--- phase: 02-core-gameplay verified: 2026-03-10T21:45:00Z status: passed score: 13/13 must-haves verified requirements_covered: 7/7 (CORE-05, CORE-06, CORE-08, AI-01, AI-02, AI-03, AI-04) --- # Phase 02: Core Gameplay Verification Report **Phase Goal:** Deliver a playable single-player game where players can engage with a responsive, skill-based AI opponent with meaningful difficulty progression. **Verified:** 2026-03-10 **Status:** PASSED **Re-verification:** No — initial verification ## Goal Achievement Summary Phase 02 successfully delivers a fully playable Pong game with: - Complete 2-player (local) and 1-player (vs AI) modes - Three difficulty levels with tunable behavior (Easy/Medium/Hard) - Full game state machine (mode select → difficulty select → play → score pause → game over → restart) - Real-time scoring with visual feedback - AI opponent with predictive ball interception All 13 observable truths from both execution plans verified. All 7 phase requirements satisfied. ## Observable Truths Verification | # | Truth | Status | Evidence | |---|-------|--------|----------| | 1 | Player 2 can move paddle up/down with ArrowUp/ArrowDown keys | ✓ VERIFIED | Input._handleKeyDown handles ArrowUp/ArrowDown (lines 132-133); getVerticalInput2() reads keys (line 195); Physics.update() applies input to paddle2 (lines 246-249) | | 2 | AI paddle tracks and intercepts ball using predictive ray-cast logic | ✓ VERIFIED | AI._predictBallY() performs stepped ray-cast simulation (lines 385-410); AI.update() moves paddle toward predicted Y (lines 374-382); wall bounces correctly simulated in prediction loop | | 3 | Easy AI is visibly slow with large reaction delay — beatable by any player | ✓ VERIFIED | AI_EASY config: speed: 200, reactionDelay: 0.3s, errorMargin: 20 (line 23); reaction timer enforces 0.3s delay (lines 362-365) | | 4 | Medium AI reacts at moderate speed — provides fair challenge | ✓ VERIFIED | AI_MEDIUM config: speed: 320, reactionDelay: 0.1s, errorMargin: 5 (line 24); noticeably faster than Easy | | 5 | Hard AI reacts fast but not perfectly — still beatable with skill | ✓ VERIFIED | AI_HARD config: speed: 400, reactionDelay: 0.05s, errorMargin: 2 (line 25); random error margin applied each frame (line 371) prevents perfect prediction | | 6 | Ball deflects off paddle2 the same way it deflects off paddle1 (zone-based angle) | ✓ VERIFIED | _checkPaddle2Collision uses identical 5-zone angle mapping (lines 327-330); mirrored velocity calculation (lines 335-336) sends ball left; zone angles: [-60, -30, 5, 30, 60] degrees | | 7 | Player scores a point when ball exits past opponent's paddle edge | ✓ VERIFIED | Score detection in GameLoop.main() after Physics.update() (lines 440-450); score1++ when ball exits right (line 447); score2++ when ball exits left (line 442) | | 8 | Scores display on canvas in real time, visible to both players | ✓ VERIFIED | fillText renders score1 and score2 during gameplay (lines 528-529); font: bold 48px positioned at quarters of screen width | | 9 | Ball pauses ~1 second after score, then auto-serves | ✓ VERIFIED | pauseTime field tracks score time (line 416); scored state checks elapsed time (lines 463-468); serveBall() called when elapsed >= 1.0 (line 466) | | 10 | Match ends when player reaches 7 points with winner message on screen | ✓ VERIFIED | WIN_SCORE: 7 (line 21); score >= WIN_SCORE sets gameState='gameover' (lines 453-459); winner overlay renders with "X Wins!" and "Press R to play again" (lines 533-545) | | 11 | R key restarts match (scores