Untitled Maze Game - ID30011 Midterm Project

A 3D First-Person Time-Attack Maze Game with Progressive Difficulty


Project Information


Game Overview

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.

Gameplay Flow

START SCREEN (img_start.png)
         ↓ Press R
    GAMEPLAY (60 seconds)
    ↙ Time Up / Found Exit ↖
GAME OVER          NEXT LEVEL
(img_jobapplication.png + Particles)

How to Play

  1. Start the Game: Press R on the start screen to begin
  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.
  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
  6. Progress: Successfully exiting unlocks the next level with a larger maze and more chests

Controls

Key Action
W/A/S/D Move forward/left/backward/right
Mouse Look around (first-person)
Left Click Open a highlighted chest
R Start game (from start screen) or restart (from game-over screen)
B (For debugging purposes) Toggle debug panel (hidden by default)
V (For debugging purposes) Switch camera mode (first-person ↔ overview)
ESC Exit pointer lock

Code Documentation

Packages Used

  • 3D Graphics: Babylon.js v9.5.1 (3D scene, camera, meshes, rendering)
  • Bundler: Vite v8.0.10 (ES6 modules, asset optimization)
  • 2D Graphics: p5.js v2.x (particle effects for game-over screen)
  • Audio: Web Audio API (polyphonic sound effects)

Files Structure

src/
├── babylon_panel.js              # Game orchestrator (scene init, controller, API)
├── html_panel.js                 # Debug UI state management
├── p5_particles.js               # Particle effects for start/game-over screens
├── game/
│   ├── state.js                  # ✓ Shared game state (config + runtime)
│   ├── maze.js                   # ✓ Procedural maze generation (seeded RNG)
│   ├── grid.js                   # ✓ Coordinate conversion, collision helpers
│   ├── sfx.js                    # ✓ Sound effect playback system
│   ├── scene-init.js             # Babylon.js engine & scene initialization
│   ├── camera-manager.js         # Camera creation, mode switching, updates
│   ├── game-loop.js              # Main render loop, game state machine
│   ├── level-generator.js        # Level building, mesh placement, spawning
│   ├── collisions.js             # Raycasting, proximity checks, highlighting
│   └── screen-manager.js         # Start/game-over screen transitions
├── controls/
│   └── input-handler.js          # Keyboard, pointer, click event handling
├── assets/
│   └── materials.js              # Babylon.js material & texture factories
└── ui/
    └── hud.js                    # HUD updates, visual animations

css/
└── style.css                 # Responsive layout, HUD styling, animations

img/
├── img_start.png             # Start screen background
├── img_jobapplication.png    # Game-over screen background
├── img_chest.png             # Chest texture
├── img_door.png              # Exit door texture
├── img_wall.png              # Wall texture
└── img_ground.png            # Floor texture

sfx/
├── sfx_click.wav                 # UI interaction sound
├── sfx_chest_open.wav            # Chest opening sound
├── sfx_key.wav                   # Key collection sound
├── sfx_clock.wav                 # Low-time warning alarm
├── sfx_step.wav                  # Footstep sound
├── sfx_win.wav                   # Level complete sound
├── sfx_lose.wav                  # Game over sound
└── sfx_chest_close.wav           # Chest closing sound

Legend:

  • ✓ Unchanged from original (already well-structured)
  • Without checkmark = newly extracted/refactored

Core Modules

1. babylon_panel.js (Game Orchestrator)

Purpose: Main application controller that coordinates all game systems

Responsibilities:

  • Scene initialization via initializeScene()
  • Camera setup and attachment via createCameras()
  • Input handler registration via setupInputHandlers()
  • Game loop registration via registerGameLoop()
  • Screen transitions via showGameOverScreen(), hideGameOverScreen(), etc.
  • Level generation orchestration
  • State management and API exposure

Key Flow:

Page Load → babylon_panel.js
  ↓ initialize scene, cameras, sphere
  ↓ setupInputHandlers() → register keyboard/pointer events
  ↓ registerGameLoop() → register frame-by-frame updates
  ↓ showStartScreen() → p5 particle sketch
  ↓ (user presses R)
  ↓ startRunFromStartScreen() → generateLevel()
  ↓ (gameplay loop runs until win/lose)
  ↓ showGameOverScreen() → p5 particle sketch

Exports:

  • window.mazeGameApi.generateLevel() — Called by html_panel.js (debug controls)

2. game/scene-init.js (Scene Initialization)

Purpose: Babylon.js engine and scene setup

Functions:

  • initializeScene(canvas) — Creates engine, scene, lighting, gravity, collision setup
  • startRenderLoop(engine, scene) — Starts the main render loop and resize handler

