diff --git a/game/presentation/views/board_cell_unit.gd b/game/presentation/views/board_cell_unit.gd index b4435c6b..dcdfd331 100644 --- a/game/presentation/views/board_cell_unit.gd +++ b/game/presentation/views/board_cell_unit.gd @@ -206,9 +206,9 @@ func _draw() -> void: 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。 - # 牌尺寸 0.60/0.62 格边居中 = 样张 v2 冻结值(2026-09-28 四冻结·数字形制;字形 0.5 格边 - # 在牌内留白 ≥2px);旗=未开格不垫牌(封印黑在墙瓦片上已可读)) + # 数字色牌后备路径(圣经 v3.5 冻结④ 批 B2 2026-09-30:数字亮墨直画已开格底**退役必垫牌**; + # 牌=后备件——雷/「?」维持牌载保读性(牌上深墨族 12:1),复杂格底〔物件纹样/装饰变体格〕 + # 判定随装饰瓦片自产批扩。牌尺寸 0.60/0.62 格边居中 = 样张 v2 冻结值;旗=未开格不垫牌) if plate: var pw := edge * 0.60 var ph := edge * 0.62 diff --git a/game/presentation/views/board_view.gd b/game/presentation/views/board_view.gd index 2df89b18..6fec892e 100644 --- a/game/presentation/views/board_view.gd +++ b/game/presentation/views/board_view.gd @@ -645,14 +645,14 @@ func _badge_glyph(category: String) -> String: # ---- 格态渲染(灰度截图可辨:完整覆尘 / 碎裂裸土 / 已开数字) ---- -# 数字墨三档色温(样张 v2 冻结批 T4——art-bible §4.1:1-3 青墨/4-5 赭墨/6-8 锈墨; -# 冷=稀疏、暖=密集的氛围档,字形为唯一数值载体——禁八色分色) +# 数字亮墨三档色温(圣经 v3.5 冻结④ 2026-09-30 批 B2——直画已开格底:1-3 冷亮/4-5 暖白/6-8 金亮, +# 色温承袭密度语义;实测对比 6.0–6.3:1。旧深墨三档转色牌后备路径专用〔牌上深墨族 12:1〕) func _digit_ink(d: int) -> Color: if d <= 3: - return UiKit.INK_COLD + return UiKit.INK_L_COLD if d <= 5: - return UiKit.INK_OCHRE - return UiKit.INK_RUST + return UiKit.INK_L_WARM + return UiKit.INK_L_GOLD func _paint_cell(c: Vector2i, hero: Vector2i) -> void: @@ -710,7 +710,7 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void: u.bg_sb = sb u.glyph = glyph u.glyph_color = digit_col - u.plate = revealed and glyph != "" # 数字色牌(原则二——已开格字形全垫牌;旗在未开格不垫) + u.plate = revealed and (glyph == "雷" or glyph == "?") # 色牌后备(v3.5 批 B2——数字直画退牌;雷/「?」维持牌载保读性;复杂格底〔物件纹样/装饰变体格〕判定随装饰瓦片自产批扩) u.outline_sides.assign([]) # typed Array[int](代码审查批 3 类型收紧——assign 保持引用语义) u.facade_south = false u.proj_band = 0.0 diff --git a/game/presentation/views/ui_kit.gd b/game/presentation/views/ui_kit.gd index 8d070f1a..d4b93747 100644 --- a/game/presentation/views/ui_kit.gd +++ b/game/presentation/views/ui_kit.gd @@ -7,9 +7,14 @@ extends RefCounted # ── 色板(语义族;值 = 2026-09-20 收敛时现值) ── const INK := Color8(51, 38, 27) # 墨族——正文/数字(对格底 ≥4.5:1) -const INK_COLD := Color8(19, 46, 54) # 青墨 1-3 #132E36(数字墨三档·冷=稀疏——样张 v2 定稿 2026-09-28) -const INK_OCHRE := Color8(60, 37, 12) # 赭墨 4-5 #3C250C(数字墨三档·中) -const INK_RUST := Color8(74, 30, 20) # 锈墨 6-8 #4A1E14(数字墨三档·暖=密集) +const INK_COLD := Color8(19, 46, 54) # 青墨 1-3 #132E36(数字墨三档·冷=稀疏——样张 v2 定稿 2026-09-28;v3.5 起转色牌后备路径专用) +const INK_OCHRE := Color8(60, 37, 12) # 赭墨 4-5 #3C250C(数字墨三档·中;v3.5 起转色牌后备路径专用) +const INK_RUST := Color8(74, 30, 20) # 锈墨 6-8 #4A1E14(数字墨三档·暖=密集;v3.5 起转色牌后备路径专用) +# ── 亮墨三档(圣经 v3.5 冻结④ 2026-09-30——数字直画已开格底:色温承袭密度语义,冷亮/暖白/金亮; +# 实测对比 6.0–6.3:1(A3a);金亮低饱和避奖励金语义;色牌后备组用深墨族上牌〔12:1〕)── +const INK_L_COLD := Color8(216, 236, 240) # 冷亮 1-3 #D8ECF0 +const INK_L_WARM := Color8(240, 226, 200) # 暖白 4-5 #F0E2C8(关卡屏 WARM 同族) +const INK_L_GOLD := Color8(248, 227, 168) # 金亮 6-8 #F8E3A8 const INK_LABEL := Color8(46, 34, 24) # 标签深墨 const INK_TITLE := Color8(30, 26, 22) # 亮底标题墨 const INK_ROUTE := Color8(24, 20, 16) # 节点图最深墨