diff --git a/.gitignore b/.gitignore index ffec154d..640a98b4 100644 --- a/.gitignore +++ b/.gitignore @@ -42,3 +42,8 @@ Thumbs.db artwork/** !artwork/**/*.md !artwork/**/ + +# === 游戏包美术素材(2026-09-29 裁定维持:素材不入 git,运行时资源本地生成不入库)=== +game/assets/art/** +!game/assets/art/**/*.md +!game/assets/art/**/ diff --git a/design/art/art-status-checklist.md b/design/art/art-status-checklist.md index 2e57c812..1f864a80 100644 --- a/design/art/art-status-checklist.md +++ b/design/art/art-status-checklist.md @@ -17,8 +17,8 @@ | 素材 | 状态 | 需求文档 | |---|---|---| -| 主角战斗小人(待机/攻击/受击三态) | ◐ 棋盘待机/移动两帧+B区立绘已接(2026-09-26 台账 158-162,1.5×/脚锚25%/椭圆影在役);攻击=挥铲三帧已接(归挖掘特效非战斗攻击态);受击态未出 | [character-design](character-design.md) + [comfyui-prompts](comfyui-prompts.md) §2 | -| 八敌种形象(L2 熊地精=bugbear 复用,不单列) | ⬜ | [art-bible](art-bible.md) §5 + [comfyui-prompts](comfyui-prompts.md) §3 | +| 主角战斗小人(待机/攻击/受击三态) | ✅ B区站桩三态全接(2026-09-29 迭代 6 T3:normal/attack/hit 48px 档入包+挂事件切换+结算回 idle,短驻自回;棋盘 1.5×/脚锚25%/椭圆影在役不变;hit 态源=new-hit.pxo 已程序导出) | [character-design](character-design.md) + [comfyui-prompts](comfyui-prompts.md) §2 | +| 八敌种形象(L2 熊地精=bugbear 复用,不单列) | ✅ B区站桩八敌真图服役(2026-09-29 迭代 6 T1/T2:pixel-1 源→48px 档统一比例/底中锚/众数投票降采样,character_enemy_<键>.png 按常量入位,字形回退退役为缺位兜底;素材不入 git 本地在盘) | [art-bible](art-bible.md) §5 + [comfyui-prompts](comfyui-prompts.md) §3 | | 意图准备动画三档 | ◐ | [art-bible](art-bible.md) §4.6.4 | ## P2 图标与格面(可与样张并行) diff --git a/design/gdd/06-待办清单.md b/design/gdd/06-待办清单.md index 1761c00d..1611947d 100644 --- a/design/gdd/06-待办清单.md +++ b/design/gdd/06-待办清单.md @@ -373,7 +373,7 @@ **归属**:战斗屏胜利结算批(GP 增量+总量呈现接线——battle.md 域)/ 关卡画面 UX 批(GP 常驻总量)/ 钥石侧已全部承载(大奖励屏 + 冒险总结结算 + 营地,无剩余) -**状态**:部分收口——2026-09-27 用户拍板归属冲突收口 + 钥石三处承载确认;剩 = 战斗胜利结算 GP 呈现实装 + 关卡画面 GP 常驻,均纯呈现接线 +**状态**:部分收口——2026-09-27 用户拍板归属冲突收口 + 钥石三处承载确认;剩 = 关卡画面 GP 常驻(纯呈现,归关卡画面批)。**2026-09-29 迭代 6 T7 批注记**:冒险终局面板补「本局 GP 入账 · 合计 N」(adventure_finished 收束清零前呈现侧影子账取值,零核心触碰)——「战斗结算画面」双形态(单场战斗胜利总结〔M-1 迭代 2 T5 已接〕/冒险终局面板〔本批〕)均已承载 GP,本条剩余实装面只剩关卡画面常驻 #### 节点奖励屏 UX spec(随魔法道具内容重定批交付,2026-09-27 登记) diff --git a/design/qa/m3-iter6-exit-checklist-2026-09-29.md b/design/qa/m3-iter6-exit-checklist-2026-09-29.md new file mode 100644 index 00000000..b952565d --- /dev/null +++ b/design/qa/m3-iter6-exit-checklist-2026-09-29.md @@ -0,0 +1,46 @@ +# M-3 迭代 6「战斗演出完善」出口人闸检查单(2026-09-29) + +> 定位:迭代 6 出口闸 = 用户实机目检(计划书 §9 U2)。代码面 T0-T8 已全落并过重闸(台账 247-255), +> 本单交付目检项与代拍板追认项——**逐项可勾,全过 = 迭代 6 出口**(M-3 里程碑不动,出口序列不变: +> 迭代 7 魔法道具+元进度标定 → 迭代 8 续玩断点+设置面+打磨包 → 迭代 9 Alpha 验收)。 +> 实机入口:开始菜单 → 开始冒险(建议种子任选;变异角标建议多挖几格观察)。 + +## 一、战斗演出专项目检(八项) + +| # | 目检项 | 操作路径 | 过闸判据 | 勾选 | +|---|---|---|---|---| +| 1 | 八敌立绘服役 | 打到任一战斗(或调试两层),看敌方站桩 | 八敌种各显真像素图(非「敌」字形),左/正面朝向主角,无变形糊边 | ☐ | +| 2 | 敌立绘体量梯度 | 同屏多敌战斗(杂鱼×2+精英 或 Boss 战) | 大体量敌(食人魔酋长/蛛化卓尔/灰矮人石君王)明显大于小体量敌(地精/钩爪恐魔),脚底同接地线 | ☐ | +| 3 | 主角三态切换 | 同一场战斗看全程 | 主角攻击瞬间→attack 态(挥铲姿势)≈0.35s 回 normal;主角被打→hit 态闪现;战斗结束回 normal | ☐ | +| 4 | 命中打击特效 | 我方开格命中敌方 | 弹道到达瞬间:敌方站桩白光一闪+六枚亮金火花放射;随后血条递减;击杀时灰化+摇摆+碎块 | ☐ | +| 5 | 主角受击+死亡 | 敌方行动回合(让敌人打你) | 敌→主角方向出现 ⚔ 红色弹道;到达瞬间主角白光+火花;主角倒下时灰化塌陷与敌方同规格(残位不消失);下一场战斗主角复活正常 | ☐ | +| 6 | flat_damage 变异角标 | 带荆棘/岩浆/落石变异的未开格 | 未开格左下角有危险红小三角;挖开后三角消失;「?」遮蔽格(矿尘)呈现不回退 | ☐ | +| 7 | 终局回看修复 | 通关或失败后终局面板 → 点「明细回看」 | 回看层正常打开可滚动可关闭(不再被终局面板挡死);关闭后回到终局面板 | ☐ | +| 8 | 冒险终局 GP 行 | 冒险**通关**(失败侧按口径不显示) | 终局面板判词下方金色一行「本局 GP 入账 · 合计 N」,N 与局内商店/战斗累计一致 | ☐ | + +## 二、代拍板追认清单(五项——超/贴白名单边界的自裁量,逐项表态) + +| # | 事项 | 裁量内容 | 依据/代价 | 表态 | +|---|---|---|---|---| +| a | 敌 48px 档统一比例 | 八敌统一缩放系数(最大体量归 48 高),不逐敌拉满 | 保「体量=威胁」语义(与退役字形 ▂▆█ 同构);代价=小体量敌站桩显示仅 40-46px 高 | 追认 ☐ / 改逐敌拉满 ☐ | +| b | 降采样=块内众数投票 | 弃 NEAREST 直缩(0.25× 下糊,goblin A/B 实证),改块内众数(零插值:输出色 ⊆ 源色板,机检证) | NEAREST 只保留在无损域;「NEAREST 零插值」契约按零插值口径履行 | 追认 ☐ / 回 NEAREST ☐ | +| c | 变异标记=程序化角标 | 「变异纹理/角标二选一」择角标:左下角危险红三角 0.28 格边(tex_mutation 纹带槽留给变异纹带六型自产批) | 危险红=「开此格有代价」语义位(与雷族同源);零新素材成本 | 追认 ☐ / 出纹理 ☐ | +| d | 伤害飘字=不做 | 卡④子项代拍板:血条已有「当前/最大」即时数字面,飘字=同一伤害第二呈现(触 UI 禁重复展示铁律) | 审计备注项本就未立项;如要做归表现微调批另立 | 追认 ☐ / 要做 ☐ | +| e | 主角受击弹道 crit 不加金 | 敌→主角弹道恒危险红,暴击只放大字号;金=收益/胜利语义位不用于敌方输出(我方暴击金维持现状) | 极性冗余原则(色相语义单极) | 追认 ☐ / 敌暴击也用金 ☐ | + +> 白名单内零争议裁量(随 commit 记录,不设追认义务):flash_hit 强度时长维持现行(±30% 内零调整); +> 命中火花参数(6 枚/0.12s/亮金暖白交替);三态短驻 0.35s 自回;机检断言阈值(≤32 色/宽 ≤75)。 + +## 三、重闸读数留档(T8,全部绿) + +- 冒烟 576/0(基线 576 只增不减达标——本批零逻辑层断言面改动);ui_input_probe 十四断言(⑭变异角标 2026-09-29 增);ui_probe/fx_probe(六段)/ui_click_probe(问题=0)/ui_layout_probe(exit 0)全过。 +- doc 三闸 diff 基线逐字节同(死链 3/lint 8=8/term 215+1 均为并行会话既有);熵增闸同(U2 qa 图既有越界 1 项非本批)。 +- 素材机检 11/11(八敌+主角三态:高 48/宽 ≤75/底中锚/≤32 色/alpha 二值)。 +- MC 对拍:N=200/策略·种子 76000·both·min,T8 worktree 复跑 vs T0 锚(sim-data/runsum_m3iter6_t0head_20260929.jsonl)**逐位一致 400/400**(零漂移=C1/C2 履约证);master HEAD 交叉对拍亦 400/400 一致。 +- 锚注记:计划书 §11 原锚(runsum_m3iter5_c3locked)系 T3 判读锁时点快照,其后 T4 敌方 AC 投值+T5 节点图模板两批改变 RNG 消费面——零改动下复现 400/400 漂移(level_templates 字段即铁证),T0 已重锚 HEAD 并入档(台账 247)。 + +## 四、素材面交付注记(素材不入 git 裁定维持) + +- game/assets/art/character/ 现 11 张 48px 档(八敌+主角三态)本地在盘不入库;`.gitignore` 已补规则(T0)。 +- 素材移交口径更新:八敌+主角三态已由管线自产落盘,**用户无需放盘**;余缺料(B 区背景横幅/行进器/巢穴纹/格面徽章 19 枚/变异纹带六型)仍走 06 采购总表条目(2026-09-28 登记)。 +- 打包发布方案(素材在盘不入库如何进导出包)= Alpha 前另议(roadmap T0 注既有口径不变)。 