docs(01-02): complete ball physics plan — Phase 1 fully playable
- Add 01-02-SUMMARY.md documenting physics implementation, GameConfig, zone angles, and Phase 2 extension notes - Update STATE.md: Phase 1 complete (2/2 plans), add decisions 8-10 for zone angles/GameConfig/vx-vy decomposition - Update ROADMAP.md: Phase 1 progress shows 2/2 plans complete - Mark CORE-01, CORE-02, CORE-03, CORE-04 complete in REQUIREMENTS.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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---
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gsd_state_version: 1.0
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milestone: v1.0
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milestone_name: milestone
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status: unknown
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stopped_at: Completed 01-02-PLAN.md
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last_updated: "2026-03-10T13:52:30.126Z"
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progress:
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total_phases: 5
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completed_phases: 1
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total_plans: 2
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completed_plans: 2
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---
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# STATE: Super Pong Next Gen
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**Project Reference**
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| Attribute | Value |
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|-----------|-------|
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| **Phase** | 01-foundation |
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| **Plan** | Plan 2/2 (01-02 next) |
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| **Status** | Plan 01-01 complete — scaffold, HiDPI canvas, game loop, Player 1 input done |
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| **Progress** | 5% (1/2 plans complete in Phase 1) |
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| **Plan** | Plan 2/2 — COMPLETE |
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| **Status** | Phase 01 complete — ball physics, wall bounce, zone deflection, speed increment, serve logic done |
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| **Progress** | 10% (2/2 plans complete in Phase 1; Phase 1 of 5 complete) |
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```
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[= ] 5% — Phase 1: Plan 1/2 complete
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[== ] 10% — Phase 1: Complete (2/2 plans)
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```
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---
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| **Dependency Chain** | Linear (P1 → P2 → P3 → P4 → P5) | ✓ Validated |
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| **01-01 Duration** | — | 1 min (2 tasks, 1 file) |
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| **01-02 Duration** | — | 1 min (2 tasks, 1 file) |
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---
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## Accumulated Context
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@@ -61,6 +77,12 @@
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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).
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8. **Zone angles [-60, -30, 5, 30, 60] degrees:** Center zone uses 5 deg not 0 to prevent infinite horizontal ball loops; top/bottom edges at 60 degrees for dramatic deflection.
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9. **GameConfig centralizes tunable constants:** initialBallSpeed (220px/s), speedIncrement (18px/s), paddleSpeed (400px/s) — all adjustable without touching Physics logic.
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10. **vx/vy recomputed from speed+angle each paddle hit:** Prevents compound rounding drift from repeated scaling; speed and direction always cleanly separated.
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### Coverage Validation
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**Total v1 Requirements:** 37
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### What Just Happened
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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.
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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.
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### What Comes Next
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1. Execute Plan 01-02 — Ball physics: movement, wall bounce, zone-based angle deflection, per-hit speed increment
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2. Continue through phases 2-5 after Phase 1 complete
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1. Execute Phase 2 — Second paddle (Player 2 / AI), scoring system, ball tunneling safeguards
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2. Continue through phases 3-5 after Phase 2 complete
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### Known Blockers
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@@ -106,7 +128,7 @@ None.
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### Last Session
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Stopped at: Completed 01-01-PLAN.md (2026-03-10)
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Stopped at: Completed 01-02-PLAN.md
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---
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