# Walkthrough
## Current Status: Phase 1 (Dungeon Engine & Visualization) Completed

### Features Implemented
1.  **Dungeon Logic Engine**:
    *   `GridSystem.js`: Manages spatial occupancy and global coordinate transformations.
    *   `DungeonDeck.js`: Manages card drawing probabilities and objective injection.
    *   `DungeonGenerator.js`: Connects tiles step-by-step. Uses a "Reference Cell" logic to align multi-cell doors (2-wide) correctly.
    *   `TileDefinitions.js`: Defines dimensions, layout, and specialized exit points for all Warhammer Quest base tiles (Corridors, Rooms, Objectives).

2.  **3D Visualization**:
    *   `GameRenderer.js`: Three.js implementation.
    *   **Isometric Camera**: Fixed orthographic view with controls (WASD/Arrows + Rotation Snap).
    *   **Texture Mapping**: Tiles render with correct `.png` textures on flat planes.
    *   **Debugging Aids**: Green wireframes around tiles to visualize boundary collisions and alignment.

3.  **Current Workflow**:
    *   The app launches and immediately starts generating a dungeon.
    *   A new tile is added every 1.0 seconds (Visual Debug Mode).
    *   Logs in the console show the decision process (Card drawn, Exit selected, Placement coordinates).

### Known Issues & Next Steps
*   **Alignment**: Automatic random placement sometimes creates awkward visual gaps due to the complexity of aligning multi-cell exits in 4 directions.
*   **Next Phase**: Transitioning to **Player-Controlled Exploration**. instead of random growth. The player will click an exit to "Reveal" the next section, ensuring logical continuity.
