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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@@ -13,8 +13,8 @@ Requirements for initial release. Each maps to roadmap phases.
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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-05**: Player scores a point when ball passes opponent's paddle
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- [x] **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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- [x] **CORE-08**: Player 2 controls paddle with keyboard (Up/Down arrow keys)
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@@ -102,8 +102,8 @@ Which phases cover which requirements. Updated during roadmap creation.
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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-05 | 2 | Complete |
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| CORE-06 | 2 | Complete |
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| CORE-07 | 1 | Complete |
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| CORE-08 | 2 | Complete |
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| AI-01 | 2 | Complete |
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@@ -10,7 +10,7 @@
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## Phases
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- [ ] **Phase 1: Foundation** - Game loop, rendering, input, physics, collision
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- [ ] **Phase 2: Core Gameplay** - AI opponent, second paddle, score tracking, state management
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- [x] **Phase 2: Core Gameplay** - AI opponent, second paddle, score tracking, state management (completed 2026-03-10)
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- [ ] **Phase 3: Complete Experience** - Screens, menus, audio, pause functionality
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- [ ] **Phase 4: Polish & Depth** - Visual effects, power-ups, multiple arenas
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- [ ] **Phase 5: Release** - Performance tuning, cross-browser testing, final validation
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@@ -60,7 +60,7 @@ Plans:
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5. Match ends when a player reaches target score with clear game-over state
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6. No memory leaks or event listener cleanup issues after multiple rounds
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**Plans:** 1/2 plans executed
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**Plans:** 2/2 plans complete
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Plans:
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- [ ] 02-01-PLAN.md — Paddle2, AI system (predictive interception + 3 difficulty levels), extended Input/Physics
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@@ -142,7 +142,7 @@ Plans:
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| Phase | Plans Complete | Status | Completed |
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|-------|----------------|--------|-----------|
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| 1. Foundation | 1/2 | In Progress | — |
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| 2. Core Gameplay | 1/2 | In Progress| |
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| 2. Core Gameplay | 2/2 | Complete | 2026-03-10 |
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| 3. Complete Experience | 0/? | Not started | — |
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| 4. Polish & Depth | 0/? | Not started | — |
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| 5. Release | 0/? | Not started | — |
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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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@@ -8,6 +8,7 @@
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"research": true,
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"plan_check": true,
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"verifier": true,
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"nyquist_validation": true
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"nyquist_validation": true,
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"_auto_chain_active": false
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}
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}
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@@ -104,3 +104,10 @@ None - no external service configuration required.
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---
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*Phase: 02-core-gameplay*
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*Completed: 2026-03-10*
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## Self-Check: PASSED
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- index.html: FOUND
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- 02-01-SUMMARY.md: FOUND
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- Commit a2f0bc3 (Task 1): FOUND
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- Commit 398bc4a (Task 2): FOUND
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116
.planning/phases/02-core-gameplay/02-02-SUMMARY.md
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116
.planning/phases/02-core-gameplay/02-02-SUMMARY.md
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@@ -0,0 +1,116 @@
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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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