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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-15 16:12:30 +08:00

refactor(BulletBase/EntityBase): 重构子弹和实体属性系统

将子弹的fields属性拆分为独立的speed、damage和penerate变量
为所有子弹和实体添加register方法用于初始化属性
统一攻击冷却时间管理为attackCooldownMap
移除FieldStore中不再使用的Bullet相关枚举和映射
This commit is contained in:
2025-08-29 10:50:22 +08:00
parent cf8368a946
commit 171dbb1131
14 changed files with 56 additions and 71 deletions
-5
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@@ -17,11 +17,6 @@ animations = [{
[node name="Diamond" instance=ExtResource("1_8udva")] [node name="Diamond" instance=ExtResource("1_8udva")]
script = ExtResource("2_yxtyj") script = ExtResource("2_yxtyj")
fields = {
0: 10,
1: 2,
2: 0
}
lifeTime = 5000.0 lifeTime = 5000.0
indisDamage = true indisDamage = true
+5 -1
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@@ -1,10 +1,14 @@
extends BulletBase extends BulletBase
class_name BigLaser # 这个子弹是玩家的超级武器,耗能高,dps也高 class_name BigLaser # 这个子弹是玩家的超级武器,耗能高,dps也高
func register():
speed = 0
damage = 35
penerate = 1
func spawn(): func spawn():
CameraManager.shake(5000, 150) # 激光会运行5秒(5000毫秒),期间震屏超高强度 CameraManager.shake(5000, 150) # 激光会运行5秒(5000毫秒),期间震屏超高强度
CameraManager.playAnimation("bigLaser") CameraManager.playAnimation("bigLaser")
fields[FieldStore.Bullet.DAMAGE] *= launcher.fields[FieldStore.Entity.ATTACK_SPEED] damage *= launcher.fields[FieldStore.Entity.ATTACK_SPEED]
func ai(): func ai():
rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.1) rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.1)
position = launcher.texture.global_position position = launcher.texture.global_position
+2
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@@ -3,6 +3,8 @@ class_name Diamond
const traceTime = 2000 const traceTime = 2000
func register():
damage = 2
func ai(): func ai():
rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.1 * clamp((traceTime - timeLived()) / traceTime, 0, INF)) rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.1 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
canDamageSelf = !(timeLived() >= traceTime) canDamageSelf = !(timeLived() >= traceTime)
+3 -4
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@@ -1,10 +1,9 @@
extends BulletBase extends BulletBase
class_name FireScan class_name FireScan
func _ready(): func register():
fields[FieldStore.Bullet.SPEED] = 5 speed = 5
fields[FieldStore.Bullet.DAMAGE] = 20 damage = 20
super._ready()
func ai(): func ai():
forward(Vector2.from_angle(rotation)) forward(Vector2.from_angle(rotation))
+3
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@@ -1,5 +1,8 @@
extends BulletBase extends BulletBase
class_name Pencil
func register():
damage = 20
func spawn(): func spawn():
await TickTool.millseconds(1000) await TickTool.millseconds(1000)
hitbox.disabled = false hitbox.disabled = false
+2
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@@ -1,5 +1,7 @@
extends BulletBase extends BulletBase
class_name Star class_name Star
func register():
damage = 1
func ai(): func ai():
forward(Vector2.from_angle(rotation)) forward(Vector2.from_angle(rotation))
-15
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@@ -1,17 +1,2 @@
extends EntityBase extends EntityBase
class_name Bear class_name Bear
func ai():
pass
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
return BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
func sprint():
move(Vector2(
Input.get_axis("m_left", "m_right"),
Input.get_axis("m_up", "m_down")
) * sprintMultiplier, true)
func heal(count: float):
health += count
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
+5 -3
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@@ -5,10 +5,12 @@ class_name Chick
const laserCount = 4 const laserCount = 4
func _ready(): func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2000 fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.35
super._ready() attackCooldownMap[0] = 2000
attackCooldownMap[1] = 3000
attackCooldownMap[2] = 100
func ai(): func ai():
move(currentFocusedBoss.position - position) move(currentFocusedBoss.position - position)
+3 -4
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@@ -1,14 +1,13 @@
extends EntityBase extends EntityBase
class_name Hen class_name Hen
func _ready(): func register():
