051da664-7c0a-4d7b-8129-36efb67f35b3
This commit is contained in:
@@ -8,6 +8,7 @@
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--color-foreground: var(--foreground);
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--font-sans: var(--font-geist-sans);
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--font-mono: var(--font-geist-mono);
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--font-display: var(--font-display);
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--color-sidebar-ring: var(--sidebar-ring);
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--color-sidebar-border: var(--sidebar-border);
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--color-sidebar-accent-foreground: var(--sidebar-accent-foreground);
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@@ -144,6 +145,17 @@
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-webkit-text-fill-color: transparent;
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}
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/* v0.10.1 调研落地:Orbitron 科幻显示字体工具类 */
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.font-display {
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font-family: var(--font-display), var(--font-geist-sans), sans-serif;
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letter-spacing: 0.02em;
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}
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/* 数值/技术文本使用 Orbitron 增强科幻感 */
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.font-tech {
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font-family: var(--font-display), var(--font-geist-mono), monospace;
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letter-spacing: 0.04em;
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}
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/* 通用脉冲 */
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@keyframes echo-glow {
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0%, 100% { opacity: 0.6; }
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+10
-2
@@ -1,5 +1,5 @@
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import type { Metadata } from "next";
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import { Geist, Geist_Mono } from "next/font/google";
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import { Geist, Geist_Mono, Orbitron } from "next/font/google";
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import "./globals.css";
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import { Toaster } from "@/components/ui/toaster";
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@@ -13,6 +13,14 @@ const geistMono = Geist_Mono({
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subsets: ["latin"],
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});
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// v0.10.1 调研落地:Orbitron 科幻显示字体(用于标题/数值/全息UI)
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const orbitron = Orbitron({
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variable: "--font-display",
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subsets: ["latin"],
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weight: ["400", "500", "600", "700", "900"],
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display: "swap",
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});
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export const metadata: Metadata = {
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title: "回响星核 · Echo Nexus",
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description: "原创深空考古放置策略游戏 — 解码记忆晶体,拼凑以太文明的回响,跨越维度发起接触。",
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@@ -42,7 +50,7 @@ export default function RootLayout({
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return (
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<html lang="zh-CN" suppressHydrationWarning className="dark">
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<body
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className={`${geistSans.variable} ${geistMono.variable} antialiased bg-background text-foreground`}
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className={`${geistSans.variable} ${geistMono.variable} ${orbitron.variable} antialiased bg-background text-foreground`}
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>
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{children}
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<Toaster />
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+9
-7
@@ -13,12 +13,14 @@ import { ExpeditionPanel } from "@/components/game/ExpeditionPanel";
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import { AchievementsPanel } from "@/components/game/AchievementsPanel";
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import { AchievementNotifier } from "@/components/game/AchievementNotifier";
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import { ConstellationPanel } from "@/components/game/ConstellationPanel";
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import { ConstellationDialog } from "@/components/game/ConstellationDialog";
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import { ChronicleDialog } from "@/components/game/ChronicleDialog";
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import { BeaconPanel } from "@/components/game/BeaconPanel";
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import { TutorialOverlay } from "@/components/game/TutorialOverlay";
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import { OfflineReportDialog } from "@/components/game/OfflineReportDialog";
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import { CruiseMode } from "@/components/game/CruiseMode";
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// v0.10.1 性能优化:重型对话框/全屏组件动态导入,减少首屏 bundle
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import dynamic from "next/dynamic";
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const ChronicleDialog = dynamic(() => import("@/components/game/ChronicleDialog").then(m => ({ default: m.ChronicleDialog })), { ssr: false });
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const ConstellationDialog = dynamic(() => import("@/components/game/ConstellationDialog").then(m => ({ default: m.ConstellationDialog })), { ssr: false });
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const OfflineReportDialog = dynamic(() => import("@/components/game/OfflineReportDialog").then(m => ({ default: m.OfflineReportDialog })), { ssr: false });
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const CruiseMode = dynamic(() => import("@/components/game/CruiseMode").then(m => ({ default: m.CruiseMode })), { ssr: false });
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import { AttributesPanel } from "@/components/game/AttributesPanel";
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import { ExplorationRadar } from "@/components/game/ExplorationRadar";
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import { RelicCodex } from "@/components/game/RelicCodex";
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@@ -181,8 +183,8 @@ export default function Page() {
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</div>
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</div>
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<div className="leading-tight">
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<h1 className="text-base sm:text-lg font-bold text-gradient">回响星核</h1>
