Files
gijs_pong/.planning/phases/02-core-gameplay/02-02-SUMMARY.md
Dabit feb72d3d97 docs(02-02): complete state machine and scoring plan
- Created 02-02-SUMMARY.md documenting full game state machine implementation
- STATE.md updated: Phase 2 complete (2/2 plans), decisions 15-17 added
- ROADMAP.md updated: Phase 2 marked Complete (2 plans, 2 summaries)
- REQUIREMENTS.md: CORE-05 and CORE-06 marked complete

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-10 21:20:32 +01:00

4.8 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
02-core-gameplay 02 ui
canvas
game-loop
state-machine
scoring
pong
vanilla-js
phase provides
02-core-gameplay/02-01 paddle2, AI module, predictive ray-cast, 3 difficulty presets, Input cleanup
Full game state machine (modeSelect → diffSelect → playing → scored → gameover)
Scoring detection (ball exits left/right edge → score1/score2 increment)
1-second post-score pause with auto-serve
Match-end condition (first to WIN_SCORE=7 wins)
Mode selection UI (1=Solo vs AI, 2=2-Player)
Difficulty selection UI (1=Easy, 2=Medium, 3=Hard)
Winner overlay with "Press R to play again"
R-key restart (scores reset, back to modeSelect)
Center divider dashed line rendering
Score numbers rendered on canvas (top-left / top-right)
03-menus-audio
04-effects-powerups
05-polish-release
added patterns
State machine pattern via gameState string field driving render/update branches
GameLoop owns scoring detection; Physics.update() no longer owns out-of-bounds reset
pauseTime field on GameLoop tracks scored-state start for 1s serve delay
created modified
index.html
GameLoop owns scoring/serve, not Physics: removed auto-reset from Physics.update() so GameLoop can increment scores before calling serveBall()
modeSelect state renders full-screen prompt and returns early — no physics/paddles rendered until game starts
pauseTime stored on GameLoop object (not GameState) — transient timing data that doesn't need to survive restart
Ball hidden during 'scored' pause state (gameState !== 'scored' guard on drawCircle) — clean visual signal to players
2-Player mode skips diffSelect entirely — straight to playing after pressing 2
Winner identity set on GameState.winner as 'player1' | 'ai' | 'player2' — AI win labeled 'AI', not 'Player 2'
State machine pattern: gameState string drives render/update branches in GameLoop.main()
GameLoop owns game-level events (scoring, match end, serve); Physics owns physics-level events (collision, deflection)
CORE-05
CORE-06
~5min (continuation after human-verify checkpoint) 2026-03-10

Phase 2 Plan 02: Core Gameplay State Machine Summary

Full game loop with state machine, mode/difficulty selection UI, scoring detection, 1s re-serve pause, match-end at 7 points, and R-key restart — all in a single index.html

Performance

  • Duration: ~5 min
  • Started: 2026-03-10T20:10:00Z
  • Completed: 2026-03-10T20:15:00Z
  • Tasks: 2 (1 auto + 1 checkpoint)
  • Files modified: 1

Accomplishments

  • Game state machine fully wired: modeSelect → diffSelect → playing → scored → gameover → modeSelect
  • Scoring detection moved to GameLoop (after Physics.update()), Physics auto-reset removed — scores now correctly increment
  • Mode/difficulty selection screens rendered on canvas with clear key prompts
  • Winner overlay with player name and restart prompt; R-key cleanly resets all state
  • Phase 1 debug speed text removed; center divider dashed line added

Task Commits

Each task was committed atomically:

  1. Task 1: State machine — mode/difficulty selection, scoring, match end, and restart - 77071a5 (feat)
  2. Task 2: Checkpoint: Verify Phase 2 complete gameplay - approved by user (no code commit)

Files Created/Modified

  • index.html - GameLoop.main() rewritten with full state machine; Input._handleKeyDown extended with mode/difficulty/restart keys; Physics.update() out-of-bounds auto-reset removed; pauseTime field added to GameLoop

Decisions Made

  • GameLoop owns scoring detection and serve calls — Physics.update() no longer has out-of-bounds reset. This separation is critical: if Physics auto-resets, GameLoop never sees the scoring condition.
  • Ball hidden during scored pause via guard on drawCircle — cleaner player feedback than showing stationary ball.
  • 2-Player mode bypasses difficulty selection entirely (no AI to configure).
  • pauseTime stored on GameLoop (not GameState) — it's transient per-point timing that doesn't need to survive an R-key restart.

Deviations from Plan

None - plan executed exactly as written.

Issues Encountered

None.

User Setup Required

None - no external service configuration required.

Next Phase Readiness

  • Phase 2 complete: full playable Pong with mode selection, AI opponent, scoring, match end, and restart
  • Phase 3 (menus, audio, pause) can proceed — GameState fields (gameState, mode, difficulty, score1, score2, winner) are stable contracts
  • No blockers

Phase: 02-core-gameplay Completed: 2026-03-10