Value | | Attribute | Value |
|-----------|-------| |-----------|-------|
| **Phase** | 01-foundation | | **Phase** | 02-core-gameplay |
| **Plan** | Plan 2/2 — COMPLETE | | **Plan** | Plan 1/2 — COMPLETE |
| **Status** | Phase 01 complete — ball physics, wall bounce, zone deflection, speed increment, serve logic done | | **Status** | Phase 02 in progress — paddle2, AI module, predictive ray-cast, 3 difficulty levels done |
| **Progress** | 10% (2/2 plans complete in Phase 1; Phase 1 of 5 complete) | | **Progress** | 75% (3/4 plans complete; Phase 1 complete, Phase 2 plan 1 complete) |
``` ```
[== ] 10% — Phase 1: Complete (2/2 plans) [████████░░] 75% — Phase 2: 1/2 plans complete
``` ```
--- ---
@@ -48,6 +48,7 @@ progress:
| **01-02 Duration** | — | 1 min (2 tasks, 1 file) | | **01-02 Duration** | — | 1 min (2 tasks, 1 file) |
--- ---
| Phase 02-core-gameplay P01 | 2min | 2 tasks | 1 files |
## Accumulated Context ## Accumulated Context
@@ -83,6 +84,14 @@ progress:
10. **vx/vy recomputed from speed+angle each paddle hit:** Prevents compound rounding drift from repeated scaling; speed and direction always cleanly separated. 10. **vx/vy recomputed from speed+angle each paddle hit:** Prevents compound rounding drift from repeated scaling; speed and direction always cleanly separated.
11. **AI uses predictive ray-cast with wall bounce simulation:** _predictBallY steps forward in time (up to 500 steps) simulating wall bounces — far more accurate than linear Y interpolation.
12. **AI difficulty presets as config objects:** { speed, reactionDelay, errorMargin } in GameConfig — all three dimensions of difficulty tunable without touching AI logic.
13. **AI waits when ball moves toward player (vx < 0):** Resets reaction timer and returns early — AI only acts when ball is heading toward its paddle, avoiding premature repositioning.
14. **Physics.onResize() calls init() for full reposition:** Ensures paddle2 (and paddle1) are properly repositioned on window resize rather than just updating width/height dimensions.
### Coverage Validation ### Coverage Validation
**Total v1 Requirements:** 37 **Total v1 Requirements:** 37
@@ -111,11 +120,11 @@ progress:
### What Just Happened ### What Just Happened
Phase 01 complete. Plan 01-02 executed: Ball physics added to index.html — ball serves from center at 220px/s in random direction, bounces off top/bottom walls, deflects off Player 1 paddle with 5-zone angle control (-60 to +60 degrees), and accelerates by 18px/s per paddle hit. On-canvas speed debug display confirms speed increments and resets. Requirements CORE-01, CORE-02, CORE-03, CORE-04 satisfied. All 6 Phase 1 success criteria met. Phase 02 Plan 01 executed: paddle2 added to GameState (mirrors paddle1 structure), Input extended with ArrowUp/ArrowDown + named handler refs + cleanup(), AI module added with predictive ray-cast interception (wall-bounce simulation) and 3 difficulty presets (AI_EASY/MEDIUM/HARD). Physics._checkPaddle2Collision() added with 5-zone deflection sending ball LEFT. Physics.update() extended with paddle2 movement branch. Requirements CORE-08, AI-01, AI-02, AI-03, AI-04 satisfied.
### What Comes Next ### What Comes Next
1. Execute Phase 2 — Second paddle (Player 2 / AI), scoring system, ball tunneling safeguards 1. Execute Phase 2 Plan 02 — mode selection UI, scoring system, win/game-over states, ball tunneling safeguards
2. Continue through phases 3-5 after Phase 2 complete 2. Continue through phases 3-5 after Phase 2 complete
### Known Blockers ### Known Blockers
@@ -128,7 +137,7 @@ None.
