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Author SHA1 Message Date
pobadoba
7f6548d9fb update readme 2026-05-10 23:04:01 +09:00
pobadoba
6532387f59 docs: Standardize module documentation and focus on final product
- Added complete documentation for state.js, maze.js, grid.js, sfx.js
  (was: 'Already Well-Structured — No Changes')
- Removed 'Refactoring Summary' section (process-focused content)
- Restructured 'Design Decisions & Rationale' to document current architecture
  rather than refactoring journey
- Updated 'AI Assistance' section to mention refactoring work in context
  of overall development
- Simplified 'Files Structure' legend to remove distinction between
  refactored and original modules
- All 14 modules now documented consistently with Purpose/Functions/Benefits

Result: Documentation now explains the final product cleanly without the
'something changed' narrative, while preserving context of development work.
2026-05-10 22:33:56 +09:00
2 changed files with 181 additions and 172 deletions

349
README.md
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@@ -17,26 +17,27 @@
## Game Overview ## Game Overview
### Concept ### Concept
**Untitled Maze Game** is a 3D first-person maze escape game built with Babylon.js and p5.js. Players must navigate procedurally-generated mazes in a race against time, collecting a key and finding the exit within 60 seconds, but there's a twist! You must not open a chest that you have already opened before! Each successful round increases difficulty—maze size grows, more chests appear, and players advance to the next level. If you fail... there is a little surprising waiting for you. **Untitled Maze Game** is a 3D first-person maze escape game built with Babylon.js and p5.js. Players must navigate procedurally-generated mazes in a race against time, collecting a key and finding the exit within 60 seconds, but there's a twist! You must not open a chest that you have already opened before! Each successful round increases difficulty—maze size grows, more chests appear, and players advance to the next level. If you fail... there is a little surprising waiting for you (made with p5.js).
### Gameplay Flow ### Gameplay Flow
``` ```
START SCREEN (img_start.png) START SCREEN
↓ Press R ↓ Press R
GAMEPLAY (60 seconds) GAMEPLAY (60 seconds)
↙ Time Up / Found Exit ↖ ↙ Time Up / Found Exit ↖
GAME OVER NEXT LEVEL GAME OVER NEXT LEVEL
(img_jobapplication.png + Particles) (Job Application
Jumpscare)
``` ```
### How to Play ### How to Play
1. **Start the Game:** Press **R** on the start screen to begin 1. **Start the Game:** Press **R** on the start screen to begin
2. **Navigate:** Use **WASD** to move, mouse to look around 2. **Navigate:** Use **WASD** to move, mouse to look around
3. **Find the Key:** **Left-Click** chests until you find the key, do not click on a chest you have opened before. 3. **Find the Key:** **Left-Click** chests until you find the key, do not click on a chest you have opened before (leads to game over)
4. **Reach the Exit:** Once you have the key, reach the exit door 4. **Reach the Exit:** Once you have the key, reach the exit door
5. **Survive the Time:** You have 60 seconds per round. Time runs out = Game Over 5. **Survive the Time:** You have 60 seconds per round. Time runs out = Game Over (Job Application Jumpscare ending)
6. **Progress:** Successfully exiting unlocks the next level with a larger maze and more chests 6. **Progress:** Successfully exiting unlocks the next level with a larger maze and more chests
### Controls ### Controls
@@ -56,10 +57,9 @@ GAME OVER NEXT LEVEL
## Code Documentation ## Code Documentation
### Packages Used ### Packages Used
- **3D Graphics:** Babylon.js v9.5.1 (3D scene, camera, meshes, rendering) - **3D Graphics:** Babylon.js (3D scene, camera, meshes, rendering)
- **Bundler:** Vite v8.0.10 (ES6 modules, asset optimization) - **2D Graphics:** p5.js (particle effects for game-over screen)
- **2D Graphics:** p5.js v2.x (particle effects for game-over screen) - **Audio:** Web Audio API
- **Audio:** Web Audio API (polyphonic sound effects)
### Files Structure ### Files Structure
@@ -67,12 +67,12 @@ GAME OVER NEXT LEVEL
src/ src/
├── babylon_panel.js # Game orchestrator (scene init, controller, API) ├── babylon_panel.js # Game orchestrator (scene init, controller, API)
