Files
gijs_pong/.planning/phases/01-foundation/01-02-SUMMARY.md
Dabit ae98af98df docs(01-02): complete ball physics plan — Phase 1 fully playable
- Add 01-02-SUMMARY.md documenting physics implementation, GameConfig, zone angles, and Phase 2 extension notes
- Update STATE.md: Phase 1 complete (2/2 plans), add decisions 8-10 for zone angles/GameConfig/vx-vy decomposition
- Update ROADMAP.md: Phase 1 progress shows 2/2 plans complete
- Mark CORE-01, CORE-02, CORE-03, CORE-04 complete in REQUIREMENTS.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-10 14:53:23 +01:00

6.6 KiB

phase, plan, subsystem, tags, requires, provides, affects, tech-stack, key-files, key-decisions, patterns-established, requirements-completed, duration, completed
phase plan subsystem tags requires provides affects tech-stack key-files key-decisions patterns-established requirements-completed duration completed
01-foundation 02 ui
canvas
physics
ball-movement
collision-detection
zone-deflection
vanilla-js
game-loop
phase provides
01-01 index.html scaffold with HiDPI canvas, GameLoop, Renderer, Input, Physics skeleton, GameState
GameConfig object with initialBallSpeed (220px/s), speedIncrement (18px/s), paddleSpeed (400px/s)
Physics.serveBall() serving from center at random angle and direction
Physics.update() with full ball movement via vx/vy * deltaTime
Wall bounce: top and bottom with Math.abs vy inversion
Out-of-bounds detection: ball re-serves automatically when exiting left/right edge
Physics._checkPaddleCollision() with 5-zone AABB deflection and per-hit speed increment
On-canvas speed debug display for Phase 1 verification
Phase 2
Phase 3
Phase 4
Phase 5
added patterns
Zone-based paddle deflection: 5 zones mapped to [-60, -30, 5, 30, 60] degrees
AABB collision detection with ball-radius buffer on all four sides
Ball pushed out of paddle post-collision to prevent double-collision on next frame
GameConfig as tunable constants object: allows per-value adjustment without touching Physics logic
serveBall() serves at random angle (-45 to +45 deg) in random horizontal direction
Speed stored as scalar on ball.speed; vx/vy recomputed from speed + angle each paddle hit
created modified
index.html
Angles [-60, -30, 5, 30, 60] degrees: center zone uses 5 degrees (not 0) to prevent infinite horizontal loops
Speed increments on every paddle hit via GameConfig.speedIncrement=18 px/s; resets to initialBallSpeed=220 on serve
Collision only checked when ball.vx < 0 (moving left toward paddle1): eliminates false positives when ball passes through after deflection
Ball pushed to paddle.x + paddle.width + ball.radius + 1 post-collision: 1px safety margin prevents double-trigger
Tunneling risk documented in comment: risk begins above 4800px/s; current rallies top out ~800px/s; Phase 5 can add substep if needed
Debug speed display kept for Phase 1 manual verification (costs nothing, aids confirmation)
Physics methods added to Physics object without disturbing existing structure: serveBall(), _checkPaddleCollision() added alongside update()
GameConfig placed before GameState at script top: all tunable values centralized, readable before any system references them
CORE-01
CORE-02
CORE-03
CORE-04
1min 2026-03-10

Phase 1 Plan 02: Ball Physics Summary

Ball physics with 5-zone angle deflection, per-hit speed increment from 220px/s, wall bounce, and automatic re-serve on out-of-bounds — Phase 1 fully playable

Performance

  • Duration: 1 min
  • Started: 2026-03-10T13:49:45Z
  • Completed: 2026-03-10T13:51:12Z
  • Tasks: 2
  • Files modified: 1

Accomplishments

  • Ball moves from center at 220px/s initial speed in a random direction on page load and after every out-of-bounds
  • Wall bounce (top and bottom) with angle-of-incidence = angle-of-reflection via Math.abs vy inversion
  • Paddle collision with 5-zone deflection: top edge deflects at -60 deg, center at 5 deg, bottom edge at 60 deg
  • Speed increases by 18px/s per paddle hit and resets to 220px/s on every serve
  • On-canvas debug display shows current speed in real-time for Phase 1 verification

Task Commits

Each task was committed atomically:

  1. Task 1: Ball physics — movement, wall bounce, serve, and GameConfig - 46b8f7b (feat)
  2. Task 2: Paddle-ball collision refinement and speed acceleration verification - included in Task 1 (angles, tunneling comment, and debug display all implemented together; no additional code changes needed)

Plan metadata: (docs commit follows)

Note: Task 2 was purely verification — angles from the plan spec were correct as implemented, tunneling comment was added in Task 1, and debug display was already present. No separate commit needed.

Files Created/Modified

  • /home/dabit/projects/gijs/index.html - Added GameConfig, Physics.serveBall(), full Physics.update() with ball movement and wall bounce, Physics._checkPaddleCollision() with 5-zone deflection; added on-canvas speed debug display in GameLoop.main()

Decisions Made

  • 5-degree center zone: Zone 2 angle is 5 degrees, not 0 degrees. A perfectly horizontal ball would never reach the opposite wall; the 5-degree slope keeps rallies finite.
  • vx/vy recomputed from speed + angle per hit: After each collision, ball.vx and ball.vy are fully recomputed from the new speed and the zone angle. This keeps speed and direction cleanly separated — avoids compound rounding drift from repeated scaling.
  • Collision guard on vx < 0: Paddle collision is only checked when ball is moving toward paddle1 (vx < 0). This eliminates false positives on the frame immediately after deflection when ball.x is still near paddle edge.
  • 1px safety margin post-collision: Ball is pushed to paddle.x + paddle.width + ball.radius + 1 after collision. The extra 1px ensures the ball starts the next frame clearly outside the paddle bounds regardless of floating-point edge cases.

Deviations from Plan

None - plan executed exactly as written. Task 2 required no code changes; all verification elements (angle table, tunneling comment, debug display) were implemented correctly in Task 1.

Issues Encountered

None.

User Setup Required

None - no external service configuration required. Open index.html directly in any modern browser to play.

Next Phase Readiness

Phase 1 is complete. All 6 success criteria are met:

  • CORE-01: Ball moves continuously and bounces off top/bottom walls
  • CORE-02: Player 1 paddle deflects ball on collision
  • CORE-03: Zone-based angle deflection produces 5 visually distinct trajectories
  • CORE-04: Speed increments per hit (visible in debug display), resets per serve
  • CORE-07: W/S keys move paddle responsively (from Plan 01-01)
  • VFX-05: Canvas renders sharply on HiDPI/Retina displays (from Plan 01-01)

Phase 2 should extend Physics without touching zone deflection logic:

  • Add GameState.paddle2 with AI movement
  • Add scoring state and reset logic
  • Add second AABB collision in _checkPaddleCollision() or a symmetric _checkPaddle2Collision()
  • The serveBall() function is already direction-agnostic (random left/right) — no changes needed for 2-player bouncing

Phase: 01-foundation Completed: 2026-03-10