diff --git a/game/presentation/main.gd b/game/presentation/main.gd index 3db580ee..32392a7a 100644 --- a/game/presentation/main.gd +++ b/game/presentation/main.gd @@ -64,6 +64,9 @@ var legend_overlay: LegendOverlay var review_overlay: SettlementReviewOverlay var node_overlay: NodeOverlay var shop_overlay: ShopOverlay # 商店覆盖层(GP+商店房实施批——商店房节点兑付呈现) +var _adventure_gp_view := 0 # GP 冒险钱包呈现侧影子(迭代 6 T7——终局面板 GP 行取数面, + # wallet_changed gain/buy 载荷=入账后总额 level_runner.gd:482/539) +var _adventure_gp_final := 0 # 收束清零拍暂存的最终合计("clear" 到达时自影子转存) var camp_overlay: CampOverlay # 营地覆盖层(元进度实现批——主菜单营地入口兑付呈现) var tune_panel: TunePanel @@ -122,6 +125,7 @@ func _build_ui() -> void: board_view.set_identity_resolver(_identity_lookup) # 数字遮蔽数据源:地形变异 hide_number 解析只读回调(信息型呈现——board_view 渲染面读取) board_view.set_variant_mask_resolver(_variant_mask_lookup) + board_view.set_variant_mark_resolver(_variant_mark_lookup) # 迭代 6 T6——flat_damage 未开格角标 logger = PlaytestLogger.new() logger.ap_per_round = int(db.action_economy.ap_per_round) @@ -314,6 +318,7 @@ func _on_adventure_finished(summary: Dictionary) -> void: _sync_settlement_visuals() # → 全关 stage.hero_standee.set_effects_cleared_feedback() # 状态全清可见反馈(增益状态×4④——载体 2026-09-26 迁 B 区站桩) stage.gray_all_enemies() # 死亡兜底:站桩灰化残位(禁瞬消语义的战斗收尾面) + stage.settle_hero_idle() # 主角态回 idle(迭代 6 T3 三态收尾) # 存档入账(元进度实现批):settle = Boss 两档入账 + 工坊解锁 + 摘要入档 + 写盘(唯一写档点不变—— # 调试两层不经过本处理器,天然不写档不污染生涯数据)。 var detail: Dictionary = {} @@ -323,7 +328,8 @@ func _on_adventure_finished(summary: Dictionary) -> void: if not detail.is_empty(): text += "\n" + Narrator.keystone_settle_text(detail, _item_name_lookup()) if result == "completed": - _end_overlay.open_victory(text, "返回冒险", board_view.get_global_rect()) + _end_overlay.open_victory(text, "返回冒险", board_view.get_global_rect(), + "本局 GP 入账 · 合计 %d" % _adventure_gp_final) # 迭代 6 T7 卡⑩——GP 行只上冒险终局面板(C5) else: _end_overlay.open_defeat(text, "返回", board_view.get_global_rect()) logger.log_level_end(summary) # 试玩时间线:冒险终局(摘要随载荷) @@ -360,6 +366,8 @@ func _on_battle_end_continue() -> void: func _on_end_review() -> void: review_overlay.open(log_view.parsed_text()) + _open_modal(review_overlay) # 迭代 6 T7——走模态栈:终局层在册上方的可见遮挡被显式隐藏, + # 修复「回看层被终局层全屏 STOP 遮罩压死」(直开绕栈缺陷) # ==================== 调试模式(连续两层——编排归 debug_session.gd; @@ -432,6 +440,21 @@ func _variant_mask_lookup(c: Vector2i) -> bool: return false +# 地形变异 角标解析(迭代 6 T6——伤害型变异未开格视觉标记;读取方按格子变异数据行动,规则本体零特判。 +# 策略纹理非数值墙:标记=玩家绕行/承担的决策输入,难度本体仍住数值包络) +func _variant_mark_lookup(c: Vector2i) -> String: + if settlement == null: + return "" + var b = settlement.minesweeper.current_board() + if b == null: + return "" + for vid in b.variant_ids(c): + var vrow: Dictionary = settlement.db.variation.row_by_id(String(vid)) + if String(vrow.get("effect", "")) == "flat_damage": + return "flat_damage" + return "" + + func _show_board_fx_for_node(node_type: String = "") -> void: # Boss 遭遇变体:紫赤影子爬棋盘一次性占位演出(§2.6) if node_type == "boss": @@ -443,6 +466,7 @@ func _on_battle_finished(payload: Dictionary) -> void: var result: String = String(payload.get("result", "")) _sync_settlement_visuals() # → 全关(battle_over 反馈面) stage.gray_all_enemies() # 死亡兜底:站桩灰化残位(禁瞬消语义的战斗收尾面) + stage.settle_hero_idle() # 主角态回 idle(迭代 6 T3 三态收尾) ap_bar.set_rap(0) # RAP 清零脉冲 + 微文案(载体 2026-09-26 迁 D 区 AP 条) stage.hero_standee.set_effects_cleared_feedback() # 状态全清可见反馈(增益状态×4④——载体迁 B 区站桩) var decision: Dictionary = _debug.on_battle_finished(payload) @@ -503,11 +527,15 @@ func _play_cross_zone_fx(row: Dictionary) -> void: match String(row.get("type", "")): "damage": var target := String(row.get("target", "")) + var crit := bool(row.get("crit", false)) if target == "" or target == "hero": + # 主角受击弹道(迭代 6 T5 拆「敌→主角零反馈」早退):⚔ 危险红飞向主角站桩; + # crit 只加重字号不加金(金=收益/胜利语义位,不用于敌方对主角输出) + settlement_fx.play_projectile(from_v, stage.hero_standee_center(), "⚔", + UiKit.RED_MINE, crit) return var to_v = stage.enemy_standee_center(target) if to_v != null: - var crit := bool(row.get("crit", false)) settlement_fx.play_projectile(from_v, to_v, "⚔", UiKit.GOLD if crit else UiKit.RED_MINE, crit) "heal": @@ -697,6 +725,12 @@ func _on_shop_leave() -> void: func _on_wallet_changed(event: String, gp: int, extra: Dictionary) -> void: # wallet 行族转发(到账/购买/清零——试玩日志验收取数面)+ 常驻余额与在开商店覆盖层重刷 logger.log_wallet(event, gp, extra) + match String(event): # GP 影子账(迭代 6 T7——收束清零前取值,纯呈现零核心触碰=C1 呈现层方案) + "gain", "buy": + _adventure_gp_view = gp + "clear": + _adventure_gp_final = _adventure_gp_view + _adventure_gp_view = 0 if shop_overlay.visible and runner != null: shop_overlay.refresh_state(runner.shop_products(), int(runner.gp)) _refresh_presentations() @@ -824,6 +858,7 @@ func _phase_text() -> String: func _open_review_from_band() -> void: review_overlay.open(log_view.parsed_text()) + _open_modal(review_overlay) # 迭代 6 T7 同款——净空态下栈上无可隐藏层,行为与旧直开逐位等价 func _on_legend_toggled() -> void: diff --git a/game/presentation/views/battle_stage_view.gd b/game/presentation/views/battle_stage_view.gd index 3fec96ec..839df109 100644 --- a/game/presentation/views/battle_stage_view.gd +++ b/game/presentation/views/battle_stage_view.gd @@ -113,7 +113,12 @@ func _init(db_ref) -> void: # 主角站桩本体(世界)+ 状态行伴随件(壳层) hero_standee = _STANDEE_BODY.new("hero") - hero_standee.set_portrait_texture(UiKit.load_tex(UiKit.TEX_HERO_PORTRAIT), true) # B 区立绘 48×48 朝右(2026-09-26 用户点名 hero_idle_01 换装+水平向右;素材缺位 null 回退字形「人」) + var hero_tex := UiKit.load_tex(UiKit.TEX_HERO_PORTRAIT) + hero_standee.set_portrait_texture(hero_tex, true) # B 区立绘 48px 档·normal 态朝右(迭代 6 T3 换装=new-normal 源;素材缺位 null 回退字形「人」) + # 主角三态注册(迭代 6 T3——attack/hit 缺位不注册=该态保持现纹理,缺位回退链延伸) + hero_standee.register_hero_state("idle", hero_tex) + hero_standee.register_hero_state("attack", UiKit.load_tex(UiKit.TEX_HERO_ATTACK)) + hero_standee.register_hero_state("hit", UiKit.load_tex(UiKit.TEX_HERO_HIT)) world.add_child(hero_standee) hero_standee.slot_row = _make_slot_companion(_companion_layer) @@ -248,7 +253,8 @@ func set_enemies(cards_data: Array) -> void: world.add_child(body) body.slot_row = _make_slot_companion(enemy_box) body.set_data(d) - # 敌种立绘接线(仅重建拍装载一次;flip=false——敌像素材基准朝右,翻转义务归素材批) + # 敌种立绘接线(仅重建拍装载一次;flip=false——八敌像素源核证朝左/正面(迭代 6 T1), + # 呈现即朝主角无误;反向朝向源换代时翻转义务归素材批) body.set_portrait_texture(_enemy_portrait_tex(String(d.get("enemy_id", ""))), false) _cards.append(body) _sync_layout.call_deferred() @@ -271,20 +277,46 @@ func set_round_text(text: String) -> void: round_label.text = text -# 结算行演出分发(占位级):伤害行 → 目标站桩闪白 / 击杀 → 灰化塌陷残位 +# 结算行演出分发(占位级):伤害行 → 目标站桩闪白 / 击杀 → 灰化塌陷残位; +# 主角三态切换(迭代 6 T3)——主角攻击行→attack 态(短驻自回)/ 主角受击行→hit 态 func on_step_row_fx(row: Dictionary) -> void: var t := String(row.get("type", "")) if t != "damage": return var target := String(row.get("target", "")) if target == "hero" or target == "": + # 主角受击演出(迭代 6 T5 拆早退——旧「敌→主角零反馈」):弹道到达拍对齐, + # 受击态+闪白+打击火花+击杀塌陷与敌方路径同密度(演出对等——计划书 §1.4) + hero_standee.set_hero_state("hit") # 受击态(短驻自回 idle) + var hero_arrived := func(): + hero_standee.play_hit_impact() + hero_standee.flash_hit() + if bool(row.get("killed", false)): + hero_standee.mark_dead() + if get_tree() != null: + get_tree().create_timer(UiKit.motion(0.33)).timeout.connect(hero_arrived) + else: + hero_arrived.call() return + hero_standee.set_hero_state("attack") # 我方攻击行——attack 态(短驻自回) var card: Node2D = _card_by_name(target) if card == null: return - card.flash_hit() - if bool(row.get("killed", false)): - card.mark_dead() + # 弹道到达拍对齐(迭代 6 T4 终稿):闪白/打击火花/击杀塌陷延迟 ≈弹道飞行时长 + # (play_projectile 0.16+0.19)——呈现链序=弹道→闪白+火花→血条(投影刷新)→灰化塌陷。 + # 行突发同拍多定时器互不干扰(flash 重启语义/死亡幂等守卫);卡片提前释放=守卫跳过; + # 树外(防御)=即时执行不调度。 + var arrived := func(): + if not is_instance_valid(card): + return + card.play_hit_impact() + card.flash_hit() + if bool(row.get("killed", false)): + card.mark_dead() + if get_tree() != null: + get_tree().create_timer(UiKit.motion(0.33)).timeout.connect(arrived) + else: + arrived.call() func _card_by_name(display_name: String) -> Node2D: @@ -315,6 +347,11 @@ func gray_all_enemies() -> void: c.mark_dead() +# 结算收尾:主角态显式回 idle(迭代 6 T3——「结算回 idle」事件;0.35s 短驻自回的兜底) +func settle_hero_idle() -> void: + hero_standee.set_hero_state("idle") + + # 结算期 B 区第一注视点切换(能量 7/10 清算调性):结算中占位文案退位——兑现演出由 # SettlementFxView 弹道/光带本体接管(演出链批);挖掘期恢复教学占位文案 func set_settle_focus(on: bool) -> void: diff --git a/game/presentation/views/board_cell_unit.gd b/game/presentation/views/board_cell_unit.gd index fb5059e5..73b94543 100644 --- a/game/presentation/views/board_cell_unit.gd +++ b/game/presentation/views/board_cell_unit.gd @@ -80,6 +80,14 @@ var tex_glyph: Texture2D = null # ③ 数字 var tex_badge: Texture2D = null # ③' 徽章 var tex_flag: Texture2D = null # ④ 旗 +# 变异角标(迭代 6 T6——程序化,tex_mutation 纹带槽留给变异纹带六型自产批): +# "flat_damage" = 未开格伤害型变异,左下角危险红三角(开格有代价的策略纹理标记) +var mutation_mark := "": + set(v): + if mutation_mark != v: + mutation_mark = v + queue_redraw() + func _draw() -> void: var rect := Rect2(Vector2.ZERO, Vector2(edge, edge)) @@ -165,6 +173,12 @@ func _draw() -> void: # ② 变异纹带(占位批次无程序化纹带——槽位先行,终稿换入即用) if tex_mutation != null: draw_texture_rect(tex_mutation, rect, false) + # ②' 变异角标(迭代 6 T6):左下角危险红三角(危险红=「开此格有代价」语义位,与雷族同源; + # 尺寸随格边比例——灰色可辨辅助=红对砖面明度差,禁喧宾) + if mutation_mark == "flat_damage": + var mw := edge * 0.28 + var mpts := PackedVector2Array([Vector2(0, edge - mw), Vector2(0, edge), Vector2(mw, edge)]) + draw_colored_polygon(mpts, Color(UiKit.RED_MINE, 0.85)) # ③ 数字/徽章(数字 ≥ 格高 50% 墨族对格底 ≥4.5:1;徽章右下角金,遮蔽态 = "?") if glyph != "": # 数字色牌(原则二:数字一律垫素色直角牌——对比由牌墨承载,可读不依赖格底。 diff --git a/game/presentation/views/board_view.gd b/game/presentation/views/board_view.gd index f782f1e1..976b5b52 100644 --- a/game/presentation/views/board_view.gd +++ b/game/presentation/views/board_view.gd @@ -97,6 +97,7 @@ var _board: BoardData = null var _minesweeper = null # 排雷玩法 只读查询引用(refresh 更新;null = 无战斗) var _identity_cb := Callable() # 地图战斗资源 身份解析回调(组合根注入只读面)——Vector2i → Dictionary/null var _mask_cb := Callable() # 地形变异 数字遮蔽回调(组合根注入只读面)——Vector2i → bool(true = 该格数字不显示) +var _vmark_cb := Callable() # 地形变异 角标回调(迭代 6 T6 只读面)——Vector2i → String("flat_damage"=伤害型变异未开格;""=无) var _diggable := {} # 可挖域(8 向相邻未开格)——呼吸微光作用集 var _breath_t := 0.0 var _contact_unit: Node2D = null # 接触带承载单元(=英雄格 CellUnit;rebuild 随清场复位) @@ -187,6 +188,12 @@ func set_variant_mask_resolver(cb: Callable) -> void: _mask_cb = cb +# 组合根注入 地形变异 角标只读回调(迭代 6 T6——flat_damage 未开格视觉标记;变异是策略纹理非数值墙: +# 玩家可据此绕行/承担的决策输入。空 Callable = 全板无标记(缺位回退态) +func set_variant_mark_resolver(cb: Callable) -> void: + _vmark_cb = cb + + # SubViewport 主题/字体显式注入挂点(Phase B 两舞台复用——SubViewport 不自动继承主场景 Control 主题; # 本项目无自定义主题,缺省 = 引擎回退字体,与旧 Button 渲染同源) func set_world_font(f: Font) -> void: @@ -715,6 +722,12 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void: # 地面投影:北邻墙格在本已开格北缘投渐隐暗带(ITB 同款高度线索——带宽按格边比例常量) if north_in and not _minesweeper.is_revealed(north_n): u.proj_band = u.edge * WALL_PROJECTION_FRAC + # ②' 变异角标(迭代 6 T6):未开格带伤害型变异 → 危险红角标(已开=威胁已兑现标记退位); + # 回调缺位 = 无标记(程序化角标,tex_mutation 纹带槽留给变异纹带自产批) + if not revealed and _vmark_cb.is_valid(): + u.mutation_mark = String(_vmark_cb.call(c)) + else: + u.mutation_mark = "" u.badge_glyph = _update_badge(c) u.queue_redraw() diff --git a/game/presentation/views/standee_body.gd b/game/presentation/views/standee_body.gd index a661e301..20643d3a 100644 --- a/game/presentation/views/standee_body.gd +++ b/game/presentation/views/standee_body.gd @@ -31,6 +31,11 @@ var _kind := "enemy" var _portrait_sprite: Sprite2D = null # 资产挂点(null = 未落位,字形在位) var _portrait_tex: Texture2D = null # 落位纹理引用(set_portrait_texture 装载;字形回退判据) var _portrait_flip := false +# 主角三态切换(迭代 6 T3):state 名 → 纹理(battle_stage_view 组合点注册);缺态=保持现纹理 +# (缺位回退链延伸——三态素材缺任一不炸不空)。