- Add 01-02-SUMMARY.md documenting physics implementation, GameConfig, zone angles, and Phase 2 extension notes - Update STATE.md: Phase 1 complete (2/2 plans), add decisions 8-10 for zone angles/GameConfig/vx-vy decomposition - Update ROADMAP.md: Phase 1 progress shows 2/2 plans complete - Mark CORE-01, CORE-02, CORE-03, CORE-04 complete in REQUIREMENTS.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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| 01-foundation | 02 | ui |
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1min | 2026-03-10 |
Phase 1 Plan 02: Ball Physics Summary
Ball physics with 5-zone angle deflection, per-hit speed increment from 220px/s, wall bounce, and automatic re-serve on out-of-bounds — Phase 1 fully playable
Performance
- Duration: 1 min
- Started: 2026-03-10T13:49:45Z
- Completed: 2026-03-10T13:51:12Z
- Tasks: 2
- Files modified: 1
Accomplishments
- Ball moves from center at 220px/s initial speed in a random direction on page load and after every out-of-bounds
- Wall bounce (top and bottom) with angle-of-incidence = angle-of-reflection via Math.abs vy inversion
- Paddle collision with 5-zone deflection: top edge deflects at -60 deg, center at 5 deg, bottom edge at 60 deg
- Speed increases by 18px/s per paddle hit and resets to 220px/s on every serve
- On-canvas debug display shows current speed in real-time for Phase 1 verification
Task Commits
Each task was committed atomically:
- Task 1: Ball physics — movement, wall bounce, serve, and GameConfig -
46b8f7b(feat) - Task 2: Paddle-ball collision refinement and speed acceleration verification - included in Task 1 (angles, tunneling comment, and debug display all implemented together; no additional code changes needed)
Plan metadata: (docs commit follows)
Note: Task 2 was purely verification — angles from the plan spec were correct as implemented, tunneling comment was added in Task 1, and debug display was already present. No separate commit needed.
Files Created/Modified
/home/dabit/projects/gijs/index.html- Added GameConfig, Physics.serveBall(), full Physics.update() with ball movement and wall bounce, Physics._checkPaddleCollision() with 5-zone deflection; added on-canvas speed debug display in GameLoop.main()
Decisions Made
- 5-degree center zone: Zone 2 angle is 5 degrees, not 0 degrees. A perfectly horizontal ball would never reach the opposite wall; the 5-degree slope keeps rallies finite.
- vx/vy recomputed from speed + angle per hit: After each collision, ball.vx and ball.vy are fully recomputed from the new speed and the zone angle. This keeps speed and direction cleanly separated — avoids compound rounding drift from repeated scaling.
- Collision guard on vx < 0: Paddle collision is only checked when ball is moving toward paddle1 (vx < 0). This eliminates false positives on the frame immediately after deflection when ball.x is still near paddle edge.
- 1px safety margin post-collision: Ball is pushed to
paddle.x + paddle.width + ball.radius + 1after collision. The extra 1px ensures the ball starts the next frame clearly outside the paddle bounds regardless of floating-point edge cases.
Deviations from Plan
None - plan executed exactly as written. Task 2 required no code changes; all verification elements (angle table, tunneling comment, debug display) were implemented correctly in Task 1.
Issues Encountered
None.
User Setup Required
None - no external service configuration required. Open index.html directly in any modern browser to play.
Next Phase Readiness
Phase 1 is complete. All 6 success criteria are met:
- CORE-01: Ball moves continuously and bounces off top/bottom walls
- CORE-02: Player 1 paddle deflects ball on collision
- CORE-03: Zone-based angle deflection produces 5 visually distinct trajectories
- CORE-04: Speed increments per hit (visible in debug display), resets per serve
- CORE-07: W/S keys move paddle responsively (from Plan 01-01)
- VFX-05: Canvas renders sharply on HiDPI/Retina displays (from Plan 01-01)
Phase 2 should extend Physics without touching zone deflection logic:
- Add
GameState.paddle2with AI movement - Add scoring state and reset logic
- Add second AABB collision in
_checkPaddleCollision()or a symmetric_checkPaddle2Collision() - The
serveBall()function is already direction-agnostic (random left/right) — no changes needed for 2-player bouncing
Phase: 01-foundation Completed: 2026-03-10