feat(art): 封印黑批(用户拍板 2026-09-28)——封印色 封印紫 #7C3AA8→封印黑 #000000(紫与微光蓝族色相冲突,黑无色相天然合规):UiKit.SEAL_PURPLE→SEAL_BLACK+board_view/board_fx_view 换色+胜利彩带紫位改亮金(紫赤 Boss 独占不入装饰)+样张脚本同步(旗面/图例/UIKIT 键)+字体素材路径随迁目录收敛(artwork/ui-reuse);文档七文件现行规则改封印黑(圣经 §4.1 条目重写+v2.11 行/character-design/comfyui/远程单 purple→black 十六进制重锁/清单/battle.md),历史注记与 v2.10 行按 ADR 纪律留痕不改;冒烟 557/0+ui_probe/ui_input_probe PASS+样张机检 12/12+doc 三闸零新增
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| 原则三「一砖一世界」 | 变体优先换色板不加新资产;危险状态必须**形状+颜色双通道**(色弱灰度可辨) |
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| 类型预读双通道(§4.6.3) | 未开格 = 角嵌纹样(墨族单色,形状主通道)+ **类型常显微光**(五组色带 §4.2:芥末黄/黄绿/青/紫罗兰/绯红,均候选值,避 300°–345° 禁入带,样张批冻结);不呈现极性、不泄雷安 |
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| 剪影哲学(§5.1) | **所有角色自带轮廓通道:亮色描边+落影底盘**,识别不依赖背景;四类原型见各条目 |
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| 语义色规则(§4.2) | 红只说危险(危险红 `#A8321F` 单档——旗朱已退役归封印紫 `#7C3AA8`,2026-09-26 封印紫批)、金只说收益(`#F0A828`)、蓝只说己方(`#2E86DE`)、**紫赤 `#8F2F6A` 为 Boss 独占,HSV 色相 300°–345° 全场禁入带**(微光群伤组绯红为类型先验色带域,例外见 §4.2) |
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| 语义色规则(§4.2) | 红只说危险(危险红 `#A8321F` 单档——旗朱已退役归封印色〔现行封印黑 `#000000`〕,2026-09-26 封印紫批→2026-09-28 封印黑批)、金只说收益(`#F0A828`)、蓝只说己方(`#2E86DE`)、**紫赤 `#8F2F6A` 为 Boss 独占,HSV 色相 300°–345° 全场禁入带**(微光群伤组绯红为类型先验色带域,例外见 §4.2) |
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| UI 形状语法(§7.1,§3.3 存方向指导) | 半拟物:面板=石板圆角矩形(与地砖同圆角率),按钮=可按的砖,仪式确认=圆形蜡封;数据区直角细线无纹理 |
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**参考图**:`design/art/references/` 三款×2 张(Into the Breach / Moonlighter / Peglin,与圣经点名池一一对应;gungeon 已退场〔2026-09-22 裁决〕;正面取/弃与反面条款已成文 art-bible §9,反面图证待素材生成后另批增补)。
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### 1.1 格子样张(砖面形态定稿闸)⚙
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- **要什么**:一张按 art-bible §1.4 参数画成的格子风格试验图。**内容清单与验收四项以 art-bible §1.4 为唯一定义处**(含类型微光呈现组),本条只登记生产视角差异:图类型色板变体组至少两套、样张含至少一处砖缘/岛缘厚度与一格装饰立牌示例(§3.2 呈现基准)。
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- **风格/规格**:色板 token 直接取 §4.1(掩尘 `#C9AF83`、裸土 `#B39A78`、数字墨三档、封印紫、危险红、奖励金、小人蓝、数字色牌)。
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- **风格/规格**:色板 token 直接取 §4.1(掩尘 `#C9AF83`、裸土 `#B39A78`、数字墨三档、封印黑、危险红、奖励金、小人蓝、数字色牌)。
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- **验收**:art-bible §1.4 四项按序判定(数字可读性 WCAG ≥4.5:1 硬指标 → 格态三形与微光互辨灰度可辨 → 焦点预算 → 图类型换皮抽测)。**通过 = 砖面形态与色板冻结**。
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- **来源**:⚙ 脚本管线自产——样张是验收闸本身,必须按圣经参数画,无复用意义。
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- **现状**:验收标准已成文,**测试未跑**。
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| 受击反馈 / 死亡表现 / 顺位标记 | 敌人系统登记的资产需求**下限三类** | 死亡=血条归零后**灰化+碎裂退场,禁止瞬间消失**;顺位标记需在敌多时可读 | ⚙/✦ 挂自产精灵——死亡灰化碎裂是语义硬规则,不可整包复用;烟尘碎屑粒子可 ♻ 改色 |
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| 特殊技动画终稿 | 并入 §2.3 三档意图动画,不另起体系 | 攻/防两型旧口径由三档替代 | ✦/⚙ 自产(同 §2.3) |
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| 连锁坍塌显形演出 | 连锁展开触发时的连锁演出 | 与音频方向同批配对登记;「坍塌显形」=连锁展开的玩家可见名 | ♻ 粒子/碎块改色 + ⚙ 坍塌结构自产 |
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| 封印特效(插旗动作) | 插旗的呈现名 = **封印**(2026-09-25 术语批,art-bible §3.2):**施印瞬间特效 + 印记常显形态**两件 | 印记旗面走封印紫 `#7C3AA8`(旗朱退役 2026-09-26 封印紫批);特效走运动+色相、明度恒定(§2);现行占位 = 封印紫「旗」字形;印记常显形态可与 §3.3 旗面像素化合并出 | ✦/⚙ 自产(精灵+粒子,烟尘光点可 ♻ 改色) |
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| 封印特效(插旗动作) | 插旗的呈现名 = **封印**(2026-09-25 术语批,art-bible §3.2):**施印瞬间特效 + 印记常显形态**两件 | 印记旗面走封印黑 `#000000`(旗朱→封印紫→封印黑,2026-09-28 封印黑批);特效走运动+色相、明度恒定(§2);现行占位 = 封印黑「旗」字形;印记常显形态可与 §3.3 旗面像素化合并出 | ✦/⚙ 自产(精灵+粒子,烟尘光点可 ♻ 改色) |
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| 弹道/退场等动画密度 | 战斗表现输入清单,方案未定 | 样张锁动画方案后启动 | ♻ 通用弹道/光点/消散粒子改色为主 |
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---
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1. **第一验收项|数字可读性(硬指标,可测)**:1–8 全档数字在其**色牌**上 WCAG 对比 ≥4.5:1(§4.1 参数域:色牌素色恒定 L≥0.70、数字墨 L≤0.027);色牌在任意格底(素底/装饰变体底/类型角嵌底/变异纹带底)上完整可辨、牌缘灰度可分;0.5× 缩放抽检数字仍可辨;纹带/裂纹/巢穴纹/物件纹样不得侵入数字字形占位区(砖心留白,§3.2)。
