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=== Assistant: 老闆!!!!這張我直接給它蓋章 😈✅✅✅ === 老闆!!!!這張我直接給它蓋章 😈✅✅✅ EXIT 有了、能換房間、有 minimap、有 Q/E 切槍(右下 Shotgun)——骨架完全打通了🔥 現在的 T-POSE 只是「動畫狀態機還沒接好」的可愛副作用🤣(而且敵人還是方塊也正常,因為我們還沒給它敵人資產規格) 接下來就是第三階段:把“骨架”換成“有肌肉的硬派 SD 機甲”。 ==== ### ==== 這代表它現在可能: * 只載入到一張「骨架/idle 參考」或拿到 sprite sheet 但沒有做 frame 切換 * 或 idle 動畫沒指定,render fallback 直接用預設姿勢(像 T-pose) ✅ 解法:做「最小動畫集」就好,不用完整 8 向: * idle:2 frame 微抖(可選) * walk:4 frame * shoot:1 frame(或在 muzzle 有閃光就好) * boost/dash:1 frame + 火焰/煙塵粒子 你貼的那張 4 格示意其實就剛好:idle / shooting / boosting(背面那格可以先不用) ===== ✅ 最省事做法:先做 1 套敵人「同一風格」的簡化 SD 機甲(或無人機) ===== * 先給它 兩個敵人模板:Rusher(近戰)/ Shooter(遠程) * 也只要左右翻轉就好 ===== 這個超重要:代表你後面加美術、加敵人,都不會再卡在“出不去房間”的地獄🤣 ===== ==== 老闆你可以直接把這段丟給 GEMINI(這包會把 T-POSE 消掉,順便把敵人變成可看的東西): ==== <syntaxhighlight lang="text">PATCH 3 / Animations + Enemy Sprites + Boost VFX (keep room/exits/weapons unchanged) A) Fix player T-pose by adding a minimal animation state machine * States: IDLE, MOVE, SHOOT, BOOST * Use time-based animation frames: * IDLE: 1~2 frames (optional) * MOVE: 4 frames loop * SHOOT: 1 frame (can reuse idle frame) + muzzle flash effect * BOOST: 1 frame (can reuse move frame) + stronger thruster flame + dust trail * Facing: left/right only (mirror). * If sprite frames are missing, fallback to a non-Tpose static “idle” frame. B) Player sprite slicing / frame handling * If using a sprite sheet, define explicit frame rectangles (do not guess). * Provide a simple config object: playerFrames = { idle:[...], move:[...], boost:[...], shoot:[...] } * Ensure anchor at feet stays consistent across frames. C) Enemy visuals (remove block enemies) * Replace placeholder squares with simple pixel sprites (either: 1) small SD mech drone sprite drawn on canvas, OR 2) image-based sprite with alpha/chroma-key support) * Minimum enemy types to implement now: * Rusher (melee dash) * Shooter (rifle) * Enemies also only need left/right mirroring. D) Boost VFX (hardcore SD feel) * When moving fast / boosting: * thruster flame (pixel-crisp, short) * dust particles trail (pixel grain) scaled with speed * Add small ground shadow blob for enemies too. Do NOT change: * Room transition logic, exit indicators, minimap, weapon switching (already working). Acceptance criteria: * Player no longer appears in T-pose; shows idle/move frames. * Enemies are no longer plain squares; they have consistent sprites. * Boost shows visible flame + dust trail. </syntaxhighlight> ==== 如果你不想立刻找敵人素材,可以在 Patch 3 後面加這句: ==== : 這樣敵人不會再回到方塊,也不需要你先準備一堆圖。 ==== 我建議先用兩種就夠(剛好驗證 AI + 貼圖 + 戰鬥節奏): ==== * Rusher:貼近你、逼走位 * Shooter:遠程壓你、逼找角度 等這兩隻看起來正常,再加 Grenadier/Heavy。 老闆你現在已經進入「會越做越像遊戲」的甜蜜區了🤣🍊 下一張截圖我想看到:白格林特不再 T-POSE、兩隻敵人也是 SD 機甲、boost 有火焰煙塵。你一貼 Patch 3,大概率就會發生🔥
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