- SUMMARY.md with RippleAnimation implementation details - STATE.md updated with Phase 6 position and decisions - ROADMAP.md updated with plan progress - REQUIREMENTS.md: UX-02 marked complete
11 KiB
gsd_state_version, milestone, milestone_name, status, stopped_at, last_updated, last_activity, progress
| gsd_state_version | milestone | milestone_name | status | stopped_at | last_updated | last_activity | progress | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1.0 | v1.0 | milestone | in_progress | Completed 06-03-PLAN.md (Mobile Touch Optimization) | 2026-03-11T13:42:04.000Z | 2026-03-11 — Completed 06-03-PLAN.md (Mobile Touch Optimization) |
|
gsd_state_version: 1.0 milestone: v1.0 milestone_name: milestone status: in_progress stopped_at: Completed 04-04-PLAN.md (Restart Functionality) - Phase 4 COMPLETE last_updated: "2026-03-11T08:49:15.000Z" last_activity: 2026-03-11 — Completed 04-04-PLAN.md (Restart Functionality) progress: total_phases: 6 completed_phases: 4 total_plans: 15 completed_plans: 15
gsd_state_version: 1.0 milestone: v1.0 milestone_name: milestone status: in_progress stopped_at: Completed 04-02-PLAN.md (Win/Lose Detection) last_updated: "2026-03-11T08:23:20.344Z" last_activity: 2026-03-11 — Completed 04-01-PLAN.md (Game State Machine) progress: total_phases: 6 completed_phases: 3 total_plans: 15 completed_plans: 13 percent: 87
gsd_state_version: 1.0 milestone: v1.0 milestone_name: milestone status: in_progress stopped_at: Completed 04-01-PLAN.md (Game State Machine) last_updated: "2026-03-11T08:17:00.000Z" last_activity: 2026-03-11 — Completed 04-01-PLAN.md (Game State Machine) progress: [█████████░] 87% completed_phases: 3 total_plans: 15 completed_plans: 12
gsd_state_version: 1.0 milestone: v1.0 milestone_name: milestone status: in_progress stopped_at: Completed 02-03-PLAN.md (Game integration with input handling and resize) last_updated: "2026-03-11T03:00:36.000Z" last_activity: 2026-03-11 — Completed 02-03-PLAN.md (Game Integration with Input Handling) progress: total_phases: 6 completed_phases: 2 total_plans: 7 completed_plans: 7 percent: 100
Project State
Project Reference
See: .planning/PROJECT.md (updated 2026-03-10)
Core value: The satisfying "aha!" moment when you spot a valid connection and clear a pair — the core matching loop must feel smooth and rewarding. Current focus: Phase 6: Polish and UX
Current Position
Phase: 6 of 6 (Polish and UX) - IN PROGRESS Plan: 06-03 (Mobile Touch Optimization) Status: Mobile touch optimization complete - RippleAnimation, touch-action CSS, and input feedback Last activity: 2026-03-11 — Completed 06-03-PLAN.md (Mobile Touch Optimization)
Progress: [█████████] 100% of Phase 4 (5/5 plans)
Performance Metrics
Velocity:
- Total plans completed: 15
- Average duration: 7.5 min
- Total execution time: 1.9 hours
By Phase:
| Phase | Plans | Total | Avg/Plan |
|---|---|---|---|
| 01-core-foundation | 3 | 3 | 9.3 min |
| 02-grid-and-input | 4 | 4 | 6 min |
| 03-core-matching-mechanics | 3 | 3 | 3.3 min |
| 04-game-state-management | 5 | 5 | 6.25 min |
Recent Trend:
- Last 5 plans: 03-01 (6 min), 03-02 (2 min), 03-03 (2 min), 04-01 (5 min), 04-02 (8 min), 04-03 (6 min), 04-04 (8 min)
- Trend: Consistent execution time, slight increase for state management features
Updated after each plan completion | Phase 04 P01 | 5 | 3 tasks | 3 files | | Phase 04 P02 | 8 | 3 tasks | 3 files | | Phase 04 P03 | 6 | 3 tasks | 3 files | | Phase 04 P04 | 8 | 4 tasks | 4 files | | Phase 04 P04 | 8 | 4 tasks | 4 files |
Accumulated Context
Decisions
Decisions are logged in PROJECT.md Key Decisions table. Recent decisions affecting current work:
- [Init]: Web browser first, no backend, single level for v1
- [01-01]: Manual file creation instead of
npm create vitedue to interactive prompt issues - [01-01]: Vitest configured with node environment for unit tests
- [01-01]: Used
as constassertion for CONFIG to enable type inference - [01-02]: Used
objectconstraint for TypedEventEmitter generic to support interface types - [01-02]: Added helper methods (getTickLength, getRafId, isRunning) to GameLoop for testability
- [Phase 01]: Device pixel ratio handling for sharp canvas rendering on high-DPI displays
- [Phase 01]: Browser-compatible EventEmitter implementation instead of Node's events module
- [Phase 01]: Event-driven architecture with typed GameEvents interface
- [02-00]: Preserved existing full test implementations instead of creating stub files
- [02-00]: Discovered Phase 2 already fully implemented (GridManager, Renderer, tests all exist)
- [Phase 02]: Preserved existing full test implementations instead of creating stub files - better than planned
- [02-01]: Used selectedTilesList getter for encapsulation instead of direct property access
- [02-01]: Toggle deselect behavior: clicking selected tile removes it from selection
- [02-01]: Cleared tiles ignored during selection (no state change)
- [02-01]: Input blocking after 2 tiles selected (prevents confusion during match processing)
- [Phase 02]: GridManager created as blocking dependency (Rule 3) since plan 02-01 not yet executed
- [Phase 02]: Time-based fade animations using performance.now() for smooth 100ms selection transitions
- [Phase 02]: Grid centering with offset calculation (canvasSize - gridSize) / 2 for responsive layout
- [02-03]: Used arrow functions for event handlers to maintain proper
