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Openai/694f5245-1110-800b-b182-7c2accd50046
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==== 你可以整段貼過去: ==== <syntaxhighlight lang="text">Patch / Core Systems Fix (Room navigation + Linking + Weapon Switch + Visual Tiles) A) Room exits + linking must work * Each room has up to 4 exits: Up, Down, Left, Right. * Maintain a room graph/grid: currentRoom = (rx, ry). Neighbor rooms exist if graph says so. * When player reaches an exit trigger zone, transition to the linked room: * currentRoom changes to neighbor coords * room content regenerates (enemies/reward) based on room seed * player spawns near the opposite entrance in the new room (so it feels continuous) * IMPORTANT: This must work in isometric projection: * Define exit trigger zones in WORLD coordinates (room-local x,y bounds), not screen coords. * Example: if room bounds are [-W/2..W/2, -H/2..H/2], then: RightExitZone: x > W/2 - margin LeftExitZone: x < -W/2 + margin UpExitZone: y < -H/2 + margin DownExitZone: y > H/2 - margin Debug overlay (toggle F1): * Show current room coords (rx, ry) * Show which exits exist (U/D/L/R) * Show player world pos (x,y) * Show when exit trigger is entered (print “ENTER EXIT: RIGHT” etc.) Acceptance criteria for A: * Player can reliably transition rooms via at least one exit within 10 seconds of walking into it. * F1 overlay confirms exit triggers firing and room coords updating. B) Navigation guidance (make exits obvious) * Add clear door/exit indicators on the edges of the isometric diamond: * hazard chevrons / neon strip / animated arrow + small “EXIT” label * only show indicators for exits that actually exist in this room * Add a simple minimap: * show visited rooms as small squares/diamonds * highlight current room * optionally show available exits from current room Acceptance criteria for B: * Player can immediately see where exits are without guessing. C) Weapon switching (Q/E) + weapon system * Implement weapon inventory with at least 3 weapons: 1) Rifle: fast, low damage 2) Shotgun: spread, close-range burst 3) Missile: slow fire, high damage, small splash * Q/E cycles weapons: activeWeaponIndex = (activeWeaponIndex ± 1) mod inventory.length * HUD must display: * current weapon name * ammo or cooldown (if infinite ammo, show heat/cooldown) * Each weapon has distinct projectile behavior and fire rate. * Ensure switching works even if player has no sprite assets (logic only). Acceptance criteria for C: * Pressing Q/E changes weapon; shooting behavior clearly differs by weapon; HUD updates instantly. D) Visual tiles / decals (reduce “blocky placeholder” feel) * Keep current isometric floor but upgrade visuals: * Replace plain blocks with a small tile palette (3~5 variants) + decals layer * Add rust plates, sand stains, cracks, hazard stripes, debris * Use weighted randomness per room so the floor feels varied but coherent. * Keep pixel style crisp (nearest-neighbor). Avoid blur/glow. Acceptance criteria for D: * Floor reads as industrial ruin (not uniform grid). Variation visible in the first room. Do not change: * isometric-lite camera style * core roguelite room loop * hard-boiled mercenary theme (minimal text) </syntaxhighlight>
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