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<p className="text-[9px] sm:text-[10px] text-muted-foreground/70 -mt-0.5 tracking-wider">
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<h1 className="text-base sm:text-lg font-bold text-gradient font-display">回响星核</h1>
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<p className="text-[9px] sm:text-[10px] text-muted-foreground/70 -mt-0.5 tracking-wider font-tech">
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ECHO NEXUS · v0.10
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</p>
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</div>
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@@ -271,7 +273,7 @@ export default function Page() {
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{/* 顶部状态条 */}
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<div className="pointer-events-none absolute top-2 left-1/2 -translate-x-1/2 flex items-center gap-1.5 text-[8px] font-mono text-muted-foreground/60 z-10">
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<span className="h-1 w-1 rounded-full bg-emerald-400 animate-pulse" />
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<span>CRYSTAL CORE · ONLINE</span>
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<span className="font-tech">CRYSTAL CORE · ONLINE</span>
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<span className="h-1 w-1 rounded-full bg-fuchsia-400 animate-pulse" />
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</div>
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+72
@@ -929,3 +929,75 @@ Stage Summary:
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- 🟡 成就系统价值化(成就解锁主动技能)— 待 v0.11
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- 🟡 VLM 建议:解码区 hover 效果 / 状态文字对比 / 星云背景
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- 🟡 部署 gh-pages
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---
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## v0.10.1 第1轮迭代循环 — 调研落地 + 性能优化(2026-01-24)
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### 本轮循环阶段
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- **调研主题**:放置游戏设计哲学 + 科幻字体资源 + Next.js bundle 优化
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- **工单状态**:Gitea 无 open 工单(#2 已于 v0.10 关闭)
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### 调研发现(附 URL)
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1. **放置游戏设计哲学**(Eric Guan - Idle Game Design Principles)
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- URL: https://ericguan.substack.com/p/idle-game-design-principles
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- 核心思想:idle 游戏 = 核心循环 + 暂停循环 + 回来重投资。深度来自"长目标 + 短反馈"
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- 可落地:增加"长目标"系统(已有遗迹图鉴,可深化"文明兴衰时间线")
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2. **Universal Paperclips 叙事深度**(New Yorker + Northeastern 论文)
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- URL: https://www.newyorker.com/culture/culture-desk/the-unexpected-philosophical-depths-of-the-clicker-game-universal-paperclips
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- URL: https://repository.library.northeastern.edu/files/neu:bz617n08c/fulltext.pdf
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- 核心思想:incremental game 可以承载哲学叙事(存在主义/AI伦理/宇宙尺度)
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- 可落地:遗迹图鉴故事碎片可增加"哲学拷问"层(如"飞升是否是逃避?")
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3. **科幻字体资源**(Google Fonts - Orbitron)
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- URL: https://fonts.google.com/specimen/Orbitron
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- CC-BY 免费,几何无衬线,专为科幻 HUD 设计
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- 已落地:集成到标题/数值/技术文本
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4. **Next.js bundle 优化**(web.dev + Medium 70% 优化案例)
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- URL: https://web.dev/articles/code-splitting-with-dynamic-imports-in-nextjs
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- 核心方法:next/dynamic 对按需组件动态导入,ssr:false 跳过 SSR
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- 已落地:4 个重型对话框动态导入
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### 本轮目标
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1. ✅ 集成 Orbitron 科幻字体(调研资源落地)
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2. ✅ 动态导入重型对话框(性能优化)
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3. ✅ 部署 + QA 验证
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### 已完成的修改
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**文件变更:**
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- `src/app/layout.tsx`:新增 Orbitron 字体导入(--font-display 变量)
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- `src/app/globals.css`:新增 .font-display / .font-tech 工具类
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- `src/app/page.tsx`:
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- 主标题 + 版本号 + 状态条应用 Orbitron
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- ChronicleDialog/ConstellationDialog/OfflineReportDialog/CruiseMode 改为 next/dynamic 动态导入(ssr:false)
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### 性能优化记录
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| 指标 | 优化前 | 优化后 | 变化 |
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|------|--------|--------|------|
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| 总 bundle | 1.7M | 1.7M | 持平(字体增加抵消拆分) |
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| 主 chunk | 572K | 373K | **-199K (-35%)** |
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| 动态拆分 chunk | - | 98K(对话框独立) | 首屏不加载 |
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**优化方法**:next/dynamic + ssr:false 将 4 个按需对话框从主 chunk 拆出,首屏只加载核心 UI,对话框点击时才加载。
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### 验证结果
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- ✅ lint 零错误
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- ✅ 构建成功(4.8s 编译)
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- ✅ gh-pages 部署成功(HTTP 200)
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- ✅ VLM 验证:Orbitron 字体生效,标题科幻感增强,四色全息保持,无渲染异常
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- ✅ 动态导入对话框功能正常:编年史对话框点击打开正常,内容完整
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- ✅ agent-browser 交互测试通过
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### 未解决问题
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- 🟡 CSS 175K 偏大,未优化(下一轮可考虑 purge unused Tailwind)
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- 🟡 Orbitron 字体增加约 30K,可考虑只加载 400/700 两个 weight
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### 下一轮调研项(循环延续)
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1. **架构思想**:放置游戏存档系统架构(增量序列化 vs 全量),参考 Universal Paperclips 的存档设计
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2. **叙事思想**:ludonarrative harmony(玩法与叙事和谐)在放置游戏中的应用,如何让"解码晶体"动作本身承载叙事
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3. **资源调研**:freepd.com(CC0 音乐)/ mixkit 深空音效 / game-icons.net(CC-BY 图标扩展)
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4. **性能优化**:CSS purge + Zustand selector 细粒度拆分(检查 useGameStore 过宽订阅)
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5. **功能扩展**:基于 Eric Guan "长目标"思想,深化遗迹图鉴为"文明兴衰时间线"
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### 定时任务
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- job_id=228705,每 20 分钟(1200秒)执行一轮完整迭代循环
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- 循环结构:调研→工单→策划→开发(嵌套性能优化)→发布→记录下一轮调研项
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