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Openai/694f5245-1110-800b-b182-7c2accd50046
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==== ### ==== ✅ 你猜得很準:八成是 exit 觸發區域的座標系仍用 top-down 或 screen coords,轉 isometric 後位置/範圍全錯。 所以要逼它: * 觸發區域用 WORLD (room-local x,y) bounds * 邊界 margin 加大(先做大、驗證能進,再縮小) 另外「沒有方向導引」就順便: * 只有該方向真的有鄰房,才畫 EXIT 指示(不畫假門) ===== 這是經典:spriteFlip 的判斷跟 “aimX / mouseX” 在投影後搞混。 ===== 最穩的做法是: * 不管 isometric 投影,朝向判斷一律看 playerWorldX vs aimWorldX * 或看「輸入的 moveX」:moveX < 0 → faceLeft ===== 這是 chroma key threshold 太兇,把機甲的白/灰高光一起當背景切掉了😂 ===== 要修的關鍵是: * 用「近黑去背」而不是「近白去背」 * 或改成只對特定 key color(例如 #00FF00)去背 * 加一個 threshold slider/常數(先保守:小一點) 你這張看起來像:把亮部/白色也被判透明 → 所以剩下深色線條,看起來像玻璃。🧊
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