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Openai/694f5245-1110-800b-b182-7c2accd50046
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==== 老闆你可以直接把這段丟給 GEMINI(這包會把 T-POSE 消掉,順便把敵人變成可看的東西): ==== <syntaxhighlight lang="text">PATCH 3 / Animations + Enemy Sprites + Boost VFX (keep room/exits/weapons unchanged) A) Fix player T-pose by adding a minimal animation state machine * States: IDLE, MOVE, SHOOT, BOOST * Use time-based animation frames: * IDLE: 1~2 frames (optional) * MOVE: 4 frames loop * SHOOT: 1 frame (can reuse idle frame) + muzzle flash effect * BOOST: 1 frame (can reuse move frame) + stronger thruster flame + dust trail * Facing: left/right only (mirror). * If sprite frames are missing, fallback to a non-Tpose static “idle” frame. B) Player sprite slicing / frame handling * If using a sprite sheet, define explicit frame rectangles (do not guess). * Provide a simple config object: playerFrames = { idle:[...], move:[...], boost:[...], shoot:[...] } * Ensure anchor at feet stays consistent across frames. C) Enemy visuals (remove block enemies) * Replace placeholder squares with simple pixel sprites (either: 1) small SD mech drone sprite drawn on canvas, OR 2) image-based sprite with alpha/chroma-key support) * Minimum enemy types to implement now: * Rusher (melee dash) * Shooter (rifle) * Enemies also only need left/right mirroring. D) Boost VFX (hardcore SD feel) * When moving fast / boosting: * thruster flame (pixel-crisp, short) * dust particles trail (pixel grain) scaled with speed * Add small ground shadow blob for enemies too. Do NOT change: * Room transition logic, exit indicators, minimap, weapon switching (already working). Acceptance criteria: * Player no longer appears in T-pose; shows idle/move frames. * Enemies are no longer plain squares; they have consistent sprites. * Boost shows visible flame + dust trail. </syntaxhighlight>
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