修正语法错误 #11

Merged
moyin merged 1 commits from qbb0530/whale-town-front:main into main 2026-01-05 11:28:14 +08:00

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@@ -2,7 +2,7 @@
## 1. Project Vision & Context ## 1. Project Vision & Context
- **Project**: "WhaleTown" - A 2D top-down pixel art RPG. - **Project**: "WhaleTown" - A 2D top-down pixel art RPG.
- **Engine**: Godot 4.2+ (Strictly NO Godot 3.x syntax). - **Engine**: Godot 4.5+ (Strictly NO Godot 3.x syntax).
- **Architecture**: Strictly layered: `_Core` (Framework), `Scenes` (Gameplay), `UI` (Interface). - **Architecture**: Strictly layered: `_Core` (Framework), `Scenes` (Gameplay), `UI` (Interface).
- **Core Principle**: "Signal Up, Call Down". High decoupling via `EventSystem`. - **Core Principle**: "Signal Up, Call Down". High decoupling via `EventSystem`.
@@ -46,36 +46,40 @@
const PLAYER_MOVED = "player_moved" const PLAYER_MOVED = "player_moved"
const INTERACT_PRESSED = "interact_pressed" const INTERACT_PRESSED = "interact_pressed"
const NPC_TALKED = "npc_talked" const NPC_TALKED = "npc_talked"
Singletons: Only GameManager, SceneManager, EventSystem allowed as Autoloads. ```
Decoupling: Low-level entities MUST NOT reference GameManager. Use events. - **Singletons**: Only GameManager, SceneManager, EventSystem allowed as Autoloads.
6. 🏗 Implementation Details - **Decoupling**: Low-level entities MUST NOT reference GameManager. Use events.
Player: CharacterBody2D. Must include Camera2D with position_smoothing_enabled = true.
NPC/Interactables: Use Area2D named InteractionArea. Trigger via EventSystem. ## 6. 🏗 Implementation Details
TileMap Layers: - **Player**: CharacterBody2D. Must include Camera2D with `position_smoothing_enabled = true`.
Layer 0: Ground (No collision). - **NPC/Interactables**: Use Area2D named InteractionArea. Trigger via EventSystem.
Layer 1: Obstacles (Physics Layer enabled). - **TileMap Layers**:
Layer 2: Decoration (Y-Sort enabled). - Layer 0: Ground (No collision).
Camera: Must auto-calculate limits via TileMap.get_used_rect(). - Layer 1: Obstacles (Physics Layer enabled).
7. 🧪 Testing Requirements (MANDATORY) - Layer 2: Decoration (Y-Sort enabled).
Coverage: Every Manager/System in _Core/ MUST have a GUT test. - **Camera**: Must auto-calculate limits via `TileMap.get_used_rect()`.
Naming: Test files must start with test_ and extend GutTest.
Example: ## 7. 🧪 Testing Requirements (MANDATORY)
code - **Coverage**: Every Manager/System in `_Core/` MUST have a GUT test.
Gdscript - **Naming**: Test files must start with `test_` and extend GutTest.
extends GutTest - **Example**:
func test_event_emission(): ```gdscript
var sender = Node.new() extends GutTest
watch_signals(EventSystem) func test_event_emission():
EventSystem.emit_event(EventNames.PLAYER_MOVED, {}) var sender = Node.new()
assert_signal_emitted(EventSystem, "event_raised") watch_signals(EventSystem)
8. 🧘 The Zen of Development EventSystem.emit_event(EventNames.PLAYER_MOVED, {})
Juice or Death: Every interaction (UI popup, NPC talk) MUST have a Tween placeholder. assert_signal_emitted(EventSystem, "event_raised")
Zero Magic Numbers: All speeds/timers MUST be @export or defined in Config/. ```
Simplicity: If a function does two things, split it.
Back of the Fence: Hidden logic (like ResponseHandler.gd) must be as clean as the HUD. ## 8. 🧘 The Zen of Development
9. 📝 Code Template (Entity Pattern) - **Juice or Death**: Every interaction (UI popup, NPC talk) MUST have a Tween placeholder.
code - **Zero Magic Numbers**: All speeds/timers MUST be `@export` or defined in `Config/`.
Gdscript - **Simplicity**: If a function does two things, split it.
- **Back of the Fence**: Hidden logic (like ResponseHandler.gd) must be as clean as the HUD.
## 9. 📝 Code Template (Entity Pattern)
```gdscript
extends CharacterBody2D extends CharacterBody2D
class_name Player class_name Player