fix(present): 640 世界视口、可玩布局与世界特效 - #4
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世界固定在 640×360 SubViewport,以 zoom=1 NEAREST 光栅化;HUD、炉心选择和 Director 留在 1280 UI 层。 - 远山改 CanvasLayer + Parallax2D,按单张宽度循环,640 视口不再露缝 - 余烬巢换成 48×36 墓园锈铁火盆(外撇三脚、碗箍铆钉、盆沿吊骨),点燃后叠余烬层 - 雨滴按世界坐标下落:碰到草皮、毒池水膜和火盆碗沿后在接触点溅开并回收;骑士踏进或蹚过毒池也会溅水 - 处决者倒下时延迟打开炉心监测,通关才能交互复燃 - 关卡可玩布局微调,并补相关测试与文档 Co-authored-by: Chen Runsen <SSC-STUDIO@users.noreply.github.com>
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夜雨 CanvasModulate 把世界坐标溅射和 8,31,30 的淤泥吃成黑线。雨丝改加法混合并保持银白;溅射挂到 WeatherFx 画布;毒池补体积并让坑唇草皮先于水膜接雨;风尘退到骑士身后,提示条贴底。 Co-authored-by: Chen Runsen <SSC-STUDIO@users.noreply.github.com>
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标题进关不再把整张 Level01 摊进 1280 窗口。世界固定在 640×360 SubViewport 里以
zoom=1NEAREST 光栅化,HUD / 炉心选择 / Director 字幕留在 1280 UI 层,非 16:9 只加黑边。呈现
GamePresentation+PresentationMetrics:整数倍内容矩形;stretch/mode=canvas_itemsDisplayFit.apply_menu()(KEEP),进关apply_game()(IGNORE,避免双重黑边)WorldEffects(与玩家同一 World2D)WeatherFx画布,草皮 / 水膜 / 火盆沿可见吻点CanvasLayer+Parallax2D:Godot 4.7 的ParallaxLayer把repeat_times写死成 1,326px 山只再画一份,循环缝会扫进 640 画面左边。现在按单张宽度循环、repeat_times=4关卡
(228, 288)单跳 32px;喷吐者第一座台落到 y=288存档
game_world,标识仍是Level01_Static.tscnload_game()再铺东翼,避免boss_dead未读就刷刽子手通关
ForgeHeart.unlock()改set_deferred打开监测:原先在 hurtbox 信号栈里改monitorable会被引擎拒绝,炉心看得见却摸不到单测:
godot --headless --path . res://tests/run_tests.tscn(169/169)说明:用户希望用 Fable 5.1 做完善,该模型在本环境额度不可用,由当前代理按同一套方案落地。