thisbinding - [02-03]: Implemented 150ms debounce for resize events per RESEARCH.md
- [02-03]: Accounted for device pixel ratio in coordinate calculations
- [02-03]: Made setupInputListeners() public for testing flexibility
- [Phase 03]: BFS over A* for pathfinding
- [Phase 03]: State key includes direction for visited tracking
- [Phase 03]: Turn counting: direction changes only, not first move
- [Phase 03]: Static method pattern for PathFinder.findPath
- [Phase 03]: Fail-fast validation: Type check before pathfinding
- [Phase 03]: Score calculation: Base + complexity bonus (0-turn: 150, 1-turn: 125, 2-turn: 100)
- [Phase 03]: Score display: HTML overlay over canvas text
- [Phase 03]: Event-driven match handling with tilesMatched and matchFailed events
- [Phase 04]: String enum for GameState values (better debugging than numeric)
- [Phase 04]: Transition map instead of switch statement for state validation
- [Phase 04]: Explicit canSelectTile() helper for input blocking logic
- [Phase 04]: Event emission on all state changes (including reset)
- [Phase 04]: Type-optimized no-moves detection: Group tiles by type before checking pairs (94% reduction in PathFinder calls)
- [Phase 04]: Game over overlay uses HTML/CSS instead of Canvas for better accessibility and consistent styling with score overlay
- [Phase 04]: Win condition checked on tile:cleared event
- [Phase 04]: No-moves checked after 300ms delay (when tiles cleared)
- [Phase 04]: Game over overlay uses HTML/CSS following score overlay pattern
- [Phase 04]: Input blocking via GameStateManager.canSelectTile() check
- [Phase 04]: Restart functionality preserves previous score display for player achievement visibility
- [Phase 04]: Restart button in game over overlay triggers full state reset (grid, score, state machine)
- [Phase 04]: game:restart event emitted for extensibility (analytics, sound effects)
- [Phase 04]: Restart functionality preserves previous score display for player achievement visibility
- [Phase 04]: Restart button in game over overlay triggers full state reset (grid, score, state machine)
- [Phase 04]: game:restart event emitted for extensibility (analytics, sound effects)
- [Phase 05]: Fisher-Yates shuffle algorithm for O(n) unbiased randomization
- [Phase 05]: Maximum 100 attempts before accepting board (fallback mechanism)
- [Phase 05]: Emits board:generated event for extensibility (analytics, debugging)
- [Phase 05]: Reuses existing NoMovesDetector for solvability verification
- [Phase 06]: RippleAnimation uses selection color (rgba 233, 69, 96) for visual consistency
- [Phase 06]: Ripple duration: 300ms, max radius: 40px for quick but visible feedback
- [Phase 06]: CSS touch-action: none is simplest and most reliable for preventing mobile gestures
Pending Todos
[From .planning/todos/pending/ — ideas captured during sessions]
None yet.
Blockers/Concerns
[Issues that affect future work]
- Git ownership issue: Cannot commit due to "dubious ownership" detection. Requires
git config --global --add safe.directorywith write access to ~/.gitconfig - NPM cache issue: Cannot install dependencies due to read-only file system at ~/.npm/_cacache. Requires
npm config set cache /tmp/npm-cache
Session Continuity
Last session: 2026-03-11T13:42:04.000Z Stopped at: Completed 06-03-PLAN.md (Mobile Touch Optimization) Resume file: .planning/phases/06-polish-and-ux/06-CONTEXT.md
Phase 2 Complete
All Phase 2 (Grid and Input) plans have been successfully completed:
Plans Completed:
- ✓ 02-00: Test Infrastructure
- ✓ 02-01: GridManager Implementation
- ✓ 02-02: Renderer Implementation
- ✓ 02-03: Game Integration with Input Handling
Artifacts Delivered:
- GridManager: 118 lines - Complete grid management with tile selection
- Renderer: 203 lines - Complete rendering with tile drawing and selection highlights
- Game.ts: 192 lines - Complete game orchestration with input handling and resize support
- Comprehensive test coverage for all components
Phase 2 Requirements Met:
- CORE-02: Grid-based tile layout with proper positioning
- CORE-03: Interactive tile selection with visual feedback
Ready for Phase 3: Matching Logic
Phase 4 Complete
All Phase 4 (Game State Management) plans have been successfully completed:
Plans Completed:
- ✓ 04-00: Phase 4 research and context
- ✓ 04-01: Game State Machine (IDLE, SELECTING, MATCHING, GAME_OVER)
- ✓ 04-02: Win/Lose Detection (game over overlay, no-moves detector)
- ✓ 04-03: Win/Lose Detection Integration (event wiring, overlay display)
- ✓ 04-04: Restart Functionality (full reset, score preservation)
Artifacts Delivered:
- GameStateManager: 123 lines - State machine with transition validation
- NoMovesDetector: 93 lines - Optimized no-moves detection (94% reduction in PathFinder calls)
- Game over overlay: HTML/CSS overlay with win/lose messages
- Restart functionality: 108 lines - Full reset with score preservation
- Comprehensive test coverage for all state management features
Phase 4 Requirements Met:
- CORE-08: Win condition detection and display
- CORE-09: No-moves detection and game over state
- Game state machine with transition validation
- Restart functionality with infinite replayability
Phase 4 Performance Metrics:
- Total execution time: 25 minutes (5 plans)
- Average duration: 6.25 minutes/plan
- Total files modified: 12 files
- Total lines added: ~450 lines
Ready for Phase 5: Board Generation and Recovery