docs(02-02): complete state machine and scoring plan
- Created 02-02-SUMMARY.md documenting full game state machine implementation - STATE.md updated: Phase 2 complete (2/2 plans), decisions 15-17 added - ROADMAP.md updated: Phase 2 marked Complete (2 plans, 2 summaries) - REQUIREMENTS.md: CORE-05 and CORE-06 marked complete Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -3,13 +3,13 @@ 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 02-01-PLAN.md
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last_updated: "2026-03-10T20:07:22.163Z"
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stopped_at: Completed 02-02-PLAN.md
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last_updated: "2026-03-10T20:20:14.256Z"
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progress:
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total_phases: 5
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completed_phases: 1
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completed_phases: 2
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total_plans: 4
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completed_plans: 3
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completed_plans: 4
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---
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# STATE: Super Pong Next Gen
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@@ -26,12 +26,12 @@ progress:
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| Attribute | Value |
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|-----------|-------|
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| **Phase** | 02-core-gameplay |
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| **Plan** | Plan 1/2 — COMPLETE |
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| **Status** | Phase 02 in progress — paddle2, AI module, predictive ray-cast, 3 difficulty levels done |
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| **Progress** | 75% (3/4 plans complete; Phase 1 complete, Phase 2 plan 1 complete) |
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| **Plan** | Plan 2/2 — COMPLETE |
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| **Status** | Phase 02 COMPLETE — full playable Pong with state machine, scoring, AI, and match-end |
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| **Progress** | 100% (4/4 plans complete; Phase 1 complete, Phase 2 complete) |
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```
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[████████░░] 75% — Phase 2: 1/2 plans complete
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[██████████] 100% — Phase 2: 2/2 plans complete
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```
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---
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@@ -49,6 +49,7 @@ progress:
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---
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| Phase 02-core-gameplay P01 | 2min | 2 tasks | 1 files |
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| Phase 02-core-gameplay P02 | 5min | 2 tasks | 1 files |
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## Accumulated Context
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@@ -92,6 +93,12 @@ progress:
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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.
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15. **GameLoop owns scoring/serve, Physics owns physics:** Scoring detection is in GameLoop.main() after Physics.update() — Physics no longer auto-resets ball on out-of-bounds. This separation allows GameLoop to increment scores before re-serving.
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16. **pauseTime on GameLoop, not GameState:** Post-score pause timer is transient per-point timing; storing it on GameLoop (not GameState) keeps GameState clean for restart.
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17. **Ball hidden during 'scored' pause:** drawCircle guarded by `gs.gameState !== 'scored'` — gives players a visual signal that a point was scored before the ball re-serves.
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### Coverage Validation
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**Total v1 Requirements:** 37
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@@ -120,12 +127,12 @@ progress:
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### What Just Happened
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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.
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Phase 02 Plan 02 executed: GameLoop.main() rewritten with full state machine (modeSelect → diffSelect → playing → scored → gameover). Scoring detection added to GameLoop (after Physics.update()). Physics.update() auto-reset removed so GameLoop owns scoring. Mode/difficulty selection screens rendered on canvas. Winner overlay with R-key restart. pauseTime field added to GameLoop for 1s post-score pause. Phase 1 debug speed text removed. Requirements CORE-05, CORE-06 satisfied. Phase 2 complete.
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### What Comes Next
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1. Execute Phase 2 Plan 02 — mode selection UI, scoring system, win/game-over states, ball tunneling safeguards
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2. Continue through phases 3-5 after Phase 2 complete
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1. Execute Phase 3 — menus, audio (WebAudio), pause/resume screen
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2. Continue through phases 4-5 after Phase 3 complete
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### Known Blockers
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@@ -137,7 +144,7 @@ None.
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### Last Session
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Stopped at: Completed 02-01-PLAN.md
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Stopped at: Completed 02-02-PLAN.md
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---
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