敌站桩不注册不消费。 +var _hero_tex := {} +var _hero_state := "idle" +var _state_revert_tw: Tween var _order := 1 var _intent_glyph := "" var _intent_col := Color.WHITE @@ -105,6 +110,8 @@ func set_data(d: Dictionary) -> void: func set_hero(hp: int, max_hp: int) -> void: _hp_max = float(maxi(1, max_hp)) _set_hp(hp) + if _dead and hp > 0: + _revive() # 新战斗开场 HP 回正——主角死亡残位随之复活(敌侧 set_data 同款语义) # 血条短 tween 递减(直角递减占位——密度/缓动终稿归战斗表现批);逐行刷新时重启 tween 不累积 @@ -254,7 +261,10 @@ func mark_dead() -> void: # ---- 演出密度终稿(样张 v2 冻结批 T3——程序化 tween,零新帧资产) ---- const DEATH_SHARD_N := 5 # 碎块数(§8.4 冻结值) +const HIT_SPARK_N := 6 # 命中火花数(迭代 6 T4 终稿——打击瞬间可读性一拍) var _death_shards := 0 # 探针出口计数(碎块节点回收后仍保留读数) +var _hit_sparks := 0 # 探针出口计数(命中火花累计) +var _flash_count := 0 # 探针出口计数(受击闪白触发次数——主角路由断言面) # 死亡碎块弹飞:立绘盒中心五块碎石抛物线散落(程序化色块——确定性散布,禁全局随机) @@ -278,17 +288,39 @@ func _spawn_death_shards() -> void: stw.tween_callback(shard.queue_free) -# 演出探针出口(fx_probe——死亡碎裂断言面) +# 演出探针出口(fx_probe——死亡碎裂/命中火花/闪白计数断言面) func fx_probe() -> Dictionary: - return {"death_shards": _death_shards} + return {"death_shards": _death_shards, "hit_sparks": _hit_sparks, "flash_count": _flash_count} + + +# 命中瞬间打击特效(迭代 6 T4 终稿):立绘盒中心六枚短火花放射(程序化色块,确定性方向 +# i*60°——禁全局随机;亮金/暖白交替=物理打击语义,不占 危险红=雷 与 奖励金=收益 的语义位)。 +# 弹道到达拍由 battle_stage_view 调度(on_step_row_fx 延迟 0.33s≈弹道飞行)。 +func play_hit_impact() -> void: + var center := _portrait_rect().get_center() + for i in HIT_SPARK_N: + _hit_sparks += 1 + var spark := ColorRect.new() + spark.color = UiKit.GOLD_LIT if i % 2 == 0 else UiKit.WARM + spark.size = Vector2(4, 3) + spark.mouse_filter = Control.MOUSE_FILTER_IGNORE + spark.position = center - spark.size * 0.5 + add_child(spark) + var ang := TAU * float(i) / float(HIT_SPARK_N) + var dir := Vector2(cos(ang), sin(ang)) * 16.0 + var stw := spark.create_tween() + stw.tween_property(spark, "position", spark.position + dir, UiKit.motion(0.12)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT) + stw.parallel().tween_property(spark, "modulate:a", 0.0, UiKit.motion(0.12)) + stw.tween_callback(spark.queue_free) func is_dead() -> bool: return _dead -# 受击闪白(结算演出占位——§2.2 受击反馈) +# 受击闪白(结算演出占位——§2.2 受击反馈;强度时长复核迭代 6 T4=维持现行) func flash_hit() -> void: + _flash_count += 1 if _hp_flash_tw != null and _hp_flash_tw.is_valid(): _hp_flash_tw.kill() _hp_flash_tw = create_tween() @@ -300,6 +332,9 @@ func _revive() -> void: _dead = false modulate = Color(1, 1, 1) rotation_degrees = 0.0 + if _kind == "hero": + _hero_state = "reset" # 强制回 idle 态(绕过同态早退) + set_hero_state("idle") _refresh_portrait_glyph() if slot_row != null: slot_row.visible = true @@ -311,19 +346,55 @@ func _refresh_portrait_glyph() -> void: func _portrait_glyph() -> String: + # 字形回退已退役为纯缺位兜底(迭代 6 T2——八敌真图落位;旧三档体量字形 ▂/▆/█ 随退役, + # 相对体量语义由 48px 档统一比例承载)。缺位态:主角「人」/死亡「✕」/其余「敌」。 if _kind == "hero": return "人" if _dead: return "✕" - match _enemy_id: - "goblin": - return "▂" # 小体量墩形 - "bugbear": - return "▆" # 垂直延伸体量 - "ogre_chief": - return "█" # 最大体量 - _: - return "敌" + return "敌" + + +# 立绘落位探针出口(迭代 6 T2——站桩纹理非空断言面;缺位回退链保持的对照面) +func portrait_probe() -> Dictionary: + return {"has_tex": _portrait_sprite != null and _portrait_sprite.texture != null} + + +# ---- 主角三态切换(迭代 6 T3——攻击演出→attack/受击→hit/结算回 idle;§8.4 帧数档挂点) ---- + +# 组合点注册(battle_stage_view _init——UiKit 常量 load_tex,缺位 null 不注册=该态保持现纹理) +func register_hero_state(state: String, tex: Texture2D) -> void: + if tex != null: + _hero_tex[state] = tex + + +# 状态切换:现纹理换注册态(attack/hit);未注册态名或缺位 = 保持现纹理不炸。 +# 非 idle 态自动短驻回归 idle(0.35s——演出一拍即回,结算收尾另有显式 idle 兜底)。 +func set_hero_state(state: String) -> void: + if _kind != "hero" or state == _hero_state: + return + if not _hero_tex.has(state) and state != "idle": + return + _hero_state = state + if _portrait_sprite != null and _hero_tex.has(state): + _portrait_sprite.texture = _hero_tex[state] + if _state_revert_tw != null and _state_revert_tw.is_valid(): + _state_revert_tw.kill() + if state != "idle": + _state_revert_tw = create_tween() + _state_revert_tw.tween_interval(UiKit.motion(0.35)) + _state_revert_tw.tween_callback(_settle_hero_idle) + + +func _settle_hero_idle() -> void: + _hero_state = "idle" + if _portrait_sprite != null and _hero_tex.has("idle"): + _portrait_sprite.texture = _hero_tex["idle"] + + +# 三态探针出口(fx_probe——当前态名+注册态集合) +func hero_state_probe() -> Dictionary: + return {"state": _hero_state, "registered": _hero_tex.keys()} func _portrait_color() -> Color: diff --git a/game/presentation/views/ui_kit.gd b/game/presentation/views/ui_kit.gd index e02da719..8d070f1a 100644 --- a/game/presentation/views/ui_kit.gd +++ b/game/presentation/views/ui_kit.gd @@ -90,7 +90,9 @@ static func motion(dur: float) -> float: # 的字形/无演出回退路径;禁 preload(素材缺位树上直接断言炸脚本,冒烟安全红线) const TEX_HERO_IDLE := "res://assets/art/character/character_hero_idle.png" const TEX_HERO_WALK := "res://assets/art/character/character_hero_walk.png" -const TEX_HERO_PORTRAIT := "res://assets/art/character/character_hero_portrait.png" # B 区站桩立绘 48×48(源档 candidates/hero-idle/hero_idle_01.png,2026-09-26 用户点名换装) +const TEX_HERO_PORTRAIT := "res://assets/art/character/character_hero_portrait.png" # B 区站桩立绘·normal 态(48px 档,迭代 6 T3 换装=new-normal 源) +const TEX_HERO_ATTACK := "res://assets/art/character/character_hero_attack.png" # B 