User prompt
Rename game name and description and tags
User prompt
Make the door look more obvious and have a nameplate to show the dimensions of the door. Also add small details like small paintings, desks, and more
User prompt
I cant tell were is forward and were is back sometimes I dont know where the door is and progression is confusing.
User prompt
Make sure to reset all values and memory on new game. Make doors actually look like doors and add numbers on the doors. Make player move slower
User prompt
Make the hallway actually a hallway, use raycasting to add shelfs, beds, and paintings
User prompt
Make it so that theres only one way forward and unique room shapes: Hallway, L shaped, Library, bedroom
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'maze.grid[doorY][doorX + h] = 0')' in or related to this line: 'maze.grid[doorY][doorX + h] = 0;' Line Number: 89
User prompt
Make rooms proceedurally generated up to the 100th room, Make rooms smaller and dont do flashing lights
User prompt
Cannot move. Also remove minimap on top, then make it so that doors are seperately colors and automatically open on touch, and after each room add a counter, at 100 rooms the player wins
User prompt
Make individual rooms with doors between them, use the roblox game “doors” as a reference
User prompt
I meant the lower corners
User prompt
Make arrow larger and move arrows to the corners then remove the backward arrow and add rooms and doors
User prompt
Expand screen size to full as it is cut in half. Then make it so that the forward arrow is at the left and left and right are at the right side
User prompt
When doing more than 2 actions the entire application crashes
User prompt
game completely crashes when moving foward
User prompt
Add forward back, and left and right camera arrows
Code edit (1 edits merged)
Please save this source code
User prompt
Maze Runner 3D
Initial prompt
Make a 3d raycasting maze game
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var DoorRenderer = Container.expand(function () {
	var self = Container.call(this);
	self.doors = [];
	self.createDoor = function (x, y, roomNumber) {
		var doorContainer = new Container();
		// Door frame - made bigger and more prominent
		var frame = LK.getAsset('door_frame', {
			anchorX: 0.5,
			anchorY: 1.0,
			width: 80,
			height: 100
		});
		frame.tint = 0x4a2c2a;
		doorContainer.addChild(frame);
		// Door panel - made more prominent
		var panel = LK.getAsset('door', {
			anchorX: 0.5,
			anchorY: 1.0,
			y: -8,
			width: 72,
			height: 80
		});
		panel.tint = 0x8b4513;
		doorContainer.addChild(panel);
		// Door handle
		var handle = LK.getAsset('door_handle', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: 25,
			y: -40
		});
		handle.tint = 0xffd700;
		doorContainer.addChild(handle);
		// Door nameplate with dimensions
		var nameplate = LK.getAsset('door_nameplate', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: 0,
			y: -65
		});
		nameplate.tint = 0xc0c0c0;
		doorContainer.addChild(nameplate);
		// Room number text
		var numberText = new Text2(roomNumber.toString(), {
			size: 20,
			fill: 0x000000
		});
		numberText.anchor.set(0.5, 0.5);
		numberText.x = 0;
		numberText.y = -72;
		doorContainer.addChild(numberText);
		// Dimension text on nameplate
		var dimensionText = new Text2('80x100', {
			size: 12,
			fill: 0x000000
		});
		dimensionText.anchor.set(0.5, 0.5);
		dimensionText.x = 0;
		dimensionText.y = -58;
		doorContainer.addChild(dimensionText);
		doorContainer.x = x;
		doorContainer.y = y;
		return doorContainer;
	};
	return self;
});
var MazeGenerator = Container.expand(function () {
	var self = Container.call(this);
	self.generate = function (width, height) {
		var maze = {
			width: width,
			height: height,
			grid: [],
			startX: 1,
			startY: 1,
			endX: width - 2,
			endY: height - 2,
			rooms: [],
			currentRoom: 0
		};
		// Initialize maze with walls
		for (var y = 0; y < height; y++) {
			maze.grid[y] = [];
			for (var x = 0; x < width; x++) {
				maze.grid[y][x] = 1; // Wall
			}
		}
		// Create linear sequence of rooms like Doors game
		self.createLinearRooms(maze);
		// Ensure start and end are open
		maze.grid[maze.startY][maze.startX] = 0;
		maze.grid[maze.endY][maze.endX] = 2; // Exit
		return maze;
	};
	self.createLinearRooms = function (maze) {
		// Create linear path with unique room shapes - only one way forward
		var roomTypes = ['hallway', 'lshaped', 'library', 'bedroom'];
		var currentX = 5;
		var currentY = 5;
		var connectionWidth = 2;
		maze.rooms = [];
		var roomNumber = 1;
		// Create 100 rooms in a linear sequence
		for (var i = 0; i < 100; i++) {
			var roomType = roomTypes[i % 4]; // Cycle through room types
			var room = self.createRoomByType(maze, roomType, currentX, currentY, roomNumber);
			if (room) {
				maze.rooms.push(room);
				// Connect to next room if not the last one
				if (i < 99) {
					var nextRoomX = currentX + room.width + connectionWidth + 3;
					var nextRoomY = currentY;
					// Ensure next room fits, otherwise move to next row
					if (nextRoomX + 8 >= maze.width) {
						nextRoomX = 5;
						nextRoomY = currentY + 10; // Move down for next row
					}
					// Create connection hallway
					self.createConnection(maze, room, nextRoomX, nextRoomY);
					currentX = nextRoomX;
					currentY = nextRoomY;
				}
				roomNumber++;
			}
		}
		// Set start in first room
		if (maze.rooms.length > 0) {
			maze.startX = maze.rooms[0].x + 1;
			maze.startY = maze.rooms[0].y + 1;
			// Set exit in last room
			var lastRoom = maze.rooms[maze.rooms.length - 1];
			maze.endX = lastRoom.x + lastRoom.width - 2;
			maze.endY = lastRoom.y + lastRoom.height - 2;
		}
	};
	self.createRoomByType = function (maze, roomType, startX, startY, roomNumber) {
		var room = null;
		switch (roomType) {
			case 'hallway':
				room = self.createHallway(maze, startX, startY, roomNumber);
				break;
			case 'lshaped':
				room = self.createLShaped(maze, startX, startY, roomNumber);
				break;
			case 'library':
				room = self.createLibrary(maze, startX, startY, roomNumber);
				break;
			case 'bedroom':
				room = self.createBedroom(maze, startX, startY, roomNumber);
				break;
		}
		return room;
	};
	self.createHallway = function (maze, startX, startY, roomNumber) {
		var width = 8;
		var height = 3;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear hallway area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				maze.grid[y][x] = 0;
			}
		}
		// Add shelves along the walls using raycasting approach
		// Place shelves on the top and bottom walls
		for (var x = startX + 1; x < startX + width - 1; x += 2) {
