2025-08-26 09:24:09 +08:00
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extends CharacterBody2D
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class_name EntityBase # 这是个抽象类
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2025-08-27 20:47:04 +08:00
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signal hit(damage: float, bullet: BulletBase, crit: bool)
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signal healed(amount: float)
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signal healthChanged(health: float)
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2025-08-27 21:14:06 +08:00
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signal energyChanged(energy: float)
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2025-08-28 06:49:50 +08:00
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signal itemCollected(itemType: ItemStore.ItemType, amount: int)
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2025-08-26 13:56:12 +08:00
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var fields = {
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2025-08-26 12:21:09 +08:00
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FieldStore.Entity.MAX_HEALTH: 100,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.ATTACK_SPEED: 1,
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2025-08-26 13:56:12 +08:00
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FieldStore.Entity.CRIT_RATE: 0.05,
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FieldStore.Entity.CRIT_DAMAGE: 1,
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FieldStore.Entity.PENERATE: 0,
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2025-08-27 10:23:57 +08:00
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FieldStore.Entity.OFFSET_SHOOT: 3,
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FieldStore.Entity.HEAL_ABILITY: 1,
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FieldStore.Entity.EXTRA_APPLE_MAX: 0,
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.PENARATION_RESISTANCE: 0,
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FieldStore.Entity.PRICE_REDUCTION: 0,
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FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
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2025-08-27 16:33:21 +08:00
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FieldStore.Entity.DROP_APPLE_RATE: 0,
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FieldStore.Entity.FEED_COUNT_SHOW: 3,
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2025-08-27 20:27:01 +08:00
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FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
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FieldStore.Entity.MAX_ENERGY: 200,
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2025-08-28 09:46:02 +08:00
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FieldStore.Entity.LUCK_VALUE: 1
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2025-08-27 10:23:57 +08:00
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}
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var inventory = {
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ItemStore.ItemType.BASEBALL: 100,
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ItemStore.ItemType.BASKETBALL: 100,
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2025-08-28 07:45:50 +08:00
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ItemStore.ItemType.APPLE: 5, # 初始苹果数量
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2025-08-27 10:23:57 +08:00
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}
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var inventoryMax = {
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ItemStore.ItemType.BASEBALL: INF, # 无限
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ItemStore.ItemType.BASKETBALL: INF,
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ItemStore.ItemType.APPLE: 20, # 最多20个苹果
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2025-08-26 13:56:12 +08:00
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}
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2025-08-26 15:52:54 +08:00
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@export var cooldownUnit: float = 100 # 100毫秒每次攻击
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2025-08-26 11:39:47 +08:00
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@export var isBoss: bool = false
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2025-08-26 14:26:45 +08:00
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@export var displayName: String = "未知实体"
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2025-08-27 21:14:06 +08:00
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@export var sprintMultiplier: float = 4
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2025-08-26 20:46:02 +08:00
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@export var drops: Array[ItemStore.ItemType] = []
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@export var dropCounts: Array[Vector2] = []
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2025-08-28 07:45:50 +08:00
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@export var appleCount: Vector2i = Vector2(0, 3) # 死亡后掉落的苹果数量
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2025-08-26 09:24:09 +08:00
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2025-08-26 10:55:39 +08:00
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@onready var hurtbox: Area2D = $"%hurtbox"
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2025-08-26 15:52:54 +08:00
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@onready var sounds: Node2D = $"%sounds"
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2025-08-26 17:28:20 +08:00
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@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
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2025-08-27 10:23:57 +08:00
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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2025-08-28 07:28:11 +08:00
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var statebar: EntityStateBar
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2025-08-26 10:17:38 +08:00
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2025-08-26 09:24:09 +08:00
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var health: float = 0
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2025-08-28 07:45:50 +08:00
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var energy: float = 0
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2025-08-27 11:08:11 +08:00
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var sprinting: bool = false
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2025-08-26 09:24:09 +08:00
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2025-08-26 10:17:38 +08:00
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var lastDirection: int = 1
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2025-08-26 12:21:09 +08:00
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var lastAttack: int = 0
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2025-08-26 13:56:12 +08:00
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var currentFocusedBoss: EntityBase = null
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2025-08-26 10:17:38 +08:00
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2025-08-26 09:24:09 +08:00
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func _ready():
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2025-08-28 07:28:11 +08:00
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var selfStatebar: EntityStateBar = $"%statebar"
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if isBoss:
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selfStatebar.hide()
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else:
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statebar = selfStatebar
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statebar.entity = self
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2025-08-26 12:21:09 +08:00
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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2025-08-28 07:45:50 +08:00
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energy = fields.get(FieldStore.Entity.MAX_ENERGY) * 0.5
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2025-08-26 20:46:02 +08:00
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if isPlayer():
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UIState.player = self
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hurtbox.body_entered.connect(
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func(body):
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if body is ItemDropped:
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inventory[body.item] += body.stackCount
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2025-08-27 21:43:06 +08:00
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playSound("collect")
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2025-08-28 06:49:50 +08:00
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itemCollected.emit(body.item, body.stackCount)
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2025-08-26 20:46:02 +08:00
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body.queue_free()
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)
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2025-08-27 21:14:06 +08:00
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energyChanged.connect(
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func(newEnergy):
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UIState.energyPercent.maxValue = fields.get(FieldStore.Entity.MAX_ENERGY)
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UIState.energyPercent.setCurrent(newEnergy)