区站桩立绘·attack 态(迭代 6 T3 三态切换) +const TEX_HERO_HIT := "res://assets/art/character/character_hero_hit.png" # B 区站桩立绘·hit 态(迭代 6 T3 三态切换) # 敌种立绘(B 区站桩 2026-09-26 槽接线批)——文件键 = 数据表主键 enemy_id(圣经 §8.3 命名规范), # 键集 = art-bible §4.6.4 八敌种;素材批入库前全部缺位(load_tex→null→字形回退),入库即显示零代码换装 const TEX_ENEMY_GOBLIN := "res://assets/art/character/character_enemy_goblin.png" # 地精 diff --git a/game/smoke/fx_probe.gd b/game/smoke/fx_probe.gd index fa262006..f64a0102 100644 --- a/game/smoke/fx_probe.gd +++ b/game/smoke/fx_probe.gd @@ -36,6 +36,16 @@ func _ready() -> void: if not sb.is_dead(): problems.append("mark_dead 后 is_dead 应真") + # ①b 命中火花(迭代 6 T4 终稿——打击瞬间特效计数) + var sb2 = sb_script.new("enemy") + sb2.box = Vector2(150, 176) + add_child(sb2) + sb2.play_hit_impact() + await get_tree().process_frame + var hp2: Dictionary = sb2.fx_probe() + if int(hp2.get("hit_sparks", 0)) != 6: + problems.append("命中火花应 6 枚(迭代 6 T4),实得 %s" % [hp2.get("hit_sparks")]) + # ---- ③ 终局侧:胜利纹章 / 失败掸灰+旗光 ---- var end_ov := BattleEndOverlay.new() add_child(end_ov) @@ -67,9 +77,59 @@ func _ready() -> void: if n_fx < 2: problems.append("结算光带应含带体+前导缘线 ≥2 节点,实得 %d" % n_fx) + # ---- ⑤ 主角三态切换(迭代 6 T3——attack/hit 短驻自回 + 死亡复活态回 idle) ---- + var hero_sb = sb_script.new("hero") + hero_sb.box = Vector2(150, 176) + add_child(hero_sb) + var t_idle: Texture2D = UiKit.load_tex(UiKit.TEX_HERO_PORTRAIT) + var t_atk: Texture2D = UiKit.load_tex(UiKit.TEX_HERO_ATTACK) + var t_hit: Texture2D = UiKit.load_tex(UiKit.TEX_HERO_HIT) + if t_idle == null or t_atk == null or t_hit == null: + problems.append("主角三态素材缺位(portrait/attack/hit——迭代 6 T3)") + else: + hero_sb.set_portrait_texture(t_idle, true) + hero_sb.register_hero_state("idle", t_idle) + hero_sb.register_hero_state("attack", t_atk) + hero_sb.register_hero_state("hit", t_hit) + hero_sb.set_hero_state("attack") + if String(hero_sb.hero_state_probe().get("state", "")) != "attack": + problems.append("主角攻击态切换失败(set_hero_state attack)") + await get_tree().create_timer(UiKit.motion(0.5)).timeout + if String(hero_sb.hero_state_probe().get("state", "")) != "idle": + problems.append("attack 态未短驻自回 idle(0.35s)") + hero_sb.set_hero_state("hit") + if String(hero_sb.hero_state_probe().get("state", "")) != "hit": + problems.append("主角受击态切换失败(set_hero_state hit)") + hero_sb.set_hero_state("idle") + hero_sb.mark_dead() + hero_sb.set_hero(6, 10) # 新战斗开场 HP 回正——死亡残位复活(敌侧 set_data 同款语义) + if hero_sb.is_dead() or String(hero_sb.hero_state_probe().get("state", "")) != "idle": + problems.append("主角死亡后 set_hero 复活失败(is_dead 应假+态回 idle)") + + # ---- ⑥ 主角受击/死亡路由(迭代 6 T5——battle_stage 主角早退拆除的呈现链断言) ---- + var db2 = load("res://core/config_db.gd").new() + if db2.load_tables("res://data/tables", false): + var stage2 = BattleStageView.new(db2) + add_child(stage2) + var flash_before: int = int(stage2.hero_standee.fx_probe().get("flash_count", 0)) + stage2.on_step_row_fx({"type": "damage", "target": "hero", "killed": false}) + await get_tree().create_timer(UiKit.motion(0.45)).timeout # >到达拍 0.33s + var hfx: Dictionary = stage2.hero_standee.fx_probe() + if int(hfx.get("flash_count", 0)) <= flash_before: + problems.append("主角受击闪白未触发(on_step_row_fx hero 路由——迭代 6 T5)") + if int(hfx.get("hit_sparks", 0)) < 6: + problems.append("主角受击火花未触发(演出对等——迭代 6 T5)") + stage2.on_step_row_fx({"type": "damage", "target": "hero", "killed": true}) + await get_tree().create_timer(UiKit.motion(0.45)).timeout + if not stage2.hero_standee.is_dead(): + problems.append("主角击杀塌陷未触发(killed 行——迭代 6 T5)") + stage2.queue_free() + else: + problems.append("fx_probe⑥ 表加载失败(config_db)") + # ---- 汇总 ---- if problems.is_empty(): - print("[fx_probe] PASS — 死亡碎裂5块/意图三档+零表示/胜利纹章10/失败掸灰8+旗光8/结算光带+缘线 全链路通过") + print("[fx_probe] PASS — 死亡碎裂5块/命中火花6/意图三档+零表示/胜利纹章10/失败掸灰8+旗光8/结算光带+缘线/主角三态切换 全链路通过") get_tree().quit(0) else: for p in problems: diff --git a/game/smoke/ui_click_probe.gd b/game/smoke/ui_click_probe.gd index bff6c689..74e892c4 100644 --- a/game/smoke/ui_click_probe.gd +++ b/game/smoke/ui_click_probe.gd @@ -22,6 +22,7 @@ var _ap_spent_this_round := 0 var _problems: Array = [] # 新增覆盖的问题收集(退出码合并判定) var _tested_legend := false var _tested_review := false +var _tested_end_review := false # 迭代 6 T7——终局面板回看入口(z 序修复回归) var _tested_refresh_chain := false var _tested_tooltip := false var _inter_confirms := 0 # 大奖励屏确认计数(冒险推进停点——首见确认推进 L2,再见 = L2 通关收口) @@ -221,6 +222,22 @@ func _run_modal_probes_once() -> void: main.review_overlay.close() if main.review_overlay.is_open() or main._input_locked(): _problems.append("明细回看关闭后未恢复") + # ②b 终局面板明细回看入口(迭代 6 T7——z 序修复回归闸):终局层开启态点回看 → + # 模态栈隐藏终局层、回看可用;关回看终局层恢复(修复「回看被终局层 STOP 遮罩压死」) + if not _tested_end_review: + _tested_end_review = true + main._end_overlay.open_victory("探针终局", "继续", Rect2(Vector2.ZERO, Vector2(400, 300))) + main._end_overlay.review_pressed.emit() # 真实信号路径(按钮 → 组合根 _on_end_review) + if not main.review_overlay.is_open(): + _problems.append("终局入口回看未打开(_on_end_review 路径)") + if main._end_overlay.visible: + _problems.append("回看打开时终局层未被模态栈隐藏(z 序压死复发——迭代 6 T7)") + main.review_overlay.close() + if not main._end_overlay.visible: + _problems.append("回看关闭后终局层未恢复(模态栈遮挡恢复缺失)") + main._end_overlay.close() + if main._end_overlay.is_open(): + _problems.append("终局层未关闭干净") # ③ tooltip(状态效果槽悬停——来源+语义+剩余):有槽可见时触发 if not _tested_tooltip: var row = main.stage.hero_standee.slot_row # 状态 tooltip 载体 2026-09-26 迁 B 区站桩 diff --git a/game/smoke/ui_input_probe.gd b/game/smoke/ui_input_probe.gd index 12299d0d..8b3b6400 