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Openai/694f5245-1110-800b-b182-7c2accd50046
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==== 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>
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