Two-wave plan for Core Gameplay phase: paddle2 + AI system (wave 1),
then game state machine + scoring + rendering (wave 2).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Documented standard stack (vanilla JS, HTML5 Canvas), architecture patterns (extend Physics for paddle2, add AI module, score detection at GameLoop level), common pitfalls (tunneling, AI balance, input lag, memory leaks), and validation architecture for Phase 2 requirements. Verified with locked decisions from CONTEXT.md and prior phase research. Ready for planning.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Created 01-01-SUMMARY.md documenting objects built, decisions, patterns
- Updated STATE.md: position advanced to plan 2/2 in Phase 1
- Updated ROADMAP.md: Phase 1 plan 1/2 complete (in progress)
- Marked CORE-07 and VFX-05 requirements as complete in REQUIREMENTS.md
Synthesized 4 parallel research efforts into comprehensive SUMMARY.md:
- STACK.md: Vanilla Canvas 2D, fixed timestep, Web Audio, no dependencies
- FEATURES.md: MVP features + v1.x enhancements + defer list
- ARCHITECTURE.md: Game loop + state machine + entity patterns, 10-phase build order
- PITFALLS.md: 8 critical pitfalls with prevention strategies
Key recommendations:
- Use fixed timestep accumulator (60 Hz physics, variable rendering)
- Implement 10 phases from game loop foundation to cross-browser testing
- Address critical pitfalls early (tunneling, timing, DPI, autoplay, AI, power-ups, lag, memory)
- MVP ships with core Pong + AI + menus + basic polish
- v1.x adds particles, trails, power-ups, arenas
All research backed by official sources (MDN, web.dev, Chrome docs) and established patterns.
Confidence: HIGH. Ready for requirements definition.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>