			// Top wall shelves
			if (startY > 0 && maze.grid[startY - 1][x] === 1) {
				maze.grid[startY][x] = 4; // Shelf marker
			}
			// Bottom wall shelves
			if (startY + height < maze.height && maze.grid[startY + height][x] === 1) {
				maze.grid[startY + height - 1][x] = 4; // Shelf marker
			}
		}
		// Add desks in the middle area
		if (startX + 3 < maze.width && startY + 1 < maze.height) {
			maze.grid[startY + 1][startX + 3] = 7; // Desk marker
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'hallway'
		};
	};
	self.createLShaped = function (maze, startX, startY, roomNumber) {
		var width = 6;
		var height = 6;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear L-shaped area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				// Create L shape - full first 4 rows, then only first 3 columns
				if (y < startY + 4 || x < startX + 3) {
					maze.grid[y][x] = 0;
				}
			}
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'lshaped'
		};
	};
	self.createLibrary = function (maze, startX, startY, roomNumber) {
		var width = 7;
		var height = 5;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear library area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				maze.grid[y][x] = 0;
			}
		}
		// Add book shelves along the walls
		for (var x = startX + 1; x < startX + width - 1; x += 2) {
			if (startY + 1 < maze.height) {
				maze.grid[startY + 1][x] = 4; // Shelf marker
			}
			if (startY + 3 < maze.height) {
				maze.grid[startY + 3][x] = 4; // Shelf marker
			}
		}
		// Add reading desk in center
		if (startY + 2 < maze.height && startX + 3 < maze.width) {
			maze.grid[startY + 2][startX + 3] = 7; // Desk marker
		}
		// Add small paintings on walls
		if (startY + 1 < maze.height && startX + 1 < maze.width) {
			maze.grid[startY + 1][startX + 1] = 6; // Painting marker
		}
		if (startY + 3 < maze.height && startX + 5 < maze.width) {
			maze.grid[startY + 3][startX + 5] = 6; // Painting marker
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'library'
		};
	};
	self.createBedroom = function (maze, startX, startY, roomNumber) {
		var width = 5;
		var height = 5;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear bedroom area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				maze.grid[y][x] = 0;
			}
		}
		// Add beds along the walls
		if (startY + 1 < maze.height && startX + 1 < maze.width) {
			maze.grid[startY + 1][startX + 1] = 5; // Bed marker
		}
		if (startY + 1 < maze.height && startX + 3 < maze.width) {
			maze.grid[startY + 1][startX + 3] = 5; // Bed marker
		}
		// Add desk between beds
		if (startY + 3 < maze.height && startX + 2 < maze.width) {
			maze.grid[startY + 3][startX + 2] = 7; // Desk marker
		}
		// Add small paintings on walls
		if (startY + 2 < maze.height && startX + 1 < maze.width) {
			maze.grid[startY + 2][startX + 1] = 6; // Painting marker
		}
		if (startY + 2 < maze.height && startX + 3 < maze.width) {
			maze.grid[startY + 2][startX + 3] = 6; // Painting marker
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'bedroom'
		};
	};
	self.createConnection = function (maze, fromRoom, toX, toY) {
		var fromX = fromRoom.x + fromRoom.width;
		var fromY = fromRoom.y + Math.floor(fromRoom.height / 2);
		var toConnectX = toX - 1;
		var toConnectY = toY + 1;
		// Create horizontal connection
		var currentX = fromX;
		while (currentX < toConnectX && currentX < maze.width) {
			if (fromY >= 0 && fromY < maze.height && currentX >= 0) {
				maze.grid[fromY][currentX] = 0;
			}
			currentX++;
		}
		// Place door at connection end with room number
		if (toConnectX >= 0 && toConnectX < maze.width && fromY >= 0 && fromY < maze.height) {
			maze.grid[fromY][toConnectX] = 3; // Door
			// Store door number for rendering
			if (!maze.doorNumbers) maze.doorNumbers = {};
			maze.doorNumbers[fromY + '_' + toConnectX] = fromRoom.number + 1;
		}
	};
	return self;
});
var Minimap = Container.expand(function () {
	var self = Container.call(this);
	self.cellSize = 8;
	self.mapCells = [];
	self.playerDot = null;
	self.setup = function (maze) {
		// Clear existing map
		for (var i = 0; i < self.mapCells.length; i++) {
			self.mapCells[i].destroy();
		}
		self.mapCells = [];
		if (self.playerDot) {
			self.playerDot.destroy();
		}
		// Create minimap cells
		for (var y = 0; y < maze.height; y++) {
			for (var x = 0; x < maze.width; x++) {
				var cell = null;
				if (maze.grid[y][x] === 1) {
					// Wall
					cell = LK.getAsset('wall', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x444444;
				} else if (maze.grid[y][x] === 2) {
					// Exit
					cell = LK.getAsset('exit', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x00FF00;
				} else if (maze.grid[y][x] === 3) {
					// Door
					cell = LK.getAsset('door', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x654321;
				} else {
					// Open path
					cell = LK.getAsset('floor', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x888888;
				}
				if (cell) {
					cell.x = x * self.cellSize;
					cell.y = y * self.cellSize;
					self.addChild(cell);
					self.mapCells.push(cell);
				}
			}
		}
		// Create player dot
		self.playerDot = LK.getAsset('player', {
			width: self.cellSize,
			height: self.cellSize,
			anchorX: 0.5,
			anchorY: 0.5
		});
		self.addChild(self.playerDot);
	};
	self.updatePlayer = function (playerX, playerY) {
		if (self.playerDot) {
			self.playerDot.x = playerX * self.cellSize;
			self.playerDot.y = playerY * self.cellSize;
		}
	};
	return self;
});
var RaycastRenderer = Container.expand(function () {
	var self = Container.call(this);
	self.fov = Math.PI / 3; // 60 degrees field of view
	self.rayCount = 256; // Number of rays to cast (expanded for full screen)
	self.maxDistance = 15; // Reduced max distance
	self.wallHeight = 300;
	self.walls = [];
	self.render = function (playerX, playerY, playerAngle, maze) {
		// Initialize walls array if needed
		if (self.walls.length === 0) {
			for (var i = 0; i < self.rayCount; i++) {
				var wall = LK.getAsset('raycast_wall', {
					width: 8,
					height: self.wallHeight,
					anchorX: 0,
					anchorY: 0.5
				});
				wall.x = i * 8;
				wall.y = 2732 / 2;
				wall.visible = false;
				self.addChild(wall);
				self.walls.push(wall);
			}
		}
		var angleStep = self.fov / self.rayCount;
		var rayAngle = playerAngle - self.fov / 2;
		for (var i = 0; i < self.rayCount; i++) {
			var rayResult = self.castRay(playerX, playerY, rayAngle, maze);
			var wall = self.walls[i];
			if (rayResult.distance < self.maxDistance) {
				// Calculate wall height based on distance
				var wallHeight = self.wallHeight / rayResult.distance;