├── html_panel.js # Debug UI state management ├── html_panel.js # Debug UI state management
├── p5_particles.js # Particle effects for start/game-over screens ├── p5_particles.js # Particle effects for game over screen
├── game/ ├── game/
│ ├── state.js # Shared game state (config + runtime) │ ├── state.js # Shared game state (config + runtime)
│ ├── maze.js # Procedural maze generation (seeded RNG) │ ├── maze.js # Procedural maze generation (seeded RNG)
│ ├── grid.js # Coordinate conversion, collision helpers │ ├── grid.js # Coordinate conversion, collision helpers
│ ├── sfx.js # Sound effect playback system │ ├── sfx.js # Sound effect playback system
│ ├── scene-init.js # Babylon.js engine & scene initialization │ ├── scene-init.js # Babylon.js engine & scene initialization
│ ├── camera-manager.js # Camera creation, mode switching, updates │ ├── camera-manager.js # Camera creation, mode switching, updates
│ ├── game-loop.js # Main render loop, game state machine │ ├── game-loop.js # Main render loop, game state machine
@@ -108,9 +108,12 @@ sfx/
└── sfx_chest_close.wav # Chest closing sound └── sfx_chest_close.wav # Chest closing sound
``` ```
**Legend:** **Module Organization:**
- ✓ Unchanged from original (already well-structured) - **game/**: Core game logic (state, generation, collision, audio)
- Without checkmark = newly extracted/refactored - **controls/**: Input and event handling
- **assets/**: Reusable factories (materials, textures)
- **ui/**: Visual feedback (HUD, overlays)
- Root level (babylon_panel.js): Main script that ties everything together
### Core Modules ### Core Modules
@@ -123,7 +126,7 @@ sfx/
- Input handler registration via `setupInputHandlers()` - Input handler registration via `setupInputHandlers()`
- Game loop registration via `registerGameLoop()` - Game loop registration via `registerGameLoop()`
- Screen transitions via `showGameOverScreen()`, `hideGameOverScreen()`, etc. - Screen transitions via `showGameOverScreen()`, `hideGameOverScreen()`, etc.
- Level generation orchestration - Level generation coordination
- State management and API exposure - State management and API exposure
**Key Flow:** **Key Flow:**
@@ -132,7 +135,7 @@ Page Load → babylon_panel.js
↓ initialize scene, cameras, sphere ↓ initialize scene, cameras, sphere
↓ setupInputHandlers() → register keyboard/pointer events ↓ setupInputHandlers() → register keyboard/pointer events
↓ registerGameLoop() → register frame-by-frame updates ↓ registerGameLoop() → register frame-by-frame updates
↓ showStartScreen() → p5 particle sketch ↓ showStartScreen()
↓ (user presses R) ↓ (user presses R)
↓ startRunFromStartScreen() → generateLevel() ↓ startRunFromStartScreen() → generateLevel()
↓ (gameplay loop runs until win/lose) ↓ (gameplay loop runs until win/lose)
@@ -152,7 +155,7 @@ Page Load → babylon_panel.js
**Benefits:** **Benefits:**
- Encapsulates Babylon.js boilerplate - Encapsulates Babylon.js boilerplate
- Easier to swap or test rendering configuration - Easier to swap or test rendering configuration
- Decouples orchestrator from engine details - Decouples main scene runner from engine details
#### 3. **game/camera-manager.js** (Camera Management) #### 3. **game/camera-manager.js** (Camera Management)
**Purpose:** First-person and overview camera creation and switching **Purpose:** First-person and overview camera creation and switching
@@ -289,51 +292,114 @@ Page Load → babylon_panel.js
- Reusable styling/animation controls - Reusable styling/animation controls
- Can easily add new HUD elements - Can easily add new HUD elements
#### 11. **game/state.js** (Shared State) #### 11. **game/state.js** (Shared State)
**Already Well-Structured — No Changes** **Purpose:** Centralized game state management to prevent coupling between modules
Centralized game configuration and runtime state
#### 12. **game/maze.js** (Procedural Generation) ✓ **Structure:**
**Already Well-Structured — No Changes** ```javascript
Recursive backtracking with seeded RNG window.mazeGameState = {
config: {
seed, // Reproducible maze generation
level, // Current progression level
mazeWidth: 11, // Base width (increases per level)
mazeHeight: 11, // Base height
minChestDeadEnds: 2 // Min chests to place
},
runtime: {
runActive, // Is gameplay active?
hasKey, // Player collected key?
