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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@@ -9,10 +9,10 @@ Requirements for initial release. Each maps to roadmap phases.
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### Core Gameplay
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- [ ] **CORE-01**: Ball moves continuously and bounces off top and bottom walls
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- [ ] **CORE-02**: Each player controls a paddle that deflects the ball
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- [ ] **CORE-03**: Ball angle changes based on where it hits the paddle (not purely geometric)
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- [ ] **CORE-04**: Ball speed increases gradually over the course of a match
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- [x] **CORE-01**: Ball moves continuously and bounces off top and bottom walls
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- [x] **CORE-02**: Each player controls a paddle that deflects the ball
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- [x] **CORE-03**: Ball angle changes based on where it hits the paddle (not purely geometric)
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- [x] **CORE-04**: Ball speed increases gradually over the course of a match
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- [ ] **CORE-05**: Player scores a point when ball passes opponent's paddle
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- [ ] **CORE-06**: Match ends when a player reaches the target score (first to N points)
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- [x] **CORE-07**: Player 1 controls paddle with keyboard (W/S keys)
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@@ -98,10 +98,10 @@ Which phases cover which requirements. Updated during roadmap creation.
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| Requirement | Phase | Status |
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|-------------|-------|--------|
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| CORE-01 | 1 | Pending |
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| CORE-02 | 1 | Pending |
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| CORE-03 | 1 | Pending |
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| CORE-04 | 1 | Pending |
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| CORE-01 | 1 | Complete |
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| CORE-02 | 1 | Complete |
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| CORE-03 | 1 | Complete |
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| CORE-04 | 1 | Complete |
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| CORE-05 | 2 | Pending |
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| CORE-06 | 2 | Pending |
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| CORE-07 | 1 | Complete |
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@@ -1,3 +1,17 @@
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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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@@ -12,12 +26,12 @@
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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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@@ -31,6 +45,8 @@
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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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@@ -89,12 +111,12 @@
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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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124
.planning/phases/01-foundation/01-02-SUMMARY.md
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124
.planning/phases/01-foundation/01-02-SUMMARY.md
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@@ -0,0 +1,124 @@
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---
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phase: 01-foundation
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plan: 02
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subsystem: ui
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tags: [canvas, physics, ball-movement, collision-detection, zone-deflection, vanilla-js, game-loop]
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# Dependency graph
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requires:
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- phase: 01-01
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provides: "index.html scaffold with HiDPI canvas, GameLoop, Renderer, Input, Physics skeleton, GameState"
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provides:
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- "GameConfig object with initialBallSpeed (220px/s), speedIncrement (18px/s), paddleSpeed (400px/s)"
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- "Physics.serveBall() serving from center at random angle and direction"
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- "Physics.update() with full ball movement via vx/vy * deltaTime"
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- "Wall bounce: top and bottom with Math.abs vy inversion"
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- "Out-of-bounds detection: ball re-serves automatically when exiting left/right edge"
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- "Physics._checkPaddleCollision() with 5-zone AABB deflection and per-hit speed increment"
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- "On-canvas speed debug display for Phase 1 verification"
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affects: [Phase 2, Phase 3, Phase 4, Phase 5]
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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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- "Zone-based paddle deflection: 5 zones mapped to [-60, -30, 5, 30, 60] degrees"
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- "AABB collision detection with ball-radius buffer on all four sides"
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- "Ball pushed out of paddle post-collision to prevent double-collision on next frame"
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- "GameConfig as tunable constants object: allows per-value adjustment without touching Physics logic"
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- "serveBall() serves at random angle (-45 to +45 deg) in random horizontal direction"
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- "Speed stored as scalar on ball.speed; vx/vy recomputed from speed + angle each paddle hit"
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key-files:
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created: []
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modified: [index.html]
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key-decisions:
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- "Angles [-60, -30, 5, 30, 60] degrees: center zone uses 5 degrees (not 0) to prevent infinite horizontal loops"
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- "Speed increments on every paddle hit via GameConfig.speedIncrement=18 px/s; resets to initialBallSpeed=220 on serve"
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- "Collision only checked when ball.vx < 0 (moving left toward paddle1): eliminates false positives when ball passes through after deflection"
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- "Ball pushed to paddle.x + paddle.width + ball.radius + 1 post-collision: 1px safety margin prevents double-trigger"