				if (wallHeight > 600) wallHeight = 600; // Cap wall height
				// Update existing wall segment
				wall.height = wallHeight;
				wall.visible = true;
				// Add depth shading and color based on object type
				var shade = Math.max(0.2, 1 - rayResult.distance / self.maxDistance);
				var baseColor = 0x8B4513; // Default wall color
				if (rayResult.type === 3) baseColor = 0x4a2c2a; // Door color - darker brown for better visibility
				else if (rayResult.type === 4) baseColor = 0x654321; // Shelf color
				else if (rayResult.type === 5) baseColor = 0x800080; // Bed color
				else if (rayResult.type === 6) baseColor = 0xFFD700; // Painting color
				else if (rayResult.type === 7) baseColor = 0x8b4513; // Desk color
				wall.tint = self.interpolateColor(0x000000, baseColor, shade);
			} else {
				wall.visible = false;
			}
			rayAngle += angleStep;
		}
	};
	self.castRay = function (x, y, angle, maze) {
		var dx = Math.cos(angle) * 0.1;
		var dy = Math.sin(angle) * 0.1;
		var distance = 0;
		var stepSize = 0.1;
		var maxSteps = 200; // Prevent infinite loops
		var steps = 0;
		var hitType = 0; // Track what we hit
		while (distance < self.maxDistance && steps < maxSteps) {
			x += dx;
			y += dy;
			distance += stepSize;
			steps++;
			var mapX = Math.floor(x);
			var mapY = Math.floor(y);
			if (mapX < 0 || mapX >= maze.width || mapY < 0 || mapY >= maze.height) {
				return {
					distance: distance,
					type: 1
				};
			}
			var cellType = maze.grid[mapY][mapX];
			if (cellType === 1) {
				return {
					distance: distance,
					type: 1
				};
			}
			// Check for doors
			if (cellType === 3) {
				// Door
				return {
					distance: distance,
					type: 3
				};
			}
			// Check for furniture objects
			if (cellType === 4) {
				// Shelf
				return {
					distance: distance,
					type: 4
				};
			}
			if (cellType === 5) {
				// Bed
				return {
					distance: distance,
					type: 5
				};
			}
			if (cellType === 6) {
				// Painting
				return {
					distance: distance,
					type: 6
				};
			}
			if (cellType === 7) {
				// Desk
				return {
					distance: distance,
					type: 7
				};
			}
		}
		return {
			distance: self.maxDistance,
			type: 0
		};
	};
	self.interpolateColor = function (color1, color2, factor) {
		var r1 = color1 >> 16 & 0xFF;
		var g1 = color1 >> 8 & 0xFF;
		var b1 = color1 & 0xFF;
		var r2 = color2 >> 16 & 0xFF;
		var g2 = color2 >> 8 & 0xFF;
		var b2 = color2 & 0xFF;
		var r = Math.floor(r1 + (r2 - r1) * factor);
		var g = Math.floor(g1 + (g2 - g1) * factor);
		var b = Math.floor(b1 + (b2 - b1) * factor);
		return r << 16 | g << 8 | b;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000,
	name: 'Maze Runner',
	description: 'Navigate through a first-person maze with unique room types including hallways, libraries, and bedrooms. Find doors to progress through 100 rooms and reach the exit!',
	tags: ['maze', 'first-person', '3d', 'adventure', 'puzzle', 'exploration', 'rooms', 'doors', 'navigation']
});
/**** 
* Game Code
****/ 
// Game variables - Reset all values on new game
var currentLevel = 1;
var playerX = 1.5;
var playerY = 1.5;
var playerAngle = 0;
var moveSpeed = 0.05; // Reduced movement speed
var turnSpeed = 0.04; // Reduced turn speed
var maze = null;
var mazeGenerator = new MazeGenerator();
var raycastRenderer = new RaycastRenderer();
var minimap = new Minimap();
var roomsCompleted = 0; // Reset room counter
var doorColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var breadcrumbs = [];
var breadcrumbContainer = new Container();
// Touch controls
var touchStartX = 0;
var touchStartY = 0;
var isTouching = false;
var moveForward = false;
var moveBackward = false;
var turnLeft = false;
var turnRight = false;
// UI elements
var levelText = new Text2('Level: ' + currentLevel, {
	size: 60,
	fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
var instructionText = new Text2('Find the exit!', {
	size: 40,
	fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 80;
LK.gui.top.addChild(instructionText);
var roomText = new Text2('Room 1', {
	size: 50,
	fill: 0xFFFF00
});
roomText.anchor.set(0.5, 0);
roomText.y = 140;
LK.gui.top.addChild(roomText);
var roomCounterText = new Text2('Rooms: ' + roomsCompleted + '/100', {
	size: 40,
	fill: 0xFFFFFF
});
roomCounterText.anchor.set(0.5, 0);
roomCounterText.y = 200;
LK.gui.top.addChild(roomCounterText);
// Compass UI
var compassBg = LK.getAsset('compass_bg', {
	anchorX: 0.5,
	anchorY: 0.5
});
LK.gui.topRight.addChild(compassBg);
compassBg.x = -80;
compassBg.y = 80;
var compassNeedle = LK.getAsset('compass_needle', {
	anchorX: 0.5,
	anchorY: 1.0
});
compassBg.addChild(compassNeedle);
// Direction labels
var northLabel = new Text2('N', {
	size: 20,
	fill: 0xFFFFFF
});
northLabel.anchor.set(0.5, 0.5);
northLabel.x = 0;
northLabel.y = -40;
compassBg.addChild(northLabel);
var southLabel = new Text2('S', {
	size: 20,
	fill: 0xFFFFFF
});
southLabel.anchor.set(0.5, 0.5);
southLabel.x = 0;
southLabel.y = 40;
compassBg.addChild(southLabel);
var eastLabel = new Text2('E', {
	size: 20,
	fill: 0xFFFFFF
});
eastLabel.anchor.set(0.5, 0.5);
eastLabel.x = 40;
eastLabel.y = 0;
compassBg.addChild(eastLabel);
var westLabel = new Text2('W', {
	size: 20,
	fill: 0xFFFFFF
});
westLabel.anchor.set(0.5, 0.5);
westLabel.x = -40;
westLabel.y = 0;
compassBg.addChild(westLabel);
// Direction indicator
var directionText = new Text2('Facing: North', {
	size: 35,
	fill: 0x00FF00
});
directionText.anchor.set(0.5, 0);
directionText.y = 250;
LK.gui.top.addChild(directionText);
// Door indicator
var doorIndicator = new Text2('', {
	size: 40,
	fill: 0xFF0000
});
doorIndicator.anchor.set(0.5, 0.5);
LK.gui.center.addChild(doorIndicator);
doorIndicator.y = -200;
// Control arrows
var forwardArrow = new Text2('↑', {
	size: 120,
	fill: 0xFFFFFF
});
forwardArrow.anchor.set(0.5, 0.5);
forwardArrow.alpha = 0.7;
LK.gui.bottomLeft.addChild(forwardArrow);
forwardArrow.x = 150;
forwardArrow.y = -150;
var leftArrow = new Text2('←', {
	size: 120,
	fill: 0xFFFFFF
});
leftArrow.anchor.set(0.5, 0.5);
leftArrow.alpha = 0.7;
LK.gui.bottomRight.addChild(leftArrow);
leftArrow.x = -300;
leftArrow.y = -150;
var rightArrow = new Text2('→', {
	size: 120,
	fill: 0xFFFFFF
});
rightArrow.anchor.set(0.5, 0.5);
rightArrow.alpha = 0.7;
LK.gui.bottomRight.addChild(rightArrow);
rightArrow.x = -150;
rightArrow.y = -150;
// Initialize first level
function initLevel() {
	// Reset all game state
	currentLevel = 1;
	roomsCompleted = 0;
	storage.currentLevel = 1;
	storage.roomsCompleted = 0;
	var mazeSize = 60; // Larger size to accommodate 100 rooms
