4.0 KiB
4.0 KiB
Phase 2: Core Gameplay - Context
Gathered: 2026-03-10 Status: Ready for planning
## Phase BoundaryAdd scoring system, second paddle (human Player 2 + AI opponent with 3 difficulty levels), and match-end condition. Phase 3 adds real UI screens — Phase 2 delivers a fully playable game using temporary on-canvas UI. No visual effects, power-ups, or menus yet.
## Implementation DecisionsMode Activation (temporary — Phase 3 replaces with real screens)
- Key press at game start: press '1' for Solo vs AI, press '2' for 2-Player local
- Difficulty selected by key press before match: press '1' for Easy, '2' for Medium, '3' for Hard
- This temporary selection state lives in GameState (e.g. GameState.mode, GameState.difficulty)
- Phase 3 wires its mode select screen to set these same GameState values — no refactor needed
Match End (temporary — Phase 3 replaces with real game-over screen)
- On-canvas winner text: "Player 1 Wins! Press R to restart" (or "AI Wins!")
- R key resets state and returns to mode/difficulty key selection
- Phase 3 replaces this on-canvas message with its game-over screen
Target Score
- First to 7 points wins
- Stored as a constant in GameConfig (WIN_SCORE: 7) for easy tuning later
Ball Re-serve After Score
- ~1 second pause to let the score update register visually
- Ball auto-serves after the pause — no player input required
- Server direction: alternates or goes to the player who just scored (Claude's discretion)
AI Strategy
- Predictive interception: AI calculates the ball's y-position when it reaches the AI's x-position, then moves toward that target
- Handles wall bounces in the prediction (ball trajectory traced to AI x, accounting for reflections)
AI Difficulty via Reaction Delay + Speed Cap
- Easy: slow max paddle speed + late reaction start (ball must cross a threshold before AI begins tracking)
- Medium: moderate speed + small reaction delay
- Hard: fast speed + minimal reaction delay — not perfect, still beatable with skill
- All values stored in GameConfig as named difficulty presets (e.g. AI_EASY, AI_MEDIUM, AI_HARD objects)
Claude's Discretion
- Exact speed/delay values per difficulty (tune for feel after initial implementation)
- How ball serves direction is chosen after scoring
- Score display typography and positioning (on-canvas, minimal)
- Whether prediction re-calculates every frame or on a throttled interval
- No specific requirements — open to standard approaches
<code_context>
Existing Code Insights
Reusable Assets
GameState.paddle1: has x, y, width, height, speed, color —paddle2should mirror this structureInput.getVerticalInput(): returns -1/0/1 for Player 1 (W/S) — addgetVerticalInput2()for Up/Down arrowsPhysics.update(deltaTime): currently handles ball + paddle1 movement — extend to handle paddle2 (human or AI branch)GameConfig: central constants object — add WIN_SCORE and AI difficulty presets hereRenderer.drawRect()/Renderer.drawCircle(): reuse for drawing paddle2, score text, etc.
Established Patterns
- Module-object pattern: all new logic goes into existing objects (Physics, GameState, Input) or a new
AIobject GameLoop.main()callsPhysics.update()thenRenderer.*— AI update should run inside Physics.update or a dedicated AI.update call before rendering- Single HTML file — all additions stay in
index.html
Integration Points
Physics.update(deltaTime)is where paddle movement and collision live — Phase 2 adds paddle2 movement (human or AI) hereGameStateneeds score fields (score1, score2), match state (playing/paused/gameover), mode, and difficultyGameLoop.main()needs a check after Physics.update to detect scoring (ball passes left/right edge) and trigger pause → re-serve cycle
</code_context>
## Deferred Ideas- None — discussion stayed within phase scope
Phase: 02-core-gameplay Context gathered: 2026-03-10