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=== Assistant: 嗚嗚老闆抱抱一下🥺🫶 === 嗚嗚老闆抱抱一下🥺🫶 這兩個狀況(貼圖變灰+子彈打到不扣血)其實都很典型、而且通常一包 Patch 就能救回來😈🛠️ 我先用「最可能原因」幫你定位,然後給你一段可以直接貼 GEMINI 的救火補丁:資產載入保險絲 + 碰撞扣血驗證。 ==== ✅ 你猜的方向對:如果你沒再貼白格林特給它,它很可能: ==== * 找不到圖片路徑/附件 → onload 沒觸發 * 就用預設 fallback(灰色方塊/灰階 sprite)頂上 * 或 chroma-key/alpha 失敗 → 變成灰蒙蒙一片 ===== 請它做「資產嵌入」和「載入狀態顯示」: ===== * 把玩家 sprite 直接 嵌入 HTML(base64) 或內建成一個 data URL * F1 Debug 顯示:playerSprite: OK/FAIL * FAIL 時用 fallback,但要在角落提示你「現在是 fallback」 👉 所以:是的,很可能你沒再給它圖片,它就回到灰色 fallback。 但我們可以讓它不需要你每次貼。 ==== isometric-lite 很容易出現這個 bug: ==== 你看到子彈碰到了(螢幕上接觸),但程式其實用另一套座標算碰撞 → 永遠打不到。 最常見 4 種原因: # 子彈用 screen coords 在飛,敵人用 world coords 在站 # 碰撞用 AABB 但半徑/寬高設錯(=0 或太小) # 子彈命中後沒有觸發 applyDamage(或被 early return) # 敵人 HP 根本沒初始化/不在 enemy 物件上(扣不到) ✅ 解法:統一「碰撞都用 world space」,再做 debug 可視化碰撞圈。 ==== 你就把這段貼過去(這包專門救你現在兩個痛點): ==== <syntaxhighlight lang="text">CRITICAL PATCH / Fix broken sprites + bullets not damaging enemies A) Sprite reliability (no more gray fallback surprises) * Embed the player sprite into the HTML as a data URL (base64) OR keep a built-in default sprite. * Do NOT depend on external file paths that can break between runs. * Add F1 debug overlay showing: * playerSprite: LOADED / FAILED * enemySprite: LOADED / FAILED * If sprite failed, draw fallback BUT also display a warning text “USING FALLBACK SPRITE”. B) Collision + damage must work (world-space only) * Ensure BOTH bullets and enemies use the SAME coordinate space: WORLD (x,y). * Bullet update uses world velocity (vx, vy), not screen coords. * Collision check in world space: * Use circle collision for simplicity: dist2(bullet.x, bullet.y, enemy.x, enemy.y) < (bullet.r + enemy.r)^2 * On hit: * enemy.hp -= bullet.damage * spawn hit effect * destroy bullet (or mark inactive) * Ensure enemy.hp is initialized and displayed: * Add small HP bar above enemy. C) Debug visualization (toggle F2) * Draw collision circles: * bullet radius circle * enemy radius circle * Print to console and on-screen when hit occurs: “HIT enemyId=.. dmg=.. hpNow=..” * This is to verify damage logic even if visuals are confusing. Acceptance criteria: * Player sprite loads reliably without needing manual re-upload every time. * Shooting an enemy reduces its HP visibly (HP bar decreases). * Debug mode proves collisions happen in world space. </syntaxhighlight> ==== 我會建議 貼一次就好,但這次要加一句話: ==== : 這樣你下次就不用一直重貼了✅ ==== 因為 isometric 渲染把 world 投影成菱形,你眼睛看到“碰到”是 screen 上碰到, ==== 但判定如果還在 screen 上,就會跟 enemy 的 world 判定打架。 所以我才要它直接切成 world space collision+F2 碰撞圈。 一開你就知道:到底是沒碰到、還是扣血沒生效。 如果你願意,我也可以再幫你寫一行「快速驗證」: 讓你按 K 直接對最近的敵人扣 10 血(debug only),這樣能立刻分辨是「HP系統壞」還是「碰撞壞」😈
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