	maze = mazeGenerator.generate(mazeSize, mazeSize);
	// Set player starting position
	playerX = maze.startX + 0.5;
	playerY = maze.startY + 0.5;
	playerAngle = 0;
	maze.currentRoom = 0;
	// Minimap removed as requested
	// Clear breadcrumbs
	for (var i = 0; i < breadcrumbs.length; i++) {
		breadcrumbs[i].destroy();
	}
	breadcrumbs = [];
	breadcrumbContainer.removeChildren();
	// Update UI
	levelText.setText('Level: ' + currentLevel);
	roomText.setText('Room 1');
	roomCounterText.setText('Rooms: ' + roomsCompleted + '/100');
	instructionText.setText('Find the exit!');
}
// Helper functions
function getDirectionName(angle) {
	// Normalize angle to 0-360 degrees
	var degrees = (angle * 180 / Math.PI + 360) % 360;
	if (degrees >= 337.5 || degrees < 22.5) return 'North';
	if (degrees >= 22.5 && degrees < 67.5) return 'Northeast';
	if (degrees >= 67.5 && degrees < 112.5) return 'East';
	if (degrees >= 112.5 && degrees < 157.5) return 'Southeast';
	if (degrees >= 157.5 && degrees < 202.5) return 'South';
	if (degrees >= 202.5 && degrees < 247.5) return 'Southwest';
	if (degrees >= 247.5 && degrees < 292.5) return 'West';
	if (degrees >= 292.5 && degrees < 337.5) return 'Northwest';
	return 'North';
}
function findNearestDoor() {
	var nearestDoor = null;
	var minDistance = Infinity;
	var currentMapX = Math.floor(playerX);
	var currentMapY = Math.floor(playerY);
	var searchRadius = 8;
	for (var y = Math.max(0, currentMapY - searchRadius); y < Math.min(maze.height, currentMapY + searchRadius); y++) {
		for (var x = Math.max(0, currentMapX - searchRadius); x < Math.min(maze.width, currentMapX + searchRadius); x++) {
			if (maze.grid[y][x] === 3) {
				var distance = Math.sqrt((x - playerX) * (x - playerX) + (y - playerY) * (y - playerY));
				if (distance < minDistance) {
					minDistance = distance;
					nearestDoor = {
						x: x,
						y: y,
						distance: distance
					};
				}
			}
		}
	}
	return nearestDoor;
}
function getDoorDirection(doorX, doorY) {
	var dx = doorX - playerX;
	var dy = doorY - playerY;
	var angle = Math.atan2(dy, dx);
	return getDirectionName(angle);
}
// Control functions
function handleMovement() {
	var newX = playerX;
	var newY = playerY;
	if (moveForward) {
		newX += Math.cos(playerAngle) * moveSpeed;
		newY += Math.sin(playerAngle) * moveSpeed;
	}
	if (moveBackward) {
		newX -= Math.cos(playerAngle) * moveSpeed;
		newY -= Math.sin(playerAngle) * moveSpeed;
	}
	// Collision detection
	var mapX = Math.floor(newX);
	var mapY = Math.floor(newY);
	if (mapX >= 0 && mapX < maze.width && mapY >= 0 && mapY < maze.height) {
		if (maze.grid[mapY][mapX] !== 1) {
			// Check for door interaction - doors automatically open on touch
			if (maze.grid[mapY][mapX] === 3) {
				// Door found - automatically open and increment room counter
				maze.grid[mapY][mapX] = 0; // Open the door
				roomsCompleted++;
				storage.roomsCompleted = roomsCompleted;
				roomCounterText.setText('Rooms: ' + roomsCompleted + '/100');
				instructionText.setText('Door opened! Room ' + roomsCompleted + ' completed!');
				LK.setTimeout(function () {
					instructionText.setText('Find the exit!');
				}, 1000);
				// Check win condition
				if (roomsCompleted >= 100) {
					LK.showYouWin();
					return;
				}
			}
			playerX = newX;
			playerY = newY;
			// Update current room display
			if (maze.rooms) {
				for (var r = 0; r < maze.rooms.length; r++) {
					var room = maze.rooms[r];
					if (mapX >= room.x && mapX < room.x + room.width && mapY >= room.y && mapY < room.y + room.height) {
						if (maze.currentRoom !== r) {
							maze.currentRoom = r;
							var roomTypeText = room.type ? room.type.charAt(0).toUpperCase() + room.type.slice(1) : 'Room';
							roomText.setText('Room ' + (r + 1) + ' - ' + roomTypeText);
						}
						break;
					}
				}
			}
			// Check if reached exit
			if (maze.grid[mapY][mapX] === 2) {
				completeLevel();
			}
		}
	}
	if (turnLeft) {
		playerAngle -= turnSpeed;
	}
	if (turnRight) {
		playerAngle += turnSpeed;
	}
	// Normalize angle
	while (playerAngle < 0) playerAngle += Math.PI * 2;
	while (playerAngle >= Math.PI * 2) playerAngle -= Math.PI * 2;
	// Update compass needle
	compassNeedle.rotation = playerAngle;
	// Update direction text
	var currentDirection = getDirectionName(playerAngle);
	directionText.setText('Facing: ' + currentDirection);
	// Update door indicator
	var nearestDoor = findNearestDoor();
	if (nearestDoor && nearestDoor.distance < 5) {
		var doorDirection = getDoorDirection(nearestDoor.x, nearestDoor.y);
		var doorDistance = Math.round(nearestDoor.distance * 10) / 10;
		doorIndicator.setText('Door: ' + doorDirection + ' (' + doorDistance + 'm)');
		doorIndicator.visible = true;
	} else {
		doorIndicator.visible = false;
	}
}
function completeLevel() {
	LK.getSound('complete').play();
	LK.setScore(currentLevel);
	currentLevel++;
	storage.currentLevel = currentLevel;
	if (currentLevel > 10) {
		LK.showYouWin();
	} else {
		// Move to next level without flashing
		LK.setTimeout(function () {
			initLevel();
		}, 500);
	}
}
// Arrow control event handlers
forwardArrow.down = function (x, y, obj) {
	moveForward = true;
	forwardArrow.alpha = 1.0;
};
forwardArrow.up = function (x, y, obj) {
	moveForward = false;
	forwardArrow.alpha = 0.7;
};
leftArrow.down = function (x, y, obj) {
	turnLeft = true;
	leftArrow.alpha = 1.0;
};
leftArrow.up = function (x, y, obj) {
	turnLeft = false;
	leftArrow.alpha = 0.7;
};
rightArrow.down = function (x, y, obj) {
	turnRight = true;
	rightArrow.alpha = 1.0;
};
rightArrow.up = function (x, y, obj) {
	turnRight = false;
	rightArrow.alpha = 0.7;
};
// Touch event handlers
game.down = function (x, y, obj) {
	isTouching = true;
	touchStartX = x;
	touchStartY = y;
};
game.move = function (x, y, obj) {
	// Remove conflicting touch movement to allow arrow controls to work
};
game.up = function (x, y, obj) {
	isTouching = false;
	moveForward = false;
	turnLeft = false;
	turnRight = false;
};
// Add renderer to game
game.addChild(raycastRenderer);
raycastRenderer.x = 0;
raycastRenderer.y = 0;
// Add breadcrumb container
game.addChild(breadcrumbContainer);
// Breadcrumb trail variables
var lastBreadcrumbX = -1;
var lastBreadcrumbY = -1;
var breadcrumbTimer = 0;
// Main game loop
var lastRenderTime = 0;
var renderInterval = 33; // ~30fps to reduce load
game.update = function () {
	if (maze) {
		handleMovement();
		// Only render raycast every few frames to improve performance
		if (LK.ticks - lastRenderTime >= 2) {
			raycastRenderer.render(playerX, playerY, playerAngle, maze);
			lastRenderTime = LK.ticks;
		}
		// Add breadcrumb trail