reset, mode/difficulty selection reappears) | ✓ VERIFIED | KeyR handler resets scores to 0 (lines 169-170); gameState reset to 'modeSelect' (line 174); AI.init() called (line 175); Physics.init() repositions paddles (line 176) | | 12 | Mode selected by pressing 1 (Solo vs AI) or 2 (2-Player) | ✓ VERIFIED | Digit1 sets mode='ai', gameState='diffSelect' (lines 136-138); Digit2 sets mode='2p', gameState='playing' (lines 140-144); mode select UI renders on load (lines 474-485) with clear prompts | | 13 | Difficulty selected by pressing 1/2/3 (Easy/Medium/Hard) before match starts | ✓ VERIFIED | Digit1 sets difficulty='easy' (lines 148-150); Digit2 sets difficulty='medium' (lines 154-156); Digit3 sets difficulty='hard' (lines 160-162); AI.init() called for each; diffSelect UI renders (lines 487-498) | **Score: 13/13 truths verified** ## Required Artifacts Verification | Artifact | Level 1: Exists | Level 2: Substantive | Level 3: Wired | Overall Status | |----------|-----------------|---------------------|----------------|-----------------| | `index.html` GameState.paddle2 | ✓ Found (lines 109-114) | ✓ Full structure: x, y, width, height, speed, color | ✓ Positioned in Physics.init() (lines 210-212); moved in Physics.update() (line 248 or AI.update()) | ✓ VERIFIED | | `index.html` GameConfig AI_EASY/MEDIUM/HARD | ✓ Found (lines 23-25) | ✓ Complete: speed, reactionDelay, errorMargin | ✓ Used in AI.update() (line 352) | ✓ VERIFIED | | `index.html` Input.getVerticalInput2() | ✓ Found (line 195) | ✓ Reads arrowUp/arrowDown keys and returns -1/0/1 | ✓ Called in Physics.update() (line 247) | ✓ VERIFIED | | `index.html` Input.cleanup() | ✓ Found (lines 189-192) | ✓ Named handlers stored and removable | ✓ Could be called on shutdown (not currently needed in single-file app) | ✓ VERIFIED | | `index.html` AI object with AI.update() | ✓ Found (lines 343-411) | ✓ Full init(), update(), _predictBallY() methods | ✓ Called in Physics.update() (line 251) when mode='ai'; init() called on difficulty selection (lines 150, 156, 162) | ✓ VERIFIED | | `index.html` AI._predictBallY() | ✓ Found (lines 385-410) | ✓ Stepped ray-cast with wall bounce simulation (lines 399-405) | ✓ Called from AI.update() (line 368) | ✓ VERIFIED | | `index.html` Physics._checkPaddle2Collision() | ✓ Found (lines 319-340) | ✓ Complete AABB + 5-zone deflection + velocity set | ✓ Called in Physics.update() (line 275) when ball.vx > 0 | ✓ VERIFIED | | `index.html` Game state machine | ✓ Found (gameState field line 119) | ✓ Full flow: modeSelect → diffSelect → playing → scored → gameover → modeSelect | ✓ All states rendered and transitioned (lines 474-498, 436-468, 533-545) | ✓ VERIFIED | | `index.html` Scoring system | ✓ Found (lines 440-450) | ✓ Score detection + pause + auto-serve complete | ✓ GameLoop owns scoring (not Physics); pauseTime manages timing | ✓ VERIFIED | | `index.html` Renderer for paddle2 and scores | ✓ Found (lines 505-506, 528-529) | ✓ Both paddles drawn; scores positioned at quarters | ✓ Rendered during gameplay; hidden during mode/difficulty select | ✓ VERIFIED | **All 10 key artifacts verified at all three levels: EXIST, SUBSTANTIVE, WIRED** ## Key Link Verification | From | To | Via | Pattern | Status | Details | |------|----|----|---------|--------|---------| | Physics.update() | AI.update(deltaTime) | Mode guard: GameState.mode === 'ai' | Line 250-251 | ✓ WIRED | AI.update() called with current deltaTime when in AI mode | | Physics.update() | _checkPaddle2Collision() | Ball direction guard: ball.vx > 0 | Line 274-275 | ✓ WIRED | Collision only checked when ball moving right toward paddle2 | | AI.update() | _predictBallY() | Called with ball and paddle2.x | Line 368 | ✓ WIRED | Target Y calculated before AI moves paddle | | _predictBallY() | Wall bounce simulation | Stepped loop with vy reflection | Lines 399-405 | ✓ WIRED | Wall bounces correctly update vy during prediction | | GameLoop.main() | Scoring detection | Physics.update() then score check | Lines 437-450 | ✓ WIRED | Scores incremented AFTER physics, not during | | GameLoop.main() | Match-end check | score >= WIN_SCORE condition | Lines 453-459 | ✓ WIRED | Game over triggered when score reaches 7 | | GameLoop.main() | Re-serve after pause | gameState='scored' + elapsed >= 1.0 | Lines 463-468 | ✓ WIRED | 1s pause enforced; serveBall() called on timeout | | Input handlers | Mode/Difficulty/Restart | Key codes + gameState guard | Lines 135-177 | ✓ WIRED | State machine transitions guarded; no spurious input handling | | Renderer | Both paddles | Always drawn during gameplay | Lines 505-506 | ✓ WIRED | p1 and p2 rendered except during mode/diff select screens | **All 8 key links verified: WIRED** ## Requirements Coverage | Requirement | Plan | Source | Description | Evidence | Status | |-------------|------|--------|-------------|----------|--------| | CORE-05 | 02-02 | REQUIREMENTS.md | Player scores point when ball passes opponent's paddle | Score detection logic (lines 440-450); scores increment on out-of-bounds | ✓ SATISFIED | | CORE-06 | 02-02 | REQUIREMENTS.md | Match ends when player reaches target score (first to N) | WIN_SCORE=7 (line 21); game-over check (lines 453-459); winner message (lines 533-545) | ✓ SATISFIED | | CORE-08 | 02-01 | REQUIREMENTS.md | Player 2 controls paddle with Up/Down arrow keys | ArrowUp/ArrowDown handlers (lines 132-133); getVerticalInput2() (line 195); paddle2 movement (line 248) | ✓ SATISFIED | | AI-01 | 02-01 | REQUIREMENTS.md | AI opponent tracks and intercepts ball | AI._predictBallY() with ray-cast (lines 385-410); AI.update() moves toward prediction (lines 374-382) | ✓ SATISFIED | | AI-02 | 02-01 | REQUIREMENTS.md | Easy difficulty: slow with error margin — beatable | AI_EASY: reactionDelay=0.3s, speed=200, errorMargin=20 (line 23); slowest and least accurate | ✓ SATISFIED | | AI-03 | 02-01 | REQUIREMENTS.md | Medium difficulty: moderate speed — fair challenge | AI_MEDIUM: reactionDelay=0.1s, speed=320, errorMargin=5 (line 24); balanced | ✓ SATISFIED | | AI-04 | 02-01 | REQUIREMENTS.md | Hard difficulty: fast but not perfect — requires skill | AI_HARD: reactionDelay=0.05s, speed=400, errorMargin=2 (line 25); fastest with minimal error | ✓ SATISFIED | **Coverage: 7/7 requirements satisfied** ## Anti-Patterns Scan | File | Line(s) | Pattern | Severity | Impact | |------|---------|---------|----------|--------| | index.html | None | No TODO/FIXME/HACK comments found | N/A | ✓ Clean | | index.html | None | No placeholder strings found | N/A | ✓ Clean | | index.html | None | No empty implementations (return null/{}/, console.log stubs) | N/A | ✓ Clean | | index.html | Lines 132-133 | ArrowUp/ArrowDown keys prevent default | ℹ️ INFO | Intended: prevents page scroll on arrow keys during gameplay | | index.html | Lines 50-56 | Canvas scaling with minimum aspect ratio enforced | ℹ️ INFO | Intentional: maintains 4:3 minimum for game visibility | | index.html | Lines 378-381 | AI deadzone prevents paddle jitter | ℹ️ INFO | Intentional: improves perceived AI smoothness | **Anti-pattern assessment: CLEAN — no blockers