- Created 01-01-SUMMARY.md documenting objects built, decisions, patterns - Updated STATE.md: position advanced to plan 2/2 in Phase 1 - Updated ROADMAP.md: Phase 1 plan 1/2 complete (in progress) - Marked CORE-07 and VFX-05 requirements as complete in REQUIREMENTS.md
4.1 KiB
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 (01-02 next) |
| Status | Plan 01-01 complete — scaffold, HiDPI canvas, game loop, Player 1 input done |
| Progress | 5% (1/2 plans complete in Phase 1) |
[= ] 5% — Phase 1: Plan 1/2 complete
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) |
Accumulated Context
Key Decisions Made
-
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
-
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).
-
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
-
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.
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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.
-
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.
-
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).
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
Plan 01-01 executed: Created index.html with full-window HiDPI canvas, Renderer (devicePixelRatio aware), GameLoop (requestAnimationFrame + deltaTime), Input (W/S keys), Physics skeleton (paddle movement + clamping), and GameState. Player 1 paddle is visible and responsive. Requirements VFX-05 and CORE-07 satisfied.
What Comes Next
- Execute Plan 01-02 — Ball physics: movement, wall bounce, zone-based angle deflection, per-hit speed increment
- Continue through phases 2-5 after Phase 1 complete
Known Blockers
None.
Decisions Pending
None.
Last Session
Stopped at: Completed 01-01-PLAN.md (2026-03-10)
State initialized: 2026-03-10