fields[FieldStore.Entity.MAX_HEALTH] = 75 fields[FieldStore.Entity.MAX_HEALTH] = 75
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.15
fields[FieldStore.Entity.OFFSET_SHOOT] = 10 fields[FieldStore.Entity.OFFSET_SHOOT] = 10
super._ready()
func ai(): func ai():
cooldownUnit = randi_range(1500, 4000) attackCooldownMap[0] = randi_range(1500, 4000)
move(currentFocusedBoss.position - position) move(currentFocusedBoss.position - position)
tryAttack(0) tryAttack(0)
func attack(type): func attack(type):
+3 -2
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@@ -1,6 +1,9 @@
extends EntityBase extends EntityBase
class_name Rooster class_name Rooster
func register():
attackCooldownMap[0] = 200
attackCooldownMap[1] = 6000
func ai(): func ai():
texture.play("walk") texture.play("walk")
var direction = Vector2( var direction = Vector2(
@@ -11,10 +14,8 @@ func ai():
if direction.length() == 0: if direction.length() == 0:
texture.play("idle") texture.play("idle")
if Input.is_action_pressed("attack"): if Input.is_action_pressed("attack"):
cooldownUnit = 200
tryAttack(0) tryAttack(0)
elif Input.is_action_pressed("attack2"): elif Input.is_action_pressed("attack2"):
cooldownUnit = 6000
tryAttack(1) tryAttack(1)
if Input.is_action_just_pressed("sprint"): if Input.is_action_just_pressed("sprint"):
trySprint() trySprint()
+11 -10
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@@ -1,11 +1,9 @@
extends Area2D extends Area2D
class_name BulletBase class_name BulletBase
@export var fields = { @export var speed: float = 10.0
FieldStore.Bullet.SPEED: 10, @export var damage: float = 10.0
FieldStore.Bullet.DAMAGE: 10, @export var penerate: float = 0.0
FieldStore.Bullet.PENERATE: 0
}
@export var lifeDistance: float = -1 # -1表示无限距离 @export var lifeDistance: float = -1 # -1表示无限距离
@export var lifeTime: float = -1 # -1表示无限时间 @export var lifeTime: float = -1 # -1表示无限时间
@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我) @export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
@@ -26,6 +24,7 @@ var spawnInWhen: float = 0
var spawnInWhere: Vector2 = Vector2.ZERO var spawnInWhere: Vector2 = Vector2.ZERO
func _ready(): func _ready():
register()
area_entered.connect(hit) area_entered.connect(hit)
spawnInWhen = WorldManager.getTime() spawnInWhen = WorldManager.getTime()
spawnInWhere = position spawnInWhere = position
@@ -56,16 +55,16 @@ func hit(target: Node):
if !canDamageSelf && entity == launcher: return if !canDamageSelf && entity == launcher: return
if !indisDamage && !GameRule.allowFriendlyFire: if !indisDamage && !GameRule.allowFriendlyFire:
if entity.isPlayer() == launcher.isPlayer(): return if entity.isPlayer() == launcher.isPlayer(): return
var damage = entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE])) var damages = entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]))
succeedToHit(damage) succeedToHit(damages)
if MathTool.rate(fullPenerate()): if MathTool.rate(fullPenerate()):
fields[FieldStore.Bullet.PENERATE] -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE] penerate -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
else: else:
destroy() destroy()
func forward(direction: Vector2): func forward(direction: Vector2):
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
func fullPenerate(): func fullPenerate():
return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE] return penerate + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
func timeLived(): func timeLived():
return WorldManager.getTime() - spawnInWhen return WorldManager.getTime() - spawnInWhen
func dotLoop(): func dotLoop():
@@ -82,6 +81,8 @@ func applyDot():
pass pass
func succeedToHit(_dmg: float): func succeedToHit(_dmg: float):
pass pass
func register():
pass
static func generate( static func generate(
bullet: PackedScene, bullet: PackedScene,
+18 -10
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@@ -38,6 +38,9 @@ var fields = {
FieldStore.Entity.SAVE_ENERGY: 1, FieldStore.Entity.SAVE_ENERGY: 1,
FieldStore.Entity.ENERGY_REGENERATION: 1, FieldStore.Entity.ENERGY_REGENERATION: 1,
} }
var attackCooldownMap = {
0: 100
}
var inventory = { var inventory = {
ItemStore.ItemType.BASEBALL: 100, ItemStore.ItemType.BASEBALL: 100,
ItemStore.ItemType.BASKETBALL: 100, ItemStore.ItemType.BASKETBALL: 100,
