--- gsd_state_version: 1.0 milestone: v1.0 milestone_name: milestone status: unknown stopped_at: Completed 01-02-PLAN.md last_updated: "2026-03-10T13:52:30.126Z" progress: total_phases: 5 completed_phases: 1 total_plans: 2 completed_plans: 2 --- # 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 — COMPLETE | | **Status** | Phase 01 complete — ball physics, wall bounce, zone deflection, speed increment, serve logic done | | **Progress** | 10% (2/2 plans complete in Phase 1; Phase 1 of 5 complete) | ``` [== ] 10% — Phase 1: Complete (2/2 plans) ``` --- ## 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) | | **01-02 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). 8. **Zone angles [-60, -30, 5, 30, 60] degrees:** Center zone uses 5 deg not 0 to prevent infinite horizontal ball loops; top/bottom edges at 60 degrees for dramatic deflection. 9. **GameConfig centralizes tunable constants:** initialBallSpeed (220px/s), speedIncrement (18px/s), paddleSpeed (400px/s) — all adjustable without touching Physics logic. 10. **vx/vy recomputed from speed+angle each paddle hit:** Prevents compound rounding drift from repeated scaling; speed and direction always cleanly separated. ### 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 Phase 01 complete. Plan 01-02 executed: Ball physics added to index.html — ball serves from center at 220px/s in random direction, bounces off top/bottom walls, deflects off Player 1 paddle with 5-zone angle control (-60 to +60 degrees), and accelerates by 18px/s per paddle hit. On-canvas speed debug display confirms speed increments and resets. Requirements CORE-01, CORE-02, CORE-03, CORE-04 satisfied. All 6 Phase 1 success criteria met. ### What Comes Next 1. Execute Phase 2 — Second paddle (Player 2 / AI), scoring system, ball tunneling safeguards 2. Continue through phases 3-5 after Phase 2 complete ### Known Blockers None. ### Decisions Pending None. ### Last Session Stopped at: Completed 01-02-PLAN.md --- *State initialized: 2026-03-10*