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Documentation
DELIVERABLES
Deliverables — Cannon Drop
Summary
Cannon Drop is a 2D physics puzzle game built with TypeScript, HTML5 Canvas, and Matter.js. The player aims a cannon, fires a ball through a field of pegs and obstacles, and scores by clearing orange pegs and landing in buckets.
What Was Built
- Engine Module (
cannon-drop-engine.ts) — Pure TypeScript module with all game logic, level data (5 levels), scoring, combo multipliers, star ratings, aim/launch mechanics, and game state management. Zero browser dependencies. Fully testable with Node.js. - HTML Game (
cannon-drop.html) — Browser file with Matter.js physics, 4-layer Canvas rendering (background, objects, ball/FX, UI), procedural audio via Web Audio API, mouse/keyboard input, level select screen, HUD, and level complete overlays. - Build Pipeline — TypeScript compilation via
tscwith HTML copy todist/. - Test Suite — 155 programmatic tests covering all engine functions, level data, scoring, and edge cases.
Test Results (from node --test output)
shell
# tests 155
# suites 49
# pass 155
# fail 0
# cancelled 0
# skipped 0
Feature Coverage
Implemented (Must-Have)
| Requirement | Feature | Status |
|---|---|---|
| FR-1 | Level Data System (5 levels, exact peg positions, bucket configs, obstacle counts) | Done |
| FR-2 | Peg Base Values (orange=100, blue=25, green=500) | Done |
| FR-3 | Combo Multiplier (tiered: 1/2/3/5/10) | Done |
| FR-4 | Shot Score Calculation (delegates to getComboMultiplier) | Done |
| FR-5 | Star Rating (0-3 stars, allPegsCleared override) | Done |
| FR-6 | Aim and Launch (clampAngle, clampPower, calculateLaunchVelocity) | Done |
| FR-7 | Game State Management (createGameState with getLevelData delegation) | Done |
| FR-8 | Level Completion and Game Over | Done |
| FR-9 | Slow-Motion Trigger | Done |
| FR-10 | Ball Count and Green Peg Bonus | Done |
| FR-11 | Physics World Setup (Matter.js engine, bodies, collision detection) | Done |
| FR-12 | Peg Collision and Removal | Done |
| FR-13 | Pivoting Platform Physics | Done |
| FR-14 | Pipe and Chute Construction | Done |
| FR-15 | Bumper Physics | Done |
| FR-16 | Funnel Physics | Done |
| FR-17 | Bucket Scoring Detection | Done |
| FR-18 | Moving Jackpot Bucket (Level 5 only) | Done |
| FR-19 | Wall Boundaries | Done |
| FR-20 | Multi-Layer Canvas Rendering (4 visible + 1 offscreen bloom) | Done |
| FR-21 | Ball Rendering and Effects (gradients, glow, particles) | Done |
| FR-22 | Peg Rendering and Hit Animations | Done |
| FR-23 | Obstacle Rendering (platforms, pipes, bumpers, funnels, buckets) | Done |
| FR-24 | Background and Atmosphere (gradient, bokeh, vignette) | Done |
| FR-25 | Bloom/Glow Post-Processing (offscreen canvas) | Done |
| FR-26 | Screen Effects (shake, slow motion, confetti) | Done |
| FR-27 | Level Select Screen (frosted glass cards, lock icons, stars) | Done |
| FR-28 | In-Game HUD (score, balls, orange count, combo) | Done |
| FR-29 | Level Complete Overlay (stars, score, continue) | Done |
| FR-30 | Aiming Interface (cannon rotation, trajectory, power meter) | Done |
| FR-31 | Input Handling (mouse aim/fire, R reset, N next level) | Done |
| FR-32 | Responsive Canvas Sizing (5:4 aspect, letterboxing) | Done |
| FR-33 | Procedural Sound Effects (fire, peg hit, bumper, bucket, ball lost, level complete, green peg) | Done |
| FR-34 | Ambient Audio and Volume Control | Done |
| FR-35 | TypeScript Build Pipeline (tsc + HTML copy) | Done |
Nice-to-Have Features
Implemented
- FR-21: Motion trail particles while ball is moving
- FR-22: Score popups with spring animation and color-matching
- FR-25: Bloom canvas (offscreen at half resolution)
- FR-26: Confetti on level complete (150 particles, 3-5 seconds)
Deferred
- FR-21: Full ribbon motion trail with additive blending — simplified to particle sparks for performance
- FR-25: Multi-pass box blur — bloom canvas exists but blur passes simplified
- FR-33: Pipe rolling sound — deferred (continuous brown noise modulation complex to implement without distortion)
- FR-33: Slow-mo audio filter sweep — deferred (low-pass sweep on all audio requires re-routing all nodes)
Project Layout
shell
3-development/
src/
cannon-drop-engine.ts # TypeScript engine source
cannon-drop.html # Browser game file
tests/
cannon-drop-engine.test.js # 155 tests
dist/
cannon-drop-engine.js # Compiled JS engine
cannon-drop-engine.d.ts # Type declarations
cannon-drop.html # Copied HTML
docs/
README.md # Project documentation
DELIVERABLES.md # This file
lint-output.txt # TypeScript compiler output
package.json
tsconfig.json
Build & Run
bash
npm install # Install matter-js + typescript
npm run build # Compile TS + copy HTML to dist/
npm test # Run 155 engine tests
npx http-server dist -p 8080 # Serve and play
Dependencies
matter-js0.20.0 — Physics engine (runtime, loaded via CDN in HTML)typescript5.7.3 — TypeScript compiler (dev only)