roundsCompleted, // Levels completed this run
elapsedSeconds, // Countdown timer (60 → 0)
message // Status text for HUD
}
}
```
#### 13. **game/grid.js** (Coordinate Utilities) ✓ **Benefits:**
**Already Well-Structured — No Changes** - Single source of truth for all game state
Grid-to-world conversions and walkability checks - All modules read/write to same object (no data duplication)
- Easy to serialize/save game state
- Enables time-travel debugging via console inspection
#### 14. **game/sfx.js** (Audio System) ✓ #### 12. **game/maze.js** (Procedural Generation)
**Already Well-Structured — No Changes** **Purpose:** Generate solvable, deterministic mazes using seeded randomization
ES6 import-based audio loading and playback
**Functions:**
- `seededRng(seed)` — Deterministic random number generator (same seed = same sequence)
- `generateMazeGrid(w, h, seed)` — Recursive backtracking maze algorithm
- `findDeadEnds(grid)` — Locate dead-end cells for chest/exit placement
**Algorithm:**
Recursive backtracking with seeded RNG ensures:
- Every maze is solvable (connected)
- Same seed produces identical maze (perfect for replays)
- Configurable difficulty (width/height parameters)
**Benefits:**
- Deterministic yet varied level generation
- No performance issues (pre-computed before rendering)
- Perfect reproducibility for competitive play
#### 13. **game/grid.js** (Coordinate Utilities)
**Purpose:** Convert between grid coordinates and 3D world space for collision detection
**Functions:**
- `gridCellToWorld(grid, x, y, cellSize)` — Grid cell → world position (returns `{x, z}`)
- `isWalkableCell(grid, x, y)` — Check if cell is navigable (not a wall)
**Key Insight:**
Mazes are generated as 2D grids (1 = wall, 0 = path). This module bridges the gap between grid coordinates used by `maze.js` and 3D world positions used by `level-generator.js`.
**Benefits:**
- Decouples grid logic from spatial positioning
- Makes collision detection and pathfinding calculations simpler
- Reusable for any grid-based game mechanic
#### 14. **game/sfx.js** (Audio System)
**Purpose:** Load and playback polyphonic sound effects with Web Audio API
**Functions:**
- `playSfx(name, volume)` — Play a sound effect by name (cloned for polyphony)
- `primeSfx()` — Initialize audio context (required by browser for first sound)
**Audio Files** (imported via ES6, bundled by Vite):
```javascript
import clickUrl from "../../sfx/sfx_click.wav"
import chestOpenUrl from "../../sfx/sfx_chest_open.wav"
import chestCloseUrl from "../../sfx/sfx_chest_close.wav"
import keyUrl from "../../sfx/sfx_key.wav"
import clockUrl from "../../sfx/sfx_clock.wav"
import stepUrl from "../../sfx/sfx_step.wav"
import winUrl from "../../sfx/sfx_win.wav"
import loseUrl from "../../sfx/sfx_lose.wav"
```
**Polyphony via Cloning:**
Each call to `playSfx()` clones the audio node, allowing multiple sounds to play simultaneously (e.g., footsteps + clock alarm).
**Benefits:**
- Polyphonic sound effects (no cutting each other off)
- Browser-compatible audio context priming
- Centralized audio management (easy to add volume controls, reverb, etc.)
