docs(design): v0.2 弹珠小游戏与蹲下系统设计准备

- 弹珠小游戏执行案 v0.2.1(经6维度对抗性审查修订25项问题)
- 蹲下系统执行案 v0.2.0(玩家控制器姿态扩展)
- v0.2 范围定义(对标 v01-范围)
- 弹珠操作手感与系统决策头脑风暴共识
- 弹珠配置表(属性/场地/NPC/参数,4个文件)
- 更新设计文档索引与 GameConfig 说明

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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id,displayName,radius_m,radiusMin_m,radiusMax_m,mass,massMin,massMax,frictionAdd,frictionAddMin,frictionAddMax,restitution,restitutionMin,restitutionMax,strategyNote
glass,玻璃弹珠(标准),0.015,0.01,0.02,1.0,0.8,1.2,0.0,0.0,0.2,0.5,0.4,0.7,滚得远走线精准远距主力
ceramic,陶瓷弹珠(粗糙),0.015,0.01,0.02,1.0,0.8,1.2,0.3,0.2,0.5,0.8,0.7,0.9,滚得近碰撞利落近距强撞
iron,铁弹珠(重),0.012,0.008,0.015,2.5,2.0,3.0,0.1,0.0,0.3,0.6,0.5,0.8,质量大撞散目标警惕贪力反噬
target,目标弹珠(等同玻璃),0.015,0.01,0.02,1.0,0.8,1.2,0.0,0.0,0.2,0.5,0.4,0.7,圈中央中立目标弹珠
fallback,系统基础弹珠(等同玻璃),0.015,0.01,0.02,1.0,0.8,1.2,0.0,0.0,0.2,0.5,0.4,0.7,库存异常兜底用
1 id displayName radius_m radiusMin_m radiusMax_m mass massMin massMax frictionAdd frictionAddMin frictionAddMax restitution restitutionMin restitutionMax strategyNote
2 glass 玻璃弹珠(标准) 0.015 0.01 0.02 1.0 0.8 1.2 0.0 0.0 0.2 0.5 0.4 0.7 滚得远走线精准远距主力
3 ceramic 陶瓷弹珠(粗糙) 0.015 0.01 0.02 1.0 0.8 1.2 0.3 0.2 0.5 0.8 0.7 0.9 滚得近碰撞利落近距强撞
4 iron 铁弹珠(重) 0.012 0.008 0.015 2.5 2.0 3.0 0.1 0.0 0.3 0.6 0.5 0.8 质量大撞散目标警惕贪力反噬
5 target 目标弹珠(等同玻璃) 0.015 0.01 0.02 1.0 0.8 1.2 0.0 0.0 0.2 0.5 0.4 0.7 圈中央中立目标弹珠
6 fallback 系统基础弹珠(等同玻璃) 0.015 0.01 0.02 1.0 0.8 1.2 0.0 0.0 0.2 0.5 0.4 0.7 库存异常兜底用