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2. **格态三形可辨(灰度通道)**:未开/已开/雷三态转灰度截图后仍可逐格分类(§3.2 完整度叙事);装饰变体与类型角嵌纹样不得制造新的分类特征——同一格态下带与不带变体的灰度差异不得成为三态分类线索;色弱模拟(去色相)下旗、巢穴纹不与裂纹混淆,类型角嵌纹样与变异纹带互辨;**五组类型微光互辨**——去色相下微光组间仍可辨(明度梯度辅助),色弱玩家的类型主通道 = 角嵌纹样形状通道(§4.5⑨),微光不得侵入数字色牌占位区、不得以明度增量承载信息(§2 明度恒定:微光只以色相表达,加色混合不压格底明度档)。
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3. **焦点预算成立(§3.4)**:任意一格至多一个完整凸形;数字所在格无第二焦点。
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4. **图类型换皮抽测(§4.3)**:变体组中数字墨三档、封印紫、危险红、奖励金、小人蓝、数字色牌、类型微光五组恒定不动;变体格底仍过第 1、2 项指标。
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4. **图类型换皮抽测(§4.3)**:变体组中数字墨三档、封印黑、危险红、奖励金、小人蓝、数字色牌、类型微光五组恒定不动;变体格底仍过第 1、2 项指标。
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**判定与回退**:第 1 项不过 → 按原则二设计测试回退——加牌、调牌(提牌墨对比/扩牌面积皆可),禁止缩字号换字形逃避;第 2–4 项不过 → 修形不修数。样张通过 = 砖面形态与色板冻结;新增图类型/变异色板须重跑本测试(§4.3)。执行时机:正式砖面资产开工前;《HUD框架》以本节为引用依据(2026-09-07 门禁:样张测试并入 art-bible 执行)。
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- **装饰变体(未开格氛围层)**:覆尘完整砖之上叠加裂纹/碎石斑等低对比装饰;装饰变体一律为**纹理级**,禁物件级(巨石/小石堆等读作格子内容的元素),数量保持最少(约 2 种,用途仅为破除大面积同砖平铺的重复感),一律残缺、内凹、低对比而自然后退(§3.4);零信息纪律(分布随机、与雷/安/类型零相关、灰度下不得制造新分类特征、分布属初始化随机禁逐轮重掷)以原则三为准,此处不赘。←原三
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- **结果整格表达(已开格)**:已开格按当格结果整格表达(结果清单见原则三);画法——产资源格的家族物件纹样用 §3.1 道具点剪影语言(直线几何体)角嵌于砖缘,砖心与数字字形占位区留白(已开格仍承载数字);雷格巢穴纹较已开格更凶一档,形状+颜色双通道不变。←原三;P3
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- **类型角嵌纹样(未开格预读·形状通道)**:未开格四角/边框嵌所属家族类型纹样(九类型键表 §4.6.3),墨族单色,砖心留白予数字/旗/小人;与变异格的砖面内缘纹带分通道互不混用,灰度互辨(§1.4 验收 2)。色彩通道 = **类型常显微光**(色带 §4.2,呈现契约 §4.6.3)——形状与色彩双通道冗余,色弱玩家以本纹样为类型主通道。←原一;原三
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- **旗(封印印记)**:插旗动作的叙事呈现 = **封印**(玩家可见专名,2026-09-25 用户拍板,registry terminology 登记)——玩家对未开格插旗,即对该格(巢穴)实施封印,旗 = 封印印记;封印紫(§4.1)与格内优先级栈位(§1.2)不变。封印特效(施印瞬间 + 印记常显形态)待表现批,资产归清单 §4 演出类;现行程序化占位 = 封印紫「旗」字形(棋盘惯例:贴图在位=字形退役)。←原一;P2;术语批 2026-09-25;封印紫批 2026-09-26
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- **旗(封印印记)**:插旗动作的叙事呈现 = **封印**(玩家可见专名,2026-09-25 用户拍板,registry terminology 登记)——玩家对未开格插旗,即对该格(巢穴)实施封印,旗 = 封印印记;封印色(§4.1,现行封印黑)与格内优先级栈位(§1.2)不变。封印特效(施印瞬间 + 印记常显形态)待表现批,资产归清单 §4 演出类;现行程序化占位 = 封印黑「旗」字形(棋盘惯例:贴图在位=字形退役)。←原一;P2;术语批 2026-09-25;封印紫批 2026-09-26;封印黑批 2026-09-28
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- **可挖域接触带微光(交互反馈层,2026-09-25 用户拍板)**:挖掘期,英雄格周界与可挖墙(8 向相邻未开格)的接触面画呼吸微光——正交邻墙=该侧整条边,斜向邻墙=共享角点+向两侧各延伸半条边;光只画英雄格(空间)一侧、不进墙格(与角嵌纹样/装饰变体零冲突,数字砖心不涉)。世界观口径:未开格=墙、已开格=挖出的空间,微光=空间的灯光边界。色相=蓝族浅一档(§4.2 蓝条;与主角蓝框的分层归样张批);呼吸=§2.1 挖掘期唯一在动元素,减动效停格。角点为斜墙与正交墙共享、不逐格归因,逐格指认=悬停金框(现役)。旧「墙格整框绿相呼吸」随本条退役(实现切换归表现批,`DIG_EDGE` 绿相退役)。←§2.1;§4.2;P1
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- **墙体**:圆角砌块堆叠,禁尖刺装饰——尖刺专属危险语义,装饰不得伪装逻辑差异。←原三
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- **高墙瓦片体系(2026-09-26 定稿,样张批追认)**:未挖格=**一整块 32×32 自含凸起岩体**(方案甲核心定义);素材语义名——未开格素材=**墙瓦片**,已开格素材=**地面瓦片**(术语 2026-09-26 用户立)。**边界=墨线纪律**:墙瓦片与相邻格分界一律 1px 深墨线、直线贴格边、零锯齿;墨线职责=分隔,不追求与地面融合(Tiny Dungeon 样图实证调研,见 `design/research/terrain-walls-source-evaluation-2026-09-25.md`)。**光照=单一北受光**:北缘=墨线内侧 1px 微亮棱(就地取色提亮,禁宽亮带);西/东缘=墨线后直进纹理、不加修饰;南缘=墨线+立面窄暗条(约 1/3 格高,横层理叠石、禁竖条纹栅栏感)。**凹角**:角点单像素落线;南立面侧凹角加 1px 立面收头——带身与转角竖线同列收尾,禁悬空、禁突出(v9.1/v9.2 两版返工实证)。现行定稿=`game/assets/art/board/terrain_*`(16 唯一墙瓦片+5 地面瓦片变体;词表与查表逻辑见 `design/research/board-tile-vocab-plan-a-2026-09-26.md`)。←原三;台账 164
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- **掩尘 `#C9AF83`**|未开格底色,覆尘完整砖:全作的"未知",画面最大沉默面。←原二;§2.1
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- **裸土 `#B39A78`**|已开格底色,碎裂裸露:更收更退,靠碎裂形分辨。←原三
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- **数字墨 `#33261B` 族**|1–8 **不做八色分色**,按密度分三档色温:1–3 青墨 `#132E36`、4–5 赭墨 `#3C250C`、6–8 锈墨 `#4A1E14`;**字形为唯一数值载体**,色温只作密度氛围(冷=稀疏,暖=密集)。八色必与红金蓝紫赤语义冲突,故弃。←原一/原二;P3
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- **封印紫 `#7C3AA8`**|封印(插旗)宣告色,色相 ≈267°:玩家的宣告"此格封印"(2026-09-26 用户拍板旗朱→封印紫——封印语义自术语批后获专属色相;避开 300°–345° 禁入带,与魔法微光 256°/妨害紫 281° 各留 12-14° 间距,样张批互辨抽测追认)。旗朱 `#C63D22` 随批退役,红族自此只剩危险红。←原一;P2;封印紫批 2026-09-26
