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Openai/694f5245-1110-800b-b182-7c2accd50046
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=== Assistant: 啊靠,帥不過三秒這句太真了🤣💥 === 啊靠,帥不過三秒這句太真了🤣💥 不過這個錯也很「工程味」:它不是世界觀的鍋,是 某個陣列/清單還沒初始化就被拿來 <code>[0]</code> 了。 畫面寫的是: : 也就是:draw() 裡面有東西像 something[0],但 something 是 undefined。 ==== 你剛加了開場畫面 → 通常會新增一個狀態: ==== * uiState = OPENING * 在 opening 期間 不應該跑 gameplay 的 draw 或 game data 但現在看起來:gameLoop 還在跑原本的 draw,結果它要畫地圖/敵人/投射物,其中一個清單還沒建好。 常見踩雷點(任一個都會出現 reading '0'): * rooms[0] / currentRoom.tiles[0] * enemies[0](但 enemies 尚未 spawn) * projectiles[0](清空或未建立) * map[0] / grid[0](room 還沒生成) * sprites[0](素材尚未 load 或列表尚未建立) ==== 你要 GEMINI 做的是:在 OPENING 狀態時,gameLoop 只畫 opening,不碰 room/enemy/grid。 ==== 把這段 patch 丟給 GEMINI(超關鍵)👇 <syntaxhighlight lang="text">Patch S / Fix crash after Opening: guard draw() by uiState + safe arrays Bug: After adding Opening, game crashes in gameLoop: TypeError: Cannot read properties of undefined (reading '0') Stack: draw() -> gameLoop() Fix: 1) When uiState === "OPENING", do NOT call gameplay draw/update that depends on room/enemy/projectile arrays. Only render the opening screen. 2) Add defensive checks in drawGameplay(): * if (!currentRoom || !currentRoom.tiles || !currentRoom.tiles.length) return; * if (!Array.isArray(enemies)) enemies = []; * if (!Array.isArray(projectiles)) projectiles = []; 3) Ensure initialization order: * initGameData() runs BEFORE switching to COMBAT/SAFE room state. * Opening should switch to MENU or SAFE_BRIEFING only after initGameData() is done. Example structure: function gameLoop() { if (uiState === "OPENING") { drawOpening(); requestAnimationFrame(gameLoop); return; } updateGameplay(); drawGameplay(); requestAnimationFrame(gameLoop); } Acceptance: * Opening plays and can be skipped. * No crash during opening. * After opening, the first room loads normally. </syntaxhighlight> ==== 因為如果爆在 update,通常是邏輯變數; ==== 爆在 draw,幾乎就是「畫面要畫某個列表的第 0 個元素」,但那個列表還沒建立。 所以你現在的目標是兩個字:短路 + 防呆。 ==== 如果 GEMINI 找不到是哪個 array,你可以叫它在 draw 開頭加: ==== <syntaxhighlight lang="js">console.log("draw", {uiState, currentRoom, enemiesLen: enemies?.length, projLen: projectiles?.length}); </syntaxhighlight> 或更狠一點:在 draw 爆的那行前面印出那個變數是不是 undefined。 但我猜你不想挖太深,我們就用 Patch S 直接把開場和遊戲 loop 拆乾淨就行😈 ==== 1. 只修開場 crash(Patch S) ==== # 成功後才加:中文化 / 選機體 # 最後才做美術 不要一口氣塞三個 patch,不然又會「帥不過三秒」🤣 你丟完 Patch S 給 GEMINI 之後,如果它還爆: 你把它顯示的 draw 那一行前後 10 行貼給我,我就可以直接幫你判斷是哪個清單在 [0] 上炸掉。
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