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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---
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phase: 02-core-gameplay
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plan: 02
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subsystem: ui
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tags: [canvas, game-loop, state-machine, scoring, pong, vanilla-js]
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# Dependency graph
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requires:
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- phase: 02-core-gameplay/02-01
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provides: paddle2, AI module, predictive ray-cast, 3 difficulty presets, Input cleanup
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provides:
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- Full game state machine (modeSelect → diffSelect → playing → scored → gameover)
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- Scoring detection (ball exits left/right edge → score1/score2 increment)
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- 1-second post-score pause with auto-serve
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- Match-end condition (first to WIN_SCORE=7 wins)
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- Mode selection UI (1=Solo vs AI, 2=2-Player)
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- Difficulty selection UI (1=Easy, 2=Medium, 3=Hard)
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- Winner overlay with "Press R to play again"
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- R-key restart (scores reset, back to modeSelect)
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- Center divider dashed line rendering
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- Score numbers rendered on canvas (top-left / top-right)
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affects: [03-menus-audio, 04-effects-powerups, 05-polish-release]
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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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- State machine pattern via gameState string field driving render/update branches
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- GameLoop owns scoring detection; Physics.update() no longer owns out-of-bounds reset
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- pauseTime field on GameLoop tracks scored-state start for 1s serve delay
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key-files:
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created: []
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modified:
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- index.html
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key-decisions:
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- "GameLoop owns scoring/serve, not Physics: removed auto-reset from Physics.update() so GameLoop can increment scores before calling serveBall()"
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- "modeSelect state renders full-screen prompt and returns early — no physics/paddles rendered until game starts"
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- "pauseTime stored on GameLoop object (not GameState) — transient timing data that doesn't need to survive restart"
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- "Ball hidden during 'scored' pause state (gameState !== 'scored' guard on drawCircle) — clean visual signal to players"
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- "2-Player mode skips diffSelect entirely — straight to playing after pressing 2"
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- "Winner identity set on GameState.winner as 'player1' | 'ai' | 'player2' — AI win labeled 'AI', not 'Player 2'"
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patterns-established:
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- "State machine pattern: gameState string drives render/update branches in GameLoop.main()"
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- "GameLoop owns game-level events (scoring, match end, serve); Physics owns physics-level events (collision, deflection)"
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requirements-completed: [CORE-05, CORE-06]
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# Metrics
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duration: ~5min (continuation after human-verify checkpoint)
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completed: 2026-03-10
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---
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# Phase 2 Plan 02: Core Gameplay State Machine Summary
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**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**
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## Performance
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- **Duration:** ~5 min
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- **Started:** 2026-03-10T20:10:00Z
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- **Completed:** 2026-03-10T20:15:00Z
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- **Tasks:** 2 (1 auto + 1 checkpoint)
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- **Files modified:** 1
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## Accomplishments
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- Game state machine fully wired: modeSelect → diffSelect → playing → scored → gameover → modeSelect
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- Scoring detection moved to GameLoop (after Physics.update()), Physics auto-reset removed — scores now correctly increment
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- Mode/difficulty selection screens rendered on canvas with clear key prompts
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- Winner overlay with player name and restart prompt; R-key cleanly resets all state
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- Phase 1 debug speed text removed; center divider dashed line added
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## Task Commits
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Each task was committed atomically:
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1. **Task 1: State machine — mode/difficulty selection, scoring, match end, and restart** - `77071a5` (feat)
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2. **Task 2: Checkpoint: Verify Phase 2 complete gameplay** - approved by user (no code commit)
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## Files Created/Modified
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- `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
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## Decisions Made
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- 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.
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- Ball hidden during `scored` pause via guard on drawCircle — cleaner player feedback than showing stationary ball.
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- 2-Player mode bypasses difficulty selection entirely (no AI to configure).
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- pauseTime stored on GameLoop (not GameState) — it's transient per-point timing that doesn't need to survive an R-key restart.
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## Deviations from Plan
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None - plan executed exactly as written.
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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.
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## Next Phase Readiness
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- Phase 2 complete: full playable Pong with mode selection, AI opponent, scoring, match end, and restart
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- Phase 3 (menus, audio, pause) can proceed — GameState fields (gameState, mode, difficulty, score1, score2, winner) are stable contracts
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- No blockers
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---
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*Phase: 02-core-gameplay*
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*Completed: 2026-03-10*
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