--- phase: 01-foundation plan: 01 subsystem: ui tags: [canvas, hidpi, game-loop, requestAnimationFrame, devicePixelRatio, vanilla-js] # Dependency graph requires: [] provides: - "index.html with full-window HiDPI-aware canvas" - "Renderer object with devicePixelRatio scaling and logical/bitmap coordinate separation" - "GameLoop object using requestAnimationFrame with deltaTime capping" - "Input object with keydown/keyup state tracking for W/S keys" - "Physics skeleton with paddle movement and canvas-bounds clamping" - "GameState object holding mutable paddle1 and ball state" affects: [01-02, Phase 2, Phase 3, Phase 4, Phase 5] # Tech tracking tech-stack: added: [HTML5 Canvas API, requestAnimationFrame, devicePixelRatio, performance.now] patterns: - "Module-object pattern: all systems are plain JS objects with init() methods" - "Logical vs bitmap coordinate separation for HiDPI rendering" - "deltaTime game loop with 50ms cap to prevent physics explosion on tab resume" - "State centralized in GameState; systems mutate GameState, never each other directly" key-files: created: [index.html] modified: [] key-decisions: - "Single HTML file — no build step, runs directly from filesystem" - "deltaTime capped at 50ms (0.05s) to prevent ball teleporting on tab resume or focus loss" - "Logical vs bitmap pixels: canvas.width/height set to logical*dpr, ctx.scale(dpr,dpr) so all game draw calls use logical coords" - "Minimum 4:3 aspect ratio enforced by constraining logicalHeight when window is taller than 4:3" - "Physics.onResize called from Renderer.resize() with existence guard (typeof Physics !== undefined)" - "Input uses e.code (KeyW/KeyS) not e.key for layout-independent key detection" patterns-established: - "Object initialization order: Renderer.init() → Physics.init() → Input.init() → GameLoop.start()" - "Renderer.drawRect/drawCircle use Math.round() to prevent sub-pixel blurriness" - "GameLoop.main() re-registers itself first, then updates physics, then renders" - "Physics.update() takes deltaTime in seconds; speeds defined as logical pixels/second" requirements-completed: [VFX-05, CORE-07] # Metrics duration: 1min completed: 2026-03-10 --- # Phase 1 Plan 01: HTML Scaffold, HiDPI Canvas, and Game Loop Summary **Single-file HTML5 Pong scaffold with devicePixelRatio-aware canvas, requestAnimationFrame game loop, and W/S paddle input — Player 1 visible and responsive** ## Performance - **Duration:** 1 min - **Started:** 2026-03-10T13:45:27Z - **Completed:** 2026-03-10T13:46:34Z - **Tasks:** 2 - **Files modified:** 1 ## Accomplishments - Full-window black canvas with HiDPI scaling via devicePixelRatio; renders sharply on Retina displays - requestAnimationFrame game loop at device refresh rate with 50ms deltaTime cap for safety - W/S keyboard input with instantaneous keydown/keyup state tracking (no OS key-repeat lag) - White paddle visible on left side (~x=30), white ball dot at center; both correctly positioned on init ## Task Commits Each task was committed atomically: 1. **Task 1: HTML scaffold, HiDPI canvas, and full-window Renderer** - `e43b82b` (feat) 2. **Task 2: GameLoop, Input module, and Player 1 paddle rendering** - `e43b82b` (feat — included in Task 1 commit as file was written complete) **Plan metadata:** (docs commit follows) _Note: Both tasks target the same new file (index.html). The file was authored complete in a single write and committed once with all objects present._ ## Files Created/Modified - `/home/dabit/projects/gijs/index.html` - Complete game scaffold: HTML5 structure, embedded CSS, Renderer, GameState, Input, Physics skeleton, GameLoop, and initialization block ## Decisions Made - **deltaTime cap at 50ms:** Prevents physics explosion when the browser tab loses focus and resumes — a single large delta without this cap would fling the ball off screen. - **Logical vs bitmap coordinate system:** All game logic uses logical pixels (window.innerWidth/innerHeight). Canvas bitmap dimensions are logical * devicePixelRatio; ctx.scale(dpr, dpr) makes draw calls transparent to this split. This is the correct HiDPI approach. - **Minimum 4:3 aspect ratio:** When window is taller than 4:3, logicalHeight is clamped to `floor(logicalWidth / 1.333)`. Canvas CSS height tracks logicalHeight, so the canvas never becomes taller than 4:3. The area below the canvas is body background (#000), which is invisible. - **e.code over e.key:** Using `e.code === 'KeyW'` instead of `e.key === 'w'` makes input work regardless of keyboard layout (AZERTY, etc.). - **Physics.onResize existence guard:** `typeof Physics !== 'undefined'` in Renderer.resize() allows Renderer.init() to be called before Physics is defined, eliminating init-order fragility. ## Deviations from Plan None - plan executed exactly as written. Both tasks implemented together since they target the same new file; no functional deviation from specified behavior. ## Issues Encountered None. Fresh project with no dependencies — no install steps, no auth gates, no external services. ## User Setup Required None - no external service configuration required. Open index.html directly in any modern browser. ## Next Phase Readiness - index.html is the foundation for Plan 01-02 (ball physics: movement, wall bounce, zone-based deflection, speed increment) - Physics.update() currently only moves paddle1; Plan 01-02 adds ball velocity, wall bouncing, and paddle collision - GameState.ball has vx/vy/speed fields initialized to 0 — Plan 01-02 will set initial ball velocity - All objects (GameLoop, Renderer, Physics, Input, GameState) are in global script scope, accessible for extension without refactoring --- *Phase: 01-foundation* *Completed: 2026-03-10*