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>
This commit is contained in:
Dabit
2026-03-10 21:20:32 +01:00
parent 77071a52ff
commit feb72d3d97
6 changed files with 152 additions and 21 deletions

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---
*Phase: 02-core-gameplay*
*Completed: 2026-03-10*
## Self-Check: PASSED
- index.html: FOUND
- 02-01-SUMMARY.md: FOUND
- Commit a2f0bc3 (Task 1): FOUND
- Commit 398bc4a (Task 2): FOUND

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---
phase: 02-core-gameplay
plan: 02
subsystem: ui
tags: [canvas, game-loop, state-machine, scoring, pong, vanilla-js]
# Dependency graph
requires:
- phase: 02-core-gameplay/02-01
provides: paddle2, AI module, predictive ray-cast, 3 difficulty presets, Input cleanup
provides:
- Full game state machine (modeSelect → diffSelect → playing → scored → gameover)
- Scoring detection (ball exits left/right edge → score1/score2 increment)
- 1-second post-score pause with auto-serve
- Match-end condition (first to WIN_SCORE=7 wins)
- Mode selection UI (1=Solo vs AI, 2=2-Player)
- Difficulty selection UI (1=Easy, 2=Medium, 3=Hard)
- Winner overlay with "Press R to play again"
- R-key restart (scores reset, back to modeSelect)
- Center divider dashed line rendering
- Score numbers rendered on canvas (top-left / top-right)
affects: [03-menus-audio, 04-effects-powerups, 05-polish-release]
# Tech tracking
tech-stack:
added: []
patterns:
- State machine pattern via gameState string field driving render/update branches
- GameLoop owns scoring detection; Physics.update() no longer owns out-of-bounds reset
- pauseTime field on GameLoop tracks scored-state start for 1s serve delay
key-files:
created: []
modified:
- index.html
key-decisions:
- "GameLoop owns scoring/serve, not Physics: removed auto-reset from Physics.update() so GameLoop can increment scores before calling serveBall()"
- "modeSelect state renders full-screen prompt and returns early — no physics/paddles rendered until game starts"
- "pauseTime stored on GameLoop object (not GameState) — transient timing data that doesn't need to survive restart"
- "Ball hidden during 'scored' pause state (gameState !== 'scored' guard on drawCircle) — clean visual signal to players"
- "2-Player mode skips diffSelect entirely — straight to playing after pressing 2"
- "Winner identity set on GameState.winner as 'player1' | 'ai' | 'player2' — AI win labeled 'AI', not 'Player 2'"
patterns-established:
- "State machine pattern: gameState string drives render/update branches in GameLoop.main()"
- "GameLoop owns game-level events (scoring, match end, serve); Physics owns physics-level events (collision, deflection)"
requirements-completed: [CORE-05, CORE-06]
# Metrics
duration: ~5min (continuation after human-verify checkpoint)
completed: 2026-03-10
---
# Phase 2 Plan 02: Core Gameplay State Machine Summary
**Full game loop with state machine, mode/difficulty selection UI, scoring detection, 1s re-serve pause, match-end at 7 points, and R-key restart — all in a single index.html**
## Performance
- **Duration:** ~5 min
- **Started:** 2026-03-10T20:10:00Z
- **Completed:** 2026-03-10T20:15:00Z
- **Tasks:** 2 (1 auto + 1 checkpoint)
- **Files modified:** 1
## Accomplishments
- Game state machine fully wired: modeSelect → diffSelect → playing → scored → gameover → modeSelect
- Scoring detection moved to GameLoop (after Physics.update()), Physics auto-reset removed — scores now correctly increment
- Mode/difficulty selection screens rendered on canvas with clear key prompts
- Winner overlay with player name and restart prompt; R-key cleanly resets all state
- Phase 1 debug speed text removed; center divider dashed line added
## Task Commits
Each task was committed atomically:
1. **Task 1: State machine — mode/difficulty selection, scoring, match end, and restart** - `77071a5` (feat)
2. **Task 2: Checkpoint: Verify Phase 2 complete gameplay** - approved by user (no code commit)
## Files Created/Modified
- `index.html` - GameLoop.main() rewritten with full state machine; Input._handleKeyDown extended with mode/difficulty/restart keys; Physics.update() out-of-bounds auto-reset removed; pauseTime field added to GameLoop
## Decisions Made
- GameLoop owns scoring detection and serve calls — Physics.update() no longer has out-of-bounds reset. This separation is critical: if Physics auto-resets, GameLoop never sees the scoring condition.
- Ball hidden during `scored` pause via guard on drawCircle — cleaner player feedback than showing stationary ball.
- 2-Player mode bypasses difficulty selection entirely (no AI to configure).
- pauseTime stored on GameLoop (not GameState) — it's transient per-point timing that doesn't need to survive an R-key restart.
## Deviations from Plan
None - plan executed exactly as written.
## Issues Encountered
None.
## User Setup Required
None - no external service configuration required.
## Next Phase Readiness
- Phase 2 complete: full playable Pong with mode selection, AI opponent, scoring, match end, and restart
- Phase 3 (menus, audio, pause) can proceed — GameState fields (gameState, mode, difficulty, score1, score2, winner) are stable contracts
- No blockers
---
*Phase: 02-core-gameplay*
*Completed: 2026-03-10*