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)
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2025-08-28 06:49:50 +08:00
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itemCollected.connect(
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func(itemType, amount):
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2025-08-28 08:22:13 +08:00
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if MathTool.rate(GameRule.tipSpawnRateWhenGetDroppedItem):
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UIState.itemCollect.add_child(ItemShow.generate(itemType, amount, true))
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2025-08-28 06:49:50 +08:00
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)
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2025-08-26 20:46:02 +08:00
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else:
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2025-08-26 14:47:12 +08:00
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currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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2025-08-28 07:28:11 +08:00
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healthChanged.connect(
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func(newHealth):
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if is_instance_valid(statebar) or UIState.bossbar.entity == self:
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if isBoss:
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statebar = UIState.bossbar
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statebar.healthBar.maxValue = fields.get(FieldStore.Entity.MAX_HEALTH)
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statebar.healthBar.setCurrent(newHealth)
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)
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2025-08-27 20:47:04 +08:00
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healthChanged.emit(health)
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2025-08-27 21:14:06 +08:00
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energyChanged.emit(energy)
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2025-08-26 09:24:09 +08:00
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func _process(_delta):
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2025-08-26 12:21:09 +08:00
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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2025-08-27 20:27:01 +08:00
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energy = clamp(energy, 0, fields.get(FieldStore.Entity.MAX_ENERGY))
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2025-08-27 10:23:57 +08:00
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for i in inventory:
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inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
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2025-08-26 09:24:09 +08:00
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func _physics_process(_delta: float) -> void:
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2025-08-27 15:38:30 +08:00
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
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2025-08-26 14:26:45 +08:00
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if sprinting:
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velocity *= 0.9
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if velocity.length() <= 100:
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sprinting = false
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else:
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velocity = Vector2.ZERO
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2025-08-26 14:47:12 +08:00
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if isPlayer() or is_instance_valid(currentFocusedBoss):
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ai()
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2025-08-26 09:24:09 +08:00
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move_and_slide()
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2025-08-27 19:59:05 +08:00
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storeEnergy(0.01)
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2025-08-26 09:24:09 +08:00
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# 通用方法
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2025-08-26 15:52:54 +08:00
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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2025-08-26 14:26:45 +08:00
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func move(direction: Vector2, isSprinting: bool = false):
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2025-08-26 15:52:54 +08:00
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velocity = displace(direction, isSprinting)
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2025-08-26 10:17:38 +08:00
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var currentDirection = sign(direction.x)
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if currentDirection != 0:
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lastDirection = currentDirection
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2025-08-26 13:56:12 +08:00
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func takeDamage(bullet: BulletBase, crit: bool):
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2025-08-26 17:28:20 +08:00
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hurtAnimator.play("hurt")
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2025-08-26 22:31:28 +08:00
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var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
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2025-08-26 13:56:12 +08:00
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var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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2025-08-26 14:26:45 +08:00
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if sprinting:
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2025-08-26 15:52:54 +08:00
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playSound("miss")
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2025-08-27 20:00:21 +08:00
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storeEnergy(damage * 1.25)
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2025-08-26 14:26:45 +08:00
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damage = 0
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2025-08-26 15:52:54 +08:00
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else:
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playSound("hurt")
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2025-08-27 20:03:57 +08:00
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bullet.launcher.storeEnergy(damage * 0.05)
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2025-08-27 20:00:21 +08:00
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storeEnergy(damage * -0.1)
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2025-08-27 20:47:04 +08:00
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hit.emit(damage, bullet, crit)
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healthChanged.emit(health)
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2025-08-26 13:56:12 +08:00
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health -= damage
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2025-08-27 10:23:57 +08:00
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DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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2025-08-27 08:58:14 +08:00
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if isBoss and bullet.launcher.isPlayer():
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2025-08-26 13:56:12 +08:00
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bullet.launcher.setBoss(self)
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2025-08-26 11:39:47 +08:00
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if health <= 0:
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2025-08-26 13:56:12 +08:00
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if isBoss:
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2025-08-27 11:08:11 +08:00
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bullet.launcher.storeEnergy(energy)
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2025-08-26 13:56:12 +08:00
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bullet.launcher.setBoss(null)
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2025-08-27 10:23:57 +08:00
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tryDie(bullet)
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2025-08-27 11:08:11 +08:00
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func storeEnergy(value: float):
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energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
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2025-08-27 21:14:06 +08:00
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energyChanged.emit(energy)
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2025-08-27 20:27:01 +08:00
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func useEnergy(value: float):
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var state = energy >= value
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if state:
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energy -= value
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2025-08-27 21:14:06 +08:00
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energyChanged.emit(energy)
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2025-08-27 20:27:01 +08:00
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return state
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2025-08-26 12:21:09 +08:00
