<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>HitStop on PlumePHP</title><link>https://plumephp.com/tags/hitstop/</link><description>Recent content in HitStop on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 01 Apr 2026 10:16:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/hitstop/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot HitStop 与时间停顿：打击感不是随手暂停几帧</title><link>https://plumephp.com/godot-hitstop-time-dilation-rules-2026/</link><pubDate>Wed, 01 Apr 2026 10:16:00 +0800</pubDate><guid>https://plumephp.com/godot-hitstop-time-dilation-rules-2026/</guid><description>&lt;p&gt;HitStop 是动作游戏里最直接的打击感手段之一。命中瞬间停顿几帧，玩家会感觉攻击更重；格挡时短暂冻结，反馈会更清楚。但 HitStop 也很容易写坏：全局暂停导致 UI、网络、粒子和音频一起卡住；多个命中叠加让角色像掉帧；恢复时动画不同步；联网场景中本地停顿影响预测。&lt;/p&gt;</description></item></channel></rss>