Benefits:

  • Encapsulates Babylon.js boilerplate
  • Easier to swap or test rendering configuration
  • Decouples orchestrator from engine details

3. game/camera-manager.js (Camera Management)

Purpose: First-person and overview camera creation and switching

Functions:

  • createCameras(scene, canvas) — Creates both fpCamera and overviewCamera with all settings
  • switchCameraMode(scene, canvas, fpCamera, overviewCamera, state) — Toggles between modes (V key)
  • updateOverviewCameraForMaze(overviewCamera, w, h) — Adjusts overview camera for current maze size
  • attachCamera(scene, camera, canvas) — Attaches camera to scene and activates it

Benefits:

  • Isolates complex camera configuration
  • Pointer lock exit handled cleanly during mode switches
  • Easier to add new camera modes (e.g., isometric, cinematic)

4. game/level-generator.js (Level Generation & Building)

Purpose: Procedural maze-to-scene conversion

Functions:

  • clearLevelMeshes(levelMeshes, state) — Disposes old meshes, clears chest map
  • buildLevelFromGrid(scene, grid, state, levelMeshes) — Creates floor and wall meshes from grid
  • placeChestsOnDeadEnds(scene, grid, deadEnds, minCount, seed, state, levelMeshes) — Places chests, marks key chest
  • placeExit(scene, grid, seed, state, levelMeshes) — Places exit door on available dead-end
  • spawnCameraAt(scene, grid, camera, state) — Positions camera far from exit

Benefits:

  • Pure spatial logic, no game state mutations beyond scene meshes
  • Can be tested with mock scenes
  • Easy to add new level features (traps, collectibles, etc.)

5. game/collisions.js (Interaction Detection)

Purpose: Raycasting and proximity checks for game interactions

Functions:

  • checkChestRaycast(scene, fpCamera, maxDistance) — Raycast from camera to detect highlighted chest
  • checkExitProximity(playerPos, exitPos, threshold) — Distance check for win condition
  • setChestHighlight(mesh) — Apply/remove outline highlight

Benefits:

  • Isolated raycasting logic
  • Reusable collision checks
  • Easier to add new interaction types

6. game/game-loop.js (Main Game Loop)

Purpose: Frame-by-frame game state updates and logic

Functions:

  • registerGameLoop(scene, engine, state, callbacks) — Registers scene.registerBeforeRender() with:
    • HUD updates (time, key, rounds)
    • Chest raycasting and highlighting
    • Timer countdown
    • Low-time alert (< 10 seconds)
    • Footstep audio based on movement
    • Exit proximity check for win
    • Time-up check for lose

Game Loop Sequence:

  1. Update HUD display and sphere animation
  2. Raycast for highlighted chest
  3. If gameplay active:
    • Decrement timer
    • Check low-time threshold (play clock sound once)
    • Update footsteps (0.75 distance, 220ms min)
    • Check exit proximity (< 1.8 units)
    • If time up: call onGameOver callback

Benefits:

  • Separates frame logic from initialization
  • Callbacks for win/lose handled by orchestrator
  • Easy to debug timing and collision issues

7. controls/input-handler.js (Input Management)

Purpose: Keyboard, pointer lock, and click event handling

Functions:

  • setupInputHandlers(canvas, state, callbacks) — Registers:
    • Click for pointer lock (requestPointerLockSafely)
    • Keyboard: W/A/S/D/V/R/B with audio priming
    • Pointer events for chest interaction

Event Bindings:

Input Action
Click Request pointer lock
W/A/S/D Prime audio context + movement
V onCameraToggle callback
R onRestart (if game over) or onStartGame (if on start screen)
B onDebugToggle callback
Left Click on Chest Check chest state, mark as opened, play sounds

Benefits:

  • Centralized input routing
  • Callbacks allow orchestrator to control behavior
  • Easy to add gamepad support

8. assets/materials.js (Material Factories)

Purpose: Create reusable Babylon.js materials with textures

Functions:

  • createFloorMaterial(scene, width, height) — Ground with repeating texture
  • createWallMaterial(scene) — Wall texture
  • createChestMaterial(scene, isKey) — Chest with optional golden emissive (key variant)
  • createExitMaterial(scene) — Door texture

Benefits:

  • Decouples texture setup from level generation
  • Reusable material factories for future features
  • Centralized texture configuration

9. game/screen-manager.js (Screen Transitions)

Purpose: Show/hide start and game-over screens with p5.js sketches

Functions:

  • showGameOverScreen(state) — Hide canvas, show p5 overlay, start particle sketch
  • hideGameOverScreen(state) — Show canvas, hide p5 overlay, stop sketches
  • showStartScreen(state) — Initialize p5 start screen sketch
  • hideStartScreen(state) — Stop start screen sketch

Benefits:

  • Encapsulates p5 lifecycle management
  • Clean separation of screen logic
  • Easy to add new screens (level intro, pause menu, etc.)

