# 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.