- Create 02-01-SUMMARY.md with task commits, decisions, and dependency graph - Update STATE.md: position at 02-02, add AI/difficulty decisions to context - Update ROADMAP.md: Phase 2 in progress (1/2 plans) - Mark REQUIREMENTS.md complete: CORE-08, AI-01, AI-02, AI-03, AI-04 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
145 lines
5.9 KiB
Markdown
145 lines
5.9 KiB
Markdown
---
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gsd_state_version: 1.0
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milestone: v1.0
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milestone_name: milestone
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status: unknown
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stopped_at: Completed 02-01-PLAN.md
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last_updated: "2026-03-10T20:07:22.163Z"
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progress:
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total_phases: 5
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completed_phases: 1
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total_plans: 4
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completed_plans: 3
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---
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# STATE: Super Pong Next Gen
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**Project Reference**
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- **Core Value:** Pong reimagined with juice and depth — spectacular visuals, rich mechanics, complete game experience
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- **Current Focus:** Phase 1 — executing plans
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- **Key Constraint:** Coarse granularity (5 phases max), HTML5 Canvas + vanilla JS, static deployment
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---
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## Current Position
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| Attribute | Value |
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|-----------|-------|
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| **Phase** | 02-core-gameplay |
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| **Plan** | Plan 1/2 — COMPLETE |
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| **Status** | Phase 02 in progress — paddle2, AI module, predictive ray-cast, 3 difficulty levels done |
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| **Progress** | 75% (3/4 plans complete; Phase 1 complete, Phase 2 plan 1 complete) |
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```
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[████████░░] 75% — Phase 2: 1/2 plans complete
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```
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---
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## Performance Metrics
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| Metric | Target | Status |
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|--------|--------|--------|
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| **Phase Coverage** | 100% (37/37 requirements mapped) | ✓ Complete |
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| **Success Criteria** | 2-5 per phase | ✓ Complete |
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| **Dependency Chain** | Linear (P1 → P2 → P3 → P4 → P5) | ✓ Validated |
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| **01-01 Duration** | — | 1 min (2 tasks, 1 file) |
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| **01-02 Duration** | — | 1 min (2 tasks, 1 file) |
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---
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| Phase 02-core-gameplay P01 | 2min | 2 tasks | 1 files |
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## Accumulated Context
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### Key Decisions Made
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1. **Coarse Granularity Compression:** Research suggested 10 phases; compressed to 5 by merging:
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- Game loop + input + physics = Phase 1
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- Second paddle + AI = Phase 2
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- Menus + audio + pause = Phase 3
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- Visual effects + power-ups + arenas = Phase 4
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- Performance + testing = Phase 5
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2. **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).
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3. **Success Criteria Grounded in Research Pitfalls:** Each phase's criteria address critical pitfalls from research:
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- Phase 1: DPI scaling, game loop timing
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- Phase 2: Ball tunneling, input lag, AI balance
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- Phase 3: Audio autoplay policy
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- Phase 4: Power-up balance
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- Phase 5: Performance, memory leaks, cross-browser
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4. **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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5. **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.
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6. **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.
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7. **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).
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8. **Zone angles [-60, -30, 5, 30, 60] degrees:** Center zone uses 5 deg not 0 to prevent infinite horizontal ball loops; top/bottom edges at 60 degrees for dramatic deflection.
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9. **GameConfig centralizes tunable constants:** initialBallSpeed (220px/s), speedIncrement (18px/s), paddleSpeed (400px/s) — all adjustable without touching Physics logic.
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10. **vx/vy recomputed from speed+angle each paddle hit:** Prevents compound rounding drift from repeated scaling; speed and direction always cleanly separated.
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11. **AI uses predictive ray-cast with wall bounce simulation:** _predictBallY steps forward in time (up to 500 steps) simulating wall bounces — far more accurate than linear Y interpolation.
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12. **AI difficulty presets as config objects:** { speed, reactionDelay, errorMargin } in GameConfig — all three dimensions of difficulty tunable without touching AI logic.
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13. **AI waits when ball moves toward player (vx < 0):** Resets reaction timer and returns early — AI only acts when ball is heading toward its paddle, avoiding premature repositioning.
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14. **Physics.onResize() calls init() for full reposition:** Ensures paddle2 (and paddle1) are properly repositioned on window resize rather than just updating width/height dimensions.
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### Coverage Validation
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**Total v1 Requirements:** 37
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- CORE (8): All mapped to Phase 1-2
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- AI (4): All mapped to Phase 2
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- SCRN (4): All mapped to Phase 3
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- VFX (5): All mapped to Phase 1 (DPI) and Phase 4 (particles/glow/trails/shake)
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- PWR (7): All mapped to Phase 4
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- ARENA (4): All mapped to Phase 4
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- AUD (5): All mapped to Phase 3
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**Unmapped Requirements:** 0 ✓
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**Coverage:** 100% ✓
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### Research Alignment
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- Phase 1 addresses Research Pitfalls: #1 (Game Loop Timing), #2 (Canvas DPI Scaling)
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- Phase 2 addresses Research Pitfalls: #3 (Ball Tunneling), #4 (Input Lag), #5 (AI Difficulty Balance)
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- Phase 3 addresses Research Pitfall: #6 (WebAudio Autoplay Policy)
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- Phase 4 addresses Research Pitfalls: #7 (Power-Up Balance)
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- Phase 5 addresses Research Pitfall: #8 (Memory Leaks)
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---
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## Session Continuity
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### What Just Happened
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Phase 02 Plan 01 executed: paddle2 added to GameState (mirrors paddle1 structure), Input extended with ArrowUp/ArrowDown + named handler refs + cleanup(), AI module added with predictive ray-cast interception (wall-bounce simulation) and 3 difficulty presets (AI_EASY/MEDIUM/HARD). Physics._checkPaddle2Collision() added with 5-zone deflection sending ball LEFT. Physics.update() extended with paddle2 movement branch. Requirements CORE-08, AI-01, AI-02, AI-03, AI-04 satisfied.
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### What Comes Next
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1. Execute Phase 2 Plan 02 — mode selection UI, scoring system, win/game-over states, ball tunneling safeguards
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2. Continue through phases 3-5 after Phase 2 complete
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### Known Blockers
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None.
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### Decisions Pending
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None.
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### Last Session
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Stopped at: Completed 02-01-PLAN.md
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---
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*State initialized: 2026-03-10*
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