		breadcrumbTimer++;
		if (breadcrumbTimer >= 60) {
			// Every second
			var currentMapX = Math.floor(playerX);
			var currentMapY = Math.floor(playerY);
			if (currentMapX !== lastBreadcrumbX || currentMapY !== lastBreadcrumbY) {
				var breadcrumb = LK.getAsset('breadcrumb', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				breadcrumb.x = (currentMapX + 0.5) * 64;
				breadcrumb.y = (currentMapY + 0.5) * 64;
				breadcrumb.alpha = 0.7;
				breadcrumbContainer.addChild(breadcrumb);
				breadcrumbs.push(breadcrumb);
				lastBreadcrumbX = currentMapX;
				lastBreadcrumbY = currentMapY;
				breadcrumbTimer = 0;
				// Limit breadcrumbs to prevent memory issues
				if (breadcrumbs.length > 50) {
					var oldBreadcrumb = breadcrumbs.shift();
					oldBreadcrumb.destroy();
				}
			}
		}
		// Minimap update removed
	}
};
// Start the game
initLevel(); /**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var DoorRenderer = Container.expand(function () {
	var self = Container.call(this);
	self.doors = [];
	self.createDoor = function (x, y, roomNumber) {
		var doorContainer = new Container();
		// Door frame - made bigger and more prominent
		var frame = LK.getAsset('door_frame', {
			anchorX: 0.5,
			anchorY: 1.0,
			width: 80,
			height: 100
		});
		frame.tint = 0x4a2c2a;
		doorContainer.addChild(frame);
		// Door panel - made more prominent
		var panel = LK.getAsset('door', {
			anchorX: 0.5,
			anchorY: 1.0,
			y: -8,
			width: 72,
			height: 80
		});
		panel.tint = 0x8b4513;
		doorContainer.addChild(panel);
		// Door handle
		var handle = LK.getAsset('door_handle', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: 25,
			y: -40
		});
		handle.tint = 0xffd700;
		doorContainer.addChild(handle);
		// Door nameplate with dimensions
		var nameplate = LK.getAsset('door_nameplate', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: 0,
			y: -65
		});
		nameplate.tint = 0xc0c0c0;
		doorContainer.addChild(nameplate);
		// Room number text
		var numberText = new Text2(roomNumber.toString(), {
			size: 20,
			fill: 0x000000
		});
		numberText.anchor.set(0.5, 0.5);
		numberText.x = 0;
		numberText.y = -72;
		doorContainer.addChild(numberText);
		// Dimension text on nameplate
		var dimensionText = new Text2('80x100', {
			size: 12,
			fill: 0x000000
		});
		dimensionText.anchor.set(0.5, 0.5);
		dimensionText.x = 0;
		dimensionText.y = -58;
		doorContainer.addChild(dimensionText);
		doorContainer.x = x;
		doorContainer.y = y;
		return doorContainer;
	};
	return self;
});
var MazeGenerator = Container.expand(function () {
	var self = Container.call(this);
	self.generate = function (width, height) {
		var maze = {
			width: width,
			height: height,
			grid: [],
			startX: 1,
			startY: 1,
			endX: width - 2,
			endY: height - 2,
			rooms: [],
			currentRoom: 0
		};
		// Initialize maze with walls
		for (var y = 0; y < height; y++) {
			maze.grid[y] = [];
			for (var x = 0; x < width; x++) {
				maze.grid[y][x] = 1; // Wall
			}
		}
		// Create linear sequence of rooms like Doors game
		self.createLinearRooms(maze);
		// Ensure start and end are open
		maze.grid[maze.startY][maze.startX] = 0;
		maze.grid[maze.endY][maze.endX] = 2; // Exit
		return maze;
	};
	self.createLinearRooms = function (maze) {
		// Create linear path with unique room shapes - only one way forward
		var roomTypes = ['hallway', 'lshaped', 'library', 'bedroom'];
		var currentX = 5;
		var currentY = 5;
		var connectionWidth = 2;
		maze.rooms = [];
		var roomNumber = 1;
		// Create 100 rooms in a linear sequence
		for (var i = 0; i < 100; i++) {
			var roomType = roomTypes[i % 4]; // Cycle through room types
			var room = self.createRoomByType(maze, roomType, currentX, currentY, roomNumber);
			if (room) {
				maze.rooms.push(room);
				// Connect to next room if not the last one
				if (i < 99) {
					var nextRoomX = currentX + room.width + connectionWidth + 3;
					var nextRoomY = currentY;
					// Ensure next room fits, otherwise move to next row
					if (nextRoomX + 8 >= maze.width) {
						nextRoomX = 5;
						nextRoomY = currentY + 10; // Move down for next row
					}
					// Create connection hallway
					self.createConnection(maze, room, nextRoomX, nextRoomY);
					currentX = nextRoomX;
					currentY = nextRoomY;
				}
				roomNumber++;
			}
		}
		// Set start in first room
		if (maze.rooms.length > 0) {
			maze.startX = maze.rooms[0].x + 1;
			maze.startY = maze.rooms[0].y + 1;
			// Set exit in last room
			var lastRoom = maze.rooms[maze.rooms.length - 1];
			maze.endX = lastRoom.x + lastRoom.width - 2;
			maze.endY = lastRoom.y + lastRoom.height - 2;
		}
	};
	self.createRoomByType = function (maze, roomType, startX, startY, roomNumber) {
		var room = null;
		switch (roomType) {
			case 'hallway':
				room = self.createHallway(maze, startX, startY, roomNumber);
				break;
			case 'lshaped':
				room = self.createLShaped(maze, startX, startY, roomNumber);
				break;
			case 'library':
				room = self.createLibrary(maze, startX, startY, roomNumber);
				break;
			case 'bedroom':
				room = self.createBedroom(maze, startX, startY, roomNumber);
				break;
		}
		return room;
	};
	self.createHallway = function (maze, startX, startY, roomNumber) {
		var width = 8;
		var height = 3;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear hallway area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				maze.grid[y][x] = 0;
			}
		}
		// Add shelves along the walls using raycasting approach
		// Place shelves on the top and bottom walls
		for (var x = startX + 1; x < startX + width - 1; x += 2) {
			// Top wall shelves
			if (startY > 0 && maze.grid[startY - 1][x] === 1) {
				maze.grid[startY][x] = 4; // Shelf marker
			}
			// Bottom wall shelves
			if (startY + height < maze.height && maze.grid[startY + height][x] === 1) {
				maze.grid[startY + height - 1][x] = 4; // Shelf marker
			}
		}
		// Add desks in the middle area
		if (startX + 3 < maze.width && startY + 1 < maze.height) {
			maze.grid[startY + 1][startX + 3] = 7; // Desk marker
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'hallway'
		};
	};
	self.createLShaped = function (maze, startX, startY, roomNumber) {
		var width = 6;
		var height = 6;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear L-shaped area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				// Create L shape - full first 4 rows, then only first 3 columns
				if (y < startY + 4 || x < startX + 3) {
					maze.grid[y][x] = 0;
				}
			}
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'lshaped'
		};
	};
	self.createLibrary = function (maze, startX, startY, roomNumber) {
