docs(01-01): complete HTML scaffold plan — HiDPI canvas, game loop, Player 1 input

- Created 01-01-SUMMARY.md documenting objects built, decisions, patterns
- Updated STATE.md: position advanced to plan 2/2 in Phase 1
- Updated ROADMAP.md: Phase 1 plan 1/2 complete (in progress)
- Marked CORE-07 and VFX-05 requirements as complete in REQUIREMENTS.md
This commit is contained in:
Dabit
2026-03-10 14:48:47 +01:00
parent e43b82b4cb
commit 8625d8ed5f
4 changed files with 142 additions and 19 deletions

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@@ -15,7 +15,7 @@ Requirements for initial release. Each maps to roadmap phases.
- [ ] **CORE-04**: Ball speed increases gradually over the course of a match - [ ] **CORE-04**: Ball speed increases gradually over the course of a match
- [ ] **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)
- [ ] **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) - [ ] **CORE-08**: Player 2 controls paddle with keyboard (Up/Down arrow keys)
### AI Opponent ### AI Opponent
@@ -38,7 +38,7 @@ Requirements for initial release. Each maps to roadmap phases.
- [ ] **VFX-02**: Ball leaves a fading motion trail behind it - [ ] **VFX-02**: Ball leaves a fading motion trail behind it
- [ ] **VFX-03**: Particles burst from ball impact point when ball hits paddle or wall - [ ] **VFX-03**: Particles burst from ball impact point when ball hits paddle or wall
- [ ] **VFX-04**: Screen shakes briefly when a player scores a point - [ ] **VFX-04**: Screen shakes briefly when a player scores a point
- [ ] **VFX-05**: Canvas renders sharply on Retina/HiDPI displays (devicePixelRatio aware) - [x] **VFX-05**: Canvas renders sharply on Retina/HiDPI displays (devicePixelRatio aware)
### Power-Ups ### Power-Ups
@@ -104,7 +104,7 @@ Which phases cover which requirements. Updated during roadmap creation.
| CORE-04 | 1 | Pending | | CORE-04 | 1 | Pending |
| CORE-05 | 2 | Pending | | CORE-05 | 2 | Pending |
| CORE-06 | 2 | Pending | | CORE-06 | 2 | Pending |
| CORE-07 | 1 | Pending | | CORE-07 | 1 | Complete |
| CORE-08 | 2 | Pending | | CORE-08 | 2 | Pending |
| AI-01 | 2 | Pending | | AI-01 | 2 | Pending |
| AI-02 | 2 | Pending | | AI-02 | 2 | Pending |
@@ -118,7 +118,7 @@ Which phases cover which requirements. Updated during roadmap creation.
| VFX-02 | 4 | Pending | | VFX-02 | 4 | Pending |
| VFX-03 | 4 | Pending | | VFX-03 | 4 | Pending |
| VFX-04 | 4 | Pending | | VFX-04 | 4 | Pending |
| VFX-05 | 1 | Pending | | VFX-05 | 1 | Complete |
| PWR-01 | 4 | Pending | | PWR-01 | 4 | Pending |
| PWR-02 | 4 | Pending | | PWR-02 | 4 | Pending |
| PWR-03 | 4 | Pending | | PWR-03 | 4 | Pending |

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@@ -38,7 +38,7 @@
**Plans:** 2 plans **Plans:** 2 plans
Plans: Plans:
- [ ] 01-01-PLAN.md — HTML scaffold, HiDPI canvas, Renderer, GameLoop, Input, Player 1 paddle - [x] 01-01-PLAN.md — HTML scaffold, HiDPI canvas, Renderer, GameLoop, Input, Player 1 paddle
- [ ] 01-02-PLAN.md — Ball physics: movement, wall bounce, zone-based deflection, speed increment - [ ] 01-02-PLAN.md — Ball physics: movement, wall bounce, zone-based deflection, speed increment
--- ---
@@ -137,7 +137,7 @@ Plans:
| Phase | Plans Complete | Status | Completed | | Phase | Plans Complete | Status | Completed |
|-------|----------------|--------|-----------| |-------|----------------|--------|-----------|
| 1. Foundation | 0/2 | Planned | — | | 1. Foundation | 1/2 | In Progress | — |
| 2. Core Gameplay | 0/? | Not started | — | | 2. Core Gameplay | 0/? | Not started | — |
| 3. Complete Experience | 0/? | Not started | — | | 3. Complete Experience | 0/? | Not started | — |
| 4. Polish & Depth | 0/? | Not started | — | | 4. Polish & Depth | 0/? | Not started | — |