### Last Session ### Last Session
Stopped at: Phase 2 context gathered Stopped at: Completed 02-01-PLAN.md
--- ---

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@@ -0,0 +1,106 @@
---
phase: 02-core-gameplay
plan: 01
subsystem: gameplay
tags: [canvas, vanilla-js, ai, physics, input, pong]
# Dependency graph
requires:
- phase: 01-foundation
provides: GameConfig, GameState.paddle1, GameState.ball, Physics (update/collide/serve), Input (W/S), Renderer, GameLoop
provides:
- GameState.paddle2 object (mirrors paddle1 structure, positioned on right side)
- GameConfig.WIN_SCORE and AI_EASY/AI_MEDIUM/AI_HARD difficulty presets
- Input.getVerticalInput2() for ArrowUp/ArrowDown keys
- Input.cleanup() with named handler refs for event listener removal
- AI object with predictive ray-cast interception (wall-bounce simulation)
- Physics._checkPaddle2Collision() with 5-zone deflection sending ball LEFT
- Physics.update() extended with paddle2 movement branch (mode: '2p' or 'ai')
- GameState.score1, score2, mode, difficulty, gameState, winner fields
affects: [02-02, 02-core-gameplay]
# Tech tracking
tech-stack:
added: []
patterns:
- "AI module as plain object with init/update/_predictBallY — same module-object pattern as Physics/Input"
- "Predictive ray-cast AI: steps through future positions with wall bounces instead of linear interpolation"
- "Difficulty preset as config object: { speed, reactionDelay, errorMargin } — all tunable from GameConfig"
- "Named event handler refs on Input (_handleKeyDown/_handleKeyUp) enable cleanup() for memory management"
key-files:
created: []
modified:
- index.html
key-decisions:
- "AI waits when ball moves toward player (vx < 0), reacts only when ball approaches (vx > 0) — avoids premature repositioning"
- "Deadzone of 3px in AI movement prevents micro-jitter when paddle center is already near target"
- "Physics.onResize() now calls this.init() to fully reposition both paddles on window resize"
- "Paddle2 collision pushes ball.x = paddle.x - ball.radius - 1 (mirrored from paddle1's right-push)"
patterns-established:
- "Mode guard in Physics.update(): GameState.mode === '2p' branches to human input, 'ai' branches to AI.update()"
- "Collision guards: ball.vx < 0 for paddle1, ball.vx > 0 for paddle2 — prevents wrong-direction collision checks"
requirements-completed: [CORE-08, AI-01, AI-02, AI-03, AI-04]
# Metrics
duration: 2min
completed: 2026-03-10
---
# Phase 2 Plan 01: Paddle2 and AI Opponent Summary
**GameState.paddle2 + full AI opponent module with predictive ray-cast interception and three tunable difficulty levels (easy/medium/hard)**
## Performance
- **Duration:** ~2 min
- **Started:** 2026-03-10T20:04:26Z
- **Completed:** 2026-03-10T20:06:12Z
- **Tasks:** 2
- **Files modified:** 1
## Accomplishments
- Added paddle2 to GameState (mirrors paddle1 structure) and positioned it on right side in Physics.init()
- Extended Input with ArrowUp/ArrowDown support, named handler refs, and cleanup() method
- Added AI module with predictive ray-cast (_predictBallY simulates wall bounces) plus reaction delay and error margin per difficulty
- Added Physics._checkPaddle2Collision() using same 5-zone deflection as paddle1 but sends ball leftward
- Extended Physics.update() with paddle2 movement branch (2p human or ai mode)
## Task Commits
Each task was committed atomically:
1. **Task 1: Extend GameConfig, GameState, and Input for two-player support** - `a2f0bc3` (feat)
2. **Task 2: Add AI module and extend Physics for paddle2 movement and collision** - `398bc4a` (feat)
## Files Created/Modified
- `/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
## Decisions Made
- Physics.onResize() now calls this.init() instead of just updating width/height, so paddle2 gets repositioned on resize
- AI reaction timer resets to 0 whenever ball.vx < 0 (ball moving toward player) — AI fully waits before reacting again once ball returns
- Deadzone of 3px prevents AI paddle jitter when already near target
## Deviations from Plan
None - plan executed exactly as written.
## Issues Encountered
None.
## User Setup Required
None - no external service configuration required.
## Next Phase Readiness
- paddle2 exists with valid x/y/width/height/speed/color — ready for Renderer to draw it in Plan 02-02
- AI.update() fires when GameState.mode === 'ai' — mode selection UI needed (Plan 02-02)
- Score tracking fields (score1, score2) and gameState state machine fields are wired and ready for Plan 02-02 scoring logic
---
*Phase: 02-core-gameplay*
*Completed: 2026-03-10*