		var width = 7;
		var height = 5;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear library area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				maze.grid[y][x] = 0;
			}
		}
		// Add book shelves along the walls
		for (var x = startX + 1; x < startX + width - 1; x += 2) {
			if (startY + 1 < maze.height) {
				maze.grid[startY + 1][x] = 4; // Shelf marker
			}
			if (startY + 3 < maze.height) {
				maze.grid[startY + 3][x] = 4; // Shelf marker
			}
		}
		// Add reading desk in center
		if (startY + 2 < maze.height && startX + 3 < maze.width) {
			maze.grid[startY + 2][startX + 3] = 7; // Desk marker
		}
		// Add small paintings on walls
		if (startY + 1 < maze.height && startX + 1 < maze.width) {
			maze.grid[startY + 1][startX + 1] = 6; // Painting marker
		}
		if (startY + 3 < maze.height && startX + 5 < maze.width) {
			maze.grid[startY + 3][startX + 5] = 6; // Painting marker
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'library'
		};
	};
	self.createBedroom = function (maze, startX, startY, roomNumber) {
		var width = 5;
		var height = 5;
		if (startX + width >= maze.width || startY + height >= maze.height) return null;
		// Clear bedroom area
		for (var y = startY; y < startY + height; y++) {
			for (var x = startX; x < startX + width; x++) {
				maze.grid[y][x] = 0;
			}
		}
		// Add beds along the walls
		if (startY + 1 < maze.height && startX + 1 < maze.width) {
			maze.grid[startY + 1][startX + 1] = 5; // Bed marker
		}
		if (startY + 1 < maze.height && startX + 3 < maze.width) {
			maze.grid[startY + 1][startX + 3] = 5; // Bed marker
		}
		// Add desk between beds
		if (startY + 3 < maze.height && startX + 2 < maze.width) {
			maze.grid[startY + 3][startX + 2] = 7; // Desk marker
		}
		// Add small paintings on walls
		if (startY + 2 < maze.height && startX + 1 < maze.width) {
			maze.grid[startY + 2][startX + 1] = 6; // Painting marker
		}
		if (startY + 2 < maze.height && startX + 3 < maze.width) {
			maze.grid[startY + 2][startX + 3] = 6; // Painting marker
		}
		return {
			x: startX,
			y: startY,
			width: width,
			height: height,
			number: roomNumber,
			type: 'bedroom'
		};
	};
	self.createConnection = function (maze, fromRoom, toX, toY) {
		var fromX = fromRoom.x + fromRoom.width;
		var fromY = fromRoom.y + Math.floor(fromRoom.height / 2);
		var toConnectX = toX - 1;
		var toConnectY = toY + 1;
		// Create horizontal connection
		var currentX = fromX;
		while (currentX < toConnectX && currentX < maze.width) {
			if (fromY >= 0 && fromY < maze.height && currentX >= 0) {
				maze.grid[fromY][currentX] = 0;
			}
			currentX++;
		}
		// Place door at connection end with room number
		if (toConnectX >= 0 && toConnectX < maze.width && fromY >= 0 && fromY < maze.height) {
			maze.grid[fromY][toConnectX] = 3; // Door
			// Store door number for rendering
			if (!maze.doorNumbers) maze.doorNumbers = {};
			maze.doorNumbers[fromY + '_' + toConnectX] = fromRoom.number + 1;
		}
	};
	return self;
});
var Minimap = Container.expand(function () {
	var self = Container.call(this);
	self.cellSize = 8;
	self.mapCells = [];
	self.playerDot = null;
	self.setup = function (maze) {
		// Clear existing map
		for (var i = 0; i < self.mapCells.length; i++) {
			self.mapCells[i].destroy();
		}
		self.mapCells = [];
		if (self.playerDot) {
			self.playerDot.destroy();
		}
		// Create minimap cells
		for (var y = 0; y < maze.height; y++) {
			for (var x = 0; x < maze.width; x++) {
				var cell = null;
				if (maze.grid[y][x] === 1) {
					// Wall
					cell = LK.getAsset('wall', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x444444;
				} else if (maze.grid[y][x] === 2) {
					// Exit
					cell = LK.getAsset('exit', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x00FF00;
				} else if (maze.grid[y][x] === 3) {
					// Door
					cell = LK.getAsset('door', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x654321;
				} else {
					// Open path
					cell = LK.getAsset('floor', {
						width: self.cellSize,
						height: self.cellSize,
						anchorX: 0,
						anchorY: 0
					});
					cell.tint = 0x888888;
				}
				if (cell) {
					cell.x = x * self.cellSize;
					cell.y = y * self.cellSize;
					self.addChild(cell);
					self.mapCells.push(cell);
				}
			}
		}
		// Create player dot
		self.playerDot = LK.getAsset('player', {
			width: self.cellSize,
			height: self.cellSize,
			anchorX: 0.5,
			anchorY: 0.5
		});
		self.addChild(self.playerDot);
	};
	self.updatePlayer = function (playerX, playerY) {
		if (self.playerDot) {
			self.playerDot.x = playerX * self.cellSize;
			self.playerDot.y = playerY * self.cellSize;
		}
	};
	return self;
});
var RaycastRenderer = Container.expand(function () {
	var self = Container.call(this);
	self.fov = Math.PI / 3; // 60 degrees field of view
	self.rayCount = 256; // Number of rays to cast (expanded for full screen)
	self.maxDistance = 15; // Reduced max distance
	self.wallHeight = 300;
	self.walls = [];
	self.render = function (playerX, playerY, playerAngle, maze) {
		// Initialize walls array if needed
		if (self.walls.length === 0) {
			for (var i = 0; i < self.rayCount; i++) {
				var wall = LK.getAsset('raycast_wall', {
					width: 8,
					height: self.wallHeight,
					anchorX: 0,
					anchorY: 0.5
				});
				wall.x = i * 8;
				wall.y = 2732 / 2;
				wall.visible = false;
				self.addChild(wall);
				self.walls.push(wall);
			}
		}
		var angleStep = self.fov / self.rayCount;
		var rayAngle = playerAngle - self.fov / 2;
		for (var i = 0; i < self.rayCount; i++) {
			var rayResult = self.castRay(playerX, playerY, rayAngle, maze);
			var wall = self.walls[i];
			if (rayResult.distance < self.maxDistance) {
				// Calculate wall height based on distance
				var wallHeight = self.wallHeight / rayResult.distance;
				if (wallHeight > 600) wallHeight = 600; // Cap wall height
				// Update existing wall segment
				wall.height = wallHeight;
				wall.visible = true;
				// Add depth shading and color based on object type
				var shade = Math.max(0.2, 1 - rayResult.distance / self.maxDistance);
				var baseColor = 0x8B4513; // Default wall color
				if (rayResult.type === 3) baseColor = 0x4a2c2a; // Door color - darker brown for better visibility
				else if (rayResult.type === 4) baseColor = 0x654321; // Shelf color
				else if (rayResult.type === 5) baseColor = 0x800080; // Bed color
				else if (rayResult.type === 6) baseColor = 0xFFD700; // Painting color
				else if (rayResult.type === 7) baseColor = 0x8b4513; // Desk color
				wall.tint = self.interpolateColor(0x000000, baseColor, shade);
			} else {
				wall.visible = false;
