- 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
114 lines
4.1 KiB
Markdown
114 lines
4.1 KiB
Markdown
# 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** | 01-foundation |
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| **Plan** | Plan 2/2 (01-02 next) |
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| **Status** | Plan 01-01 complete — scaffold, HiDPI canvas, game loop, Player 1 input done |
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| **Progress** | 5% (1/2 plans complete in Phase 1) |
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```
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[= ] 5% — Phase 1: Plan 1/2 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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---
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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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### 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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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.
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### What Comes Next
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1. Execute Plan 01-02 — Ball physics: movement, wall bounce, zone-based angle deflection, per-hit speed increment
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2. Continue through phases 2-5 after Phase 1 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 01-01-PLAN.md (2026-03-10)
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---
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*State initialized: 2026-03-10*
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