Phase 1 Complete: Dungeon Engine & Visuals. Switched to Manual Exploration Plan.
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@@ -104,17 +104,23 @@ export class GameRenderer {
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// Create Plane
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const geometry = new THREE.PlaneGeometry(w, l);
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// Use MeshStandardMaterial for reaction to light if needed
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const material = new THREE.MeshStandardMaterial({
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// SWITCH TO BASIC MATERIAL FOR DEBUGGING TEXTURE VISIBILITY
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// Standard material heavily depends on lights. If light is not hitting correctly, it looks black.
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const material = new THREE.MeshBasicMaterial({
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map: texture,
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transparent: true,
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side: THREE.FrontSide, // Only visible from top
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alphaTest: 0.1,
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roughness: 0.8,
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metalness: 0.2
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alphaTest: 0.1
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});
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const plane = new THREE.Mesh(geometry, material);
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// DEBUG: Add a wireframe border to see the physical title limits
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const borderGeom = new THREE.EdgesGeometry(geometry);
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const borderMat = new THREE.LineBasicMaterial({ color: 0x00ff00, linewidth: 2 });
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const border = new THREE.LineSegments(borderGeom, borderMat);
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plane.add(border);
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// Initial Rotation: Plane X-Y to X-Z
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plane.rotation.x = -Math.PI / 2;
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