1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat(游戏模式): 添加游戏模式选择功能并优化UI状态管理

实现游戏模式选择功能,包括无尽波次、Boss Rush和割草模式
添加游戏模式与波次数据的映射关系
优化UI状态管理,新增selectingFeed状态控制UI元素显示
重构Starter面板布局,添加游戏模式选项
为EnergyBlock添加掉落物品配置
This commit is contained in:
2026-05-03 16:03:02 +08:00
parent be151c5317
commit 2a602b0be2
10 changed files with 119 additions and 71 deletions
+5 -1
View File
@@ -8,7 +8,11 @@ extends FullscreenPanelBase
@onready var title2: Label = $%title2
func _ready():
startBtn.pressed.connect(func(): UIState.closeCurrentPanel())
startBtn.pressed.connect(
func():
UIState.closeCurrentPanel()
StarterPanel.selectingFeed = false
)
func beforeOpen(_args: Array = []):
clearFeeds()
+21 -15
View File
@@ -2,24 +2,29 @@
extends FullscreenPanelBase
class_name StarterPanel
@onready var diffEdit: HSlider = $"%diffEdit"
@onready var startSingleplayerBtn: Button = $"%startSingleplayerBtn"
@onready var startMultiplayerBtn: Button = $"%startMultiplayerBtn"
@onready var levelShow: Label = $"%levelShow"
@onready var hostInput: LineEdit = $"%hostInput"
@onready var portInput: LineEdit = $"%portInput"
@onready var launchBtn: Button = $"%launchBtn"
@onready var connectBtn: Button = $"%connectBtn"
@onready var maxPlayerInput: LineEdit = $"%maxPlayerInput"
@onready var connectionState: Label = $"%connectionState"
@onready var disconnectBtn: Button = $"%disconnectBtn"
@onready var playerNameInput: LineEdit = $"%playerNameInput"
@onready var diffEdit: HSlider = $%diffEdit
@onready var playerNameInput: LineEdit = $%playerNameInput
@onready var gamemodeOption: OptionButton = $%gamemodeOption
@onready var startSingleplayerBtn: Button = $%startSingleplayerBtn
@onready var startMultiplayerBtn: Button = $%startMultiplayerBtn
@onready var levelShow: Label = $%levelShow
@onready var hostInput: LineEdit = $%hostInput
@onready var portInput: LineEdit = $%portInput
@onready var launchBtn: Button = $%launchBtn
@onready var connectBtn: Button = $%connectBtn
@onready var maxPlayerInput: LineEdit = $%maxPlayerInput
@onready var connectionState: Label = $%connectionState
@onready var disconnectBtn: Button = $%disconnectBtn
@onready var serverConfig: VBoxContainer = $%serverConfig
@onready var players: VBoxContainer = $%players
@onready var playersList: VBoxContainer = $%list
var historyStack
@onready var serverConfig: VBoxContainer = $"%serverConfig"
@onready var players: VBoxContainer = $"%players"
@onready var playersList: VBoxContainer = $"%list"
static var buildingShader: bool = true
static var selectingFeed: bool = true
static var GAMEMODE_MAP_WAVE = [Wave.WAVE_NORMAL, Wave.WAVE_BOSSRUSH, Wave.WAVE_MOWING]
@rpc("any_peer")
func mutexPlayer(player: String):
@@ -66,6 +71,7 @@ func startMultiplayerGame():
func startSingleplayerGame():
MultiplayerState.isMultiplayer = false
MultiplayerState.playerName = playerNameInput.text
Wave.usingWaveData = GAMEMODE_MAP_WAVE[gamemodeOption.selected]
UIState.player = EntityBase.generatePlayer(playerNameInput.text)
WorldManager.rootNode.spawnWave(Vector2.ZERO)
UIState.setPanel("CompilingTip")
+12 -21
View File
@@ -22,6 +22,8 @@ func duplicate() -> Wave:
wave.per = per
return wave
static var GAME_BOSSES = ["Chick", "Deepsea", "KukeMC", "CyberCat", "Kernyr", "EnergyBlock", "Bear"]
static var WAVE_NORMAL = [
Wave.create("Hen", 1, 3, false, 2, INF, 1),
Wave.create("Cat", 1, 5, false, 0, INF, 1),
@@ -31,19 +33,7 @@ static var WAVE_NORMAL = [
Wave.create("KukeMC", 0, 0, true, 19, INF, 20),
Wave.create("Bear", 0, 0, true, 29, INF, 23),
]
static var WAVE_TESTBOSS = [
Wave.create("Deepsea", 0, 0, true, 0, INF, 6),
Wave.create("Kernyr", 0, 0, true, 1, INF, 6),
Wave.create("CyberCat", 0, 0, true, 2, INF, 6),
Wave.create("Chick", 0, 0, true, 3, INF, 6),
Wave.create("KukeMC", 0, 0, true, 4, INF, 6),
Wave.create("Bear", 0, 0, true, 5, INF, 6),
]
static var WAVE_JUSTJOKE = [
Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
