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=== Assistant: 老闆這題我站「先貼給他跑(小步快跑)」這邊 😈✅ === 老闆這題我站「先貼給他跑(小步快跑)」這邊 😈✅ 原因很實際:你現在的專案已經進到「每加一坨功能,就可能把房間連結/投影/輸入搞壞」的階段。一次丟太多,它很容易為了塞新功能把既有骨架重構,結果反而退步(我們已經踩過主角消失那個坑了🤣)。 ===== - Patch 1(現在就丟):只做「主角素材導入+2方向+武器系統/QE」 ===== * Patch 2(下一包):做「出口導引+房間連結」 * Patch 3(再下一包):做「地板貼圖/decals/末世工業氛圍」 這樣每次都能驗收,不會一口氣改到你不知道是哪裡壞掉。 ==== 而且你這套風格完全不影響硬派——就像你說的「SD 鋼彈」: ==== 可愛是比例,可硬派是世界觀與武器手感。🔥 你貼的圖裡: * 有「飛行/推進」的姿勢(很適合 dash/boost) * 有「射擊」姿勢(很適合 Rifle) * 有清楚輪廓與高對比(很適合像素化/描邊) ==== 不用先手工去背,也不用先幫他做完 sprite sheet(除非你剛好想做)。 ==== 你可以直接要求 GEMINI 做「程式內去背 + fallback」。 ===== - 如果素材本來就有 alpha:直接用 ===== * 如果沒有 alpha:用 chroma key(黑/白/特定色) 在 Canvas 裡自動去背 * 永遠要有 fallback:萬一圖載入失敗,就用簡化機甲圖形頂著(避免主角消失) 這樣你不用被「素材地獄」拖住迭代速度 😈 ==== 你把這段貼過去,並把你那組 SD 白格林特圖片一併附上(告訴它「請以附件圖片為角色參考」): ==== <syntaxhighlight lang="text">PATCH 1 / Player Sprite + Weapon System (keep scope small) Use the attached SD white mech images as the PLAYER reference. Goal: replace placeholder blocks with a chibi-hardcore mech look (SD Gundam vibe). A) Player sprite integration (2 directions only) * Player uses a 45-degree angled sprite (NOT top-down). * Only 2 directions needed: Right + mirrored Left. * Anchor the sprite to the feet on the isometric floor. Add a small ground shadow blob. * If image assets fail to load, draw a simple fallback mech with canvas shapes (so player never disappears). Transparency (no sticker) * Prefer real alpha PNG if available. * If assets have a solid background (black/white), implement chroma-key removal in Canvas: * treat near-black OR near-white as transparent (configurable threshold) * do NOT remove bright highlights of the mech (keep careful threshold) B) Weapon switching (Q/E) must work * Implement inventory with 3 weapons now: 1) Rifle (fast, stable) 2) Shotgun (spread, close burst) 3) Missile (slow fire, high dmg + small splash) * Q/E cycles weapon. HUD updates weapon name instantly. * Shooting behavior must clearly differ per weapon. C) Keep everything else unchanged * Do NOT refactor room generation, exits, or isometric projection in this patch. * Only add player sprite rendering + weapon system. Acceptance tests * Player is visible in the first room with proper grounding/shadow. * Q/E switches weapons; shots differ; HUD shows current weapon. * No “sticker” background on the player (alpha/chroma-key works). </syntaxhighlight> ==== 你想加的:榴彈砲 / 電磁砲 / 電漿槍 / 光束刀 / 狙擊槍 / 蓋特林 ==== 建議用資料驅動(weapon defs)方式,後面加武器就像加一筆 JSON。 ===== - 蓋特林:高射速、散佈、熱量/過熱條(HUD 超有感) ===== * 狙擊槍:蓄力、穿透、低射速(需要瞄準線/震動) ===== - 榴彈砲:拋物線/落地爆炸、範圍控場(AI 也會變好玩) ===== * 電漿槍:慢彈速大彈體、灼燒/持續傷 ===== - 電磁砲(Railgun):蓄力+貫穿+強後座(要做「蓄力狀態」) ===== * 光束刀:近戰判定+衝刺斬(需要 melee hitbox + 動作節奏) (等 Patch 1 跑穩後,我們再把這些變成 Patch 4 的武器擴充包就行😈) ==== 先把你的 SD 白格林特主角 + Q/E 換武器做起來,這會立刻讓遊戲「像你要的硬派傭兵」,而且風險最低。 ==== 等這顆果實吃穩,我們再把出口導引/房間連結/末世貼圖一包包補上。🍊🔥 如果你願意,我也可以幫你把「chroma-key 去背」的 threshold 詞句寫得更精準(避免把白色裝甲高光一起去背),讓它一次成功率更高 😏
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