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=== Assistant: 收到老闆📚✅ 這張我們先「封存進圖書館」:第二輪果實紀錄:HUD/噪點氛圍有了,但主角缺席+等角沒長出來(典型的「土壤吸收了部分肥料,但有兩包肥料根本沒下到田裡」🤣) === 收到老闆📚✅ 這張我們先「封存進圖書館」:第二輪果實紀錄:HUD/噪點氛圍有了,但主角缺席+等角沒長出來(典型的「土壤吸收了部分肥料,但有兩包肥料根本沒下到田裡」🤣) 然後你這個 ORZ 我超懂——主角機不見跟地板沒變 isometric,通常不是你種錯方向,而是這次「生成時的工程路徑」走偏了。下面我用最務實的方式拆給你:為什麼會發生、要不要你提供素材、以及你該丟給 GEMINI 的補丁種子。 ==== 你不用全查,直接用「補丁」一口氣把它們堵掉就好😈 ==== # 圖片載入失敗 / 路徑錯 GEMINI 如果用外部 asset(或 base64 沒貼好),image.onload 沒觸發 → 角色不畫。 # 角色其實在,但被畫在畫面外(鏡頭/座標偏移) spawn 位置、camera offset、縮放比一改,很容易一出生就在視窗外。 # 角色有畫,但被地板/遮罩蓋住(draw order / depth sort) 尤其你要做 isometric-lite 時,一個排序沒處理就直接「被地板壓扁消失」。 # 角色 alpha=0 / chroma key 把整個角色當透明 如果你叫它做綠幕/黑幕去背,有時候 key color 設錯範圍,整張都被判透明。 # 角色太小/顏色太接近背景 你現在這張地板又暗又顆粒,角色如果是黑灰系小小一顆,就像隱形😂 # 更新迴圈 early return(某個判斷失敗就跳出) 例如 if (!assetsReady) return; 然後 assets 永遠不 ready。 ✅ 結論:這不是你一定要提供圖片,而是你要逼它「就算沒圖片也要畫得出主角」。 所以我們下一輪要加「Fallback 角色渲染」和「Debug Overlay」當保險絲。 ==== 你現在的目標其實是:玩法 + 視角語法先穩定。 ==== 如果你現在丟一堆素材去背,會變成: * 它又花力氣處理 asset pipeline * 任何一張漏 alpha 就又變貼紙/消失 * 你會被「素材地獄」拖住迭代速度 ===== 先讓它“完全不依賴圖片”也能渲染出: ===== * 45°機甲(用 Canvas 程式畫:菱形身體+炮管+外框) * 敵人(同風格簡化) * 地板(isometric diamond tiles + decals) 等到你滿意整體手感 & 視角,再把你真正想要的機甲 sprite 做成 alpha PNG 丟進去替換。 (這樣你只替換「表皮」,骨架不會再倒。) ==== 這個更直白:它這次很可能根本沒採用你那段“投影渲染規則”,或是採用了但效果太弱(仍像 top-down)。 ==== 要強制 isometric-lite,你得在種子裡寫死一句: : 只要這句寫進去,它就很難裝傻 😂 ==== 老闆你可以直接貼👇(這段是我專門針對你現在這張圖的症狀寫的) ==== <syntaxhighlight lang="text">Patch / Critical Fix (Player visibility + Isometric floor must appear): 1) Player must ALWAYS be visible (no missing hero): * Spawn player at the CENTER of the current room by default. * Add a fallback render: if sprite/image fails to load, draw the player as a simple pixel-isometric mech (diamond body + outline) using Canvas shapes. * Add on-screen DEBUG overlay (toggle with F1): * show player world position (x,y) * show camera offset * show “assets loaded: OK/FAIL” * draw a bright crosshair at the player’s computed screen position * Never early-return the whole render loop due to missing assets; render fallback instead. 2) Force isometric-lite floor rendering (NOT top-down): * Render floor tiles as DIAMOND tiles using an isometric projection. * Use clear diamond grid so it visually reads as isometric at a glance. * Add floor variation: sand patches, cracked plates, hazard stripes, debris decals. * Depth sorting: draw floor first, then units, then effects, then HUD. 3) Visual grounding: * Always draw a small ground shadow blob under the player/enemies. * Ensure units are not the same darkness as the floor (increase outline contrast). Acceptance criteria: * Player is visible within 1 second after starting the game (even if no image assets exist). * Floor visually reads as isometric diamond tiles (not a square grid). * F1 debug overlay confirms player position and asset load status. </syntaxhighlight> ==== 請 GEMINI 加 F1 Debug Overlay 後,你按一下: ==== * 如果顯示 assets FAIL → 就是圖片路徑/載入問題(但 fallback 仍應顯示玩家) * 如果顯示玩家座標,但十字準星在畫面外 → 就是 camera/spawn 問題 * 如果十字準星在畫面內但玩家沒出現 → 就是 draw order / alpha / 被蓋住 這樣你就不用猜、不用 ORZ 盲修了😈🧠 如果你願意,我也可以幫你把「45°機甲的 fallback 外觀規格」寫得更帥(像異星工廠那種粗獷工業機甲:鉚釘、警示條、沙塵刮痕),讓它即使沒素材也好看🔥 老闆要不要我順便把「煙塵+推進火焰」也寫成同一個 Patch?(一次把視覺風格拉到位)
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