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WarhammerQuest/implementación/walkthrough.md

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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.