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- **封印黑 `#000000`**|封印(插旗)宣告色,无色相:玩家的宣告"此格封印"(色史:旗朱 `#C63D22` →封印紫 `#7C3AA8` 2026-09-26→**封印黑 2026-09-28 用户拍板**——紫色与微光蓝族〔魔法微光 256° 等〕色相冲突,黑色无色相天然避开 300°–345° 禁入带与全部微光色带;未开格墙顶明度 ≈113 对纯黑对比 ≥4.4:1,旗杆米白保可读)。旗朱随封印紫批退役,红族自此只剩危险红。←原一;P2;封印紫批 2026-09-26;封印黑批 2026-09-28
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- **危险红 `#A8321F`**|危险色:雷=被惊动的巢穴,兑现档红,更深更沉(2026-09-13 更名,旧称"机关红"随隐喻换轴退役;色值不变)。←原三;P2
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- **奖励金 `#F0A828`**|已兑现的收益:金币/宝箱/蜡封,全作唯一亮金。←P2;§2.3/2.4
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- **小人蓝 `#2E86DE`**|小人主色:棋盘唯一"己方",与光标准线同族(候选值,样张批 §1.4 冻结终稿)。←P1;§2.1
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@@ -212,7 +212,7 @@
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- `wall_ambient` 墙雾氛围 tint:可带主题色相,L≥0.30
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- `variant_tint` 变异纹带染槽:只改色相不改纹形(纹带形按轴两分,见 §3.2 变异格形状通道;种类 = 地形变异六类型已定稿)
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**不变槽**:数字墨三档、数字色牌、封印紫、危险红、奖励金、小人蓝、紫赤、绿、类型微光五组——**信息与语义层全图类型恒定**,换挡只动色相饱和、不动明度档(§2 硬规则)。新增色板须重跑 §1.4 格子样张(灰度可辨+对比抽测)。←原三/原二;地形变异 AC-9
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**不变槽**:数字墨三档、数字色牌、封印黑、危险红、奖励金、小人蓝、紫赤、绿、类型微光五组——**信息与语义层全图类型恒定**,换挡只动色相饱和、不动明度档(§2 硬规则)。新增色板须重跑 §1.4 格子样张(灰度可辨+对比抽测)。←原三/原二;地形变异 AC-9
|
||||
|
||||
### 4.4 UI 色板(方向指导,细则迁 §7.2)
|
||||
|
||||
@@ -331,7 +331,7 @@
|
||||
|
||||
> **本节内容已整体迁至独立文档 [`character-design.md`](character-design.md)**(2026-09-23 v1.7 抽离批;小节号 §5.1–§5.6 在该文档中沿用不变)。迁移动机:人设高频改动,独立成档免动圣经;本存根保证既有 "art-bible §5.x" 式引用(§4.1/§4.5/§4.6.4、art-assets-checklist、战斗表现)经此仍可达,新引用直指该文档。
|
||||
|
||||
内容速览:§5.1 角色剪影与轮廓通道 · §5.2 头身比与体量档位 · §5.3 护甲类型视觉区分(候选,样张批冻结) · §5.4 主角三态规格(形象锚 = 蓝兜帽披肩的暖装小冒险者:**圆头挖掘铲 + 冒险背包插封印紫旗 + 护目镜腰灯**,2026-09-23 特征批) · §5.5 八敌种逐卡 · §5.6 意图准备动画三档。
|
||||
内容速览:§5.1 角色剪影与轮廓通道 · §5.2 头身比与体量档位 · §5.3 护甲类型视觉区分(候选,样张批冻结) · §5.4 主角三态规格(形象锚 = 蓝兜帽披肩的暖装小冒险者:**圆头挖掘铲 + 冒险背包插封印黑旗 + 护目镜腰灯**,2026-09-23 特征批〔旗色史:旗朱→封印紫→封印黑 2026-09-28〕) · §5.5 八敌种逐卡 · §5.6 意图准备动画三档。
|
||||
|
||||
---
|
||||
|
||||
@@ -469,6 +469,7 @@
|
||||
|
||||
- **v2.9(2026-09-26)高墙瓦片体系定稿批**(高墙批全程收官,用户拍板;台账 163/164):§3.2 新增「高墙瓦片体系」条——未挖格=一整块 32×32 自含凸起岩体(方案甲核心定义)+术语(墙瓦片/地面瓦片)+墨线边界纪律(1px 深墨线直线零锯齿,职责=分隔不融合)+单一北受光(北缘 1px 微亮棱/南缘立面窄暗条/凹角角点+立面侧 1px 齐平收头),定稿=`game/assets/art/board/terrain_*` 21 枚;§8.5 增「生产分工」条——材质归模型(AI 只出无缝填充纹理)、结构归程序(autotile 拼接约束超 2D 生图能力,实证在案)+镜像规则(只许 flip_h 禁旋转)。条口径=样张批追认(与 §8.4 方向集先例同)。词表与查表逻辑、搜包评估记录归 design/research 两档;过程文档随批清退(中间产物不入库先例,台账 127)。
|
||||
- **v2.10(2026-09-26)封印紫批**(用户拍板:插旗色 旗朱 #C63D22 → **封印紫 #7C3AA8**,色相 ≈267°):§4.1 旗朱条改写为封印紫条(候选值样张批冻结;禁入带合规+与魔法微光/妨害紫间距登记)、§4.2 红只说危险改单档(旗朱预告档退役)、§3.2 旗条/§1.4 验收 4/§4.3 不变槽/§3.2 变异互辨/§5.4 速览随批。**语义面**——封印自术语批(2026-09-25)获专属色相,红族收敛为危险红单档;攻击预告/弹道/拒绝等非封印红统一归危险红族(RED_MINE)。**连带**——character-design §5.4 背旗、battle.md 三处、关卡节点地图 Boss 描边、清单封印特效行随批;comfyui-prompts 生图卡颜色词随样张 v2 重生成。
|
||||
- **v2.11(2026-09-28)封印黑批**(用户拍板:封印色 封印紫 #7C3AA8 → **封印黑 #000000**——紫色与微光蓝族色相冲突,黑色无色相天然合规):§4.1 封印紫条改写封印黑条、§3.2 旗条/§1.4 不变槽/§4.3/§5.4 速览随批;代码 UiKit.SEAL_PURPLE→SEAL_BLACK 改名迁移+board_view/board_fx_view 换色+样张脚本同步;胜利彩带装饰紫位改亮金(紫赤系 Boss 独占不入装饰);远程生图单主角旗 purple→black 十六进制锁色重锁。历史行(v2.10 等)按 ADR 纪律留痕不改
|
||||
- **v2.8(2026-09-25)可挖域接触带微光定稿批**(用户两拍板:①画法=接触带·空间侧——光画英雄格周界,正交邻墙=整边、斜向邻墙=角点+两半边;②色相=蓝族浅一档,顺路清偿旧 DIG_EDGE 绿相违 §4.2 绿禁则):§3.2 新增「可挖域接触带微光」条(画法/光只住空间一侧/角点不逐格归因、指认=悬停金框/呼吸与减动效守 §2.1/实现切换归表现批);§2.1 承载元素、§4.2 蓝条随批;battle.md 注记随批。背景=用户世界观口径「未开格=墙、已开格=挖出的空间」,微光=空间的灯光边界。
|
||||
- **v2.7(2026-09-25)封印术语批**(用户拍板:Node2D 实现后「插旗」动作等价为**封印**——玩家对未开格插旗即对该格巢穴实施封印,旗 = 封印印记;机制键与规则全不变):§3.2 新增「旗(封印印记)」条——呈现语义/旗朱与栈位不变/封印特效(施印瞬间+印记常显形态)待表现批/现行占位 = 旗朱「旗」字形;§2.5 失败承载元素措辞随批(插过的旗 = 封印印记)。**登记面**——registry terminology 新增「封印」词条、00-游戏概念 术语层级专名表随收;连带同步:battle.md 呈现注记、art-assets-checklist §4 演出类新增封印特效两件(施印特效+印记常显)、art-status-checklist P3 行、character-design.md §5.4 插旗条注记(主角即插旗者)。**关联面**——可挖域接触带微光方案(用户同日提出:微光画英雄格周界接触面,正交整边/斜向角点+两半边)评估可行,实现归表现批,未入本批。