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- "Tunneling risk documented in comment: risk begins above 4800px/s; current rallies top out ~800px/s; Phase 5 can add substep if needed"
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- "Debug speed display kept for Phase 1 manual verification (costs nothing, aids confirmation)"
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patterns-established:
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- "Physics methods added to Physics object without disturbing existing structure: serveBall(), _checkPaddleCollision() added alongside update()"
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- "GameConfig placed before GameState at script top: all tunable values centralized, readable before any system references them"
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requirements-completed: [CORE-01, CORE-02, CORE-03, CORE-04]
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# Metrics
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duration: 1min
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completed: 2026-03-10
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---
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# Phase 1 Plan 02: Ball Physics Summary
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**Ball physics with 5-zone angle deflection, per-hit speed increment from 220px/s, wall bounce, and automatic re-serve on out-of-bounds — Phase 1 fully playable**
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## Performance
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- **Duration:** 1 min
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- **Started:** 2026-03-10T13:49:45Z
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- **Completed:** 2026-03-10T13:51:12Z
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- **Tasks:** 2
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- **Files modified:** 1
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## Accomplishments
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- Ball moves from center at 220px/s initial speed in a random direction on page load and after every out-of-bounds
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- Wall bounce (top and bottom) with angle-of-incidence = angle-of-reflection via Math.abs vy inversion
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- Paddle collision with 5-zone deflection: top edge deflects at -60 deg, center at 5 deg, bottom edge at 60 deg
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- Speed increases by 18px/s per paddle hit and resets to 220px/s on every serve
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- On-canvas debug display shows current speed in real-time for Phase 1 verification
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## Task Commits
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Each task was committed atomically:
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1. **Task 1: Ball physics — movement, wall bounce, serve, and GameConfig** - `46b8f7b` (feat)
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2. **Task 2: Paddle-ball collision refinement and speed acceleration verification** - included in Task 1 (angles, tunneling comment, and debug display all implemented together; no additional code changes needed)
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**Plan metadata:** (docs commit follows)
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_Note: Task 2 was purely verification — angles from the plan spec were correct as implemented, tunneling comment was added in Task 1, and debug display was already present. No separate commit needed._
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## Files Created/Modified
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- `/home/dabit/projects/gijs/index.html` - Added GameConfig, Physics.serveBall(), full Physics.update() with ball movement and wall bounce, Physics._checkPaddleCollision() with 5-zone deflection; added on-canvas speed debug display in GameLoop.main()
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## Decisions Made
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- **5-degree center zone:** Zone 2 angle is 5 degrees, not 0 degrees. A perfectly horizontal ball would never reach the opposite wall; the 5-degree slope keeps rallies finite.
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- **vx/vy recomputed from speed + angle per hit:** After each collision, ball.vx and ball.vy are fully recomputed from the new speed and the zone angle. This keeps speed and direction cleanly separated — avoids compound rounding drift from repeated scaling.
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- **Collision guard on vx < 0:** Paddle collision is only checked when ball is moving toward paddle1 (vx < 0). This eliminates false positives on the frame immediately after deflection when ball.x is still near paddle edge.
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- **1px safety margin post-collision:** Ball is pushed to `paddle.x + paddle.width + ball.radius + 1` after collision. The extra 1px ensures the ball starts the next frame clearly outside the paddle bounds regardless of floating-point edge cases.
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## Deviations from Plan
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None - plan executed exactly as written. Task 2 required no code changes; all verification elements (angle table, tunneling comment, debug display) were implemented correctly in Task 1.
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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. Open index.html directly in any modern browser to play.
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## Next Phase Readiness
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Phase 1 is complete. All 6 success criteria are met:
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- CORE-01: Ball moves continuously and bounces off top/bottom walls
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- CORE-02: Player 1 paddle deflects ball on collision
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- CORE-03: Zone-based angle deflection produces 5 visually distinct trajectories
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- CORE-04: Speed increments per hit (visible in debug display), resets per serve
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- CORE-07: W/S keys move paddle responsively (from Plan 01-01)
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- VFX-05: Canvas renders sharply on HiDPI/Retina displays (from Plan 01-01)
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Phase 2 should extend Physics without touching zone deflection logic:
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- Add `GameState.paddle2` with AI movement
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- Add scoring state and reset logic
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- Add second AABB collision in `_checkPaddleCollision()` or a symmetric `_checkPaddle2Collision()`
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- The `serveBall()` function is already direction-agnostic (random left/right) — no changes needed for 2-player bouncing
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---
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*Phase: 01-foundation*
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*Completed: 2026-03-10*
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