--- ---
## Key Features & Implementation Details ## Key Features & Implementation Details
| Feature | Implementation | Status | | Feature | Implementation |
|---------|----------------|--------| |---------|----------------|
| **3D Rendering** | Babylon.js UniversalCamera, procedural mesh generation | ✓ Complete | | **3D Rendering** | Babylon.js UniversalCamera, procedural mesh generation |
| **Procedural Mazes** | Seeded random generation with configurable dimensions | ✓ Complete | | **Procedural Mazes** | Seeded random generation with configurable dimensions |
| **Time-Attack Mode** | 60-second countdown timer with auto-game-over on timeout | ✓ Complete | | **Time-Attack Mode** | 60-second countdown timer with auto-game-over on timeout |
| **Progressive Difficulty** | Maze size & chest count increase per completed level | ✓ Complete | | **Progressive Difficulty** | Maze size & chest count increase per completed level |
| **Collision Detection** | Raycasting for chest interaction, sphere collision for exit | ✓ Complete | | **Collision Detection** | Raycasting for chest interaction, sphere collision for exit |
| **Sound System** | 8 polyphonic SFX with Web Audio API and context priming | ✓ Complete | | **Sound System** | polyphonic sound effects with Web Audio API |
| **Particle Effects** | p5.js animated particles with physics on game-over screen | ✓ Complete | | **Particle Effects** | p5.js animated particles with physics on game-over screen |
| **Start Screen** | Full-screen p5.js panel with img_start.png background | ✓ Complete | | **Start Screen** | Full-screen p5.js panel with starting image |
| **Game-Over Screen** | Full-screen overlay with job application image + particles | ✓ Complete | | **Game-Over Screen** | Full-screen overlay with job application image + particles |
| **Visual Warnings** | Red pulsing timer + clock sound when time < 10 seconds | ✓ Complete | | **Visual Warnings** | Red pulsing timer + clock sound when time < 10 seconds |
| **Camera Modes** | First-person (WASD + mouse) and overhead (overview) | ✓ Complete | | **Camera Modes** | First-person (WASD + mouse) and overhead orbital view |
| **Responsive Layout** | Full-screen canvas with bottom-overlay debug controls | ✓ Complete | | **Responsive Layout** | Full-screen canvas with bottom-overlay debug controls |
### 🔧 Technical Highlights
**Browser Compatibility:**
- Audio context requires user interaction priming via `primeSfx()`—automatically triggered on first W/A/S/R key press
**Performance Optimizations:**
- Vite's ES6 module bundling and tree-shaking
- Asset optimization (textures, audio)
- Efficient raycasting for chest targeting (not per-pixel)
- Single draw call per maze (not per cell)
**Code Quality Patterns:** **Code Quality Patterns:**
- **Shared State Pattern:** `window.mazeGameState` prevents data coupling across modules - **Shared State Pattern:** `window.mazeGameState` prevents data coupling across modules
@@ -341,116 +407,56 @@ ES6 import-based audio loading and playback
- **Observer Pattern:** `registerBeforeRender()` for frame-synchronized updates - **Observer Pattern:** `registerBeforeRender()` for frame-synchronized updates
- **Async/Await:** p5.js async image loading for non-blocking resource loading - **Async/Await:** p5.js async image loading for non-blocking resource loading
--- **Known Problems**
## Known Issues & Limitations
### ⚠️ Known Problems
1. **Pointer Lock Exit:** Pointer lock may be annoying for newcomers to web browser games 1. **Pointer Lock Exit:** Pointer lock may be annoying for newcomers to web browser games
2. **Chunk Size Warning:** Built JavaScript is ~9.1 MB due to image assets 2. **Chunk Size Warning:** Built JavaScript is ~9.1 MB due to image assets
- Not an issue for local play - Not an issue for local play
### ⭐ Special Features to Note
- **Seeded Randomization:** Players can use the same seed to replay identical mazes (debug button: "Randomize seed")
- **Low-Time Audio Feedback:** Clock sound triggers once when time drops below 10 seconds (prevents spam)
- **Full-Screen Transitions:** Start screen, gameplay, and game-over have full-screen p5.js overlays for immersive presentation
- **Difficulty Scaling Formula:** Mathematically designed to keep progression challenging but fair
---
## Refactoring Summary (Phase 3 Complete)
### Code Metrics
| Metric | Before | After | Change |
|--------|--------|-------|--------|
| Main file (babylon_panel.js) | 570 lines | 195 lines | -66% |
| Total source files | 5 | 14 | +9 new modules |
| Build modules | 355 | 364 | +9 (new files) |
| Cyclomatic complexity | High | Low | Each module < 20 lines avg |
### Dependency Graph
```
babylon_panel.js (Orchestrator)
├── game/scene-init.js
├── game/camera-manager.js
├── controls/input-handler.js
│ └── game/sfx.js
├── game/level-generator.js
│ ├── game/maze.js
│ ├── game/grid.js
│ └── assets/materials.js
├── game/game-loop.js
│ ├── game/sfx.js
│ ├── game/collisions.js
│ └── ui/hud.js
├── game/screen-manager.js
│ └── p5_particles.js
└── game/state.js (shared by all)
```
### Module Characteristics
- **No circular dependencies:** Each module imports only from modules below it
- **Shared state:** All modules read/write `window.mazeGameState` (single source of truth)
- **Event-driven:** Input → callbacks → state update → HUD refresh
- **Callback pattern:** Higher modules pass callbacks to lower modules for decoupling
### Refactoring Safety Checklist
**Build tested:** `npm run build` completes with 364 modules, no errors
**No breaking changes:** `window.mazeGameApi.generateLevel()` still exported
**Audio bundling intact:** All 8 SFX files in dist/assets/ with hashes
**Backwards compatible:** All gameplay mechanics unchanged
**No new dependencies:** Uses existing npm packages only
**ESM imports work:** Vite resolves all relative paths correctly
### Next Steps for Future Maintenance
1. **Add new interaction types:** Extend `game/collisions.js` with new raycasts
2. **Add gamepad support:** Extend `controls/input-handler.js` with gamepad listeners
3. **Add new screens:** Add functions to `game/screen-manager.js`
4. **Add new camera modes:** Extend `game/camera-manager.js` with new camera types
5. **Add sound designer tools:** Extend `game/sfx.js` with volume/pan controls
--- ---
## Design Decisions & Rationale ## Design Decisions & Rationale
### Refactoring Strategy (Phase 3 Complete) ### 1. Modular Architecture with Separation of Concerns
**Objective:** Improve code maintainability without breaking gameplay **Decision:** Organize code into 14 focused modules rather than monolithic files
**Approach:** Modular separation of concerns by extracting 9 new modules from the original monolithic `babylon_panel.js` (570 lines → 195 lines). **Rationale:**
- Each module has a single responsibility (scene setup, input handling, collision detection, etc.)
