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Openai/694f5245-1110-800b-b182-7c2accd50046
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=== Assistant: 哈哈哈抓到了!!這爆得超漂亮🤣💥 === 哈哈哈抓到了!!這爆得超漂亮🤣💥 錯誤訊息已經把兇手名字寫在額頭上: : 所以不是座標、不是敵人、不是地圖。 是它在某次 patch 把 updateWeaponHUD() 這個函式「改名/刪掉/搬家」了,但 init 還在呼叫它,導致一開始就 throw,整個 loop 死亡。 ✅ 這種修法超簡單,而且可以做得很“抗回歸”。 ==== 你直接貼 GEMINI 這段(一樣是小包、只修一個點): ==== <syntaxhighlight lang="text">HOTFIX / updateWeaponHUD is not defined Do NOT change gameplay, map, enemies, or rendering. Only fix the initialization crash. 1) Ensure a function named updateWeaponHUD exists. * If you already have a function that updates weapon UI, alias it: window.updateWeaponHUD = existingFunctionName; 2) If no weapon HUD update function exists, implement a minimal one: * It should update the 3 weapon cards (RIFLE / SHOTGUN / MISSILE) active state * It should update bottom-right weapon label text (e.g. "SHOTGUN ACTIVE") * It should be safe to call even if UI elements are missing: * use null checks and return gracefully 3) Replace direct calls with safe-call: * Instead of updateWeaponHUD(), do: if (typeof updateWeaponHUD === "function") updateWeaponHUD(); Acceptance: * Game boots without “INIT FAILED”. * Weapon switching Q/E still updates HUD correctly. </syntaxhighlight> ==== 這通常是 GEMINI 在合併 patch 時做了其中一件事: ==== * 把 updateWeaponHUD 改成 renderWeaponHUD / refreshWeaponUI * 或把它包進某個物件(例如 ui.updateWeaponHUD),但 init 沒跟著改 * 或重構時把 HUD 更新散落在別的地方,忘了保留舊入口 所以我們這次用 alias + safe-call: 就算它以後又改名,也不會再把遊戲炸到開不了😈🧷 ==== 你看我們現在每次都用「微型補丁」把錯誤釘死: ==== * 黑屏 → 找到真錯誤 * 真錯誤 → 一刀切掉 這樣就不會回到以前那種「耕太勤 → 全田崩」😂🌾 老闆你把這段 hotfix 貼過去,它應該立刻就能重新畫出地圖和主角。 接著我們再回到 Patch A:敵人生成 + 扣血(那時候就不會黑屏了)🔥
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