10. ui/hud.js (HUD Display)

Purpose: Update on-screen HUD elements and visual feedback

Functions:

  • updateHUD(state) — Update time, key, rounds displays from shared state
  • setLowTimeWarning(isLowTime) — Add/remove "low-time" CSS class for pulsing red
  • updateSphereMesh(sphere, level) — Rotate and scale sphere based on level

Benefits:

  • Separates DOM updates from game logic
  • Reusable styling/animation controls
  • Can easily add new HUD elements

11. game/state.js (Shared State) ✓

Already Well-Structured — No Changes Centralized game configuration and runtime state

12. game/maze.js (Procedural Generation) ✓

Already Well-Structured — No Changes Recursive backtracking with seeded RNG

13. game/grid.js (Coordinate Utilities) ✓

Already Well-Structured — No Changes Grid-to-world conversions and walkability checks

14. game/sfx.js (Audio System) ✓

Already Well-Structured — No Changes ES6 import-based audio loading and playback


Key Features & Implementation Details

Feature Implementation Status
3D Rendering Babylon.js UniversalCamera, procedural mesh generation ✓ Complete
Procedural Mazes Seeded random generation with configurable dimensions ✓ Complete
Time-Attack Mode 60-second countdown timer with auto-game-over on timeout ✓ Complete
Progressive Difficulty Maze size & chest count increase per completed level ✓ Complete
Collision Detection Raycasting for chest interaction, sphere collision for exit ✓ Complete
Sound System 8 polyphonic SFX with Web Audio API and context priming ✓ Complete
Particle Effects p5.js animated particles with physics on game-over screen ✓ Complete
Start Screen Full-screen p5.js panel with img_start.png background ✓ Complete
Game-Over Screen Full-screen overlay with job application image + particles ✓ Complete
Visual Warnings Red pulsing timer + clock sound when time < 10 seconds ✓ Complete
Camera Modes First-person (WASD + mouse) and overhead (overview) ✓ Complete
Responsive Layout Full-screen canvas with bottom-overlay debug controls ✓ Complete

🔧 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:

  • Shared State Pattern: window.mazeGameState prevents data coupling across modules
  • Factory Pattern: generateLevel() creates and caches mesh instances
  • Observer Pattern: registerBeforeRender() for frame-synchronized updates
  • Async/Await: p5.js async image loading for non-blocking resource loading

Known Issues & Limitations

⚠️ Known Problems

  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
    • 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

Refactoring Strategy (Phase 3 Complete)

Objective: Improve code maintainability without breaking gameplay

Approach: Modular separation of concerns by extracting 9 new modules from the original monolithic babylon_panel.js (570 lines → 195 lines).

Why This Structure?

Module Benefit
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:

  • Prevents tight coupling between UI, physics, and rendering systems
  • Enables hot-reloading during development
  • Simplifies debugging (single place to inspect game state)

2. Babylon.js Over Three.js

Decision: Used Babylon.js for 3D graphics

Rationale:

  • Built-in collision detection and raycasting
  • Superior camera controls (UniversalCamera with pointer lock)
  • Efficient mesh instancing for maze cells
  • Excellent documentation for procedural generation

3. p5.js for Particle Effects

Decision: Delegated particle rendering to p5.js instead of Babylon.js

Rationale:

  • Cleaner separation of concerns (game logic ≠ visual effects)
  • p5.js's simple drawing API reduces code complexity
  • Easy to swap/experiment with particle physics without affecting core game
  • Full-screen 2D canvas doesn't compete with 3D rendering pipeline

4. Time-Attack Mode (vs. Exploration, Level Editing)

Decision: 60-second countdown instead of unlimited time

Rationale:

  • Creates urgency and strategic decision-making (pick efficient paths vs. explore)
  • Enables meaningful progression (faster times unlock harder mazes)
  • Reduces scope (no need for complex AI, item management, etc.)

Help from AI & Resources

AI Assistance

  • GitHub Copilot: Used for code structure review and refactoring suggestions
    • Suggested separating static maze data from dynamic game state (instead of coupling both in a single 2D array)
    • Helped organize modules into logical file structure
    • Reviewed p5.js particle physics for correctness

Resources & Documentation

  • Babylon.js Playground: Reference for collision detection and camera control
  • 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

Untitled Maze Game demonstrates:

  • 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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