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func isCooldowned():
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2025-08-26 13:56:12 +08:00
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return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
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2025-08-26 12:21:09 +08:00
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func startCooldown():
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var state = isCooldowned()
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if state:
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lastAttack = Time.get_ticks_msec()
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return state
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func tryAttack(type: int):
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2025-08-26 14:47:12 +08:00
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var state = startCooldown()
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if state:
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2025-08-27 12:46:20 +08:00
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if attack(type):
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playSound("attack" + str(type))
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2025-08-26 14:47:12 +08:00
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return state
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2025-08-26 14:26:45 +08:00
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func trySprint():
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2025-08-26 15:52:54 +08:00
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playSound("sprint")
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2025-08-26 14:26:45 +08:00
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sprint()
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sprinting = true
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2025-08-27 10:23:57 +08:00
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func tryDie(by: BulletBase):
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2025-08-26 20:46:02 +08:00
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for drop in range(min(len(drops), len(dropCounts))):
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var item = drops[drop]
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var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
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for i in range(count):
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ItemDropped.generate(item, count, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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2025-08-27 10:23:57 +08:00
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if MathTool.rate(GameRule.appleDropRate + by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE)) or isBoss:
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for i in randi_range(appleCount.x, appleCount.y):
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ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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2025-08-28 08:15:18 +08:00
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await die()
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if isPlayer() and UIState.player == self:
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UIState.setPanel("GameOver")
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2025-08-27 10:23:57 +08:00
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func tryHeal(count: float):
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if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
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inventory[ItemStore.ItemType.APPLE] -= 1
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playSound("heal")
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2025-08-27 20:47:04 +08:00
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healed.emit(heal(count * fields.get(FieldStore.Entity.HEAL_ABILITY)))
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healthChanged.emit(health)
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2025-08-26 12:21:09 +08:00
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func findWeaponAnchor(weaponName: String):
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var anchor = $"%weapons".get_node(weaponName)
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if anchor is Node2D:
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2025-08-26 13:56:12 +08:00
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return anchor.global_position
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2025-08-26 12:21:09 +08:00
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else:
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return Vector2.ZERO
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2025-08-26 13:56:12 +08:00
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func setBoss(boss: EntityBase):
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currentFocusedBoss = boss
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2025-08-28 07:35:34 +08:00
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if isPlayer() and boss and UIState.bossbar.entity != boss:
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2025-08-26 13:56:12 +08:00
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UIState.bossbar.entity = boss
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2025-08-28 07:35:34 +08:00
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boss.healthChanged.emit(boss.health)
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2025-08-26 15:52:54 +08:00
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func playSound(type: String):
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var body = sounds.get_node_or_null(type)
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if body is AudioStreamPlayer2D:
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var cloned = body.duplicate() as AudioStreamPlayer2D
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add_child(cloned)
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cloned.play()
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await cloned.finished
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cloned.queue_free()
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2025-08-26 11:39:47 +08:00
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# 关于分组
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func isPlayer():
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return is_in_group("players")
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2025-08-26 09:24:09 +08:00
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# 抽象方法
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func ai():
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pass
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func attack(_type: int):
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pass
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2025-08-26 11:39:47 +08:00
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func die():
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queue_free()
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2025-08-26 14:26:45 +08:00
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func sprint():
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pass
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2025-08-27 20:47:04 +08:00
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func heal(count: float):
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health += count
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return count
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2025-08-26 11:39:47 +08:00
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static func generate(
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entity: PackedScene,
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spawnPosition: Vector2,
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2025-08-26 12:21:09 +08:00
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isMob: bool = true,
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2025-08-26 13:56:12 +08:00
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spawnAsBoss: bool = false,
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2025-08-26 17:28:20 +08:00
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addToWorld: bool = true
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2025-08-26 11:39:47 +08:00
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):
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2025-08-26 17:28:20 +08:00
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var instance: EntityBase = entity.instantiate()
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2025-08-26 11:39:47 +08:00
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instance.position = spawnPosition
|
2025-08-26 13:56:12 +08:00
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instance.isBoss = spawnAsBoss
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2025-08-26 12:21:09 +08:00
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|
if isMob:
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instance.add_to_group("mobs")
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2025-08-26 17:28:20 +08:00
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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2025-08-26 11:39:47 +08:00
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return instance
|
2025-08-26 17:38:45 +08:00
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static func mobCount():
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return len(WorldManager.tree.get_nodes_in_group("mobs"))
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