- No circular dependencies — clean dependency flow from orchestrator down to utilities
- Easier to test, debug, and extend individual features
- New developers can understand one module without understanding the whole codebase
- Easy to add features: extend relevant modules instead of modifying monolithic files
#### Why This Structure? **Architecture Pattern:**
```
babylon_panel.js (orchestrator) ← high-level control
├→ game/scene-init.js ← rendering setup
├→ game/camera-manager.js ← camera control
├→ controls/input-handler.js ← event routing
├→ game/level-generator.js ← spatial layout
├→ game/game-loop.js ← frame updates
├→ game/screen-manager.js ← UI transitions
└→ game/state.js ← shared data (all modules)
```
| Module | Benefit | ### 2. Shared State Pattern via window.mazeGameState
|--------|---------| **Decision:** Centralize all game state in single `window.mazeGameState` object
| **scene-init.js** | Isolate Babylon.js boilerplate from game logic |
| **camera-manager.js** | Encapsulate complex camera configuration; easy to test/add modes |
| **level-generator.js** | Pure spatial functions; reusable for future level types |
| **game-loop.js** | Frame-by-frame logic visible in one place; easier to debug timing |
| **collisions.js** | Isolated raycasting; reusable for new interaction types |
| **input-handler.js** | Centralized event routing; easy to add gamepad/mobile controls |
| **screen-manager.js** | p5 lifecycle management; easy to add new screens (pause, level intro) |
| **materials.js** | Texture setup reusable by other systems; centralized configuration |
| **hud.js** | DOM updates separate from game state; CSS animations cleanly decoupled |
#### Testing Benefits
- **Unit testable:** Each module has single responsibility, minimal dependencies
- **Integration testable:** Callbacks allow mocking of complex systems
- **Less fragile:** Changing one concern doesn't require refactoring others
#### Developer Experience
- **Faster onboarding:** New developers can understand features one module at a time
- **Feature additions:** Adding chests, NPCs, traps only requires extending relevant modules
- **Debugging:** Isolating bugs is easier when concerns are separated
### Original Design Decisions (Unchanged)
**Decision:** Isolate game state in `game/state.js` rather than scatter variables globally
**Rationale:** **Rationale:**
- Prevents tight coupling between UI, physics, and rendering systems - Prevents tight coupling between UI, physics, and rendering systems
- All modules read/write from same source of truth (no data duplication)
- Simplifies debugging (inspect state in console at any time)
- Enables hot-reloading during development - Enables hot-reloading during development
- Simplifies debugging (single place to inspect game state)
#### 2. Babylon.js Over Three.js ### 3. Callback-Based Event Routing
**Decision:** Lower modules don't know about higher modules; communication via callbacks
**Rationale:**
- Reduces coupling between layers
- Easy to mock/test: pass different callbacks to change behavior
- Flexible event handling: same module used for different purposes
- Example: `registerGameLoop(scene, state, callbacks)` doesn't know about UI — it just calls callbacks
### 4. Babylon.js Over Three.js
**Decision:** Used Babylon.js for 3D graphics **Decision:** Used Babylon.js for 3D graphics
**Rationale:** **Rationale:**
@@ -459,7 +465,7 @@ babylon_panel.js (Orchestrator)
- Efficient mesh instancing for maze cells - Efficient mesh instancing for maze cells
- Excellent documentation for procedural generation - Excellent documentation for procedural generation
#### 3. p5.js for Particle Effects ### 5. p5.js for Particle Effects
**Decision:** Delegated particle rendering to p5.js instead of Babylon.js **Decision:** Delegated particle rendering to p5.js instead of Babylon.js
**Rationale:** **Rationale:**
@@ -468,7 +474,7 @@ babylon_panel.js (Orchestrator)
- Easy to swap/experiment with particle physics without affecting core game - Easy to swap/experiment with particle physics without affecting core game
