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Openai/694f5245-1110-800b-b182-7c2accd50046
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=== Assistant: 老闆你這個改法超正確😈🤝 === 老闆你這個改法超正確😈🤝 你等於把「通訊」從即時跑馬燈改成儀式化事件演出:玩家該專心躲子彈的時候就別逼他讀字;該喘氣、領獎、進劇情的時候再把台詞端上來。這會直接把質感拉到“真正遊戲”的層級 🎮✨ 而你說的抖動也很合理:現在 message box 很可能在每幀或每次輸入都 re-render / 追加訊息,導致 DOM 反覆更新或 canvas text 反覆重置,看起來就像一直抖。 ==== 我們把通訊拆成 4 種「固定觸發點」,每種用不同 UI 呈現: ==== ===== - 進 SAFE ROOM → 彈出對話框 ===== * 玩家按【Space/Enter】逐句播放 * 播放完才解除控制(可移動) * 這是你的「任務簡報」+「企業壓迫」核心輸出區 ===== - Stage Clear banner 1 秒後 → 進 Reward Select ===== * Reward UI 底下顯示一段短通訊(例如「合約條款確認」、「請選擇回收品」) * 你已經有 confirm box,這裡就只當氣氛文字,不搶操作 ===== - 進 Boss Room 先進 PRE-BOSS DIALOG ===== * 播放 2~4 句互嗆 * 結束後才開始 Boss(也順便當作你之前的“進房緩衝”) ===== - Boss 死亡 → 跳「做得好..傭兵..」 ===== * 按確認後才顯示 Boss 的三選一獎勵 ==== 這包會一次把抖動根治,並落地你要的 4 個觸發點: ==== <syntaxhighlight lang="text">Patch N / Event-driven dialogues (no jitter), RPG-style briefings Do NOT change combat math, enemies, rooms, weapons, or rewards logic. Only refactor comms into event-triggered dialogue panels and stop per-frame message updates. 1) Replace scrolling message box with Dialogue System: * dialogue = { active:false, lines:[], index:0, onFinish:null, lockInput:true/false } * Show a modal dialogue panel when dialogue.active = true * Advance with Space/Enter; Esc skips (optional) 2) Add a UI state machine for narrative moments: * uiState can include: SAFE_BRIEFING, COMBAT, CLEAR_BANNER, REWARD_SELECT, REWARD_CONFIRM, PRE_BOSS_DIALOG, BOSS_FIGHT, POST_BOSS_DIALOG, BOSS_REWARD 3) Trigger points: A) On entering SAFE room: * uiState = SAFE_BRIEFING * dialogue.lockInput = true * After dialogue finishes -> uiState = SAFE_FREE (normal movement allowed) B) On room clear (normal combat room): * Keep your 1s "STAGE CLEAR" * Then uiState = REWARD_SELECT * Display a small message box under the reward cards (non-modal, no jitter): one short line only. C) On entering BOSS room: * uiState = PRE_BOSS_DIALOG * dialogue.lockInput = true * After dialogue finishes -> start boss fight (uiState = BOSS_FIGHT) D) On boss defeated: * uiState = POST_BOSS_DIALOG * dialogue.lockInput = true * After dialogue finishes -> uiState = BOSS_REWARD (show reward cards) 4) Anti-jitter rule: * Never update/append dialogue text inside the main render loop. * Only update dialogue state on event triggers or when player presses Space/Enter. Acceptance: * Dialogue boxes do not jitter or flicker. * Player is not forced to read during active combat. * Safe room briefing and boss pre/post dialogues pause gameplay until acknowledged. </syntaxhighlight> ==== ### ==== * CONTROL:「傭兵,醒著就動起來。」 * CONTRACT:「合約已生效。拒絕選項未包含在內。」 * CONTROL:「拿下據點。你回來前,別想結算。」 * CONTRACT:「履約完成後將解除追償風險。」 ===== - CONTROL:「區域清空。」 ===== * CONTRACT:「回收窗口開啟。請選擇你的報酬。」 ===== - CONTROL:「重訊號…是它。」 ===== * CONTRACT:「優先目標已授權。死亡不影響付款。」 * CONTROL:「傭兵,別丟臉。」 (若有 Boss 型別,插入一句) * CONTROL:「代號:GRAVEHOUND。它會追你到死。」 ===== - CONTROL:「做得好,傭兵。」 ===== * CONTRACT:「合約條件達成。報酬釋放。」 * CONTROL:「選你的升級,然後繼續。」 你這套做完之後,整個遊戲的「閱讀節奏」會很像 AC: 簡報(鎖定)→ 戰鬥(專注)→ 清房(喘氣領獎)→ 王前互嗆(儀式感)→ 王後結算(冷酷獎勵) 😈📟 如果你願意,我下一步可以把三種 Boss 的互嗆台詞也各寫 2~3 句,完全貼合砲塔/追擊/母機的性格,讓玩家一看到對話就知道「這場會怎麼打」。
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