Two-wave plan for Core Gameplay phase: paddle2 + AI system (wave 1), then game state machine + scoring + rendering (wave 2). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
15 KiB
phase, plan, type, wave, depends_on, files_modified, autonomous, requirements, must_haves
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| 02-core-gameplay | 02 | execute | 2 |
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Purpose: Transform the two-paddle foundation (from Plan 02-01) into a fully playable game with score tracking, match progression, and a clear start/restart flow. Output: Complete Phase 2 — a playable single-player (vs AI) or 2-player local Pong match that ends at 7 points with mode/difficulty selection and R-key restart.
<execution_context> @/home/dabit/.claude/get-shit-done/workflows/execute-plan.md @/home/dabit/.claude/get-shit-done/templates/summary.md </execution_context>
@.planning/PROJECT.md @.planning/ROADMAP.md @.planning/phases/02-core-gameplay/02-CONTEXT.md @.planning/phases/02-core-gameplay/02-RESEARCH.md @.planning/phases/02-core-gameplay/02-01-SUMMARY.mdGameState fields added in Plan 02-01:
GameState.score1 // 0
GameState.score2 // 0
GameState.mode // null | 'ai' | '2p'
GameState.difficulty // 'easy' | 'medium' | 'hard'
GameState.gameState // 'modeSelect' | 'diffSelect' | 'playing' | 'scored' | 'gameover'
GameState.winner // null | 'player1' | 'player2' | 'ai'
GameState.paddle2 // { x, y, width, height, speed, color }
GameConfig fields added in Plan 02-01:
GameConfig.WIN_SCORE // 7
GameConfig.AI_EASY/MEDIUM/HARD // { speed, reactionDelay, errorMargin }
Physics.serveBall() (existing) — resets ball to center with random direction; does NOT reset scores.
Physics.init(width, height) — positions both paddles and calls serveBall(); can be used for full restart.
Task 1: State machine — mode/difficulty selection, scoring, match end, and restart index.html Rewrite `GameLoop.main()` to implement the full game state machine. Also add key handlers for mode/difficulty selection and R-key restart to Input (append to the existing `_handleKeyDown` handler — do NOT replace the arrow/WASD key handling already there).1. Add mode/difficulty/restart key handling inside Input._handleKeyDown (add AFTER the ArrowDown block):
// Mode selection (only when in modeSelect state)
if (e.code === 'Digit1' && GameState.gameState === 'modeSelect') {
GameState.mode = 'ai';
GameState.gameState = 'diffSelect';
}
if (e.code === 'Digit2' && GameState.gameState === 'modeSelect') {
GameState.mode = '2p';
// Skip difficulty selection for 2-player — go straight to playing
GameState.gameState = 'playing';
Physics.serveBall();
}
// Difficulty selection (only when in diffSelect state)
if (e.code === 'Digit1' && GameState.gameState === 'diffSelect') {
GameState.difficulty = 'easy';
AI.init();
GameState.gameState = 'playing';
Physics.serveBall();
}
if (e.code === 'Digit2' && GameState.gameState === 'diffSelect') {
GameState.difficulty = 'medium';
AI.init();
GameState.gameState = 'playing';
Physics.serveBall();
}
if (e.code === 'Digit3' && GameState.gameState === 'diffSelect') {
GameState.difficulty = 'hard';
AI.init();
GameState.gameState = 'playing';
Physics.serveBall();
}
// Restart (only when gameover)
if (e.code === 'KeyR' && GameState.gameState === 'gameover') {
GameState.score1 = 0;
GameState.score2 = 0;
GameState.winner = null;
GameState.mode = null;
GameState.difficulty = 'medium';
GameState.gameState = 'modeSelect';
AI.init();
Physics.init(Renderer.logicalWidth, Renderer.logicalHeight);
}
2. Rewrite GameLoop.main() (replace the entire existing main(currentTime) method):
main(currentTime) {
this.stopHandle = window.requestAnimationFrame(this.main.bind(this));
const deltaTime = Math.min((currentTime - this.lastTime) / 1000, 0.05);
this.lastTime = currentTime;
const gs = GameState;
const ball = gs.ball;
// --- Physics update (only during active play) ---
if (gs.gameState === 'playing') {
Physics.update(deltaTime);
// Score detection — AFTER Physics.update(), NOT inside Physics
if (ball.x + ball.radius < 0) {
// Ball exited left edge → Player 2 (or AI) scores
gs.score2++;
gs.gameState = 'scored';
this.pauseTime = currentTime;
} else if (ball.x - ball.radius > Physics.width) {
// Ball exited right edge → Player 1 scores
gs.score1++;
gs.gameState = 'scored';