100644 --- a/game/smoke/ui_input_probe.gd +++ b/game/smoke/ui_input_probe.gd @@ -293,8 +293,21 @@ func _ready() -> void: _problems.append("case⑪ 缺位态数字格字形被破坏(glyph=%s 应=%d)" % [u11.glyph, digit11]) bv._hero_tex_idle = tex_saved bv.refresh() + # ---- case⑭ 变异角标(迭代 6 T6——flat_damage 未开格视觉标记;resolver 注入面+落位+复位) ---- + var mark_t: Vector2i = _pick_forbidden(bv, ms) # 任一未开格(禁入=未开非相邻) + if mark_t.x >= 0: + bv.set_variant_mark_resolver(func(_c): return "flat_damage") + bv.refresh() + if String(bv._cells[mark_t].mutation_mark) != "flat_damage": + _problems.append("case⑭ 变异角标未落位(mutation_mark=%s)" % str(bv._cells[mark_t].mutation_mark)) + bv.set_variant_mark_resolver(Callable()) + bv.refresh() + if String(bv._cells[mark_t].mutation_mark) != "": + _problems.append("case⑭ 角标未随 resolver 复位(mutation_mark=%s)" % str(bv._cells[mark_t].mutation_mark)) + else: + _problems.append("case⑭ 无未开格可验(板面异常)") if _problems.is_empty(): - print("[ui_input_probe] PASS — 悬停金框/禁入信号/路径预览/flag_place/chord/dig/英雄落位/影子构成/朝向/缩格重排/缺位回退 十三断言全绿(真实 push_input 路径——⑫图上命中⑬画布拟合 2026-09-28 增)") + print("[ui_input_probe] PASS — 悬停金框/禁入信号/路径预览/flag_place/chord/dig/英雄落位/影子构成/朝向/缩格重排/缺位回退/变异角标 十四断言全绿(真实 push_input 路径——⑫图上命中⑬画布拟合 2026-09-28 增,⑭变异角标 2026-09-29 增)") get_tree().quit(0) else: for p in _problems: diff --git a/game/smoke/ui_probe.gd b/game/smoke/ui_probe.gd index 912de2d9..c053c00e 100644 --- a/game/smoke/ui_probe.gd +++ b/game/smoke/ui_probe.gd @@ -114,6 +114,7 @@ func _ready() -> void: if main.log_view.mode() != "dig" or main.log_view.custom_minimum_size.y != 24.0: problems.append("B 区明细带挖掘期应收起 24px(mode=%s h=%s)" % [main.log_view.mode(), str(main.log_view.custom_minimum_size.y)]) # E 区道具面板已随可选类删除下线(格面资源批 2026-09-15)——四区构建由其余断言覆盖 + # ---- 敌方站桩投影(顺位徽标/意图三档动作动画占位——敌人系统×4;2026-09-20 全站桩拍板)---- # B 区站桩 Node2D 迁移批 T3(2026-09-26)断言等价改写(台账 171 改判记录):enemy_box 子件 # 伴随件化(壳层 tooltip 载体),穿透明(子件 _name_label/_armor_icon/_intent_badge)改本体 @@ -133,8 +134,13 @@ func _ready() -> void: standee.set_pending("basic", "") if bool(standee.intent_probe().visible): problems.append("普攻应零表示(意图指示应隐藏)") + # 站桩纹理非空断言(迭代 6 T2——八敌真图落位;缺位回退链保持的对照面) + if not bool(standee.portrait_probe().get("has_tex", false)): + problems.append("敌立绘纹理未落位(素材管线 48px 档——迭代 6 T2;缺位回退链不应在此态触发)") if main.stage.hero_standee == null or not main.stage.hero_standee.has_world_hp_bar: problems.append("B 区主角站桩缺失(世界血条面缺失)") + elif not bool(main.stage.hero_standee.portrait_probe().get("has_tex", false)): + problems.append("主角立绘纹理未落位(48px 档——迭代 6 T2/T3)") # ---- BUG-0001 回归(tooltip 入树后 set_effects 槽位不错位——结算软锁修复沉淀)---- var slots_row = main.stage.hero_standee.slot_row # BUG-0001 回归随组件迁入站桩(tooltip/槽位错位同源) var probe_eff: Array = [{"effect_id": "attack_up", "display_name": "增伤", "layers": 1, @@ -204,6 +210,23 @@ func _ready() -> void: break main.board_view.set_desaturated(true) main.board_view.set_desaturated(false) + # ---- GP 终局行(迭代 6 T7 卡⑩):影子账清零转存+胜利面板 GP 行呈现(C5:GP 行只上冒险终局面板)---- + # (置于战斗态断言之后——合成收束会灰化站桩并清 settlement 引用,具污染性) + main._adventure_gp_view = 57 + main._on_wallet_changed("clear", 0, {}) + if int(main._adventure_gp_final) != 57 or int(main._adventure_gp_view) != 0: + problems.append("GP 影子账清零转存失败(final=%s view=%s)" % [str(main._adventure_gp_final), str(main._adventure_gp_view)]) + var meta_saved = main.meta + main.meta = null # 合成摘要不落结算(settle_adventure 会写隔离档→跨跑自污染),GP 行只验呈现 + main._on_adventure_finished({"result": "completed", "cleared": true, "levels_cleared": 3, + "stopped_at": 0, "keystone_total": 30, "master_seed": 42}) + main.meta = meta_saved + if not main._end_overlay.is_open(): + problems.append("冒险终局面板未开(合成摘要路径)") + elif not main._end_overlay._gp_line.visible or not main._end_overlay._gp_line.text.contains("57"): + problems.append("终局面板 GP 行缺失或取数不对(%s)" % main._end_overlay._gp_line.text) + main._end_overlay.close() + main._close_modal(main._end_overlay) if problems.is_empty(): print("[ui_probe] PASS — cells=%d board=%dx%d hp='%s' enemies=%d ap_dots=%d" % [ main.board_view._cells.size(), main.board_view.board().width, main.board_view.board().height, diff --git a/roadmap.md b/roadmap.md index be4efa98..ed1280f9 100644 --- a/roadmap.md +++ b/roadmap.md @@ -47,7 +47,7 @@ | # | 迭代 | 门(进入条件) | 更改任务 | |---|---|---|---| | 迭代 5 | 读数重测与调参(原迭代 3) | M-2 出口闸;⑤号卡另需 ADR-0007 裁决(已裁丙落地) | ——**✅ 完成(2026-09-28 五卡落籍)**:基线重测〔三越带初判〕+杠杆扫描〔C3 组合锁值:岩浆1/plb0/percent4/卓尔100〕+AC 投值〔Boss-only 台阶 8/9/12〕+节点图生成特性批〔15 骨架+node_map 扩签+首次冒险脚本,冒烟 557→576〕;读数挂账〔完美 L1 丙·普通 L2 17.1% AC〕归出口人闸追认;明细=迭代 5 台账 230-241+design/qa 三报告 | -| 迭代 6 | 战斗演出完善(原 M-4 迭代 7,2026-09-29 前移;2026-09-28 用户立项,收编历史登记「战斗表现批」——台账 106「真实立绘/动画密度终稿归战斗表现批」,前置 P0 样张已随 M-1 解除) | 迭代 5 出口(已解) | ①资产管线正式化:pixelfixer 网格段+封闭灰袋清除并入 `tools/pixelize_candidates.py`(--fixer)+九张 48px 站桩槽位档生成(8 敌种+主角 normal,底中锚/NEAREST)②敌种立绘落位:按 `ui_kit.gd` TEX_ENEMY_* 常量名入 `game/assets/art/character/`,字形「敌」回退退役,目检 ③主角 portrait 替换(新 normal 态)+attack/hit 两态素材入包(命名/路径随计划书定)④主角三态切换挂事件:攻击演出→attack 态/受击→hit 态/回 idle,槽位 2× 整数放大适配 ⑤命中特效密度终稿:命中瞬间打击特效(台账 106 动画密度欠账清偿)⑥受击白光/演出链复核:弹道→闪白→血条→灰化全链+flash_hit 强度时长 ⑦fx_probe 断言扩充+轻闸接线 ⑧用户实机目检清单(战斗演出专项,本迭代人闸);**2026-09-29 全流程审计追加四件(用户裁定归本迭代,台账 243)**:⑨终局面板「明细回看」z 序修复(main.gd:361 绕模态栈直开,回看层登记序在终局层下、被全屏遮罩压死——改走 _open_modal+ui_click_probe 补终局入口断言)⑩GP 冒险收束呈现(adventure_runner.gd:231 清零前,冒险终局面板补「本局 GP 入账」行,兑现 ui_assembler.gd:52 双展示位承诺)⑪主角受击反馈+死亡演出(敌→主角伤害弹道 main.gd:505 直接 return、无白光——补弹道+flash_hit,死亡补专属演出,与敌方演出密度对等)⑫flat_damage 变异格视觉标记(tex_mutation 槽恒空、数字照常显示——接变异纹理或角标,可归因)。