From 58e7c4a7742b52f8e4e476f63cac22323623e0fe Mon Sep 17 00:00:00 2001 From: tiennm99 Date: Sun, 12 Apr 2026 19:27:40 +0700 Subject: [PATCH] docs: add first principles and mind mapping results to brainstorming session --- .../brainstorming-session-2026-04-12-001.md | 75 ++++++++++++++++++- 1 file changed, 74 insertions(+), 1 deletion(-) diff --git a/bmad/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md b/bmad/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md index 44a2eb3..6b35dd6 100644 --- a/bmad/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md +++ b/bmad/_bmad-output/brainstorming/brainstorming-session-2026-04-12-001.md @@ -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