this.pauseTime = currentTime;
}
// Match-end check immediately after scoring
if (gs.score1 >= GameConfig.WIN_SCORE) {
gs.gameState = 'gameover';
gs.winner = 'player1';
} else if (gs.score2 >= GameConfig.WIN_SCORE) {
gs.gameState = 'gameover';
gs.winner = gs.mode === 'ai' ? 'ai' : 'player2';
}
}
// --- Auto-serve after ~1s pause ---
if (gs.gameState === 'scored') {
const elapsed = (currentTime - this.pauseTime) / 1000;
if (elapsed >= 1.0) {
Physics.serveBall();
gs.gameState = 'playing';
}
}
// --- Render ---
Renderer.clear();
if (gs.gameState === 'modeSelect') {
// Mode selection prompt
Renderer.ctx.fillStyle = '#fff';
Renderer.ctx.font = 'bold 28px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText('SUPER PONG NEXT GEN', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 60);
Renderer.ctx.font = '20px monospace';
Renderer.ctx.fillText('Press 1 — Solo vs AI', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2);
Renderer.ctx.fillText('Press 2 — 2 Player Local', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 36);
Renderer.ctx.textAlign = 'left';
return;
}
if (gs.gameState === 'diffSelect') {
Renderer.ctx.fillStyle = '#fff';
Renderer.ctx.font = 'bold 24px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText('SELECT DIFFICULTY', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 50);
Renderer.ctx.font = '20px monospace';
Renderer.ctx.fillText('1 — Easy', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2);
Renderer.ctx.fillText('2 — Medium', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 36);
Renderer.ctx.fillText('3 — Hard', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 72);
Renderer.ctx.textAlign = 'left';
return;
}
// --- Gameplay rendering (playing, scored, gameover) ---
// Paddles
const p1 = gs.paddle1;
const p2 = gs.paddle2;
Renderer.drawRect(p1.x, p1.y, p1.width, p1.height, p1.color);
Renderer.drawRect(p2.x, p2.y, p2.width, p2.height, p2.color);
// Ball (stationary during scored pause)
if (gs.gameState !== 'scored') {
const b = gs.ball;
Renderer.drawCircle(b.x, b.y, b.radius, b.color);
}
// Center divider line (dashed)
Renderer.ctx.setLineDash([10, 14]);
Renderer.ctx.strokeStyle = 'rgba(255,255,255,0.2)';
Renderer.ctx.lineWidth = 2;
Renderer.ctx.beginPath();
Renderer.ctx.moveTo(Renderer.logicalWidth / 2, 0);
Renderer.ctx.lineTo(Renderer.logicalWidth / 2, Renderer.logicalHeight);
Renderer.ctx.stroke();
Renderer.ctx.setLineDash([]);
// Scores
Renderer.ctx.fillStyle = 'rgba(255,255,255,0.8)';
Renderer.ctx.font = 'bold 48px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText(gs.score1, Renderer.logicalWidth / 4, 64);
Renderer.ctx.fillText(gs.score2, Renderer.logicalWidth * 3 / 4, 64);
Renderer.ctx.textAlign = 'left';
// Game over overlay
if (gs.gameState === 'gameover') {
const winnerName = gs.winner === 'player1' ? 'Player 1' :
gs.winner === 'ai' ? 'AI' : 'Player 2';
Renderer.ctx.fillStyle = 'rgba(0,0,0,0.5)';
Renderer.ctx.fillRect(0, 0, Renderer.logicalWidth, Renderer.logicalHeight);
Renderer.ctx.fillStyle = '#fff';
Renderer.ctx.font = 'bold 36px monospace';
Renderer.ctx.textAlign = 'center';
Renderer.ctx.fillText(winnerName + ' Wins!', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 - 20);
Renderer.ctx.font = '20px monospace';
Renderer.ctx.fillText('Press R to play again', Renderer.logicalWidth / 2, Renderer.logicalHeight / 2 + 24);
Renderer.ctx.textAlign = 'left';
}
},
3. Add pauseTime field to GameLoop object (add alongside stopHandle: null, lastTime: 0):
pauseTime: 0,
4. Remove the Phase 1 debug speed display — delete this block from wherever it appears in the old main():
// Debug: show ball speed (keep for Phase 1 verification)
Renderer.ctx.fillStyle = 'rgba(255,255,255,0.4)';
Renderer.ctx.font = '14px monospace';
Renderer.ctx.fillText('speed: ' + Math.round(GameState.ball.speed), 10, 20);
5. Remove the Phase 1 automatic re-serve from Physics.update() — the old code called this.serveBall() when ball went out of bounds. Replace that entire out-of-bounds block with NOTHING (Plan 02-02's GameLoop now owns scoring and serve). Remove:
// --- Ball out of bounds (left or right) → reset ---
if (ball.x + ball.radius < 0 || ball.x - ball.radius > this.width) {
this.serveBall();
return;
}
Physics.update() should no longer call serveBall() or detect out-of-bounds. Scoring detection is GameLoop's responsibility.
