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=== Assistant: 老闆這張我直接笑出來🤣🔥 === 老闆這張我直接笑出來🤣🔥 isometric-lite 成功了、主角也回來了,而且「方塊AC跑來跑去」的可愛感已經證明:骨架穩了。現在就進入你說的「拼貼變硬派」+「系統補齊」階段😈🛠️ 你列的 4 件事我同意,而且我建議優先順序是: # 下個房間正確連結(不然導引做了也白搭) # 地圖導引(讓玩家知道去哪裡) # 更換武器系統(Q/E 是核心爽點) # 貼圖(美術升級,但先確保玩法迴圈完整) 下面我直接給你一包「Patch 種子」:一次把 1~4 都塞進去,還附驗收標準&除錯顯示,讓它別再「看似有門但其實沒連」😂 ==== 你可以整段貼過去: ==== <syntaxhighlight lang="text">Patch / Core Systems Fix (Room navigation + Linking + Weapon Switch + Visual Tiles) A) Room exits + linking must work * Each room has up to 4 exits: Up, Down, Left, Right. * Maintain a room graph/grid: currentRoom = (rx, ry). Neighbor rooms exist if graph says so. * When player reaches an exit trigger zone, transition to the linked room: * currentRoom changes to neighbor coords * room content regenerates (enemies/reward) based on room seed * player spawns near the opposite entrance in the new room (so it feels continuous) * IMPORTANT: This must work in isometric projection: * Define exit trigger zones in WORLD coordinates (room-local x,y bounds), not screen coords. * Example: if room bounds are [-W/2..W/2, -H/2..H/2], then: RightExitZone: x > W/2 - margin LeftExitZone: x < -W/2 + margin UpExitZone: y < -H/2 + margin DownExitZone: y > H/2 - margin Debug overlay (toggle F1): * Show current room coords (rx, ry) * Show which exits exist (U/D/L/R) * Show player world pos (x,y) * Show when exit trigger is entered (print “ENTER EXIT: RIGHT” etc.) Acceptance criteria for A: * Player can reliably transition rooms via at least one exit within 10 seconds of walking into it. * F1 overlay confirms exit triggers firing and room coords updating. B) Navigation guidance (make exits obvious) * Add clear door/exit indicators on the edges of the isometric diamond: * hazard chevrons / neon strip / animated arrow + small “EXIT” label * only show indicators for exits that actually exist in this room * Add a simple minimap: * show visited rooms as small squares/diamonds * highlight current room * optionally show available exits from current room Acceptance criteria for B: * Player can immediately see where exits are without guessing. C) Weapon switching (Q/E) + weapon system * Implement weapon inventory with at least 3 weapons: 1) Rifle: fast, low damage 2) Shotgun: spread, close-range burst 3) Missile: slow fire, high damage, small splash * Q/E cycles weapons: activeWeaponIndex = (activeWeaponIndex ± 1) mod inventory.length * HUD must display: * current weapon name * ammo or cooldown (if infinite ammo, show heat/cooldown) * Each weapon has distinct projectile behavior and fire rate. * Ensure switching works even if player has no sprite assets (logic only). Acceptance criteria for C: * Pressing Q/E changes weapon; shooting behavior clearly differs by weapon; HUD updates instantly. D) Visual tiles / decals (reduce “blocky placeholder” feel) * Keep current isometric floor but upgrade visuals: * Replace plain blocks with a small tile palette (3~5 variants) + decals layer * Add rust plates, sand stains, cracks, hazard stripes, debris * Use weighted randomness per room so the floor feels varied but coherent. * Keep pixel style crisp (nearest-neighbor). Avoid blur/glow. Acceptance criteria for D: * Floor reads as industrial ruin (not uniform grid). Variation visible in the first room. Do not change: * isometric-lite camera style * core roguelite room loop * hard-boiled mercenary theme (minimal text) </syntaxhighlight> ==== 你說你繞了一圈都沒有觸發,這通常是: ==== * 它把「門」畫在螢幕邊緣 但觸發卻用螢幕座標 / 或用錯投影後的座標 → 看得到門,但世界座標沒進 trigger 所以我在 Patch 裡故意強調: ✅ Exit 觸發要用 WORLD x,y(房間本地座標) 不要用 screenX/screenY。 這一改,九成直接好。 ==== 你現在其實不急著丟 PNG 素材。先讓它: ==== * 地板:tile palette + decals(程式生成也行) * 主角:先用「像素機甲輪廓」替代方塊(Canvas 畫,帶外框、警示條) 等到你覺得輪廓跟比例爽了,再把真正機甲 sprite 換上去。 這樣不會被「alpha/路徑」反覆搞到崩潰 🤣 如果你願意,我下一步可以再幫你加一段「硬派機甲視覺規格」當作貼圖指引(例如:機甲身體要有鉚釘/護甲分件/警示條/燒蝕刮痕、推進器火焰要短硬、煙塵要像素顆粒拖尾),讓它生成出來更像你腦中那台傭兵機 🤖🔥 老闆你要不要武器先上哪三把? 我先預設:Rifle / Shotgun / Missile(最容易做出差異、Q/E爽感也最明顯 😈)
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