25 lines
1.6 KiB
Markdown
25 lines
1.6 KiB
Markdown
# Walkthrough
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## Current Status: Phase 1 (Dungeon Engine & Visualization) Completed
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### Features Implemented
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1. **Dungeon Logic Engine**:
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* `GridSystem.js`: Manages spatial occupancy and global coordinate transformations.
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* `DungeonDeck.js`: Manages card drawing probabilities and objective injection.
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* `DungeonGenerator.js`: Connects tiles step-by-step. Uses a "Reference Cell" logic to align multi-cell doors (2-wide) correctly.
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* `TileDefinitions.js`: Defines dimensions, layout, and specialized exit points for all Warhammer Quest base tiles (Corridors, Rooms, Objectives).
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2. **3D Visualization**:
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* `GameRenderer.js`: Three.js implementation.
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* **Isometric Camera**: Fixed orthographic view with controls (WASD/Arrows + Rotation Snap).
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* **Texture Mapping**: Tiles render with correct `.png` textures on flat planes.
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* **Debugging Aids**: Green wireframes around tiles to visualize boundary collisions and alignment.
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3. **Current Workflow**:
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* The app launches and immediately starts generating a dungeon.
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* A new tile is added every 1.0 seconds (Visual Debug Mode).
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* Logs in the console show the decision process (Card drawn, Exit selected, Placement coordinates).
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### Known Issues & Next Steps
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* **Alignment**: Automatic random placement sometimes creates awkward visual gaps due to the complexity of aligning multi-cell exits in 4 directions.
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* **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.
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