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@@ -2,7 +2,7 @@
**Project Reference** **Project Reference**
- **Core Value:** Pong reimagined with juice and depth — spectacular visuals, rich mechanics, complete game experience - **Core Value:** Pong reimagined with juice and depth — spectacular visuals, rich mechanics, complete game experience
- **Current Focus:** Roadmap created, ready for Phase 1 planning - **Current Focus:** Phase 1 — executing plans
- **Key Constraint:** Coarse granularity (5 phases max), HTML5 Canvas + vanilla JS, static deployment - **Key Constraint:** Coarse granularity (5 phases max), HTML5 Canvas + vanilla JS, static deployment
--- ---
@@ -11,13 +11,13 @@
| Attribute | Value | | Attribute | Value |
|-----------|-------| |-----------|-------|
| **Phase** | Planning complete, ready to plan Phase 1 | | **Phase** | 01-foundation |
| **Plan** | None active yet | | **Plan** | Plan 2/2 (01-02 next) |
| **Status** | Roadmap finalized, 37/37 requirements mapped | | **Status** | Plan 01-01 complete — scaffold, HiDPI canvas, game loop, Player 1 input done |
| **Progress** | 0% (0 phases complete) | | **Progress** | 5% (1/2 plans complete in Phase 1) |
``` ```
[ ] 0% — Roadmap → Phase 1 planning [= ] 5% — Phase 1: Plan 1/2 complete
``` ```
--- ---
@@ -29,6 +29,7 @@
| **Phase Coverage** | 100% (37/37 requirements mapped) | ✓ Complete | | **Phase Coverage** | 100% (37/37 requirements mapped) | ✓ Complete |
| **Success Criteria** | 2-5 per phase | ✓ Complete | | **Success Criteria** | 2-5 per phase | ✓ Complete |
| **Dependency Chain** | Linear (P1 → P2 → P3 → P4 → P5) | ✓ Validated | | **Dependency Chain** | Linear (P1 → P2 → P3 → P4 → P5) | ✓ Validated |
| **01-01 Duration** | — | 1 min (2 tasks, 1 file) |
--- ---
@@ -52,6 +53,14 @@
- Phase 4: Power-up balance - Phase 4: Power-up balance
- Phase 5: Performance, memory leaks, cross-browser - Phase 5: Performance, memory leaks, cross-browser
4. **deltaTime Cap at 50ms:** Game loop caps deltaTime to prevent physics explosion when tab loses focus and resumes — without this a single large delta would fling the ball off screen.
5. **Logical vs Bitmap Coordinate Separation:** canvas.width/height = logical * devicePixelRatio; ctx.scale(dpr, dpr) makes all game draw calls use logical pixels — correct HiDPI approach for sharp rendering on Retina displays.
6. **Module-Object Pattern Established:** GameLoop, Renderer, Input, Physics, GameState are plain JS objects with init() methods in a single script tag. No classes, no modules, no build step — runs directly from filesystem.
7. **e.code over e.key for Input:** Using e.code === 'KeyW' makes W/S detection layout-independent (works on AZERTY and other non-QWERTY keyboards).
### Coverage Validation ### Coverage Validation
**Total v1 Requirements:** 37 **Total v1 Requirements:** 37
@@ -80,22 +89,24 @@
### What Just Happened ### What Just Happened
Roadmap derived from 37 v1 requirements organized into 5 phases, each with 2-5 observable success criteria. Granularity set to coarse; 10-phase research recommendation compressed by grouping related technical work. Plan 01-01 executed: Created index.html with full-window HiDPI canvas, Renderer (devicePixelRatio aware), GameLoop (requestAnimationFrame + deltaTime), Input (W/S keys), Physics skeleton (paddle movement + clamping), and GameState. Player 1 paddle is visible and responsive. Requirements VFX-05 and CORE-07 satisfied.
### What Comes Next ### What Comes Next
1. `/gsd:plan-phase 1` — Decompose Phase 1 into executable plans 1. Execute Plan 01-02 — Ball physics: movement, wall bounce, zone-based angle deflection, per-hit speed increment
2. Continue through phases 2-5 2. Continue through phases 2-5 after Phase 1 complete
3. Execute plans in dependency order
4. Validate success criteria at each phase completion
### Known Blockers ### Known Blockers
None. All context available, all requirements mapped, roadmap ready for planning. None.
### Decisions Pending ### Decisions Pending
None. Roadmap finalized; awaiting user approval before phase planning begins. None.
### Last Session
Stopped at: Completed 01-01-PLAN.md (2026-03-10)
--- ---