Wave.create("CyberCat", 0, 0, true, 0, INF, 1),
Wave.create("Deepsea", 0, 0, true, 0, INF, 1)
]
static var WAVE_BOSSRUSH = ArrayTool.betterMap(GAME_BOSSES, func(x: String, i: int, _arr: Array): return Wave.create(x, 0, 0, true, i, INF, len(GAME_BOSSES)))
static var WAVE_MOWING = [
Wave.create("Hen", 15, 30, false, 0, INF, 1),
Wave.create("Cat", 15, 30, false, 0, INF, 1),
@@ -51,16 +41,17 @@ static var WAVE_MOWING = [
Wave.create("MTY", 0, 2, false, 0, INF, 1),
Wave.create("EnergyBlock", 0, 1, true, 0, INF, 1),
]
static var WAVE_TESTMOB = [
Wave.create("EnergyBlock", 1, 1, true, 0, INF, 1),
# Wave.create("MTY", 1, 1, false, 0, INF, 1),
static var WAVE_TESTBOSS = [
Wave.create("EnergyBlock", 0, 0, true, 0, INF, 1),
]
static var WAVE_TESTMOB = []
static var WAVE_EMPTY = []
static var waveReleaseConfig = [WAVE_TESTBOSS, 1]
static var waveDebugConfig = [WAVE_TESTMOB, 1]
static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1])
static var data = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]
static var usingWaveData = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]
static func create(
entity_: String,
@@ -81,7 +72,7 @@ static func create(
wave.per = per_
return wave
static func hasBoss() -> bool:
for wave in data:
for wave in usingWaveData:
if canSpawn(wave):
if wave.isBoss:
return true
@@ -98,7 +89,7 @@ static func entityCountOf(wave: Wave) -> int:
static func getNextBossInfo() -> Array:
var nextBossName = ""
var minWavesLeft = INF
for wave in data:
for wave in usingWaveData:
if wave.isBoss:
var wavesLeft = wave.from - current
if wavesLeft > 0 and wavesLeft < minWavesLeft:
@@ -109,8 +100,8 @@ static func getNextBossInfo() -> Array:
return []
static func spawn(center: Vector2) -> Array:
var result: Array = []
for i in range(len(data)):
var wave: Wave = data[i]
for i in range(len(usingWaveData)):
var wave: Wave = usingWaveData[i]
for j in range(entityCountOf(wave)):
var currentWave = wave.duplicate()
currentWave.entityPosition = MathTool.sampleInRing(400, 800) + center
-1
View File
@@ -136,7 +136,6 @@ func _ready():
for i in weaponStore.get_children():
i.free()
weaponStore.add_child(ComponentManager.getWeapon("PurpleCrystal").instantiate())
weaponStore.add_child(MathTool.randomChoiceFrom(ComponentManager.weapons.values()).instantiate())
for i in weaponStore.get_children():
i.hide()
weapons.append(i)
+12 -1
View File
@@ -12,6 +12,8 @@ static var energyPercent: ColorBar
static var itemCollect: VBoxContainer
static var skillIconContainer: HBoxContainer
static var tips: VBoxContainer
static var itemsContainer: Control
static var energyContainer: Control
func _ready():
bossbar = $%bossbar
@@ -23,6 +25,8 @@ func _ready():
items = $%items
fields = $%fields
fieldsAnimator = $%fieldsAnimator
itemsContainer = $%itemsContainer
energyContainer = $%energyContainer
await get_tree().process_frame
for panel in ComponentManager.panels:
panel = ComponentManager.getPanel(panel).instantiate() as FullscreenPanelBase
@@ -32,10 +36,17 @@ func _ready():
func _process(_delta):
bossbar.visible = !!bossbar.entity
func _physics_process(_delta):
if is_instance_valid(player):
if is_instance_valid(player) && !StarterPanel.selectingFeed:
for i in items.get_children():
var item = i as ItemShow
item.count = player.inventory.get(item.type)
bossbar.visible = true
itemsContainer.visible = true
energyContainer.visible = true
else:
bossbar.visible = false
itemsContainer.visible = false
energyContainer.visible = false
if currentPanel:
WorldManager.rootNode.process_mode = Node.PROCESS_MODE_DISABLED
else:
+5
View File
@@ -19,3 +19,8 @@ static func parseEncodedObject(arr: Array) -> Array:
else:
result.append(item)
return result
static func betterMap(arr: Array, executor: Callable) -> Array:
var result = []
for index in len(arr):
result.append(executor.call(arr[index], index, arr))
return result