- Full-screen 2D canvas doesn't compete with 3D rendering pipeline - Full-screen 2D canvas doesn't compete with 3D rendering pipeline
#### 4. Time-Attack Mode (vs. Exploration, Level Editing) ### 6. Time-Attack Mode (vs. Exploration, Level Editing)
**Decision:** 60-second countdown instead of unlimited time **Decision:** 60-second countdown instead of unlimited time
**Rationale:** **Rationale:**
@@ -476,31 +482,34 @@ babylon_panel.js (Orchestrator)
- Enables meaningful progression (faster times unlock harder mazes) - Enables meaningful progression (faster times unlock harder mazes)
- Reduces scope (no need for complex AI, item management, etc.) - Reduces scope (no need for complex AI, item management, etc.)
### 7. Procedural Maze Generation with Seeded RNG
**Decision:** Use seeded random number generator for deterministic maze generation
**Rationale:**
- Varied layouts via different seeds (infinite replayability)
- Better than storing pre-made levels (scalable to any difficulty)
- Recursive backtracking ensures every maze is solvable
--- ---
## Help from AI & Resources ## Help from AI & Resources
### AI Assistance ### AI Assistance
- **GitHub Copilot:** Used for code structure review and refactoring suggestions - **GitHub Copilot:** Used throughout development for code quality, structure, and refactoring
- Suggested separating static maze data from dynamic game state (instead of coupling both in a single 2D array) - **Early Development:** Suggested separating static maze data from dynamic game state (prevents coupling)
- Helped organize modules into logical file structure - **Module Organization:** Proposed logical file structure to improve maintainability
- Reviewed p5.js particle physics for correctness - **Code Review:** Reviewed p5.js particle physics, Babylon.js camera control, Web Audio API integration
- **Refactoring:** Assisted with modularizing 570-line monolithic file into 14 focused modules
- Extracted scene initialization, camera management, game loop, level generation, collision detection
- Created input handler, material factories, HUD updates, screen manager modules
- Verified no breaking changes, ensured build compatibility, tested audio bundling
- **Documentation:**
### Resources & Documentation ### Resources & Documentation
- **Babylon.js Playground:** Reference for collision detection and camera control - **Babylon.js Playground:** Reference for collision detection, camera control, and mesh creation
- **p5.js Documentation:** Async setup pattern for p5.js 2.0+ (no `preload()`)
- **MDN Web Audio API:** Context priming for cross-browser audio compatibility
--- ---
## Conclusion ## Conclusion
**Untitled Maze Game** demonstrates: **Untitled Maze Game** was an interesting project as it made me realize that a lot is possible simply through javascript libraries and today's LLMs. AI really saved a lot of time that would have normally taken me hours to debug, and having dialogue with the AI over the code structure and such was quite helpful and interesting.
- Professional code organization (modular, well-separated concerns)
- Advanced 3D graphics programming (procedural generation, collision detection, camera control)
- Full-featured game loop with state management
- Polish and presentation (particle effects, sound design, responsive UI)
- Scalability (difficulty scaling formula, asset management)
The codebase prioritizes **readability** and **maintainability** through modular design, clear naming conventions, and comprehensive documentation. Each file has a single responsibility, making it easy for collaborators or reviewers to understand and extend the code.

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@@ -33,7 +33,7 @@
</section> </section>
<section class="panel" id="control-panel-section" hidden> <section class="panel" id="control-panel-section" hidden>
<div class="panel-label">Game Controls</div> <div class="panel-label">Debug Controls</div>
<div id="control-panel" class="control-panel"> <div id="control-panel" class="control-panel">
<div class="control-group"> <div class="control-group">
<h3>Run Controls</h3> <h3>Run Controls</h3>