# STATE: Super Pong Next Gen **Project Reference** - **Core Value:** Pong reimagined with juice and depth — spectacular visuals, rich mechanics, complete game experience - **Current Focus:** Phase 1 — executing plans - **Key Constraint:** Coarse granularity (5 phases max), HTML5 Canvas + vanilla JS, static deployment --- ## Current Position | Attribute | Value | |-----------|-------| | **Phase** | 01-foundation | | **Plan** | Plan 2/2 (01-02 next) | | **Status** | Plan 01-01 complete — scaffold, HiDPI canvas, game loop, Player 1 input done | | **Progress** | 5% (1/2 plans complete in Phase 1) | ``` [= ] 5% — Phase 1: Plan 1/2 complete ``` --- ## Performance Metrics | Metric | Target | Status | |--------|--------|--------| | **Phase Coverage** | 100% (37/37 requirements mapped) | ✓ Complete | | **Success Criteria** | 2-5 per phase | ✓ Complete | | **Dependency Chain** | Linear (P1 → P2 → P3 → P4 → P5) | ✓ Validated | | **01-01 Duration** | — | 1 min (2 tasks, 1 file) | --- ## Accumulated Context ### Key Decisions Made 1. **Coarse Granularity Compression:** Research suggested 10 phases; compressed to 5 by merging: - Game loop + input + physics = Phase 1 - Second paddle + AI = Phase 2 - Menus + audio + pause = Phase 3 - Visual effects + power-ups + arenas = Phase 4 - Performance + testing = Phase 5 2. **Phase 5 (Release) Has No Requirements:** All 37 v1 requirements covered by phases 1-4. Phase 5 is purely validation (cross-browser, performance, pitfall mitigation). 3. **Success Criteria Grounded in Research Pitfalls:** Each phase's criteria address critical pitfalls from research: - Phase 1: DPI scaling, game loop timing - Phase 2: Ball tunneling, input lag, AI balance - Phase 3: Audio autoplay policy - Phase 4: Power-up balance - Phase 5: Performance, memory leaks, cross-browser 4. **deltaTime Cap at 50ms:** Game loop caps deltaTime to prevent physics explosion when tab loses focus and resumes — without this a single large delta would fling the ball off screen. 5. **Logical vs Bitmap Coordinate Separation:** canvas.width/height = logical * devicePixelRatio; ctx.scale(dpr, dpr) makes all game draw calls use logical pixels — correct HiDPI approach for sharp rendering on Retina displays. 6. **Module-Object Pattern Established:** GameLoop, Renderer, Input, Physics, GameState are plain JS objects with init() methods in a single script tag. No classes, no modules, no build step — runs directly from filesystem. 7. **e.code over e.key for Input:** Using e.code === 'KeyW' makes W/S detection layout-independent (works on AZERTY and other non-QWERTY keyboards). ### Coverage Validation **Total v1 Requirements:** 37 - CORE (8): All mapped to Phase 1-2 - AI (4): All mapped to Phase 2 - SCRN (4): All mapped to Phase 3 - VFX (5): All mapped to Phase 1 (DPI) and Phase 4 (particles/glow/trails/shake) - PWR (7): All mapped to Phase 4 - ARENA (4): All mapped to Phase 4 - AUD (5): All mapped to Phase 3 **Unmapped Requirements:** 0 ✓ **Coverage:** 100% ✓ ### Research Alignment - Phase 1 addresses Research Pitfalls: #1 (Game Loop Timing), #2 (Canvas DPI Scaling) - Phase 2 addresses Research Pitfalls: #3 (Ball Tunneling), #4 (Input Lag), #5 (AI Difficulty Balance) - Phase 3 addresses Research Pitfall: #6 (WebAudio Autoplay Policy) - Phase 4 addresses Research Pitfalls: #7 (Power-Up Balance) - Phase 5 addresses Research Pitfall: #8 (Memory Leaks) --- ## Session Continuity ### What Just Happened Plan 01-01 executed: Created index.html with full-window HiDPI canvas, Renderer (devicePixelRatio aware), GameLoop (requestAnimationFrame + deltaTime), Input (W/S keys), Physics skeleton (paddle movement + clamping), and GameState. Player 1 paddle is visible and responsive. Requirements VFX-05 and CORE-07 satisfied. ### What Comes Next 1. Execute Plan 01-02 — Ball physics: movement, wall bounce, zone-based angle deflection, per-hit speed increment 2. Continue through phases 2-5 after Phase 1 complete ### Known Blockers None. ### Decisions Pending None. ### Last Session Stopped at: Completed 01-01-PLAN.md (2026-03-10) --- *State initialized: 2026-03-10*