Phase 1 Complete: Dungeon Engine & Visuals. Switched to Manual Exploration Plan.

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# Walkthrough
## Current Status: Phase 1 (Dungeon Engine & Visualization) Completed
*Project reset. No features implemented yet.*
### 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.