			}
			rayAngle += angleStep;
		}
	};
	self.castRay = function (x, y, angle, maze) {
		var dx = Math.cos(angle) * 0.1;
		var dy = Math.sin(angle) * 0.1;
		var distance = 0;
		var stepSize = 0.1;
		var maxSteps = 200; // Prevent infinite loops
		var steps = 0;
		var hitType = 0; // Track what we hit
		while (distance < self.maxDistance && steps < maxSteps) {
			x += dx;
			y += dy;
			distance += stepSize;
			steps++;
			var mapX = Math.floor(x);
			var mapY = Math.floor(y);
			if (mapX < 0 || mapX >= maze.width || mapY < 0 || mapY >= maze.height) {
				return {
					distance: distance,
					type: 1
				};
			}
			var cellType = maze.grid[mapY][mapX];
			if (cellType === 1) {
				return {
					distance: distance,
					type: 1
				};
			}
			// Check for doors
			if (cellType === 3) {
				// Door
				return {
					distance: distance,
					type: 3
				};
			}
			// Check for furniture objects
			if (cellType === 4) {
				// Shelf
				return {
					distance: distance,
					type: 4
				};
			}
			if (cellType === 5) {
				// Bed
				return {
					distance: distance,
					type: 5
				};
			}
			if (cellType === 6) {
				// Painting
				return {
					distance: distance,
					type: 6
				};
			}
			if (cellType === 7) {
				// Desk
				return {
					distance: distance,
					type: 7
				};
			}
		}
		return {
			distance: self.maxDistance,
			type: 0
		};
	};
	self.interpolateColor = function (color1, color2, factor) {
		var r1 = color1 >> 16 & 0xFF;
		var g1 = color1 >> 8 & 0xFF;
		var b1 = color1 & 0xFF;
		var r2 = color2 >> 16 & 0xFF;
		var g2 = color2 >> 8 & 0xFF;
		var b2 = color2 & 0xFF;
		var r = Math.floor(r1 + (r2 - r1) * factor);
		var g = Math.floor(g1 + (g2 - g1) * factor);
		var b = Math.floor(b1 + (b2 - b1) * factor);
		return r << 16 | g << 8 | b;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000,
	name: 'Maze Runner',
	description: 'Navigate through a first-person maze with unique room types including hallways, libraries, and bedrooms. Find doors to progress through 100 rooms and reach the exit!',
	tags: ['maze', 'first-person', '3d', 'adventure', 'puzzle', 'exploration', 'rooms', 'doors', 'navigation']
});
/**** 
* Game Code
****/ 
// Game variables - Reset all values on new game
var currentLevel = 1;
var playerX = 1.5;
var playerY = 1.5;
var playerAngle = 0;
var moveSpeed = 0.05; // Reduced movement speed
var turnSpeed = 0.04; // Reduced turn speed
var maze = null;
var mazeGenerator = new MazeGenerator();
var raycastRenderer = new RaycastRenderer();
var minimap = new Minimap();
var roomsCompleted = 0; // Reset room counter
var doorColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
var breadcrumbs = [];
var breadcrumbContainer = new Container();
// Touch controls
var touchStartX = 0;
var touchStartY = 0;
var isTouching = false;
var moveForward = false;
var moveBackward = false;
var turnLeft = false;
var turnRight = false;
// UI elements
var levelText = new Text2('Level: ' + currentLevel, {
	size: 60,
	fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
var instructionText = new Text2('Find the exit!', {
	size: 40,
	fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 80;
LK.gui.top.addChild(instructionText);
var roomText = new Text2('Room 1', {
	size: 50,
	fill: 0xFFFF00
});
roomText.anchor.set(0.5, 0);
roomText.y = 140;
LK.gui.top.addChild(roomText);
var roomCounterText = new Text2('Rooms: ' + roomsCompleted + '/100', {
	size: 40,
	fill: 0xFFFFFF
});
roomCounterText.anchor.set(0.5, 0);
roomCounterText.y = 200;
LK.gui.top.addChild(roomCounterText);
// Compass UI
var compassBg = LK.getAsset('compass_bg', {
	anchorX: 0.5,
	anchorY: 0.5
});
LK.gui.topRight.addChild(compassBg);
compassBg.x = -80;
compassBg.y = 80;
var compassNeedle = LK.getAsset('compass_needle', {
	anchorX: 0.5,
	anchorY: 1.0
});
compassBg.addChild(compassNeedle);
// Direction labels
var northLabel = new Text2('N', {
	size: 20,
	fill: 0xFFFFFF
});
northLabel.anchor.set(0.5, 0.5);
northLabel.x = 0;
northLabel.y = -40;
compassBg.addChild(northLabel);
var southLabel = new Text2('S', {
	size: 20,
	fill: 0xFFFFFF
});
southLabel.anchor.set(0.5, 0.5);
southLabel.x = 0;
southLabel.y = 40;
compassBg.addChild(southLabel);
var eastLabel = new Text2('E', {
	size: 20,
	fill: 0xFFFFFF
});
eastLabel.anchor.set(0.5, 0.5);
eastLabel.x = 40;
eastLabel.y = 0;
compassBg.addChild(eastLabel);
var westLabel = new Text2('W', {
	size: 20,
	fill: 0xFFFFFF
});
westLabel.anchor.set(0.5, 0.5);
westLabel.x = -40;
westLabel.y = 0;
compassBg.addChild(westLabel);
// Direction indicator
var directionText = new Text2('Facing: North', {
	size: 35,
	fill: 0x00FF00
});
directionText.anchor.set(0.5, 0);
directionText.y = 250;
LK.gui.top.addChild(directionText);
// Door indicator
var doorIndicator = new Text2('', {
	size: 40,
	fill: 0xFF0000
});
doorIndicator.anchor.set(0.5, 0.5);
LK.gui.center.addChild(doorIndicator);
doorIndicator.y = -200;
// Control arrows
var forwardArrow = new Text2('↑', {
	size: 120,
	fill: 0xFFFFFF
});
forwardArrow.anchor.set(0.5, 0.5);
forwardArrow.alpha = 0.7;
LK.gui.bottomLeft.addChild(forwardArrow);
forwardArrow.x = 150;
forwardArrow.y = -150;
var leftArrow = new Text2('←', {
	size: 120,
	fill: 0xFFFFFF
});
leftArrow.anchor.set(0.5, 0.5);
leftArrow.alpha = 0.7;
LK.gui.bottomRight.addChild(leftArrow);
leftArrow.x = -300;
leftArrow.y = -150;
var rightArrow = new Text2('→', {
	size: 120,
	fill: 0xFFFFFF
});
rightArrow.anchor.set(0.5, 0.5);
rightArrow.alpha = 0.7;
LK.gui.bottomRight.addChild(rightArrow);
rightArrow.x = -150;
rightArrow.y = -150;
// Initialize first level
function initLevel() {
	// Reset all game state
	currentLevel = 1;
	roomsCompleted = 0;
	storage.currentLevel = 1;
	storage.roomsCompleted = 0;
	var mazeSize = 60; // Larger size to accommodate 100 rooms
	maze = mazeGenerator.generate(mazeSize, mazeSize);
	// Set player starting position
	playerX = maze.startX + 0.5;
	playerY = maze.startY + 0.5;
	playerAngle = 0;
	maze.currentRoom = 0;
	// Minimap removed as requested
	// Clear breadcrumbs
	for (var i = 0; i < breadcrumbs.length; i++) {
		breadcrumbs[i].destroy();
	}
	breadcrumbs = [];
	breadcrumbContainer.removeChildren();
	// Update UI
	levelText.setText('Level: ' + currentLevel);
	roomText.setText('Room 1');
	roomCounterText.setText('Rooms: ' + roomsCompleted + '/100');
	instructionText.setText('Find the exit!');
}
// Helper functions
function getDirectionName(angle) {
	// Normalize angle to 0-360 degrees
	var degrees = (angle * 180 / Math.PI + 360) % 360;
	if (degrees >= 337.5 || degrees < 22.5) return 'North';
	if (degrees >= 22.5 && degrees < 67.5) return 'Northeast';