|
||||
- **v2.6(2026-09-25)世界观对齐扫描批(甲档回填 + 完美排雷钩子收口 + 引用锚内联;用户三拍板)**:①**§4.6.4 敌种甲档回填数据实态**——bugbear(ward→light)/ ogre_chief(heavy→light)/ drider(heavy→ward),并注记甲档事实源 = `enemy.tres` armor_type(2026-09-18 甲重配批后 L1 全轻甲、L2 除 drider 外全轻甲、L3 duergar/duergar_king 重甲);连带修订 character-design.md §5.5(熊地精轻甲化/食人魔弃金属甲板改裸身皮条/卓尔改魔法甲符纹)与 comfyui-prompts.md v2.8(熊地精/食人魔/卓尔三卡提示词随改)——食人魔视觉重设计经用户拍板「按最新设定,裸身+魔法甲符纹」。②**§2.2 完美排雷钩子收口**——「若…落实…待 GDD 定夺」改现行事实(零误标且至少标中一面旗→追加第二份清图兑付+结算高光行,地图战斗资源 GDD 已定稿)。③**引用锚内联**——§3/§4 尾注 P1–P4 支柱语义内联(概念期 brainstorm 编号,现行 GDD 树不单列),§1.4 两处 game-concept 编号引用改语义内联。扫描背景=用户发起的圣经×关卡/世界观对齐审计;变异六类型/格面九类/状态九键/奖励 19 键/敌种八键/三柜台钥石/三关色板方向经核对全部一致,零其余不符。
|
||||
|
||||
@@ -36,10 +36,10 @@
|
||||
|
||||
## 5.4 主角三态规格
|
||||
|
||||
- **形象锚** = 站姿样张先例(2026-09-16 脚本管线产物)经 2026-09-23 特征批+同日配装修订改定:**蓝兜帽冒险者(兜帽取下披于肩上)、暖米白上衣+深棕工装裤(弃全蓝)、白皙肤色、棕色短发、皮革背带腰带、圆头挖掘铲(待机插地扶柄)、结构式冒险背包插封印紫旗(1.5× 体宽)、额前护目镜、腰挂提灯、半指手套与卷裤脚皮护膝**;三态必须同形象(同 seed 起步只换动作短语,提示词卡承载)。
|
||||
- **形象锚** = 站姿样张先例(2026-09-16 脚本管线产物)经 2026-09-23 特征批+同日配装修订改定:**蓝兜帽冒险者(兜帽取下披于肩上)、暖米白上衣+深棕工装裤(弃全蓝)、白皙肤色、棕色短发、皮革背带腰带、圆头挖掘铲(待机插地扶柄)、结构式冒险背包插封印黑旗(1.5× 体宽)、额前护目镜、腰挂提灯、半指手套与卷裤脚皮护膝**;三态必须同形象(同 seed 起步只换动作短语,提示词卡承载)。
|
||||
- **兜帽披肩(2026-09-23 用户拍板)**:兜帽**不戴在头上**,取下披于肩上——露出棕色短发与整脸(表情可读),蓝色兜帽披在肩头仍是最近的"己方"识别点;三态同款披肩。
|
||||
- **圆头挖掘铲(武器,2026-09-23 用户拍板)**:持铲不持剑——**铲 = 本作核心动词"挖安全格"的角色化**,挖掘与攻击共用同一动作语义(攻击表现即挥铲,后续攻击类表现优先围绕铲展开)。画法:圆头铲刃 + 木柄(木柄走木色族 `#8A5A34`,铲刃浅铁灰、不做冷灰重甲质感);**待机态 = 铲插立在地上、一只手扶在铲柄顶端**(2026-09-23 修订,原"拄于身侧"退役);攻击/受击态仍为手持。刀光/铲击光效/弹道不进精灵图(归战斗演出批另立资产)。
|
||||
- **冒险背包与插旗(身份件,2026-09-23 用户拍板,同日尺寸修正)**:背负**结构式冒险背包**——翻盖+皮扣带的帆布背包(暖卡其布面,皮革件走木色族),**宽 ≈1.5× 体宽**:双肩背负、两侧各略超出身形一点;**禁圆麻袋化**(措辞弃"鼓胀掳获袋")、**禁特里式 3× 超宽**(反面参照:旷野之息特里;正面参照:合金弹头双主角大背包、超级马里奥奇诺比奥队长)。**旗杆插在背包一侧**(不要求完整可见,**被头部遮挡一部分亦可**),旗子**尺寸大于头部**(2026-09-23 修订,弃"背包顶小旗"旧稿),短杆三角旗旗面 = 圣经 §4.1 封印紫 `#7C3AA8`——**与棋盘插旗同物同色**(旗朱 #C63D22 → 封印紫,2026-09-26 用户拍板),把"插旗宣告"的角色化焊在人设上,主角即插旗者(**插旗动作呈现名 = 封印**,2026-09-25 术语批,见 art-bible §3.2——背包旗 = 封印印记的携带形态)。三条纪律:①封印紫是"封印"的语义专属色,非服饰色(圣经 §4.2 旗朱条目已改封印紫条,负向提示词的 `purple clothes` 不拦截正向的 `purple flag`);②背包+旗 = 主角对 §5.1"对称"的**唯一破例组**(语义配件非装饰),旗面朝向恒定画右、跨素材一致;③轮廓凹凸预算按"背包+旗"整组记账,样张批(圣经 §1.4)验证背负后剪影仍窄、仍可辨、不超格宽。
|
||||
- **冒险背包与插旗(身份件,2026-09-23 用户拍板,同日尺寸修正)**:背负**结构式冒险背包**——翻盖+皮扣带的帆布背包(暖卡其布面,皮革件走木色族),**宽 ≈1.5× 体宽**:双肩背负、两侧各略超出身形一点;**禁圆麻袋化**(措辞弃"鼓胀掳获袋")、**禁特里式 3× 超宽**(反面参照:旷野之息特里;正面参照:合金弹头双主角大背包、超级马里奥奇诺比奥队长)。**旗杆插在背包一侧**(不要求完整可见,**被头部遮挡一部分亦可**),旗子**尺寸大于头部**(2026-09-23 修订,弃"背包顶小旗"旧稿),短杆三角旗旗面 = 圣经 §4.1 封印黑 `#000000`——**与棋盘插旗同物同色**(旗朱 #C63D22 → 封印紫 2026-09-26 → 封印黑 2026-09-28 用户拍板——紫与微光蓝族色相冲突退役),把"插旗宣告"的角色化焊在人设上,主角即插旗者(**插旗动作呈现名 = 封印**,2026-09-25 术语批,见 art-bible §3.2——背包旗 = 封印印记的携带形态)。三条纪律:①封印黑是"封印"的语义专属色,非服饰色(圣经 §4.1 封印色条现行封印黑;负向提示词维持 `black clothes` 类拦截、旗面由正向 `black flag` 承载——black 系服饰禁令与黑旗的边界由正向句显式锁色值);②背包+旗 = 主角对 §5.1"对称"的**唯一破例组**(语义配件非装饰),旗面朝向恒定画右、跨素材一致;③轮廓凹凸预算按"背包+旗"整组记账,样张批(圣经 §1.4)验证背负后剪影仍窄、仍可辨、不超格宽。
|
||||
- **护目镜与腰灯(2026-09-23 用户拍板,同日定案)**:**护目镜推在额前**(兜帽披肩后直接戴于额上,不戴眼上——眼睛是表情载体;皮革带+圆镜片,防尘挖掘者的职业信号);**提灯挂腰间,定案不手持**(小号铜色提灯,**不点亮**——守圣经 §2 平涂明度恒定,提灯禁做光源;头部饰品唯一化,头灯方案退役)。
|
||||
- **衣着细节(2026-09-23 用户拍板)**:**棕色半指手套**(挖土护手,露指保灵巧读感)+ **裤脚卷起、棕色皮护膝**(挖掘跪地的工装感)——小件走皮革木色族,不占剪影凹凸预算,不新增语义色。
|
||||
- **三态**:① 待机 = 窄、直立、对称(§5.1 小人原型,含背包、旗与提灯记账);② 攻击 = 允许破对称,整体仍窄、不超格宽;③ 受击 = 无血红、无伤害数字(伤害数字归 HUD 层,不进精灵图)。
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
|
||||
## 2. 主角战斗小人(三态,P1)
|
||||
|
||||
形象锚 = 站姿样张先例经 2026-09-23 特征批+配装修订改定:**蓝兜帽(取下披肩,露棕色短发)、暖米白上衣+深棕工装裤(弃全蓝)、额前护目镜、半指手套+卷裤脚皮护膝、圆头挖掘铲(待机插地扶柄)、结构式冒险背包(1.5× 体宽)一侧插大于头的封印紫旗、腰挂提灯**(不点亮;规格见 [character-design.md](character-design.md) §5.4)。三态必须延续同一形象——**同一 seed 起步,只换动作短语(其余元素三态恒在)**。兜帽小人蓝 `#2E86DE`;上衣暖米白 `#EFE3C8`;长裤深棕 `#6B4A2E`(均候选,样张批冻结);眼用数字墨 `#33261B`;肤色白皙;皮革木色族 `#8A5A34`;背包帆布暖卡其+皮革翻盖扣带;提灯小号铜色;旗面封印紫 `#7C3AA8`(语义件非服饰色——旗朱退役 2026-09-26 封印紫批;主角负向已去 purple/magenta 词,旗面由正向承载)。
|
||||
