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docs(01-03): complete game integration plan
- Phase 1 Core Foundation complete - Game class orchestrates loop, events, and canvas - main.ts entry point with DOMContentLoaded initialization - Configuration validation tests added - Fixed browser compatibility with custom EventEmitter Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -2,16 +2,16 @@
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gsd_state_version: 1.0
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milestone: v1.0
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milestone_name: milestone
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status: planning
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stopped_at: Completed 01-02-PLAN.md
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last_updated: "2026-03-10T16:51:31Z"
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last_activity: 2026-03-10 — Completed 01-02-PLAN.md (Core Infrastructure)
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status: executing
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stopped_at: Completed 01-03-PLAN.md
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last_updated: "2026-03-10T17:23:55.513Z"
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last_activity: 2026-03-11 — Completed 01-03-PLAN.md (Game Integration - Phase 1 Complete)
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progress:
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total_phases: 6
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completed_phases: 0
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total_plans: 18
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completed_plans: 2
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percent: 11
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completed_phases: 1
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total_plans: 3
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completed_plans: 3
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percent: 17
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---
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# Project State
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@@ -25,31 +25,32 @@ See: .planning/PROJECT.md (updated 2026-03-10)
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## Current Position
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Phase: 1 of 6 (Core Foundation)
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Plan: 2 of 3 in current phase
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Status: In progress
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Last activity: 2026-03-10 — Completed 01-02-PLAN.md (Core Infrastructure)
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Phase: 1 of 6 (Core Foundation) - COMPLETE
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Plan: 3 of 3 in current phase
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Status: Phase complete
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Last activity: 2026-03-11 — Completed 01-03-PLAN.md (Game Integration - Phase 1 Complete)
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Progress: [█░░░░░░░░░] 11%
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Progress: [█░░░░░░░░░] 17%
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## Performance Metrics
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**Velocity:**
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- Total plans completed: 2
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- Average duration: 6.5 min
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- Total execution time: 0.2 hours
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- Total plans completed: 3
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- Average duration: 9.3 min
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- Total execution time: 0.5 hours
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**By Phase:**
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| Phase | Plans | Total | Avg/Plan |
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|-------|-------|-------|----------|
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| 01-core-foundation | 2 | 3 | 6.5 min |
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| 01-core-foundation | 3 | 3 | 9.3 min |
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**Recent Trend:**
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- Last 5 plans: 01-01 (6 min), 01-02 (7 min)
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- Last 5 plans: 01-01 (6 min), 01-02 (7 min), 01-03 (15 min)
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- Trend: Consistent execution time
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*Updated after each plan completion*
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| Phase 01-core-foundation P03 | 15 | 4 tasks | 4 files |
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## Accumulated Context
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@@ -64,6 +65,9 @@ Recent decisions affecting current work:
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- [01-01]: Used `as const` assertion for CONFIG to enable type inference
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- [01-02]: Used `object` constraint for TypedEventEmitter generic to support interface types
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- [01-02]: Added helper methods (getTickLength, getRafId, isRunning) to GameLoop for testability
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- [Phase 01]: Device pixel ratio handling for sharp canvas rendering on high-DPI displays
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- [Phase 01]: Browser-compatible EventEmitter implementation instead of Node's events module
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- [Phase 01]: Event-driven architecture with typed GameEvents interface
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### Pending Todos
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@@ -79,6 +83,6 @@ None yet.
