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mod game;
mod renderer;
mod texture;

use game::Game;
use minifb::{Key, Window, WindowOptions};
use renderer::Renderer;
use std::time::Instant;

const SCREEN_W: usize = 640;
const SCREEN_H: usize = 480;

fn main() {
    println!("=== DOOM-LIKE MAZE ===");
    println!("Find the exit!");
    println!("  W / Up    — forward");
    println!("  S / Down  — backward");
    println!("  A / D     — strafe left / right");
    println!("  ← / →     — turn");
    println!("  Esc       — quit\n");

    let mut game = Game::new();
    let renderer = Renderer::new(SCREEN_W, SCREEN_H);

    let mut window = Window::new(
        "Maze — Find the Exit!",
        SCREEN_W,
        SCREEN_H,
        WindowOptions::default(),
    )
    .expect("Failed to create window");

    let mut framebuffer = vec![0u32; SCREEN_W * SCREEN_H];
    let mut last = Instant::now();
    let frame_budget = std::time::Duration::from_micros(16600); // ~60 fps

    while window.is_open() && !window.is_key_down(Key::Escape) {
        let frame_start = Instant::now();
        let dt = (frame_start - last).as_secs_f64().min(0.1);
        last = frame_start;

        // ---- input ----
        let move_speed = 2.8;
        let turn_speed = 2.8;
        let strafe_speed = 2.2;

        if window.is_key_down(Key::Left) {
            game.rotate(-turn_speed * dt);
        }
        if window.is_key_down(Key::Right) {
            game.rotate(turn_speed * dt);
        }
        // Combine forward + strafe into one displacement (prevents two-step
        // wall clipping when pressing W+D / W+A near a wall).
        let fwd = if window.is_key_down(Key::W) || window.is_key_down(Key::Up) {
            move_speed * dt
        } else if window.is_key_down(Key::S) || window.is_key_down(Key::Down) {
            -move_speed * dt
        } else {
            0.0
        };
        let strf = if window.is_key_down(Key::D) {
            strafe_speed * dt
        } else if window.is_key_down(Key::A) {
            -strafe_speed * dt
        } else {
            0.0
        };
        game.apply_movement(fwd, strf);

        // ---- win condition ----
        if game.check_win() {
            println!("🎉 You found the exit!  Generating a new maze…");
            game = Game::new();
            last = Instant::now(); // avoid huge dt spike
        }

        // ---- render ----
        renderer.render(&game, &mut framebuffer);
        window
            .update_with_buffer(&framebuffer, SCREEN_W, SCREEN_H)
            .unwrap();

        // Sleep the remainder of the frame budget (saves CPU).
        let elapsed = frame_start.elapsed();
        if elapsed < frame_budget {
            std::thread::sleep(frame_budget - elapsed);
        }
    }
}