形象锚 = 站姿样张先例经 2026-09-23 特征批+配装修订改定:**蓝兜帽(取下披肩,露棕色短发)、暖米白上衣+深棕工装裤(弃全蓝)、额前护目镜、半指手套+卷裤脚皮护膝、圆头挖掘铲(待机插地扶柄)、结构式冒险背包(1.5× 体宽)一侧插大于头的封印黑旗、腰挂提灯**(不点亮;规格见 [character-design.md](character-design.md) §5.4)。三态必须延续同一形象——**同一 seed 起步,只换动作短语(其余元素三态恒在)**。兜帽小人蓝 `#2E86DE`;上衣暖米白 `#EFE3C8`;长裤深棕 `#6B4A2E`(均候选,样张批冻结);眼用数字墨 `#33261B`;肤色白皙;皮革木色族 `#8A5A34`;背包帆布暖卡其+皮革翻盖扣带;提灯小号铜色;旗面封印黑 `#000000`(语义件非服饰色——旗朱→封印紫→封印黑 2026-09-28;旗面由正向十六进制锁色承载)。
|
||||
|
||||
### 2.1 待机态
|
||||
|
||||
|
||||
@@ -6,12 +6,12 @@
|
||||
|
||||
先贴游戏内现役小人图(站姿原素材),再发对应整段;两态要同形象就在同一对话里先出攻击、再续写受击。受击态定稿后出新态时,可以加贴受击成图一起当参考(段尾参考句已兼容一或两张图)。
|
||||
|
||||
> 旗面色注意:两段旗面按封印紫 `#7C3AA8` 出图(2026-09-26 拍板旗朱退役);现役 normal/hit 成图旗面仍是旧旗朱红,三态旗色统一待手修换色——参考图的红旗不构成改回红旗的理由,旗色以段内十六进制为准,旗位(画右)才跟参考图。
|
||||
> 旗面色注意:两段旗面按封印黑 `#000000` 出图(2026-09-28 拍板封印紫退役——紫与微光蓝族色相冲突);现役 normal/hit 成图旗面仍是旧旗朱红,三态旗色统一待手修换色——参考图的红旗不构成改回红旗的理由,旗色以段内十六进制为准,旗位(画右)才跟参考图。
|
||||
|
||||
### 攻击态
|
||||
|
||||
```
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with his azure blue hood pulled off and hanging down his back, the hood being the only blue clothing and nothing wrapped around his neck, short brown hair, goggles pushed up resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple long-handled round-bladed digging shovel, a straight brown wooden handle nearly as tall as the character with one small flat spade-shaped grey metal digging blade at its far end, a shallow rounded scoop that clearly reads as a shovel head, both hands gripping the handle, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, exactly one large triangular pennant flag in medium violet-purple (hex color #7C3AA8), a simple flat solid triangle with no patterns or swallow-tail cut, not pink and not magenta, bigger than his head on a short wooden pole planted behind his head on the right side of the image exactly as in the reference images, partially hidden behind his head, exactly one small unlit copper lantern hanging from his belt at his side, lantern not glowing, attack pose frozen at the very end of an upward swing: both arms raised straight above his head, the shovel held high overhead with the spade blade at the very top, his torso still facing forward and staying upright and compact with no twisting, the backpack still on his back unchanged, the lantern still hanging visible at his belt, feet planted firmly apart on the ground at the bottom of the canvas, determined expression, plain flat light grey background. Character size is locked to the attached reference images: exactly the same head size, body height, body width and position in the frame as the references — feet touching the bottom edge of the canvas, top of the head clearly below the top edge, the figure small in the lower part of the canvas; only the shovel and his raised arms reach higher, the character himself must not become bigger, taller, closer or more realistically proportioned. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, side view or isometric angle; no purple or magenta anywhere except the one pennant flag in hex #7C3AA8, and the flag itself must not be pink or magenta; no red clothing and no gold armor; no glowing lantern, no scarf, no extra accessories or pouches; no short shovel, no shovel blade without its long wooden handle, no mace, no spiked ball, no hammer, no axe, no round ball instead of a shovel blade, no bedroll or rolled mat on the backpack, no neckwear; no enlarged or zoomed-in character, no taller proportions, no long legs, no small head, no missing pennant flag, no flag on the left side of the image; no slash effect, no energy trail, no projectile, no motion blur, no speed lines, no swing arc trail, no afterimage, no wind effect. Character reference: every attached image shows this same character — keep his identity, face, hairstyle, outfit, gear, proportions, character size and pixel-art rendering style exactly consistent with all of them, and keep the pennant flag planted on the right side of the image as in the references; the pose comes only from the description above, do not copy the pose, arms or expression from any reference.
