Files
ai-coding-workflow-labs/gsd-framework/.planning/STATE.md
T
tiennm99 d3f10bb273 docs(06-03): complete mobile touch optimization plan
- 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
2026-03-11 13:44:31 +00:00

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)
total_phases completed_phases total_plans completed_plans
6 5 21 19

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 vite due to interactive prompt issues
  • [01-01]: Vitest configured with node environment for unit tests
  • [01-01]: Used as const assertion for CONFIG to enable type inference
  • [01-02]: Used object constraint 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 this binding
  • [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.directory with 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