docs: add first principles and mind mapping results to brainstorming session

This commit is contained in:
2026-04-12 19:27:40 +07:00
parent 186f8be23a
commit 58e7c4a774
@@ -1,5 +1,5 @@
---
stepsCompleted: [1, 2]
stepsCompleted: [1, 2, 3]
inputDocuments: []
session_topic: 'Classic 2048 web game recreation'
session_goals: 'Faithful recreation of original 2048 gameplay with local scoring, built as exploration project'
@@ -7,6 +7,7 @@ selected_approach: 'user-selected'
techniques_used: ['First Principles Thinking', 'Mind Mapping', 'Morphological Analysis']
ideas_generated: []
context_file: ''
techniques_completed: ['First Principles Thinking', 'Mind Mapping']
---
# Brainstorming Session Results
@@ -35,3 +36,75 @@ context_file: ''
- Morphological Analysis: Systematically explore tech stack and architecture decisions
**Selection Rationale:** Practical, implementation-focused techniques suited to a well-defined recreation project
## Technique Execution Results
### First Principles Thinking
**Core Mechanics Researched (from original source code by Gabriele Cirulli):**
- **Grid:** 4x4, cells[x][y], (0,0) = top-left
- **Tile Spawning:** 2 tiles at start, 1 after each valid move; 90% chance of 2, 10% chance of 4; random empty cell
- **Movement:** 4 directions (Up/Down/Left/Right); tiles slide as far as possible
- **Merging:** Same-value tiles merge (doubled); each tile merges only once per move; leading-edge order
- [2,2,2,2] left → [4,4,_,_] (+8)
- [2,2,4,4] left → [4,8,_,_] (+12)
- **Scoring:** Each merge adds new tile value; best score in localStorage
- **Win:** Creating a 2048 tile; can continue with "Keep going"
- **Game Over:** No empty cells AND no adjacent same-value tiles
- **State:** Full game state saved to localStorage after every move; cleared on game over
**Visual Design:**
- Background: #faf8ef, Grid: #bbada0, 15px spacing
- Tile colors: 12 tiers from #eee4da (2) to near-black (>2048)
- Dark text (#776E65) for 2/4, bright text (#f9f6f2) for 8+
- Glow effects on 128+ tiles
- Font: 55px default, 45px for 100+, 35px for 1000+
**Animations:**
- Slide: 100ms ease-in-out CSS transform
- New tile pop: 200ms scale(0→1), delayed 100ms
- Merge bounce: 200ms scale(0→1.2→1), delayed 100ms
- Score "+N": 600ms float up + fade
- Win/Lose overlay: 800ms fade in, delayed 1200ms
**Input:**
- Keyboard: arrows, WASD, Vim (hjkl), R to restart
- Touch: single-finger swipe, 10px threshold
- Modifiers ignored
### Mind Mapping
**Component Breakdown:**
```
2048 GAME
┌────────────┬───────────┼───────────┬────────────┐
│ │ │ │ │
GAME LOGIC RENDERING INPUT UI/UX INFRA
│ │ │ │ │
┌────┴────┐ ┌───┴───┐ ┌───┴───┐ ┌───┴───┐ ┌───┴───┐
│ │ │ │ │ │ │ │ │ │
Grid Score Tiles Anim Keyboard Score Win/ State Build/
State System Draw ations ↕ Display Lose Persist Deploy
│ │ │ │ Swipe Best Overlay localStorage
│ │ │ │ Touch Score Messages
4x4 Merge Colors Slide New Game
Cells Value Fonts Pop Button
Empty Best Sizes Bounce
Check Score Glow Fade
Spawn
Move
Merge
GameOver
Win
```
**6 Key Component Groups:**
1. Game Logic — Grid state, spawning, sliding, merging, game over/win detection
2. Rendering — Grid draw, tile colors (12 tiers), font sizing, glow effects
3. Animations — Slide, pop, bounce, score float, overlay fade
4. Input — Keyboard (3 schemes), touch/swipe, modifier blocking, restart
5. UI/UX — Score displays, buttons, overlays, intro text, responsive layout
6. Infrastructure — localStorage persistence, responsive (500px/280px), build & deploy