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, extremely chunky oversized pixels, very low resolution, minimal detail, simple large shapes, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion (big head, short compact body), thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with his azure blue hood pulled off and hanging down his back, the hood being the only blue clothing and nothing wrapped around his neck, short brown hair, goggles pushed up resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple long-handled round-bladed digging shovel, a straight brown wooden handle nearly as tall as the character with one small flat spade-shaped grey metal digging blade at its far end, a shallow rounded scoop that clearly reads as a shovel head, both hands gripping the handle, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, exactly one large triangular pennant flag in solid pure black (hex color #000000), a simple flat solid triangle with no patterns or swallow-tail cut, not violet, not purple and not magenta, bigger than his head on a short wooden pole planted behind his head on the right side of the image exactly as in the reference images, partially hidden behind his head, exactly one small unlit copper lantern hanging from his belt at his side, lantern not glowing, attack pose frozen at the very end of an upward swing: both arms raised straight above his head, the shovel held high overhead with the spade blade at the very top, his torso still facing forward and staying upright and compact with no twisting, the backpack still on his back unchanged, the lantern still hanging visible at his belt, feet planted firmly apart on the ground at the bottom of the canvas, determined expression, plain flat light grey background. Character size is locked to the attached reference images: exactly the same head size, body height, body width and position in the frame as the references — feet touching the bottom edge of the canvas, top of the head clearly below the top edge, the figure small in the lower part of the canvas; only the shovel and his raised arms reach higher, the character himself must not become bigger, taller, closer or more realistically proportioned. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, side view or isometric angle; no purple, violet or magenta anywhere including the pennant flag — the flag must read as pure black hex #000000 and must not be purple, violet, pink or magenta; no red clothing and no gold armor; no glowing lantern, no scarf, no extra accessories or pouches; no short shovel, no shovel blade without its long wooden handle, no mace, no spiked ball, no hammer, no axe, no round ball instead of a shovel blade, no bedroll or rolled mat on the backpack, no neckwear; no enlarged or zoomed-in character, no taller proportions, no long legs, no small head, no missing pennant flag, no flag on the left side of the image; no slash effect, no energy trail, no projectile, no motion blur, no speed lines, no swing arc trail, no afterimage, no wind effect. Character reference: every attached image shows this same character — keep his identity, face, hairstyle, outfit, gear, proportions, character size and pixel-art rendering style exactly consistent with all of them, and keep the pennant flag planted on the right side of the image as in the references; the pose comes only from the description above, do not copy the pose, arms or expression from any reference.
|
||||
```
|
||||
|
||||
### 受击态
|
||||
|
||||
@@ -125,7 +125,7 @@
|
||||
|
||||
> 布局为 B/C/D 三区——关卡进度条不在战斗屏(节点链进度常驻关卡画面,见 Navigation Position;字母不重编沿用 B/C/D)。
|
||||
|
||||
> 呈现术语注记(2026-09-25):插旗动作的玩家可见呈现名 = **封印**(registry terminology;旗 = 封印印记,art-bible §3.2)——机制与键名不变;封印特效未实装,现行占位 = 封印紫「旗」字形(board_view 程序化占位,贴图在位=字形退役;旗朱→封印紫 2026-09-26 用户拍板)。
|
||||
> 呈现术语注记(2026-09-25):插旗动作的玩家可见呈现名 = **封印**(registry terminology;旗 = 封印印记,art-bible §3.2)——机制与键名不变;封印特效未实装,现行占位 = 封印黑「旗」字形(board_view 程序化占位,贴图在位=字形退役;旗朱→封印紫 2026-09-26→封印黑 2026-09-28 用户拍板)。
|
||||
|
||||
> 可挖域微光画法定稿(2026-09-25 用户拍板):**接触带·空间侧 + 蓝族**——光画英雄格周界接触面(正交邻墙=整边,斜向邻墙=角点+两半边),详见 art-bible §3.2;现行墙格整框绿相呼吸为待退役占位,实现切换归表现批(探针断言随批)。
|
||||
|
||||
@@ -230,7 +230,7 @@
|
||||
| **调试变体** | 测试模式 | TunePanel 入口(demo 保留,正式侧元进度退役);Playtest 诊断按钮(卡死转储) |
|
||||
|
||||
**拒绝/作废子态**(排雷玩法×6⑥、行动经济双源——每次拒绝玩家可感知):
|
||||
- 棋盘面拒绝(sub_reason:非相邻/挖旗格等)→ 目标格 危险红 #A8321F 边框闪 + toast 文案(拒绝语义红族——旗朱已退役归封印紫)(图标+文案冗余,色弱清单 #7)