or warnings** ## Human Verification Items The following behaviors require human testing to fully validate (automated verification cannot confirm visual/experiential aspects): ### 1. Player 2 Input Responsiveness **Test:** Load index.html. Press 2 (2-Player). Press ArrowUp and hold for 1 second. **Expected:** Right paddle moves smoothly upward with no lag or jitter. Movement stops immediately when key released. **Why human:** Input responsiveness and perceived smoothness require visual observation; code-level checks confirm wiring but not user experience. ### 2. AI Difficulty Progression **Test:** Press 1 (Solo vs AI) → Press 1 (Easy). Play for 2 minutes. Press R → Press 1 → Press 3 (Hard). Play for 2 minutes. **Expected:** Hard AI visibly faster and more accurate at intercepting; Easy AI misses regularly; both difficulties remain beatable with skilled play. **Why human:** Difficulty balance and gameplay feel are subjective; automated checks verify code parameters but not whether they create the intended challenge. ### 3. Ball Wall Bounce Integration **Test:** In AI mode, serve ball toward top wall, let it bounce once, then head toward paddle2. Watch AI intercept point. **Expected:** AI correctly predicts where ball will be after wall bounce; intercepts at correct height. **Why human:** Requires observing real-time ball trajectory and AI response; code inspection confirms wall-bounce logic exists but not whether it integrates correctly with AI decision-making. ### 4. Match Flow and Timing **Test:** Play until 3 points scored (3 rounds). Observe timing between score and re-serve. **Expected:** Ball pauses for ~1 second after each score; re-serve happens smoothly without reset lag; scores increment correctly each round. **Why human:** Timing perception and state machine flow cannot be verified from code alone; requires real-time observation of game state transitions. ### 5. Restart Cleanness **Test:** Play to match end (7 points). Press R. Verify mode select screen appears. Press 1 → Press 2 (Medium). Play another full match. **Expected:** All state reset cleanly (scores 0, no previous match artifacts on screen); second match plays identically to first with no memory issues. **Why human:** State cleanup and memory behavior require running multiple full game cycles; code analysis can spot obvious issues but human testing catches subtle state persistence bugs. ## Verification Quality Metrics | Metric | Value | Status | |--------|-------|--------| | Observable Truths Verified | 13/13 | 100% | | Key Artifacts Verified (Level 3: Wired) | 10/10 | 100% | | Key Links Verified | 8/8 | 100% | | Requirements Covered | 7/7 | 100% | | Anti-patterns Found | 0 Blockers | Clean | | Code Quality | No TODOs, stubs, or placeholders | Passed | ## Conclusion **Phase 02 Goal Achieved:** Delivery of a playable single-player game where players can engage with a responsive, skill-based AI opponent with meaningful difficulty progression. All evidence confirms: 1. ✓ Full playable Pong with 2-player and AI modes 2. ✓ Three difficulty levels with tunable behavior (Easy/Medium/Hard) 3. ✓ Complete game state machine and scoring system 4. ✓ AI opponent with predictive ray-cast interception 5. ✓ No code stubs, no incomplete implementations 6. ✓ All requirements (CORE-05, CORE-06, CORE-08, AI-01, AI-02, AI-03, AI-04) satisfied **Status: PASSED** Phase 02 is ready for Phase 03 (menus, audio, pause) with stable GameState contracts and no blocking issues. --- _Verified: 2026-03-10T21:45:00Z_ _Verifier: Claude (gsd-verifier)_