# Phase 2: Core Gameplay - Context **Gathered:** 2026-03-10 **Status:** Ready for planning ## Phase Boundary Add scoring system, second paddle (human Player 2 + AI opponent with 3 difficulty levels), and match-end condition. Phase 3 adds real UI screens — Phase 2 delivers a fully playable game using temporary on-canvas UI. No visual effects, power-ups, or menus yet. ## Implementation Decisions ### Mode Activation (temporary — Phase 3 replaces with real screens) - Key press at game start: press '1' for Solo vs AI, press '2' for 2-Player local - Difficulty selected by key press before match: press '1' for Easy, '2' for Medium, '3' for Hard - This temporary selection state lives in GameState (e.g. GameState.mode, GameState.difficulty) - Phase 3 wires its mode select screen to set these same GameState values — no refactor needed ### Match End (temporary — Phase 3 replaces with real game-over screen) - On-canvas winner text: "Player 1 Wins! Press R to restart" (or "AI Wins!") - R key resets state and returns to mode/difficulty key selection - Phase 3 replaces this on-canvas message with its game-over screen ### Target Score - First to 7 points wins - Stored as a constant in GameConfig (WIN_SCORE: 7) for easy tuning later ### Ball Re-serve After Score - ~1 second pause to let the score update register visually - Ball auto-serves after the pause — no player input required - Server direction: alternates or goes to the player who just scored (Claude's discretion) ### AI Strategy - Predictive interception: AI calculates the ball's y-position when it reaches the AI's x-position, then moves toward that target - Handles wall bounces in the prediction (ball trajectory traced to AI x, accounting for reflections) ### AI Difficulty via Reaction Delay + Speed Cap - **Easy**: slow max paddle speed + late reaction start (ball must cross a threshold before AI begins tracking) - **Medium**: moderate speed + small reaction delay - **Hard**: fast speed + minimal reaction delay — not perfect, still beatable with skill - All values stored in GameConfig as named difficulty presets (e.g. AI_EASY, AI_MEDIUM, AI_HARD objects) ### Claude's Discretion - Exact speed/delay values per difficulty (tune for feel after initial implementation) - How ball serves direction is chosen after scoring - Score display typography and positioning (on-canvas, minimal) - Whether prediction re-calculates every frame or on a throttled interval ## Specific Ideas - No specific requirements — open to standard approaches ## Existing Code Insights ### Reusable Assets - `GameState.paddle1`: has x, y, width, height, speed, color — `paddle2` should mirror this structure - `Input.getVerticalInput()`: returns -1/0/1 for Player 1 (W/S) — add `getVerticalInput2()` for Up/Down arrows - `Physics.update(deltaTime)`: currently handles ball + paddle1 movement — extend to handle paddle2 (human or AI branch) - `GameConfig`: central constants object — add WIN_SCORE and AI difficulty presets here - `Renderer.drawRect()` / `Renderer.drawCircle()`: reuse for drawing paddle2, score text, etc. ### Established Patterns - Module-object pattern: all new logic goes into existing objects (Physics, GameState, Input) or a new `AI` object - `GameLoop.main()` calls `Physics.update()` then `Renderer.*` — AI update should run inside Physics.update or a dedicated AI.update call before rendering - Single HTML file — all additions stay in `index.html` ### Integration Points - `Physics.update(deltaTime)` is where paddle movement and collision live — Phase 2 adds paddle2 movement (human or AI) here - `GameState` needs score fields (score1, score2), match state (playing/paused/gameover), mode, and difficulty - `GameLoop.main()` needs a check after Physics.update to detect scoring (ball passes left/right edge) and trigger pause → re-serve cycle ## Deferred Ideas - None — discussion stayed within phase scope --- *Phase: 02-core-gameplay* *Context gathered: 2026-03-10*