@@ -49,7 +52,7 @@ var inventoryMax = {
ItemStore.ItemType.APPLE: 5, # 最多5个苹果 ItemStore.ItemType.APPLE: 5, # 最多5个苹果
} }
@export var cooldownUnit: float = 100 # 100毫秒每次攻击 @export var defaultCooldownUnit: float = 100
@export var isBoss: bool = false @export var isBoss: bool = false
@export var displayName: String = "未知实体" @export var displayName: String = "未知实体"
@export var sprintMultiplier: float = 4 @export var sprintMultiplier: float = 4
@@ -57,6 +60,7 @@ var inventoryMax = {
@export var dropCounts: Array[Vector2] = [] @export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量 @export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
@export var level: int = 1 # 等级 @export var level: int = 1 # 等级
@export var sprintEnergy: float = 5
@onready var animatree: AnimationTree = $"%animatree" @onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture" @onready var texture: AnimatedSprite2D = $"%texture"
@@ -75,6 +79,7 @@ var lastAttack: int = 0
var currentFocusedBoss: EntityBase = null var currentFocusedBoss: EntityBase = null
func _ready(): func _ready():
register()
var selfStatebar: EntityStateBar = $"%statebar" var selfStatebar: EntityStateBar = $"%statebar"
if isBoss: if isBoss:
selfStatebar.hide() selfStatebar.hide()
@@ -140,7 +145,7 @@ func move(direction: Vector2, isSprinting: bool = false):
lastDirection = currentDirection lastDirection = currentDirection
func takeDamage(bullet: BulletBase, crit: bool): func takeDamage(bullet: BulletBase, crit: bool):
hurtAnimator.play("hurt") hurtAnimator.play("hurt")
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) var baseDamage: float = bullet.damage * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE) var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
if sprinting: if sprinting:
playSound("miss") playSound("miss")
@@ -175,23 +180,24 @@ func useEnergy(value: float):
energy -= value energy -= value
energyChanged.emit(energy) energyChanged.emit(energy)
return state return state
func isCooldowned(): func isCooldowned(type: int):
return WorldManager.getTime() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED) return WorldManager.getTime() - lastAttack >= attackCooldownMap.get(type, defaultCooldownUnit) / fields.get(FieldStore.Entity.ATTACK_SPEED)
func startCooldown(): func startCooldown(type: int):
var state = isCooldowned() var state = isCooldowned(type)
if state: if state:
lastAttack = WorldManager.getTime() lastAttack = WorldManager.getTime()
return state return state
func tryAttack(type: int): func tryAttack(type: int):
var state = startCooldown() var state = startCooldown(type)
if state: if state:
if attack(type): if attack(type):
playSound("attack" + str(type)) playSound("attack" + str(type))
return state return state
func trySprint(): func trySprint():
playSound("sprint") if useEnergy(sprintEnergy):
sprint() playSound("sprint")
sprinting = true sprint()
sprinting = true
func tryDie(by: BulletBase): func tryDie(by: BulletBase):
for drop in range(min(len(drops), len(dropCounts))): for drop in range(min(len(drops), len(dropCounts))):
var item = drops[drop] var item = drops[drop]
@@ -250,6 +256,8 @@ func sprint():
func heal(count: float): func heal(count: float):
health += count health += count
return count return count
func register():
pass
static func generate( static func generate(
entity: PackedScene, entity: PackedScene,
-16
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@@ -101,20 +101,4 @@ static var entityViewCastMap = {
Entity.EXTRA_APPLE_MAX: func(entity, _value): Entity.EXTRA_APPLE_MAX: func(entity, _value):
return entity.inventoryMax[ItemStore.ItemType.APPLE] return entity.inventoryMax[ItemStore.ItemType.APPLE]
, ,
}
enum Bullet {
SPEED,
DAMAGE,
PENERATE
}
static var bulletMap = {
Bullet.SPEED: "速度",
Bullet.DAMAGE: "伤害",
Bullet.PENERATE: "穿透"
}
static var bulletMapType = {
Bullet.SPEED: DataType.VALUE,
Bullet.DAMAGE: DataType.VALUE,
Bullet.PENERATE: DataType.PERCENT
} }
+1 -1
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@@ -3,7 +3,7 @@ class_name WorldManager
static var rootNode: Node2D static var rootNode: Node2D
static var tree: SceneTree static var tree: SceneTree
static var runningTime: float = 0 static var runningTime: int = 0
func _ready(): func _ready():
tree = get_tree() tree = get_tree()