1.6 KiB
1.6 KiB
Walkthrough
Current Status: Phase 1 (Dungeon Engine & Visualization) Completed
Features Implemented
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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).
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3D Visualization:
GameRenderer.js: Three.js implementation.- Isometric Camera: Fixed orthographic view with controls (WASD/Arrows + Rotation Snap).
- Texture Mapping: Tiles render with correct
.pngtextures on flat planes. - Debugging Aids: Green wireframes around tiles to visualize boundary collisions and alignment.
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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.