Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
freem
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Openai/694f5245-1110-800b-b182-7c2accd50046
(section)
Add languages
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==== 如果暫時挖不到 raw code,那就走考古法: ==== ===== 每次爆掉的錯誤訊息,其實就是「缺失符號索引」。你們一路遇過的關鍵缺口像: ===== * updateWeaponHUD * RARE_WEAPONS * updateUI * updateParticles * generateRoom * firePlayerWeapon * drawRepairStation * getWeaponStats …(這些就是“骨頭”) 👉 我們先把它們列成一張表:哪個檔案應該定義它、被誰呼叫、呼叫時需要哪些參數。 這張表一建立,省略再多也能補,因為我們知道「它應該做什麼」。 ===== 當某個函式被省略,我們先塞一個不會炸的版本,例如: ===== * updateUI():先空函式 + log * updateParticles():先讓粒子系統不更新也不崩 * getWeaponStats():先回傳一個預設武器數值 ✅ 目標是:先讓遊戲跑起來,再逐步把細節填回來。 (你已經體驗過:一次 patch 太多,土壤就爆了😵💫 所以我們要「一洞一洞補」。) ===== 省略最常發生在: ===== * 長資料表(例如 STRINGS、WEAPON_POOL、RARE_WEAPONS) * 長 switch/case * 長敵人定義(boss / turret / mine) * 長 UI 文案(opening / comms) 所以考古順序會是: # 資料表先補(因為很多錯是 undefined) # 核心循環再補(update/draw呼叫鏈) # 房間生成 & 戰鬥最後補(行為細節)
Summary:
Please note that all contributions to freem are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 (see
Freem:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)