	if (degrees >= 67.5 && degrees < 112.5) return 'East';
	if (degrees >= 112.5 && degrees < 157.5) return 'Southeast';
	if (degrees >= 157.5 && degrees < 202.5) return 'South';
	if (degrees >= 202.5 && degrees < 247.5) return 'Southwest';
	if (degrees >= 247.5 && degrees < 292.5) return 'West';
	if (degrees >= 292.5 && degrees < 337.5) return 'Northwest';
	return 'North';
}
function findNearestDoor() {
	var nearestDoor = null;
	var minDistance = Infinity;
	var currentMapX = Math.floor(playerX);
	var currentMapY = Math.floor(playerY);
	var searchRadius = 8;
	for (var y = Math.max(0, currentMapY - searchRadius); y < Math.min(maze.height, currentMapY + searchRadius); y++) {
		for (var x = Math.max(0, currentMapX - searchRadius); x < Math.min(maze.width, currentMapX + searchRadius); x++) {
			if (maze.grid[y][x] === 3) {
				var distance = Math.sqrt((x - playerX) * (x - playerX) + (y - playerY) * (y - playerY));
				if (distance < minDistance) {
					minDistance = distance;
					nearestDoor = {
						x: x,
						y: y,
						distance: distance
					};
				}
			}
		}
	}
	return nearestDoor;
}
function getDoorDirection(doorX, doorY) {
	var dx = doorX - playerX;
	var dy = doorY - playerY;
	var angle = Math.atan2(dy, dx);
	return getDirectionName(angle);
}
// Control functions
function handleMovement() {
	var newX = playerX;
	var newY = playerY;
	if (moveForward) {
		newX += Math.cos(playerAngle) * moveSpeed;
		newY += Math.sin(playerAngle) * moveSpeed;
	}
	if (moveBackward) {
		newX -= Math.cos(playerAngle) * moveSpeed;
		newY -= Math.sin(playerAngle) * moveSpeed;
	}
	// Collision detection
	var mapX = Math.floor(newX);
	var mapY = Math.floor(newY);
	if (mapX >= 0 && mapX < maze.width && mapY >= 0 && mapY < maze.height) {
		if (maze.grid[mapY][mapX] !== 1) {
			// Check for door interaction - doors automatically open on touch
			if (maze.grid[mapY][mapX] === 3) {
				// Door found - automatically open and increment room counter
				maze.grid[mapY][mapX] = 0; // Open the door
				roomsCompleted++;
				storage.roomsCompleted = roomsCompleted;
				roomCounterText.setText('Rooms: ' + roomsCompleted + '/100');
				instructionText.setText('Door opened! Room ' + roomsCompleted + ' completed!');
				LK.setTimeout(function () {
					instructionText.setText('Find the exit!');
				}, 1000);
				// Check win condition
				if (roomsCompleted >= 100) {
					LK.showYouWin();
					return;
				}
			}
			playerX = newX;
			playerY = newY;
			// Update current room display
			if (maze.rooms) {
				for (var r = 0; r < maze.rooms.length; r++) {
					var room = maze.rooms[r];
					if (mapX >= room.x && mapX < room.x + room.width && mapY >= room.y && mapY < room.y + room.height) {
						if (maze.currentRoom !== r) {
							maze.currentRoom = r;
							var roomTypeText = room.type ? room.type.charAt(0).toUpperCase() + room.type.slice(1) : 'Room';
							roomText.setText('Room ' + (r + 1) + ' - ' + roomTypeText);
						}
						break;
					}
				}
			}
			// Check if reached exit
			if (maze.grid[mapY][mapX] === 2) {
				completeLevel();
			}
		}
	}
	if (turnLeft) {
		playerAngle -= turnSpeed;
	}
	if (turnRight) {
		playerAngle += turnSpeed;
	}
	// Normalize angle
	while (playerAngle < 0) playerAngle += Math.PI * 2;
	while (playerAngle >= Math.PI * 2) playerAngle -= Math.PI * 2;
	// Update compass needle
	compassNeedle.rotation = playerAngle;
	// Update direction text
	var currentDirection = getDirectionName(playerAngle);
	directionText.setText('Facing: ' + currentDirection);
	// Update door indicator
	var nearestDoor = findNearestDoor();
	if (nearestDoor && nearestDoor.distance < 5) {
		var doorDirection = getDoorDirection(nearestDoor.x, nearestDoor.y);
		var doorDistance = Math.round(nearestDoor.distance * 10) / 10;
		doorIndicator.setText('Door: ' + doorDirection + ' (' + doorDistance + 'm)');
		doorIndicator.visible = true;
	} else {
		doorIndicator.visible = false;
	}
}
function completeLevel() {
	LK.getSound('complete').play();
	LK.setScore(currentLevel);
	currentLevel++;
	storage.currentLevel = currentLevel;
	if (currentLevel > 10) {
		LK.showYouWin();
	} else {
		// Move to next level without flashing
		LK.setTimeout(function () {
			initLevel();
		}, 500);
	}
}
// Arrow control event handlers
forwardArrow.down = function (x, y, obj) {
	moveForward = true;
	forwardArrow.alpha = 1.0;
};
forwardArrow.up = function (x, y, obj) {
	moveForward = false;
	forwardArrow.alpha = 0.7;
};
leftArrow.down = function (x, y, obj) {
	turnLeft = true;
	leftArrow.alpha = 1.0;
};
leftArrow.up = function (x, y, obj) {
	turnLeft = false;
	leftArrow.alpha = 0.7;
};
rightArrow.down = function (x, y, obj) {
	turnRight = true;
	rightArrow.alpha = 1.0;
};
rightArrow.up = function (x, y, obj) {
	turnRight = false;
	rightArrow.alpha = 0.7;
};
// Touch event handlers
game.down = function (x, y, obj) {
	isTouching = true;
	touchStartX = x;
	touchStartY = y;
};
game.move = function (x, y, obj) {
	// Remove conflicting touch movement to allow arrow controls to work
};
game.up = function (x, y, obj) {
	isTouching = false;
	moveForward = false;
	turnLeft = false;
	turnRight = false;
};
// Add renderer to game
game.addChild(raycastRenderer);
raycastRenderer.x = 0;
raycastRenderer.y = 0;
// Add breadcrumb container
game.addChild(breadcrumbContainer);
// Breadcrumb trail variables
var lastBreadcrumbX = -1;
var lastBreadcrumbY = -1;
var breadcrumbTimer = 0;
// Main game loop
var lastRenderTime = 0;
var renderInterval = 33; // ~30fps to reduce load
game.update = function () {
	if (maze) {
		handleMovement();
		// Only render raycast every few frames to improve performance
		if (LK.ticks - lastRenderTime >= 2) {
			raycastRenderer.render(playerX, playerY, playerAngle, maze);
			lastRenderTime = LK.ticks;
		}
		// Add breadcrumb trail
		breadcrumbTimer++;
		if (breadcrumbTimer >= 60) {
			// Every second
			var currentMapX = Math.floor(playerX);
			var currentMapY = Math.floor(playerY);
			if (currentMapX !== lastBreadcrumbX || currentMapY !== lastBreadcrumbY) {
				var breadcrumb = LK.getAsset('breadcrumb', {
					anchorX: 0.5,
					anchorY: 0.5
				});
				breadcrumb.x = (currentMapX + 0.5) * 64;
				breadcrumb.y = (currentMapY + 0.5) * 64;
				breadcrumb.alpha = 0.7;
				breadcrumbContainer.addChild(breadcrumb);
				breadcrumbs.push(breadcrumb);
				lastBreadcrumbX = currentMapX;
				lastBreadcrumbY = currentMapY;
				breadcrumbTimer = 0;
				// Limit breadcrumbs to prevent memory issues
				if (breadcrumbs.length > 50) {
					var oldBreadcrumb = breadcrumbs.shift();
					oldBreadcrumb.destroy();
				}
			}
		}
		// Minimap update removed
	}
};
// Start the game
initLevel();