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refactor(特效系统): 重构爆炸效果并删除旧炸弹资源
将炸弹效果重构为更复杂的爆炸效果,包含粒子系统和着色器动画 删除旧的Bomb.tscn资源文件 添加新的Explosion.gdshader着色器实现爆炸效果 创建Explosion.tscn场景包含粒子效果和动画控制
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shader_type canvas_item;
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uniform float explosion_radius : hint_range(0.0, 1.0) = 0.0;
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uniform float explosion_intensity : hint_range(0.0, 2.0) = 1.0;
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uniform vec4 explosion_color : source_color = vec4(1.0, 0.5, 0.0, 1.0);
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uniform float time_scale = 1.0;
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void fragment() {
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// 计算当前像素到中心的距离
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vec2 center = vec2(0.5, 0.5);
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float dist = distance(UV, center);
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// 使用TIME创建随时间变化的爆炸效果
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float time = TIME * time_scale;
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float explosion = smoothstep(explosion_radius, explosion_radius - 0.2, dist) * explosion_intensity;
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// 添加一些噪声使爆炸看起来更自然
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float noise = sin(dist * 20.0 - time * 5.0) * 0.5 + 0.5;
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explosion *= noise;
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// 限制explosion值在0-1范围内
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explosion = clamp(explosion, 0.0, 1.0);
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// 计算最终颜色,混合原始纹理和爆炸效果
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vec4 original_color = texture(TEXTURE, UV);
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vec4 final_color = mix(original_color, explosion_color, explosion);
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// 添加一些发光效果
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float glow = exp(-dist * 5.0) * explosion_intensity;
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final_color.rgb += glow * explosion_color.rgb;
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// 确保alpha通道正确设置
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final_color.a = max(original_color.a, explosion);
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// 输出最终颜色
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COLOR = final_color;
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}
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