Critical: Do not skip this step — if Physics still auto-resets the ball, scores will never increment. Open index.html in browser.
- Verify mode select screen appears on load (title + "Press 1 — Solo vs AI / Press 2 — 2 Player Local")
- Press 2 → 2-Player mode starts immediately; both paddles visible; W/S moves left paddle, Up/Down moves right paddle
- Play until ball exits right edge → score on left side increments; ~1s pause; ball re-serves
- Play until ball exits left edge → score on right side increments
- Play to 7 points → winner overlay appears with "Player X Wins!" and "Press R to play again"
- Press R → returns to mode select screen with scores reset
- Press 1 → difficulty select screen appears; Press 2 → Medium difficulty; AI paddle tracks ball
- Verify no console errors throughout
- Mode select screen shows on load
- 2-Player: both paddles controllable, scoring works, match ends at 7
- Solo vs AI: difficulty selection works, AI tracks ball, match ends at 7
- R key resets to mode select with clean state
- No Phase 1 debug speed text on screen
- No console errors
Player 2 Input (2-Player mode):
- Load index.html. Press 2 (2-Player mode).
- Press ArrowUp — right paddle moves up smoothly, no lag.
- Press ArrowDown — right paddle moves down.
- Press both simultaneously — paddle stops.
- Release — paddle stops immediately.
Scoring: 6. Let ball exit left edge — right score (top-right number) increments. 7. Let ball exit right edge — left score (top-left number) increments. 8. Ball pauses ~1 second, then auto-serves.
Match End: 9. Play until 7-0 — winner overlay appears: "Player X Wins!" with "Press R to play again". 10. Press R — mode select screen returns, scores show 0.
AI Mode: 11. Press 1 (Solo vs AI) — difficulty select shows (Easy/Medium/Hard). 12. Press 1 — Easy. Watch AI paddle for 2 minutes — Easy AI should miss regularly. 13. Press R, press 1, press 3 (Hard). Verify Hard AI is noticeably faster and more accurate than Easy. 14. Verify AI still intercepts balls that bounce off top/bottom walls.
Memory and Stability: 15. Play 3 complete matches. Open DevTools Console — no errors or warnings. 16. Scores reset correctly on each restart. Type "approved" if all checks pass, or describe any issues found.
Phase 2 complete when all of the following are true: 1. Mode select screen displays on load (no mid-game start) 2. 2-Player: W/S controls paddle1, ArrowUp/ArrowDown controls paddle2 3. AI mode: paddle2 moves autonomously toward ball intercept position 4. Ball exits left edge → score2 increments; exits right edge → score1 increments 5. 1-second pause after each score, then auto-serve 6. First to 7 points triggers gameover state with winner message 7. R key restarts cleanly (scores reset, mode = null, gameState = modeSelect) 8. No console errors after 10+ rounds<success_criteria> All 6 Phase 2 success criteria from ROADMAP.md are met:
- Player 2 can control paddle with Up/Down arrow keys independently from Player 1 (CORE-08)
- AI opponent successfully tracks and intercepts the ball with behavior varying by difficulty (AI-01)
- Easy AI is beatable by average players; Medium provides fair challenge; Hard requires skill (AI-02, AI-03, AI-04)
- Player scores point when ball passes opponent's paddle (CORE-05)
- Match ends when a player reaches 7 points with clear game-over state (CORE-06)
- No memory leaks or event listener cleanup issues after multiple rounds (Input.cleanup() implemented) </success_criteria>