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=== Assistant: 老闆先別把鍋甩給土壤🤣(雖然我懂你那個「耕太勤」的直覺) === 老闆先別把鍋甩給土壤🤣(雖然我懂你那個「耕太勤」的直覺) 但看這張錯誤畫面,我更想說:這不是地撐不住,是「UI 元件不存在還硬要寫」→ 直接把遊戲迴圈炸掉💥 你看最關鍵那行: : 意思超白話: 程式想要 <code>someElement.innerHTML = ...</code>,但 <code>someElement</code> 是 <code>null</code>(找不到 DOM 元件) 所以每一幀(gameLoop)都在撞牆,最後 loop crash。 ==== 你們最近剛做了「事件式對話」與「不在戰鬥中顯示訊息」對吧? ==== 那就很容易出現這種狀況: # 你把原本的 comms box 拿掉/改 id 但 renderComms() 還在找舊的 #commsBox(或類似 id) # 場景切換時 UI 先被清掉(innerHTML 重建) 但 gameLoop 還在跑,還在寫那個已經被移除的 DOM # Safe room / boss room 用不同 UI layout 某些房間根本沒有 comms 元件,但程式沒有 guard 這不是「GEMINI撐不住」——這是前端工程常見的 null reference 😂🔧 ==== 你現在需要的是: ==== 只要 comms DOM 不存在,就不要寫,不要 crash。 把這段當 Patch 丟給 GEMINI(非常有效)👇 <syntaxhighlight lang="text">Patch Fix / Prevent comms UI null crash (innerHTML on null) Bug: Loop crash: TypeError Cannot set properties of null (setting 'innerHTML') Stack: renderComms -> addComms -> update... -> gameLoop Fix requirements: 1) renderComms must NEVER assume the comms element exists. 2) If comms panel is removed (new event-dialogue design), comms should fallback to: * queue only (no DOM writes) OR * use the new dialogue UI when appropriate. 3) Must not crash the game loop under any UI state. Implementation: * In renderComms(): const el = document.getElementById("commsPanel"); // or the actual id if (!el) return; // critical guard * In addComms(line): push to commsQueue regardless call renderComms() only if element exists * If UI rebuilds on room transition: call createCommsPanelIfMissing() once after UI layout build OR disable comms rendering outside of SAFE_BRIEFING / REWARD_SELECT / PRE_BOSS_DIALOG / POST_BOSS_DIALOG states. Acceptance: * No more "innerHTML of null" crash. * Game loop continues even if comms panel is not present. </syntaxhighlight> : ==== 你看到的是「loop crash」,通常不是上下文爆炸,而是某一次改動造成 UI 結構不一致。 ==== ===== - 開始亂改一堆你沒要求的東西 ===== * patch 失憶、邏輯互相覆蓋 * 風格與架構大幅漂移 ===== - 精準指出一個函數 <code>renderComms</code> 在寫 null ===== * 堆疊清晰、錯誤可重現 => 這比較像「工程上的一個洞」而不是「模型崩潰」。 ==== 你已經快完成了,我們不要再大 patch 了,改用小針補洞: ==== # Patch 1:先止血(加 null guard) ✅ # Patch 2:整理 UI 元件 id(commsPanel / dialoguePanel) # Patch 3:把 comms 完全改成事件式(只在四個時機顯示) 每次只修一件事,GEMINI 才不會又把別的線扯斷。 ==== 你不用貼整份程式碼,只要跟我說: ==== * 你現在 comms 的 DOM id 叫什麼?(畫面左下角那個 box 的 id) * 新的對話框(SAFE briefing 那種)id 叫什麼? 如果你懶得查也沒關係:你直接把這張錯誤的 patch 丟給 GEMINI,讓它在 <code>renderComms()</code> 裡自動偵測所有可能 id(commsBox/commsPanel/messageBox)也行。 結論:不是地快撐不住,是你們快把它變成真正的遊戲了🤣💙 這種 bug 是「快接近完成期」才會遇到的那種工程小坑。修完這個,你就能回去加你最想要的: 📟 Safe briefing、Boss 互嗆、勝利結算、三選一誘惑卡片 😈
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