can you implement this: "Your idea of introducing “fractal zones” that affect the step size on which the player or AI can draw their path to success adds an interesting and strategic element to the game. Here’s a detailed schematic of the concept, including these new elements:

1. Maze generation: Generate the 3D matrix grid cube or fractal maze with clear start and end points. Introduce “fractal zones” within the maze that affect the step size for the player and AI. Color-code these zones with green for wider steps and magenta-violet-pink for shorter steps.

2. Display: Visualize the maze in 3D, allowing players to rotate it to gain a better understanding of the layout. Highlight the start and end points, as well as the colored fractal zones.

3. Player input: The player clicks or taps on points to draw their path through the maze. The color of the fractal zone the player is in affects how far each click or tap can extend the path.

4. AI opponent: Implement an AI algorithm, such as a modified version of Dijkstra’s algorithm, to take the “fractal zones” into account when calculating its path. This algorithm will also determine the optimal use of wide and short steps based on the zones it encounters.

5. Fractal zone effects:
- Green zones: When either the player or the AI enters a green fractal zone, their step size increases, allowing for faster traversal of the zone.
- Magenta-violet-pink zones: When in these zones, step size decreases, forcing the player or AI to take more steps to progress through the zone.

6. Power-ups and obstacles: Include power-ups such as temporary increases in step size, shortcuts, or the ability to reveal hints. Add obstacles that require players to strategize and decide when it’s best to use power-ups.

7. Victory conditions: The first one to reach the end point (player or AI) wins the game. Additionally, if a time limit is set, the player must reach the endpoint before the timer runs out.

8. Difficulty levels: To increase the game’s challenge, vary the complexity and density of the fractal zones, the initial path “straightness,” or the time limit.

By incorporating these elements, your maze puzzle game concept now offers varying gameplay experiences and strategic aspects for players based on the “fractal zones” and their effects on step size. This added depth can increase the game’s replayability and make it more engaging.". to this?: "<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>drawacube</title>
    <style>
        canvas {
            display: block;
            margin: auto;
        }
    </style>
</head>
<body>
    <canvas id="canvas"></canvas>
  <script>
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

const rotationSpeed = 0.1;
const gridSize = 50;
const gridSpacing = 25;
const zoomStep = 10;
const minZoom = 100;
const maxZoom = 2000;
const centerFocus = 100;

let grid = [];
for (let x = -gridSize; x <= gridSize; x += gridSpacing) {
for (let y = -gridSize; y <= gridSize; y += gridSpacing) {
for (let z = -gridSize; z <= gridSize; z += gridSpacing) {
grid.push({ x, y, z });
}
}
}

let lastClickedPoint = null;
const clickedPoints = [];
let angleX = 95.03;
let angleY = 119.99;
let zoom = 100;
let dragStart = null;

let offset = {
x: gridSpacing / 25,
y: gridSpacing / 25,
z: 0
};

function rotate(point, angleX, angleY) {
const { x, y, z } = point;

let centeredX = x - offset.x;
let centeredY = y - offset.y;
let centeredZ = z - offset.z;

const cosX = Math.cos(angleX);
const sinX = Math.sin(angleX);
const cosY = Math.cos(angleY);
const sinY = Math.sin(angleY);

const newY = centeredY * cosX - centeredZ * sinX;
const newZ = centeredY * sinX + centeredZ * cosX;
const newX = centeredX * cosY - newZ * sinY;
const newZ2 = centeredX * sinY + newZ * cosY;

return {
x: newX + offset.x,
y: newY + offset.y,
z: newZ2 + offset.z
};
}


function project(point, width, height) {
const { x, y, z } = point;

const scale = zoom / (centerFocus + z);
const newX = x * scale + width / 2;
const newY = y * scale + height / 2;

return { x: newX, y: newY, scale };
}

function findClosestPoint(point) {
const threshold = 20;
let minDist = Infinity;
let minIndex = -1;

for (let i = 0; i < grid.length; i++) {
const projected = project(rotate(grid[i], angleX, angleY), canvas.width, canvas.height);
const dx = point.x - projected.x;
const dy = point.y - projected.y;
const dist = Math.sqrt(dx * dx + dy * dy);

if (dist < minDist && dist <= threshold) {
minDist = dist;
minIndex = i;
}
}

return minIndex !== -1 ? grid[minIndex] : null;
}

let mouseDown = false;
let activeLine = null;
const lines = [];

