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=== Assistant: 有了!!🥹🔥 你現在已經在「最後 20%」了:全系統都跑起來,剩下就是即時更新跟手感調速,然後才上皮膚。這超舒服。 === 有了!!🥹🔥 你現在已經在「最後 20%」了:全系統都跑起來,剩下就是即時更新跟手感調速,然後才上皮膚。這超舒服。 你說的兩個問題其實都是「更新時機」跟「參數校正」——都很適合用微型 patch 解決,而且不會把田踩爛 😈🧱 ==== 這幾乎一定是其中一種狀況: ==== # HUD 的數字/條只在 <code>onRoomEnter()</code> 或 <code>onUpgradeChosen()</code> 才 refresh → 戰鬥中數值有變,但 UI 沒重畫/沒同步。 # 你有兩份 player 狀態(例如 player.stats 和 ui.statsSnapshot) → 攻擊在改 A,畫面在讀 B。 # drawHUD() 用的是 cached 值(上一幀/上一房間的 snapshot) → 直到換房間才重新 snapshot。 ✅ 修法原則: 不要再靠 updateWeaponHUD 那種“事件觸發更新” 改成:每一幀 drawHUD 都直接讀 player 的即時值(或至少每 100ms tick 同步一次)。 ===== 直接貼 GEMINI: ===== <syntaxhighlight lang="text">Patch H / HUD live update (fix locked HULL/ARMOR/FUEL) Do NOT change combat logic or progression. Only fix HUD so player HULL/ARMOR/FUEL update immediately during gameplay. Requirement: * HUD bars and numbers must reflect current player.hull/armor/fuel every frame. Implementation options (choose simplest): A) In drawHUD(), read directly from the single source of truth: player.hull, player.hullMax, player.armor, player.armorMax, player.fuel, player.fuelMax (No cached snapshot) OR B) If you must cache, sync at a fixed interval: every 100ms: hudState = {...playerStats} and draw from hudState. Also ensure: * Any damage, fuel drain, regen modifies the SAME player object that HUD reads. Acceptance: * Taking damage immediately changes ARMOR/HULL bars that same moment. * Moving/draining fuel updates FUEL bar in real time. </syntaxhighlight> ==== 這個我超懂🤣 你現在要的不是「變簡單」,是「反應窗口」更像人類。 ==== ✅ 最穩的做法:加一個全局難度倍率表,不要到處改 magic number。 (不然你之後加新敵人又要重新找數字) ===== - 敵人移動速度 × 0.75 ===== * 敵人子彈速度 × 0.70 * 敵人射擊頻率 × 0.85(可選) * 同時保留 sectorLevel 成長,但「不要用速度成長」 → 改用 HP/數量/彈幕型態成長會更公平 ===== 貼 GEMINI: ===== <syntaxhighlight lang="text">Patch I / Difficulty tuning: slower enemy move + bullet speed Do NOT change map, UI layout, upgrades, or boss selection. Only adjust difficulty parameters to be more fair for human reaction time. 1) Create a single config object: const DIFF = { enemyMoveMul: 0.75, enemyBulletMul: 0.70, enemyFireRateMul: 0.85 // optional }; 2) Apply multipliers consistently: '' enemy movement speed ''= DIFF.enemyMoveMul '' enemy bullet velocity ''= DIFF.enemyBulletMul * enemy fire cooldown /= DIFF.enemyFireRateMul (or multiply cooldown, whichever your code uses) 3) Sector scaling: * Do NOT increase enemy move speed or bullet speed with sectorLevel. * Prefer scaling enemy HP and/or spawn count mildly per sector. Acceptance: * Enemies visibly move slower. * Bullets travel slower and are dodgeable. * Game feels fairer without breaking progression. </syntaxhighlight> ==== 先別急著上你那張白格林特 PNG(避免又觸發資產地雷)。 ==== 我建議先做「無資產上皮膚」兩步: # 程序 SD 機甲替身(白裝甲+藍眼罩+外框)→ 確保風格到位 # 再把你那張白格林特做成 data URL 內嵌 → 永遠不掉 這樣你就不會再看到 “LOAD ERROR” 🤝 ==== 你希望降難度是: ==== # 只降速度(移速+彈速) # 速度降一點 + 敵人數量也少一點(更明顯變輕鬆) 你回我 1 或 2,我就幫你把 Patch I 的倍率調到更符合你想要的手感 😈🎮
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