View Raw Turn JSON
{
"assistant": {
"text": "Created brick grid with 5 rows x 10 columns (50 total bricks). Added brickConfig object with dimensions, padding, and positioning. Implemented createBricks() to generate 2D array of brick objects with positions, status, and colors. Added drawBricks() function with colored bricks (red, orange, yellow, green, blue by row) and white borders. Bricks now render on canvas.",
"type": "message"
},
"context": {
"artifacts": [
{
"content": "// Arkanoid Game - PrincipleSkinner Method (Ralph + GAIT)\n// Turn 1: Canvas foundation and game initialization\n// Turn 2: Paddle object with rendering\n// Turn 3: Paddle keyboard controls\n// Turn 4: Ball object with physics\n// Turn 5: Ball-paddle collision detection\n// Turn 6: Brick grid system\n\n// Canvas setup\nconst canvas = document.getElementById('gameCanvas');\nconst ctx = canvas.getContext('2d');\n\n// Game state\nconst game = {\n score: 0,\n lives: 3,\n running: false,\n won: false,\n lost: false\n};\n\n// Paddle object\nconst paddle = {\n width: 100,\n height: 15,\n x: canvas.width / 2 - 50,\n y: canvas.height - 40,\n speed: 7,\n dx: 0\n};\n\n// Ball object\nconst ball = {\n radius: 8,\n x: canvas.width / 2,\n y: canvas.height / 2,\n dx: 4,\n dy: -4,\n speed: 4\n};\n\n// Brick configuration\nconst brickConfig = {\n rows: 5,\n cols: 10,\n width: 70,\n height: 20,\n padding: 10,\n offsetTop: 60,\n offsetLeft: 35\n};\n\n// Brick colors by row\nconst brickColors = ['#ff0000', '#ff7700', '#ffff00', '#00ff00', '#0077ff'];\n\n// Create brick grid\nconst bricks = [];\nfunction createBricks() {\n for (let row = 0; row < brickConfig.rows; row++) {\n bricks[row] = [];\n for (let col = 0; col < brickConfig.cols; col++) {\n bricks[row][col] = {\n x: col * (brickConfig.width + brickConfig.padding) + brickConfig.offsetLeft,\n y: row * (brickConfig.height + brickConfig.padding) + brickConfig.offsetTop,\n status: 1, // 1 = visible, 0 = destroyed\n color: brickColors[row]\n };\n }\n }\n}\n\n// Draw paddle\nfunction drawPaddle() {\n ctx.fillStyle = '#00ff00';\n ctx.fillRect(paddle.x, paddle.y, paddle.width, paddle.height);\n\n // Add glow effect\n ctx.shadowBlur = 10;\n ctx.shadowColor = '#00ff00';\n ctx.fillRect(paddle.x, paddle.y, paddle.width, paddle.height);\n ctx.shadowBlur = 0;\n}\n\n// Draw ball\nfunction drawBall() {\n ctx.beginPath();\n ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);\n ctx.fillStyle = '#00ffff';\n ctx.fill();\n\n // Add glow effect\n ctx.shadowBlur = 15;\n ctx.shadowColor = '#00ffff';\n ctx.fill();\n ctx.shadowBlur = 0;\n ctx.closePath();\n}\n\n// Draw bricks\nfunction drawBricks() {\n for (let row = 0; row < brickConfig.rows; row++) {\n for (let col = 0; col < brickConfig.cols; col++) {\n const brick = bricks[row][col];\n if (brick.status === 1) {\n ctx.fillStyle = brick.color;\n ctx.fillRect(brick.x, brick.y, brickConfig.width, brickConfig.height);\n\n // Add border\n ctx.strokeStyle = '#ffffff';\n ctx.lineWidth = 2;\n ctx.strokeRect(brick.x, brick.y, brickConfig.width, brickConfig.height);\n }\n }\n }\n}\n\n// Update UI\nfunction updateUI() {\n