canvas.addEventListener("wheel", (e) => {
e.preventDefault();
zoom += e.deltaY * -0.1 * zoomStep;
zoom = Math.min(Math.max(zoom, minZoom), maxZoom); // Limit zoom to min and max thresholds
});

canvas.addEventListener("mousedown", (e) => {
dragStart = { x: e.clientX, y: e.clientY };
});

canvas.addEventListener("mousemove", (e) => {
if (dragStart) {
const deltaX = e.clientX - dragStart.x;
const deltaY = e.clientY - dragStart.y;
angleX += deltaY * 0.01;
angleY += deltaX * 0.01;
dragStart = { x: e.clientX, y: e.clientY };
}
});

canvas.addEventListener("mouseup", (e) => {
mouseDown = false;
dragStart = null;
if (activeLine !== null) {
const canvasRect = canvas.getBoundingClientRect();
const mouseX = e.clientX - canvasRect.left;
const mouseY = e.clientY - canvasRect.top;
const endPoint = findClosestPoint({ x: mouseX, y: mouseY });

if (endPoint !== activeLine[activeLine.length - 1]) {
activeLine.push(endPoint);
lines.push(activeLine);
}
activeLine = null;
}

if (lastClickedPoint !== null) {
const canvasRect = canvas.getBoundingClientRect();
const mouseX = e.clientX - canvasRect.left;
const mouseY = e.clientY - canvasRect.top;
const clickedPoint = findClosestPoint({ x: mouseX, y: mouseY });

if (clickedPoint !== null) {
if (lastClickedPoint === clickedPoint) {
lastClickedPoint = null;
} else {
lines.push([lastClickedPoint, clickedPoint]);
clickedPoints.push(clickedPoint);
lastClickedPoint = null;
}
}
} else {
const canvasRect = canvas.getBoundingClientRect();
const mouseX = e.clientX - canvasRect.left;
const mouseY = e.clientY - canvasRect.top;
const clickedPoint = findClosestPoint({ x: mouseX, y: mouseY });

if (clickedPoint !== null) {
lastClickedPoint = clickedPoint;
clickedPoints.push(clickedPoint);
}
}
});
function drawLine(line) {
ctx.beginPath();

for (let i = 0; i < line.length - 1; i++) {
const projectedStart = project(rotate(line[i], angleX, angleY), canvas.width, canvas.height);
const projectedEnd = project(rotate(line[i + 1], angleX, angleY), canvas.width, canvas.height);

ctx.moveTo(projectedStart.x, projectedStart.y);
ctx.lineTo(projectedEnd.x, projectedEnd.y);
}

ctx.strokeStyle = "rgba(25,200,25,0.2)";
ctx.lineWidth = 2;
ctx.stroke();
}

function calculateGridCenter(grid) {
let totalX = 0;
let totalY = 0;
let totalZ = 0;
const pointsCount = grid.length;

for (const point of grid) {
totalX += point.x;
totalY += point.y;
totalZ += point.z;
}

return {
x: totalX / pointsCount,
y: totalY / pointsCount,
z: totalZ / pointsCount,
};
}

function draw() {
ctx.fillStyle = "rgba(1,2,1,0.8)";
ctx.fillRect(0, 0, canvas.width, canvas.height);

for (const point of grid) {
const rotated = rotate(point, angleX, angleY);
const projected = project(rotated, canvas.width, canvas.height);

ctx.beginPath();
if (projected.scale > 0) {
ctx.arc(projected.x, projected.y, 2 * projected.scale, 0, Math.PI * 2);
ctx.closePath();
const gradient = ctx.createRadialGradient(projected.x, projected.y, 0, projected.x, projected.y, 2 * projected.scale);
gradient.addColorStop(0, "rgba(255,155,255,0.5)");
gradient.addColorStop(0.5, "rgba(55,255,25,0.8)");
gradient.addColorStop(1, "rgba(55,25,255,0.2)");
ctx.fillStyle = gradient;
ctx.fill();
}
}

// Drawing clicked points in green
ctx.fillStyle = "rgba(255,200,50,0.5)";
for (const clickedPoint of clickedPoints) {
const rotated = rotate(clickedPoint, angleX, angleY);
const projected = project(rotated, canvas.width, canvas.height);

ctx.beginPath();
if (projected.scale > 0) {
ctx.arc(projected.x, projected.y, 4 * projected.scale, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
}
}

for (const line of lines) {
drawLine(line);
}

if (activeLine !== null) {
drawLine(activeLine);
}

angleX += rotationSpeed;
angleY += 0;

requestAnimationFrame(draw);
}


draw();
  </script>
    </body>
</html>"