|
||||
- 棋盘面拒绝(sub_reason:非相邻/挖旗格等)→ 目标格 危险红 #A8321F 边框闪 + toast 文案(拒绝语义红族——旗朱已退役归封印色〔现行封印黑〕)(图标+文案冗余,色弱清单 #7)
|
||||
- 资源面拒绝(AP 不足/RAP 不足)→ AP/RAP 数字脉冲 + toast「AP 不足 · 剩 0 点」
|
||||
- voided(stop 被作废等)→ toast「本轮已清图,停手未执行 · 剩余 AP 已作废」——防静默改判读感欺骗
|
||||
|
||||
@@ -244,7 +244,7 @@
|
||||
|---|---|---|---|---|
|
||||
| 未开相邻格 | 挖掘 | 左键 | 格碎裂 + 连锁展开(免费)+ 奖励身份揭显 | 意图入当帧批次 → 排雷玩法 `settle_batch` |
|
||||
| 已开格 | 移动 | 左键 | 悬停时路径预览高亮(布局决策 3);执行 ≤150ms 短滑 | 意图入批(BFS 移动,免费) |
|
||||
| 未开格 | 插旗 | 右键 | 旗落下(封印紫) | 意图入批(1 AP / 免费;已旗格右键无操作——旗无移除手段,插旗不可逆批 2026-09-19) |
|
||||
| 未开格 | 插旗 | 右键 | 旗落下(封印黑) | 意图入批(1 AP / 免费;已旗格右键无操作——旗无移除手段,插旗不可逆批 2026-09-19) |
|
||||
| 停手按钮 | 主动结束轮次 | 左键 | 按钮下压 + AP→RAP 飞行数字 | `settle_batch([stop])`(**经排雷玩法批次,不直调行动经济**——单意图帧批次契约) |
|
||||
| 弃图刷新按钮(雷图右上角) | 当轮就地换图继续挖 | 左键 | 确认微交互(RAP−8 代价显式 + 旧板弃置提示);RAP<8 → 资源面拒绝可见(行动经济 EC13) | `request_refresh`(**Active 相位当场换图继续挖**——AP 不重置、本轮剩 N 次扣减;**上游已修订受理——见布局决策 4/OQ11**) |
|
||||
| 图例按钮 | 开图例 | 左键 | 模态 overlay | 恒可开(图例条目恒在) |
|
||||
|
||||
@@ -249,7 +249,7 @@ entities:
|
||||
真视窄域护栏: 替代推理的道具效果(雷位真视)目标域 ≤3×3、全图级仅限恢复推理原料类(显影/预读)——信息层级护栏,防"扫雷退化为路径优化"(魔法道具 Core Rule 3 首次定义,schema 校验强制)
|
||||
渗透率: aux 道具期望件数占奖励池的份额——E[N_aux/板] = |U|×Σw_aux/W_total(魔法道具 F1 首次定义;供给面天然限流,P1 护栏的量化形态)
|
||||
行动: 轮次内挖掘期的原子决策单位——同一事件的三个视角:玩家决策层叫行动、进 排雷玩法 的数据形态叫意图(单意图帧整批提交)、行动经济 计价类别叫动作(action_kind 统一价目);有价行动(挖/插旗;拔旗随插旗不可逆批 2026-09-19 退役)1 AP/次、受每轮 AP 预算约束(现行表值 8),移动/停手免费不计 AP(game-concept 术语层级 2026-09-14 收录)
|
||||
封印: 插旗动作的玩家可见呈现名(2026-09-25 用户拍板)——玩家对未开格插旗,即对该格(巢穴)实施「封印」,旗 = 封印印记;机制键与规则(flag_place/flag_rules/标中旗三向效果)全不变,纯呈现层命名;封印特效(施印瞬间 + 印记常显形态)待表现批,现行程序化占位 = 封印紫「旗」字形(旗朱 #C63D22 → 封印紫 #7C3AA8,2026-09-26 用户拍板;art-bible §3.2 封印条首次定义)
|
||||
封印: 插旗动作的玩家可见呈现名(2026-09-25 用户拍板)——玩家对未开格插旗,即对该格(巢穴)实施「封印」,旗 = 封印印记;机制键与规则(flag_place/flag_rules/标中旗三向效果)全不变,纯呈现层命名;封印特效(施印瞬间 + 印记常显形态)待表现批,现行程序化占位 = 封印黑「旗」字形(旗色史:旗朱 #C63D22 → 封印紫 #7C3AA8 2026-09-26 → **封印黑 #000000 2026-09-28 用户拍板**——紫与微光蓝族色相冲突退役;art-bible §3.2 封印条首次定义)
|
||||
节点: 关卡节点地图上的一个格——关卡内移动的步进单位;层名定稿(2026-09-14 用户裁决:节点 胜 遭遇——成员中立 + 关卡节点地图 注册名/切片 node_* 接口零改动 + 遭遇既有语义 = 战斗不挪用);类型分类学与图形态已展开定稿(2026-09-17 关卡节点地图 v1.0:四类封闭枚举 {battle, reward, rest, boss} + 分支节点图〔连线只朝前进方向、唯一入口、Boss 恒唯一终点、无回头路〕;节点编号 = 关卡内唯一定位地址,数据键 node_depth 沿用;2026-09-20 GP+商店房批扩五类 +shop 商店房——每关恰 1、Boss 前一位必经位,兑付 = 商店覆盖层开闭,见商店房词条)
|
||||
商店房: 关卡节点图第五类节点——每关恰 1、关底 Boss 前一位必经位(哈迪斯式"决战前最后一个补给点",必经位由冒烟断言承载、图合法性六检零新增);兑付 = 打开商店覆盖层,用金币(GP)购买三属性 flat 档商品(无刷新无三选一、全陈列),购买即时生效、离开后确认回选路,不携带战斗行(关卡节点地图 首次定义,2026-09-20 GP+商店房批)
|
||||
金币(GP): 冒险内一次性的属性提升货币——战斗掉落(掷定 + 关级加值 + 战斗内缓冲,完成一次战斗后统一到账)与格面金币袋(低概率惊喜获取)进钱包、商店房消费、冒险结束清零;不入存档、不入冒险摘要;玩家侧显示名「金币」,与跨局持久的钥石记账完全分离、永不互兑(冒险结构 首次定义,2026-09-20 GP+商店房批)
|
||||
|
||||
@@ -8,8 +8,8 @@ extends Control
|
||||
|
||||
const COL_GOLD := UiKit.GOLD
|
||||
const COL_BOSS := UiKit.BOSS_PURPLE # 紫赤 #8F2F6A
|
||||
const COL_FLAG := UiKit.SEAL_PURPLE # 封印紫(旗化暴击弹道——旗朱退役 2026-09-26)
|
||||
const CONFETTI_COLS := [UiKit.GOLD, UiKit.SEAL_PURPLE, UiKit.HERO_BLUE, UiKit.WARM]
|
||||
const COL_FLAG := UiKit.SEAL_BLACK # 封印黑(旗化暴击弹道——旗朱→封印紫→封印黑 2026-09-28)
|
||||
const CONFETTI_COLS := [UiKit.GOLD, UiKit.GOLD_LIT, UiKit.HERO_BLUE, UiKit.WARM] # 装饰彩带不涉封印语义——原紫位改亮金(紫赤系 Boss 独占不入装饰)
|
||||
|
||||
var _banner: Label
|
||||
|
||||
|
||||
@@ -33,7 +33,7 @@ const COL_BRICK := UiKit.BRICK # 未开——掩尘完整地砖
|
||||
const COL_FLOOR := UiKit.FLOOR # 已开——裸土 #B39A78(碎裂裸露地面)
|
||||
const COL_DIGIT := UiKit.INK # 数字——墨族 #33261B(对格底 ≥4.5:1 硬指标)
|
||||
const COL_HERO := UiKit.HERO_BLUE # 小人边框——小人蓝 #2E6E8E
|
||||
const COL_FLAG := UiKit.SEAL_PURPLE # 封印紫 #7C3AA8(旗朱退役——2026-09-26 用户拍板)
|
||||
const COL_FLAG := UiKit.SEAL_BLACK # 封印黑 #000000(旗朱→封印紫→封印黑,2026-09-28 用户拍板)
|
||||
const COL_GOLD := UiKit.GOLD # 奖励金 #F0A828
|
||||
const COL_PATH := UiKit.HERO_BLUE # 路径预览点迹——小人蓝细线
|
||||
const COL_CONTACT := UiKit.CONTACT_GLOW # 接触带微光基色(蓝族浅一档·近白蓝——§3.2 v2.8;旧绿相退役 2026-09-26)
|
||||
@@ -565,7 +565,7 @@ func _apply_hover_visuals(c: Vector2i) -> void:
|
||||
_set_cursor_shape(c, CURSOR_DIG)
|
||||
elif flag:
|
||||
u.hl_visible = true
|
||||
u.hl_color = COL_FLAG # 已承诺封印标记(封印紫;无交互可供——拔旗已退役)
|
||||
u.hl_color = COL_FLAG # 已承诺封印标记(封印黑;无交互可供——拔旗已退役)
|
||||
_set_cursor_shape(c, Input.CURSOR_FORBIDDEN)
|
||||
else:
|
||||
u.hl_visible = true
|
||||
|
||||
@@ -168,7 +168,7 @@ func set_pending(ptype: String, pid: String) -> void:
|
||||
queue_redraw()
|
||||
return
|
||||
var glyph := "⚔" # 攻击系(damage)
|
||||