document.getElementById('score').textContent = game.score;\n document.getElementById('lives').textContent = game.lives;\n}\n\n// Update paddle position\nfunction updatePaddle() {\n paddle.x += paddle.dx;\n\n // Keep paddle within bounds\n if (paddle.x < 0) {\n paddle.x = 0;\n }\n if (paddle.x + paddle.width > canvas.width) {\n paddle.x = canvas.width - paddle.width;\n }\n}\n\n// Check ball-paddle collision\nfunction checkPaddleCollision() {\n // Ball is at paddle height\n if (ball.y + ball.radius >= paddle.y &&\n ball.y - ball.radius <= paddle.y + paddle.height) {\n // Ball is within paddle width\n if (ball.x >= paddle.x && ball.x <= paddle.x + paddle.width) {\n // Reverse ball direction\n ball.dy = -Math.abs(ball.dy);\n\n // Add spin based on where ball hits paddle\n const hitPos = (ball.x - paddle.x) / paddle.width; // 0 to 1\n ball.dx = (hitPos - 0.5) * 8; // -4 to 4 range for spin effect\n }\n }\n}\n\n// Update ball position and handle wall collisions\nfunction updateBall() {\n ball.x += ball.dx;\n ball.y += ball.dy;\n\n // Wall collisions (left and right)\n if (ball.x + ball.radius > canvas.width || ball.x - ball.radius < 0) {\n ball.dx = -ball.dx;\n }\n\n // Ceiling collision\n if (ball.y - ball.radius < 0) {\n ball.dy = -ball.dy;\n }\n\n // Check paddle collision\n checkPaddleCollision();\n\n // Ball falls below paddle (lose life - will implement later)\n if (ball.y + ball.radius > canvas.height) {\n // For now, just bounce back\n ball.dy = -ball.dy;\n }\n}\n\n// Clear canvas\nfunction clearCanvas() {\n ctx.fillStyle = '#000000';\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n}\n\n// Render game\nfunction render() {\n clearCanvas();\n drawBricks();\n drawPaddle();\n drawBall();\n}\n\n// Game loop\nfunction gameLoop() {\n updatePaddle();\n updateBall();\n render();\n requestAnimationFrame(gameLoop);\n}\n\n// Keyboard controls\nfunction keyDown(e) {\n if (e.key === 'ArrowLeft' || e.key === 'a') {\n paddle.dx = -paddle.speed;\n } else if (e.key === 'ArrowRight' || e.key === 'd') {\n paddle.dx = paddle.speed;\n }\n}\n\nfunction keyUp(e) {\n if (e.key === 'ArrowLeft' || e.key === 'a' || e.key === 'ArrowRight' || e.key === 'd') {\n paddle.dx = 0;\n }\n}\n\n// Initialize game\nfunction init() {\n console.log('Arkanoid initialized - Canvas: ' + canvas.width + 'x' + canvas.height);\n createBricks();\n updateUI();\n render();\n\n // Add event listeners\n document.addEventListener('keydown', keyDown);\n document.addEventListener('keyup', keyUp);\n\n // Start game loop\n gameLoop();\n}\n\n// Start game on load\nwindow.addEventListener('load', init);",
"path": "game.js"
}
],
"pinned_context": {
"branch": "principalskinner-arkanoid",
"items": [],
"memory_id": "086e39ec4fb04bd965bcc97353b8c325dcc80d406e6b5b840ae8db97796c6775",
"pinned_items": 0,
"schema": "gait.context.v0"
}
},
"created_at": "2026-01-09T09:31:18",
"model": {
"provider": "vscode-copilot"
},
"schema": "gait.turn.v0",
"tokens": {
"by_role": {},
"estimated": true,
"input_total": 8,
"output_total": 83
},
"tools": {},
"user": {
"text": "Turn 6: Create brick grid system",
"type": "message"
},
"visibility": "private"
}