- Added mode/difficulty/restart key handlers to Input._handleKeyDown
- Rewrote GameLoop.main() with full state machine (modeSelect, diffSelect, playing, scored, gameover)
- Added score detection in GameLoop (ball exits left/right edge)
- Added 1s pause after score then auto-serve
- Added match-end check (first to 7 wins) with winner overlay
- Added center divider line and real-time score display
- Renders both paddles during gameplay
- Removed Physics out-of-bounds auto-serve (GameLoop now owns scoring)
- Removed Phase 1 debug speed display
- Added pauseTime field to GameLoop
- Add AI object with init(), update(), _predictBallY() methods
- AI uses predictive ray-cast with wall bounce simulation to intercept ball
- AI respects difficulty config (speed, reactionDelay, errorMargin) from GameConfig
- Add Physics._checkPaddle2Collision() with 5-zone deflection, ball goes LEFT
- Extend Physics.update() with paddle2 movement branch (2p/ai modes)
- Add AI.init() to initialization block
- Add WIN_SCORE, AI_EASY, AI_MEDIUM, AI_HARD to GameConfig
- Add paddle2, score1, score2, mode, difficulty, gameState, winner to GameState
- Replace anonymous Input handlers with named refs + cleanup() method
- Add Input.getVerticalInput2() for ArrowUp/ArrowDown keys
- Position paddle2 on right side in Physics.init()
- Update Physics.onResize() to call init() for full repositioning
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>
- Add GameConfig with initialBallSpeed (220px/s), speedIncrement (18px/s), paddleSpeed (400px/s)
- Add Physics.serveBall(): centers ball, sets random angle (-45 to +45 deg), random left/right dir
- Replace Physics.update() skeleton with full ball movement and wall bounce logic
- Add Physics._checkPaddleCollision() with 5-zone angle deflection and speed increment per hit
- Ball exits left/right bounds → immediate re-serve from center
- Ball pushed out of paddle on collision to prevent double-hit next frame
- Add on-canvas speed debug display (Phase 1 verification aid)
- 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
- Created index.html with valid HTML5 structure and black full-window canvas
- Renderer object with devicePixelRatio-aware resize() using logical vs bitmap coords
- CSS enforces overflow:hidden with no scrollbars
- Minimum 4:3 aspect ratio enforcement in resize logic
- window.addEventListener('resize') handler for live canvas rescaling
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>