var col: Color = UiKit.RED_MINE # 攻击预告红(危险红族——旗朱退役 2026-09-26,预告语义归封印紫独占)
|
||||
var col: Color = UiKit.RED_MINE # 攻击预告红(危险红族——旗朱退役 2026-09-26,预告语义归封印色独占〔现行封印黑〕)
|
||||
if ptype == "buff":
|
||||
glyph = "✦" # 增益系
|
||||
col = UiKit.HERO_BLUE
|
||||
|
||||
@@ -23,8 +23,8 @@ const GOLD_DEEP := Color8(176, 122, 20) # 深金(金框描边/达意金
|
||||
const GOLD_LIT := Color8(230, 190, 90) # 亮金(候选高亮)
|
||||
const GOLD_DIM := Color8(140, 116, 60) # 暗金(已过节点)
|
||||
|
||||
const SEAL_PURPLE := Color8(124, 58, 168) # 封印紫 #7C3AA8——封印(插旗)宣告色,色相 ≈267°(2026-09-26
|
||||
# 用户拍板旗朱→封印紫;避开 300°-345° 禁入带,与魔法微光 256°/
|
||||
const SEAL_BLACK := Color8(0, 0, 0) # 封印黑 #000000——封印(插旗)宣告色(2026-09-28
|
||||
# 用户拍板旗朱→封印紫→封印黑:紫色与微光蓝族色相冲突,黑色无色相天然避开禁入带
|
||||
# 妨害紫 281° 各留 12-14° 间距;候选值样张批冻结;旗朱 #C63D22 退役)
|
||||
const RED_DEEP := Color8(150, 60, 48) # 深朱(敌卡框/敌像)
|
||||
const RED_MINE := Color8(150, 44, 36) # 引爆雷字朱(已开雷格"雷"字)
|
||||
|
||||
@@ -47,7 +47,7 @@ CHAR_DIR = ("game", "assets", "art", "character")
|
||||
ICON_DIR = ("game", "assets", "ui", "icons")
|
||||
OUT_PNG = os.path.join(ROOT, "artwork", "mockups", "sample-batch-v1-2026-09-26.png")
|
||||
OUT_REPORT = os.path.join(ROOT, "artwork", "mockups", "sample-v1-机检报告-2026-09-26.md")
|
||||
T_FONT = asset_root("design", "art", "candidates", "ui-reuse-2026-09-23",
|
||||
T_FONT = asset_root("artwork", "ui-reuse-2026-09-23",
|
||||
"4-字体", "fusion-pixel-12px(OFL)", "fusion-pixel-12px-proportional-latin.ttf")
|
||||
ZH_FONT = r"C:\Windows\Fonts\msyh.ttc"
|
||||
|
||||
@@ -57,7 +57,7 @@ INK_COLD = (19, 46, 54) # 青墨 1-3 #132E36
|
||||
INK_OCHRE = (60, 37, 12) # 赭墨 4-5 #3C250C
|
||||
INK_RUST = (74, 30, 20) # 锈墨 6-8 #4A1E14
|
||||
PLATE = (245, 234, 211) # 数字色牌 #F5EAD3
|
||||
SEAL_PURPLE = (124, 58, 168) # 封印紫 #7C3AA8(旗朱退役 2026-09-26)
|
||||
SEAL_BLACK = (0, 0, 0) # 封印黑 #000000(旗朱→封印紫→封印黑 2026-09-28——紫与微光蓝族色相冲突退役)
|
||||
DANGER_RED = (168, 50, 31) # 危险红 #A8321F
|
||||
REWARD_GOLD = (240, 168, 40) # 奖励金 #F0A828
|
||||
HERO_BLUE = (46, 134, 222) # 小人蓝 #2E86DE(候选,样张批冻结——对照表 §5.1)
|
||||
@@ -72,7 +72,7 @@ GLOW_FAMILY = {"attack": "通用增益", "defense": "通用增益", "weaken": "
|
||||
"action": "通用增益", "gp": "通用增益", "heal": "治疗",
|
||||
"pierce": "穿刺", "magic": "魔法", "blast": "群伤"}
|
||||
# 游戏 UiKit 常量(A4 混排对表——ui_kit.gd 实测值)
|
||||
UIKIT = {"INK": INK, "FLAG_RED": SEAL_PURPLE, "GOLD": REWARD_GOLD, "RED_MINE": RED_MINE,
|
||||
UIKIT = {"INK": INK, "FLAG_RED": SEAL_BLACK, "GOLD": REWARD_GOLD, "RED_MINE": RED_MINE,
|
||||
"PANEL_STAGE": (216, 200, 172), "PANEL_HERO": (232, 220, 196),
|
||||
"PANEL_DATA": (226, 210, 182), "PANEL_BORDER": (120, 106, 88),
|
||||
"BRICK": (201, 175, 131), "FLOOR": (179, 154, 120)}
|
||||
@@ -448,7 +448,7 @@ def render_main_board():
|
||||
d = ImageDraw.Draw(board)
|
||||
px, py = fx0 + cell // 2 - 2, fy0 + 8
|
||||
d.line([(px, py), (px, fy0 + cell - 10)], fill=(222, 210, 186), width=3)
|
||||
d.polygon([(px, py), (px + 18, py + 6), (px, py + 12)], fill=SEAL_PURPLE) # 旗面恒画右
|
||||
d.polygon([(px, py), (px + 18, py + 6), (px, py + 12)], fill=SEAL_BLACK) # 旗面恒画右
|
||||
d.ellipse([px - 3, fy0 + cell - 12, px + 3, fy0 + cell - 6], fill=INK)
|
||||
|
||||
# 雷格巢穴(已开,程序占位——素材缺口,画面内标注)
|
||||
@@ -671,7 +671,7 @@ def run_checks(board, placement, records, band, gmap, canvas_img=None):
|
||||
"违例格 %s" % viol if viol else "五格中心区全净")
|
||||
# A1 色板对表 + 禁入带扫描
|
||||
frozen = {"INK": INK, "青墨": INK_COLD, "赭墨": INK_OCHRE, "锈墨": INK_RUST, "PLATE": PLATE,
|
||||
"旗朱": SEAL_PURPLE, "危险红": DANGER_RED, "奖励金": REWARD_GOLD}
|
||||
"封印黑": SEAL_BLACK, "危险红": DANGER_RED, "奖励金": REWARD_GOLD}
|
||||
check("A1a", "色板对表圣经 §4.1 冻结值", True, "%s" % {k: "#%02X%02X%02X" % v for k, v in frozen.items()})
|
||||
band_hit = scan_banned_hue(board)
|
||||
check("A1b", "禁入带 HSV300°-345° 零命中", band_hit == 0, "命中 %d 像素(抽样)" % band_hit)
|
||||
@@ -818,7 +818,7 @@ def main():
|
||||
# S4 图例
|
||||
oy4 = oy3 + s3.size[1] + 30
|
||||
x = 20
|
||||
for name, rgb in [("封印紫", SEAL_PURPLE), ("危险红", DANGER_RED), ("奖励金", REWARD_GOLD),
|
||||
for name, rgb in [("封印黑", SEAL_BLACK), ("危险红", DANGER_RED), ("奖励金", REWARD_GOLD),
|
||||
("小人蓝(候选)", HERO_BLUE), ("接触带微光(候选)", CONTACT_GLOW)]:
|
||||
d.rectangle([x, oy4, x + 34, oy4 + 34], fill=rgb, outline=(90, 80, 66))
|
||||
d.text((x - 4, oy4 + 38), name, col=(225, 215, 195), font=F_LBL2) if False else d.text((x - 4, oy4 + 38), name, font=F_LBL2, fill=(225, 215, 195))
|
||||
|
||||
Reference in new issue
Block a user