3 Commits

Author SHA1 Message Date
91c8b1b062 chore(assets): 添加建筑和围栏精灵资源
新增游戏资源文件:
- 12 个 Datawhale 房屋建筑精灵(多种样式)
- 2 个围栏瓦片集(木质和铁质)

所有文件名已规范为小写格式
2026-01-10 01:32:58 +08:00
e3c4d08021 Merge pull request '修正语法错误' (#11) from qbb0530/whale-town-front:main into main
Reviewed-on: datawhale/whale-town-front#11
2026-01-05 11:28:13 +08:00
王浩
3bdda47191 修正语法错误 2026-01-04 17:17:34 +08:00
27 changed files with 515 additions and 31 deletions

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## 1. Project Vision & Context
- **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).
- **Core Principle**: "Signal Up, Call Down". High decoupling via `EventSystem`.
@@ -46,36 +46,40 @@
const PLAYER_MOVED = "player_moved"
const INTERACT_PRESSED = "interact_pressed"
const NPC_TALKED = "npc_talked"
Singletons: Only GameManager, SceneManager, EventSystem allowed as Autoloads.
Decoupling: Low-level entities MUST NOT reference GameManager. Use events.
6. 🏗 Implementation Details
Player: CharacterBody2D. Must include Camera2D with position_smoothing_enabled = true.
NPC/Interactables: Use Area2D named InteractionArea. Trigger via EventSystem.
TileMap Layers:
Layer 0: Ground (No collision).
Layer 1: Obstacles (Physics Layer enabled).
Layer 2: Decoration (Y-Sort enabled).
Camera: Must auto-calculate limits via TileMap.get_used_rect().
7. 🧪 Testing Requirements (MANDATORY)
Coverage: Every Manager/System in _Core/ MUST have a GUT test.
Naming: Test files must start with test_ and extend GutTest.
Example:
code
Gdscript
extends GutTest
func test_event_emission():
var sender = Node.new()
watch_signals(EventSystem)
EventSystem.emit_event(EventNames.PLAYER_MOVED, {})
assert_signal_emitted(EventSystem, "event_raised")
8. 🧘 The Zen of Development
Juice or Death: Every interaction (UI popup, NPC talk) MUST have a Tween placeholder.
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.
9. 📝 Code Template (Entity Pattern)
code
Gdscript
```
- **Singletons**: Only GameManager, SceneManager, EventSystem allowed as Autoloads.
- **Decoupling**: Low-level entities MUST NOT reference GameManager. Use events.
## 6. 🏗 Implementation Details
- **Player**: CharacterBody2D. Must include Camera2D with `position_smoothing_enabled = true`.
- **NPC/Interactables**: Use Area2D named InteractionArea. Trigger via EventSystem.
- **TileMap Layers**:
- Layer 0: Ground (No collision).
- Layer 1: Obstacles (Physics Layer enabled).
- Layer 2: Decoration (Y-Sort enabled).
- **Camera**: Must auto-calculate limits via `TileMap.get_used_rect()`.
## 7. 🧪 Testing Requirements (MANDATORY)
- **Coverage**: Every Manager/System in `_Core/` MUST have a GUT test.
- **Naming**: Test files must start with `test_` and extend GutTest.
- **Example**:
```gdscript
extends GutTest
func test_event_emission():
var sender = Node.new()
watch_signals(EventSystem)
EventSystem.emit_event(EventNames.PLAYER_MOVED, {})
assert_signal_emitted(EventSystem, "event_raised")
```
## 8. 🧘 The Zen of Development
- **Juice or Death**: Every interaction (UI popup, NPC talk) MUST have a Tween placeholder.
- **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.
## 9. 📝 Code Template (Entity Pattern)
```gdscript
extends CharacterBody2D
class_name Player