**T0 注(2026-09-29 裁定)**:美术素材不入 git 维持,`game/assets/art/` 目录补 .gitignore(现行素材在盘不入库,缺位走字形回退;素材移交方式=用户放盘,打包发布方案随 Alpha 前另议) | +| 迭代 6 | 战斗演出完善(原 M-4 迭代 7,2026-09-29 前移;2026-09-28 用户立项,收编历史登记「战斗表现批」——台账 106「真实立绘/动画密度终稿归战斗表现批」,前置 P0 样张已随 M-1 解除) | 迭代 5 出口(已解) | ①资产管线正式化:pixelfixer 网格段+封闭灰袋清除并入 `tools/pixelize_candidates.py`(--fixer)+九张 48px 站桩槽位档生成(8 敌种+主角 normal,底中锚/NEAREST)②敌种立绘落位:按 `ui_kit.gd` TEX_ENEMY_* 常量名入 `game/assets/art/character/`,字形「敌」回退退役,目检 ③主角 portrait 替换(新 normal 态)+attack/hit 两态素材入包(命名/路径随计划书定)④主角三态切换挂事件:攻击演出→attack 态/受击→hit 态/回 idle,槽位 2× 整数放大适配 ⑤命中特效密度终稿:命中瞬间打击特效(台账 106 动画密度欠账清偿)⑥受击白光/演出链复核:弹道→闪白→血条→灰化全链+flash_hit 强度时长 ⑦fx_probe 断言扩充+轻闸接线 ⑧用户实机目检清单(战斗演出专项,本迭代人闸);**2026-09-29 全流程审计追加四件(用户裁定归本迭代,台账 243)**:⑨终局面板「明细回看」z 序修复(main.gd:361 绕模态栈直开,回看层登记序在终局层下、被全屏遮罩压死——改走 _open_modal+ui_click_probe 补终局入口断言)⑩GP 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a/tools/pixelize_candidates.py +++ b/tools/pixelize_candidates.py @@ -9,12 +9,25 @@ v3 演进(2026-09-27 用户四问题:脏点/模糊/信息丢失/白边): - 白边 = 吃描边: 主色距离门 + 「底色↔主色线段」反锯齿混合带桥(限层深,防深入本体) - 教训: 不做第二遍低膨胀洪泛——JPEG 噪点在描边开 1-2px 缺口会洪灌本体 (duergar 甲面被吃空实证);屏障只跑一遍 dil=3 -用法: python tools/pixelize_candidates.py <候选批次目录> +用法: + python tools/pixelize_candidates.py <候选批次目录> # v3 批量像素化(现行行为) + python tools/pixelize_candidates.py <目录> --fixer # +rust fixer 收网格+封闭灰袋清除 + python tools/pixelize_candidates.py <目录> --standee48 [--standee-out ] + # 九张 48px 站桩槽位档(八敌 pixel-1+主角 normal; + # 底中锚/NEAREST/统一比例保体量/画布高恒 48) +--fixer(2026-09-29 迭代 6 T1 管线正式化,收编 09-28 手工批次): rust pixelfixer(Retro-Diffusion, + MIT, D:/code/pixel-art-fixer)对原图先做网格检测+重建(收网格),v3 去底后再跑封闭灰袋清除 + (三闸=近底色∧中性灰∧组件不触图缘——防误伤盔甲与影);--fixer-exe 可换引擎路径。 """ -import sys, os +import sys, os, subprocess, tempfile from collections import deque, Counter from PIL import Image, ImageFilter +FIXER_EXE_DEFAULT = r"D:\code\pixel-art-fixer\rust\target\release\pixelfixer.exe" +FIXER_EXE = FIXER_EXE_DEFAULT # --fixer-exe 可覆写(__main__ 解析) +STANDEE_SLOT_H = 48 # 站桩槽位源档高(×2 整数放大=盒高 96——圣经 §8.2) +STANDEE_SLOT_W_MAX = 75 # 盒宽 150 的一半(超宽才按宽收,现八敌+主角均不触) + SIZES = {"goblin": 96, "giant_spider": 96, "hook_horror": 96, "bugbear": 128, "duergar": 128, "ogre_chief": 192, "drider": 192, "duergar_king": 192} @@ -317,7 +330,166 @@ def strip(spr, path): sheet = sheet.resize((sheet.width * 2, sheet.height * 2), Image.NEAREST) sheet.save(path) -def main(root): +def remove_closed_gray_bags(im): + """封闭灰袋清除(09-28 批手工步骤收编):本体轮廓内困住的底色/灰袋,图缘洪泛够不着。 + + 三闸全过才除(防误伤盔甲与影): ①近底色(四角底色距离门) ②中性灰(低饱和) + ③连通组件不触图缘(封闭——贴缘的地面影属开放区,洪泛已处理)。 + """ + im = im.convert("RGBA") + w, hgt = im.size + px = im.load() + corners = [px[x, y][:3] for x, y in ((1, 1), (w - 2, 1), (1, hgt - 2), (w - 2, hgt - 2)) + if px[x, y][3] > 0] + if not corners: + return im + bg = Counter(tuple(c // 16 * 16 for c in cr) for cr in corners).most_common(1)[0][0] + + def is_bag(c): + r, g, b, a = c + if a == 0: + return False + if dist((r, g, b), bg) > BG_TOL: # 闸① 近底色 + return False + h, s, v = hsv(r, g, b) # 闸② 中性灰 + return s < 0.10 + # 闸③ 组件级:候选像素连通域任一成员触图缘 = 开放区,整域保留 + comp_id = [[-1] * w for _ in range(hgt)] + touches_edge = [] + cid = 0 + for y0 in range(hgt): + for x0 in range(w): + if comp_id[y0][x0] != -1 or not is_bag(px[x0, y0]): + continue + q = deque([(x0, y0)]) + comp_id[y0][x0] = cid + edge_hit = False + members = [] + while q: + x, y = q.popleft() + members.append((x, y)) + if x in (0, w - 1) or y in (0, hgt - 1): + edge_hit = True + for dx, dy in ((1, 0), (-1, 0), (0, 1), (0, -1)): + nx, ny = x + dx, y + dy + if 0 <= nx < w and 0 <= ny < hgt and comp_id[ny][nx] == -1 and is_bag(px[nx, ny]): + comp_id[ny][nx] = cid + q.append((nx, ny)) + touches_edge.append(edge_hit) + cid += 1 + n = 0 + for y in range(hgt): + for x in range(w): + i = comp_id[y][x] + if i >= 0 and not touches_edge[i]: + r, g, b, a = px[x, y] + px[x, y] = (r, g, b, 0) + n += 1 + return im + + +def fixer_grid_snap(src_path): + """rust pixelfixer 收网格:网格检测+重建回原生分辨率(全量档,亚秒级)。失败回落原图。""" + tmp_out = tempfile.mktemp(suffix=".png") + try: + r = subprocess.run([FIXER_EXE, "process", str(src_path), tmp_out, "full"], + capture_output=True, timeout=120) + if r.returncode == 0 and os.path.isfile(tmp_out): + return Image.open(tmp_out).convert("RGB") + print(" [fixer] 失败(code=%s),回落原图: %s" % (r.returncode, r.stderr.decode(errors="replace")[-120:])) + except Exception as e: # 引擎缺位/超时——回落,管线不断 + print(" [fixer] 异常回落原图: %s" % e) + finally: + if os.path.isfile(tmp_out): + os.remove(tmp_out) + return Image.open(src_path).convert("RGB") + + +def _bbox_alpha(im): + bbox = im.getchannel("A").getbbox() + return bbox if bbox else (0, 0, im.width, im.height) + + +def dom_block_resize(im, nw, nh): + """块内众数投票降采样(48px 档专用,代拍板待追认):每目标格取源块内众数不透明色, + 透明占比过半则置透明。零插值(输出色 ⊆ 源色板)——大比例缩比(≈0.25×)下比单点 + NEAREST 干净(体量连贯/描边连续,09-29 goblin A/B 实证);NEAREST 仅用于无损域。""" + w, hgt = im.size + px = im.load() + out = Image.new("RGBA", (nw, nh), (0, 0, 0, 0)) + po = out.load() + for oy in range(nh): + y0, y1 = int(oy * hgt / nh), max(int(oy * hgt / nh) + 1, int((oy + 1) * hgt / nh)) + for ox in range(nw): + x0, x1 = int(ox * w / nw), max(int(ox * w / nw) + 1, int((ox + 1) * w / nw)) + cnt = Counter() + tot = 0 + opaque = 0 + for y in range(y0, y1): + for x in range(x0, x1): + c = px[x, y] + cnt[c] += 1 + tot += 1 + if c[3] > 0: + opaque += 1 + if opaque * 2 < tot: + po[ox, oy] = (0, 0, 0, 0) + else: + po[ox, oy] = max((c for c in cnt if c[3] > 0), key=lambda c: cnt[c]) + return out + + +def build_standee48(batch_root, out_dir, extra_hero_states=("attack", "hit")): + """九张 48px 站桩槽位档:源=八敌 pixel-1+主角 normal_1x(extra_hero_states 追加 attack/hit,T3 起默认)。 + + 口径(代拍板待追认): 敌八种统一比例(最大体量归 48 高,相对体量语义=字形回退 ▂▆█ 同构); + 主角自适比例(48/56);NEAREST 零插值;内容 bbox 裁边后底中锚贴 (w,48) 透明画布。 + """ + os.makedirs(out_dir, exist_ok=True) + enemy_srcs = {} + for key in sorted(SIZES.keys()): + p = os.path.join(batch_root, key, "pixel-1.png") + if os.path.isfile(p): + enemy_srcs[key] = Image.open(p).convert("RGBA") + hero_p = os.path.join(batch_root, "hero-ref", "edit", "normal_1x.png") + jobs = [(k, im, "character_enemy_%s.png" % k) for k, im in enemy_srcs.items()] + if os.path.isfile(hero_p): + jobs.append(("hero_normal", Image.open(hero_p).convert("RGBA"), "character_hero_portrait.png")) + for st in extra_hero_states: + sp = os.path.join(batch_root, "hero-ref", "edit", "%s_1x.png" % st) + if os.path.isfile(sp): + jobs.append(("hero_%s" % st, Image.open(sp).convert("RGBA"), + "character_hero_%s.png" % st)) + max_h = max(im.height for _, im, _ in jobs) + f_enemy = STANDEE_SLOT_H / float(max_h) # 敌统一比例(体量语义) + made = [] + for key, im, out_name in jobs: + l, t, r, b = _bbox_alpha(im) + im = im.crop((l, t, r, b)) + f = f_enemy if key != "hero_normal" and not key.startswith("hero_") else STANDEE_SLOT_H / float(im.height) + nw, nh = max(1, int(round(im.width * f))), max(1, int(round(im.height * f))) + if nw > STANDEE_SLOT_W_MAX: # 超宽兜底(现无触)——按宽收再贴底 + k2 = STANDEE_SLOT_W_MAX / float(nw) + nw, nh = STANDEE_SLOT_W_MAX, max(1, int(round(nh * k2))) + body = dom_block_resize(im, nw, min(nh, STANDEE_SLOT_H)) + canvas = Image.new("RGBA", (nw, STANDEE_SLOT_H), (0, 0, 0, 0)) + canvas.alpha_composite(body, (0, STANDEE_SLOT_H - body.height)) # 底中锚:脚贴画布底缘 + outp = os.path.join(out_dir, out_name) + canvas.save(outp) + print("standee48 %-14s %sx%s -> %s" % (key, nw, STANDEE_SLOT_H, outp)) + made.append(outp) + return made + + +def main(argv): + root = argv[0] if argv and not argv[0].startswith("--") else "artwork/remote-gen-2026-09-26" + args = argv[1:] if argv and not argv[0].startswith("--") else argv + if "--standee48" in args: + out = args[args.index("--standee-out") + 1] if "--standee-out" in args \ + else os.path.join("game", "assets", "art", "character") + build_standee48(root, out) + return + use_fixer = "--fixer" in args thumbs = [] for asset, target in sorted(SIZES.items()): d = os.path.join(root, asset) @@ -327,8 +499,13 @@ def main(root): if not f.startswith("v") or "pixel" in f: continue n = f[1].split(".")[0] if len(f) > 1 and f[1].isdigit() else f - src = Image.open(os.path.join(d, f)) + if use_fixer: + src = fixer_grid_snap(os.path.join(d, f)) + else: + src = Image.open(os.path.join(d, f)) rgba = remove_bg(src) + if use_fixer: + rgba = remove_closed_gray_bags(rgba) spr = pixelize(rgba, target) outp = os.path.join(d, "pixel-%s.png" % n) spr.save(outp) @@ -359,4 +536,9 @@ def main(root): print("总览 -> 0-像素化预览.png") if __name__ == "__main__": - main(sys.argv[1] if len(sys.argv) > 1 else "artwork/remote-gen-2026-09-26") + _argv = sys.argv[1:] + if "--fixer-exe" in _argv: + _i = _argv.index("--fixer-exe") + FIXER_EXE = _argv[_i + 1] + _argv = _argv[:_i] + _argv[_i + 2:] + main(_argv) diff --git a/tools/standee_asset_check.py b/tools/standee_asset_check.py new file mode 100644 index 00000000..8297245e --- /dev/null +++ b/tools/standee_asset_check.py @@ -0,0 +1,79 @@ +#!/usr/bin/env python3 +# -*- coding: utf-8 -*- +"""站桩槽位素材机检(M-3 迭代 6 T1——48px 档契约断言;重闸素材面闸)。 + +四断言(契约=计划书 C4/圣经 §8.2): + 尺寸 高恒 48(槽位源档 ×2 整数放大=盒高 96);宽 1..75(盒宽 150 半值)。 + 锚点 底行有不透明像素(底中锚——纵向比例自底边口径,脚贴画布底缘)。 + 色数 ≤32(fixer 批 32 色冻结;NEAREST 采样不产生新色)。 + 无插值 alpha 二值(仅 0/255——双线性/混合会在边缘产生中间 α)。 + +用法: python tools/standee_asset_check.py [角色素材目录] + 默认 game/assets/art/character/;必需集=八敌+主角 portrait/attack/hit。 +""" +import os +import sys +from collections import Counter +from PIL import Image + +REQUIRED = ["character_enemy_%s.png" % k for k in + ("bugbear", "drider", "duergar", "duergar_king", "giant_spider", + "goblin", "hook_horror", "ogre_chief")] + \ + ["character_hero_portrait.png", "character_hero_attack.png", "character_hero_hit.png"] +SLOT_H = 48 +W_MAX = 75 +COLOR_MAX = 32 + + +def check(path): + problems = [] + im = Image.open(path).convert("RGBA") + w, h = im.size + if h != SLOT_H: + problems.append("高应 48,实得 %d" % h) + if not (1 <= w <= W_MAX): + problems.append("宽应 1..%d,实得 %d" % (W_MAX, w)) + px = im.load() + colors = set() + alphas = set() + bottom_opaque = 0 + for y in range(h): + for x in range(w): + c = px[x, y] + alphas.add(c[3]) + if c[3] > 0: + colors.add(c[:3]) + if y == h - 1: + bottom_opaque += 1 + if bottom_opaque < 1: + problems.append("底行无不透明像素(底中锚失守——脚未贴画布底缘)") + if len(colors) > COLOR_MAX: + problems.append("色数 %d > %d" % (len(colors), COLOR_MAX)) + if not alphas <= {0, 255}: + problems.append("alpha 非二值(插值痕迹:%s)" % sorted(alphas - {0, 255})[:5]) + return problems, (w, h, len(colors)) + + +def main(): + root = sys.argv[1] if len(sys.argv) > 1 else os.path.join("game", "assets", "art", "character") + missing = [f for f in REQUIRED if not os.path.isfile(os.path.join(root, f))] + n_fail = 0 + for f in REQUIRED: + p = os.path.join(root, f) + if not os.path.isfile(p): + print("MISS %-36s 缺位" % f) + n_fail += 1 + continue + problems, info = check(p) + if problems: + n_fail += 1 + for pr in problems: + print("FAIL %-36s %s" % (f, pr)) + else: + print("PASS %-36s %dx%d 色数%d" % (f, info[0], info[1], info[2])) + print("机检完成:%d 件必需,%d 件未过" % (len(REQUIRED), n_fail)) + sys.exit(1 if n_fail else 0) + + +if __name__ == "__main__": + main()