Files
gijs_pong/.planning/STATE.md
Dabit 8625d8ed5f docs(01-01): complete HTML scaffold plan — HiDPI canvas, game loop, Player 1 input
- 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
2026-03-10 14:48:47 +01:00

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

  1. 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
  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).

  3. 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
  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.

  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.

  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.

  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).

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

  1. Execute Plan 01-02 — Ball physics: movement, wall bounce, zone-based angle deflection, per-hit speed increment
  2. 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