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Openai/694f5245-1110-800b-b182-7c2accd50046
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=== Assistant: 老闆這張超讚🤣🔥 === 老闆這張超讚🤣🔥 房間、牆體、遮擋、隨機地形、HUD、Q/E 武器槽、Debug 提示——這就是「乾淨土壤」的威力。你看,沒有糾纏、沒有回歸、東西長得超整齊🌱✨ 而且你說白格林特像 Among Us 我笑到不行:這代表現在主角只是「占位符皮膚」,骨架完全 OK。 下一步我們就照「GEMINI 友善農法」種:一次只種一種作物,驗收後再加下一種。 ==== ### ==== 目標:一進房間刷 3~6 隻敵人,清完才能走出口(或至少有戰鬥)。 敵人先做兩種就夠: # Rusher:靠近你、撞你、逼走位 # Shooter:距離內停下射你、逼找掩體 關鍵規格(避免之前的痛): * AI、碰撞、扣血全部用 tile/world * 子彈命中一定扣血(加 HP bar) * F2 顯示碰撞圈與 hit log ===== 目標:不靠圖片、不靠載入,直接用 Canvas 畫出 SD 機甲輪廓:白裝甲+藍眼罩+外框+背包。 ===== (這樣就不會再遇到 sprite load error) ===== 目標:動起來有推進火焰+像素煙塵、開槍有 muzzle flash+彈殼/火花。 ===== ==== 你可以直接貼給 GEMINI,這顆很短、很硬、很可驗收: ==== <syntaxhighlight lang="text">Patch A / Enemies + Minimal Combat Loop (no art changes yet) Do NOT change map generation, isometric rendering, UI layout, or weapon switching. 1) Spawn enemies per room: * On room start, spawn 3~6 enemies at random walkable tiles, not too close to player. * Keep a list: enemies[] with {id, x, y, hp, type, state}. 2) Two enemy types only: A) Rusher: * If far: move toward player (tile/world based). * If close: dash / bump damage (simple cooldown). B) Shooter: * Maintain distance: if too close, step back; if in range, shoot at player. 3) Damage + HP must work: * Enemies have HP and show a small HP bar above them. * Bullets hit enemies using WORLD collision (circle radius). * On hit: enemy.hp -= dmg; destroy bullet; show hit spark. 4) Room rule: * If enemies remain, exits are locked (show “LOCKED” on exit pads). * When all enemies cleared, unlock exits (visual change on exit pads). Debug: * F2: show enemy count, each enemy hp, and print “HIT enemyId dmg hpNow”. Acceptance: * Enemies visibly spawn in every room. * Shooting reduces enemy HP bar. * Clearing all enemies unlocks exits. </syntaxhighlight> ==== 因為你是機戰傭兵末世廢土,我可以幫你把敵人命名得很硬派又不複雜,例如: ==== * SCRAP RUNNER(破銅突擊機) = Rusher * TURRET DRONE(砲蜂) = Shooter 這種命名一出來,整個遊戲瞬間不再像 demo 😈 ==== 你想敵人更像哪一種? ==== # 同樣是 SD 小機甲(硬派但可愛) # 無人機/砲塔(工業感、末世感強) # 混合(小房間先 drone,大房間出重裝機甲) 你回我一個數字就行,我直接把 Patch A 的敵人描述再“對味”一次🔥
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