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@@ -0,0 +1,112 @@
---
phase: 01-foundation
plan: 01
subsystem: ui
tags: [canvas, hidpi, game-loop, requestAnimationFrame, devicePixelRatio, vanilla-js]
# Dependency graph
requires: []
provides:
- "index.html with full-window HiDPI-aware canvas"
- "Renderer object with devicePixelRatio scaling and logical/bitmap coordinate separation"
- "GameLoop object using requestAnimationFrame with deltaTime capping"
- "Input object with keydown/keyup state tracking for W/S keys"
- "Physics skeleton with paddle movement and canvas-bounds clamping"
- "GameState object holding mutable paddle1 and ball state"
affects: [01-02, Phase 2, Phase 3, Phase 4, Phase 5]
# Tech tracking
tech-stack:
added: [HTML5 Canvas API, requestAnimationFrame, devicePixelRatio, performance.now]
patterns:
- "Module-object pattern: all systems are plain JS objects with init() methods"
- "Logical vs bitmap coordinate separation for HiDPI rendering"
- "deltaTime game loop with 50ms cap to prevent physics explosion on tab resume"
- "State centralized in GameState; systems mutate GameState, never each other directly"
key-files:
created: [index.html]
modified: []
key-decisions:
- "Single HTML file — no build step, runs directly from filesystem"
- "deltaTime capped at 50ms (0.05s) to prevent ball teleporting on tab resume or focus loss"
- "Logical vs bitmap pixels: canvas.width/height set to logical*dpr, ctx.scale(dpr,dpr) so all game draw calls use logical coords"
- "Minimum 4:3 aspect ratio enforced by constraining logicalHeight when window is taller than 4:3"
- "Physics.onResize called from Renderer.resize() with existence guard (typeof Physics !== undefined)"
- "Input uses e.code (KeyW/KeyS) not e.key for layout-independent key detection"
patterns-established:
- "Object initialization order: Renderer.init() → Physics.init() → Input.init() → GameLoop.start()"
- "Renderer.drawRect/drawCircle use Math.round() to prevent sub-pixel blurriness"
- "GameLoop.main() re-registers itself first, then updates physics, then renders"
- "Physics.update() takes deltaTime in seconds; speeds defined as logical pixels/second"
requirements-completed: [VFX-05, CORE-07]
# Metrics
duration: 1min
completed: 2026-03-10
---
# Phase 1 Plan 01: HTML Scaffold, HiDPI Canvas, and Game Loop Summary
**Single-file HTML5 Pong scaffold with devicePixelRatio-aware canvas, requestAnimationFrame game loop, and W/S paddle input — Player 1 visible and responsive**
## Performance
- **Duration:** 1 min
- **Started:** 2026-03-10T13:45:27Z
- **Completed:** 2026-03-10T13:46:34Z
- **Tasks:** 2
- **Files modified:** 1
## Accomplishments
- Full-window black canvas with HiDPI scaling via devicePixelRatio; renders sharply on Retina displays
- requestAnimationFrame game loop at device refresh rate with 50ms deltaTime cap for safety
- W/S keyboard input with instantaneous keydown/keyup state tracking (no OS key-repeat lag)
- White paddle visible on left side (~x=30), white ball dot at center; both correctly positioned on init
## Task Commits
Each task was committed atomically:
1. **Task 1: HTML scaffold, HiDPI canvas, and full-window Renderer** - `e43b82b` (feat)
2. **Task 2: GameLoop, Input module, and Player 1 paddle rendering** - `e43b82b` (feat — included in Task 1 commit as file was written complete)
**Plan metadata:** (docs commit follows)
_Note: Both tasks target the same new file (index.html). The file was authored complete in a single write and committed once with all objects present._
## Files Created/Modified
- `/home/dabit/projects/gijs/index.html` - Complete game scaffold: HTML5 structure, embedded CSS, Renderer, GameState, Input, Physics skeleton, GameLoop, and initialization block
## Decisions Made
- **deltaTime cap at 50ms:** Prevents physics explosion when the browser tab loses focus and resumes — a single large delta without this cap would fling the ball off screen.
- **Logical vs bitmap coordinate system:** All game logic uses logical pixels (window.innerWidth/innerHeight). Canvas bitmap dimensions are logical * devicePixelRatio; ctx.scale(dpr, dpr) makes draw calls transparent to this split. This is the correct HiDPI approach.
- **Minimum 4:3 aspect ratio:** When window is taller than 4:3, logicalHeight is clamped to `floor(logicalWidth / 1.333)`. Canvas CSS height tracks logicalHeight, so the canvas never becomes taller than 4:3. The area below the canvas is body background (#000), which is invisible.
- **e.code over e.key:** Using `e.code === 'KeyW'` instead of `e.key === 'w'` makes input work regardless of keyboard layout (AZERTY, etc.).
- **Physics.onResize existence guard:** `typeof Physics !== 'undefined'` in Renderer.resize() allows Renderer.init() to be called before Physics is defined, eliminating init-order fragility.
## Deviations from Plan
None - plan executed exactly as written. Both tasks implemented together since they target the same new file; no functional deviation from specified behavior.
## Issues Encountered
None. Fresh project with no dependencies — no install steps, no auth gates, no external services.
## User Setup Required
None - no external service configuration required. Open index.html directly in any modern browser.
## Next Phase Readiness
- index.html is the foundation for Plan 01-02 (ball physics: movement, wall bounce, zone-based deflection, speed increment)
- Physics.update() currently only moves paddle1; Plan 01-02 adds ball velocity, wall bouncing, and paddle collision
- GameState.ball has vx/vy/speed fields initialized to 0 — Plan 01-02 will set initial ball velocity
- All objects (GameLoop, Renderer, Physics, Input, GameState) are in global script scope, accessible for extension without refactoring
---
*Phase: 01-foundation*
*Completed: 2026-03-10*