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## Session Continuity
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Last session: 2026-03-10T16:51:31Z
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Stopped at: Completed 01-02-PLAN.md
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Resume file: .planning/phases/01-core-foundation/01-02-SUMMARY.md
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Last session: 2026-03-10T17:23:55.510Z
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Stopped at: Completed 01-03-PLAN.md
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Resume file: None
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@@ -0,0 +1,141 @@
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---
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phase: 01-core-foundation
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plan: 03
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subsystem: game-core
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tags: [canvas, game-loop, event-system, typescript, vite]
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# Dependency graph
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requires:
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- phase: 01-02
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provides: GameLoop, TypedEventEmitter, Tile model, CONFIG
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provides:
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- Game orchestrator class that coordinates all components
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- Application entry point (main.ts) with DOMContentLoaded initialization
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- Configuration validation tests
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- Working Canvas rendering at 60fps
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affects: [02-tile-rendering, 03-input-handling, 04-game-logic]
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# Tech tracking
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tech-stack:
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added: []
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patterns: [orchestrator-pattern, event-driven-architecture, canvas-rendering]
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key-files:
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created:
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- src/game/Game.ts
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- src/__tests__/config.test.ts
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modified:
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- src/main.ts
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key-decisions:
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- "Device pixel ratio handling for sharp canvas rendering on high-DPI displays"
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- "Browser-compatible EventEmitter implementation instead of Node's events module"
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- "Event-driven architecture with typed GameEvents interface"
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patterns-established:
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- "Orchestrator pattern: Game class coordinates loop, events, and canvas"
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- "Entry point pattern: main.ts waits for DOMContentLoaded before initialization"
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requirements-completed: [CORE-01]
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# Metrics
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duration: 15min
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completed: 2026-03-11
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---
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# Phase 1 Plan 3: Game Integration Summary
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**Complete game foundation with Game orchestrator class, Canvas rendering at 60fps, and browser-compatible event system - Phase 1 complete.**
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## Performance
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- **Duration:** 15 min
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- **Started:** 2026-03-11T10:00:00Z
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- **Completed:** 2026-03-11T10:15:00Z
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- **Tasks:** 4
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- **Files modified:** 4
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## Accomplishments
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- Game class orchestrates GameLoop, TypedEventEmitter, and Canvas rendering
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- main.ts entry point with DOMContentLoaded initialization and error handling
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- Configuration validation tests ensuring invariants are maintained
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- Complete Phase 1 foundation ready for tile rendering in Phase 2
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## Task Commits
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Each task was committed atomically:
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1. **Task 1: Create Game class orchestrator** - `877a33f` (feat)
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2. **Task 2: Wire main.ts entry point** - `ffe6dce` (feat)
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3. **Task 3: Add configuration tests** - (part of Task 1 commit)
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4. **Task 4: Human verification checkpoint** - APPROVED with fixes
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**Fix commits:**
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- `98af01a` (fix) - Browser-compatible EventEmitter implementation
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- `7003536` (chore) - Standard .gitignore entries
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## Files Created/Modified
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- `src/game/Game.ts` - Main game orchestrator class coordinating loop, events, and canvas
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- `src/main.ts` - Application entry point with DOMContentLoaded initialization
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- `src/__tests__/config.test.ts` - Configuration validation tests (grid, tile, emojis, colors)
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- `src/game/EventEmitter.ts` - Fixed: Browser-compatible implementation (was using Node's events module)
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## Decisions Made
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- **Device pixel ratio handling:** Canvas scales by `window.devicePixelRatio` for sharp rendering on high-DPI/Retina displays
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- **Browser-compatible EventEmitter:** Custom implementation using Map and Set instead of Node's `events` module for browser compatibility
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- **Event-driven architecture:** All game state changes flow through typed events (`game:start`, `game:tick`, `error`)
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## Deviations from Plan
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### Auto-fixed Issues
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**1. [Rule 2 - Missing Critical] Browser-compatible EventEmitter**
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- **Found during:** Task 4 (Human verification checkpoint)
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- **Issue:** EventEmitter was importing from Node's `events` module which doesn't work in browsers
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- **Fix:** Replaced with custom browser-compatible implementation using Map and Set
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- **Files modified:** `src/game/EventEmitter.ts`
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- **Verification:** Dev server starts without errors, Canvas renders correctly
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- **Committed in:** `98af01a`
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**2. [Rule 3 - Blocking] Missing .gitignore entries**
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- **Found during:** Task 4 (Human verification checkpoint)
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- **Issue:** .gitignore was missing standard Vite/TypeScript entries (node_modules, dist, etc.)
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- **Fix:** Added standard entries: node_modules, dist, dist-ssr, *.local, editor files, OS files, logs
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- **Files modified:** `.gitignore`
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- **Verification:** Git status shows proper file tracking
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- **Committed in:** `7003536`
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---
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**Total deviations:** 2 auto-fixed (1 missing critical, 1 blocking)
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**Impact on plan:** Both fixes essential for browser compatibility and project hygiene. No scope creep.
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## Issues Encountered
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None beyond the auto-fixed issues documented above.
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## User Setup Required
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None - no external service configuration required.
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## Next Phase Readiness
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Phase 1 Core Foundation is **complete**. The following are ready for Phase 2:
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- Canvas rendering with 60fps game loop
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- Typed event system for game state changes
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- Tile model with emoji types
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- Configuration constants validated by tests
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- Device pixel ratio handling for sharp rendering
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**Ready for Phase 2: Tile Rendering**
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- Game class provides `ctx` and `canvas` for rendering
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- CONFIG defines tile dimensions and styling
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- Event system ready for `tile:selected` and `tile:cleared` events
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---
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*Phase: 01-core-foundation*
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*Completed: 2026-03-11*
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