- 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
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1min | 2026-03-10 |
Phase 1 Plan 01: HTML Scaffold, HiDPI Canvas, and Game Loop Summary
Single-file HTML5 Pong scaffold with devicePixelRatio-aware canvas, requestAnimationFrame game loop, and W/S paddle input — Player 1 visible and responsive
Performance
- Duration: 1 min
- Started: 2026-03-10T13:45:27Z
- Completed: 2026-03-10T13:46:34Z
- Tasks: 2
- Files modified: 1
Accomplishments
- Full-window black canvas with HiDPI scaling via devicePixelRatio; renders sharply on Retina displays
- requestAnimationFrame game loop at device refresh rate with 50ms deltaTime cap for safety
- W/S keyboard input with instantaneous keydown/keyup state tracking (no OS key-repeat lag)
- White paddle visible on left side (~x=30), white ball dot at center; both correctly positioned on init
Task Commits
Each task was committed atomically:
- Task 1: HTML scaffold, HiDPI canvas, and full-window Renderer -
e43b82b(feat) - Task 2: GameLoop, Input module, and Player 1 paddle rendering -
e43b82b(feat — included in Task 1 commit as file was written complete)
Plan metadata: (docs commit follows)
Note: Both tasks target the same new file (index.html). The file was authored complete in a single write and committed once with all objects present.
Files Created/Modified
/home/dabit/projects/gijs/index.html- Complete game scaffold: HTML5 structure, embedded CSS, Renderer, GameState, Input, Physics skeleton, GameLoop, and initialization block
Decisions Made
- deltaTime cap at 50ms: Prevents physics explosion when the browser tab loses focus and resumes — a single large delta without this cap would fling the ball off screen.
- Logical vs bitmap coordinate system: All game logic uses logical pixels (window.innerWidth/innerHeight). Canvas bitmap dimensions are logical * devicePixelRatio; ctx.scale(dpr, dpr) makes draw calls transparent to this split. This is the correct HiDPI approach.
- Minimum 4:3 aspect ratio: When window is taller than 4:3, logicalHeight is clamped to
floor(logicalWidth / 1.333). Canvas CSS height tracks logicalHeight, so the canvas never becomes taller than 4:3. The area below the canvas is body background (#000), which is invisible. - e.code over e.key: Using
e.code === 'KeyW'instead ofe.key === 'w'makes input work regardless of keyboard layout (AZERTY, etc.). - Physics.onResize existence guard:
typeof Physics !== 'undefined'in Renderer.resize() allows Renderer.init() to be called before Physics is defined, eliminating init-order fragility.
Deviations from Plan
None - plan executed exactly as written. Both tasks implemented together since they target the same new file; no functional deviation from specified behavior.
Issues Encountered
None. Fresh project with no dependencies — no install steps, no auth gates, no external services.
User Setup Required
None - no external service configuration required. Open index.html directly in any modern browser.
Next Phase Readiness
- index.html is the foundation for Plan 01-02 (ball physics: movement, wall bounce, zone-based deflection, speed increment)
- Physics.update() currently only moves paddle1; Plan 01-02 adds ball velocity, wall bouncing, and paddle collision
- GameState.ball has vx/vy/speed fields initialized to 0 — Plan 01-02 will set initial ball velocity
- All objects (GameLoop, Renderer, Physics, Input, GameState) are in global script scope, accessible for extension without refactoring
Phase: 01-foundation Completed: 2026-03-10