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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

feat(武器系统): 添加魔法导弹武器及配套子弹逻辑

实现魔法导弹武器系统,包括:
1. 新增HOLD_LOOP发射类型武器
2. 添加魔法导弹子弹类实现追踪和分裂逻辑
3. 修改武器基类支持循环攻击模式
4. 更新角色控制器支持新武器类型
5. 添加相关资源文件和配置
This commit is contained in:
2026-04-18 08:12:27 +08:00
parent 6129902a78
commit 2dd47a4f3e
11 changed files with 196 additions and 34 deletions
+65
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@@ -0,0 +1,65 @@
[gd_scene format=3 uid="uid://db2jwaqphd1cx"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_4sjx4"]
[ext_resource type="Script" uid="uid://b1y8r5xrhhso" path="res://scripts/Contents/Bullets/MagicMissle.gd" id="2_lrw10"]
[ext_resource type="Texture2D" uid="uid://bl1i26ovfpxwc" path="res://resources/bullets/magic-missle/tr.webp" id="2_ross6"]
[ext_resource type="Texture2D" uid="uid://drikpnrvqisb0" path="res://resources/bullets/magic-missle/ninesols.png" id="2_rugh7"]
[sub_resource type="Curve" id="Curve_lrw10"]
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.2, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_3jny5"]
curve = SubResource("Curve_lrw10")
[sub_resource type="Curve" id="Curve_grb5l"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_jigkj"]
curve = SubResource("Curve_grb5l")
[sub_resource type="Curve" id="Curve_rugh7"]
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.2, 1), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_lrw10"]
curve = SubResource("Curve_rugh7")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mgg76"]
particle_flag_disable_z = true
angle_min = 1.0728835e-05
angle_max = 360.00003
angle_curve = SubResource("CurveTexture_jigkj")
direction = Vector3(-1, 0, 0)
spread = 15.0
initial_velocity_min = 100.0
initial_velocity_max = 200.0
gravity = Vector3(0, 0, 0)
scale_min = 0.5
scale_max = 0.9
scale_curve = SubResource("CurveTexture_lrw10")
alpha_curve = SubResource("CurveTexture_3jny5")
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_rugh7"]
height = 76.0
[node name="MagicMissle" unique_id=5571707 instance=ExtResource("1_4sjx4")]
script = ExtResource("2_lrw10")
penerate = 1.0
penerateDamageReduction = 0.1
[node name="static" type="Sprite2D" parent="texture" parent_id_path=PackedInt32Array(162977358) index="2" unique_id=1008850333]
texture = ExtResource("2_rugh7")
[node name="trail" type="GPUParticles2D" parent="texture/static" index="0" unique_id=1403224943]
z_index = -1
position = Vector2(-35, 1)
amount = 50
texture = ExtResource("2_ross6")
visibility_rect = Rect2(-1000, -1000, 2000, 2000)
process_material = SubResource("ParticleProcessMaterial_mgg76")
[node name="hitbox" parent="." index="1" unique_id=175349408]
rotation = 1.5707964
shape = SubResource("CapsuleShape2D_rugh7")
+2 -8
View File
@@ -2,11 +2,9 @@
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_joj4g"]
[ext_resource type="PackedScene" uid="uid://c6d23yqjhe0ju" path="res://components/Weapons/MagicMissle.tscn" id="3_da2ca"]
[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
[ext_resource type="PackedScene" uid="uid://cx7nogfnv7s8t" path="res://components/Weapons/Tree.tscn" id="4_jluqw"]
[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
[ext_resource type="PackedScene" uid="uid://dyanyf044boxp" path="res://components/Weapons/Pipe.tscn" id="5_fkh3f"]
[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
[ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"]
[ext_resource type="Texture2D" uid="uid://fn8qx72clh38" path="res://resources/characters/cock/rooster-a.svg" id="8_da2ca"]
@@ -103,13 +101,9 @@ process_material = SubResource("ParticleProcessMaterial_joj4g")
[node name="weaponStore" parent="." index="2"]
process_mode = 4
[node name="PurpleCrystal" parent="weaponStore" index="0" unique_id=1478939386 instance=ExtResource("3_joj4g")]
[node name="MagicMissle" parent="weaponStore" index="0" unique_id=2085048785 instance=ExtResource("3_da2ca")]
debugRebuild = false
[node name="Tree" parent="weaponStore" index="1" unique_id=185228402 instance=ExtResource("4_jluqw")]
[node name="Pipe" parent="weaponStore" index="2" unique_id=946948425 instance=ExtResource("5_fkh3f")]
[node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c")
+12 -8
View File
@@ -2,13 +2,16 @@
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_c3bm3"]
[ext_resource type="Texture2D" uid="uid://dce1da2qm24pb" path="res://resources/weapons/magic-missle.webp" id="2_3sdrm"]
[ext_resource type="Script" uid="uid://clec7nrtesipu" path="res://scripts/Contents/Weapons/MagicMissle.gd" id="2_r857c"]
[node name="MagicMissle" unique_id=2085048785 instance=ExtResource("1_c3bm3")]
script = ExtResource("2_r857c")
avatarTexture = ExtResource("2_3sdrm")
displayName = "导弹法杖"
emitType = 3
store = {
"G": 197392.0,
"atk": 14,
"atk": 10,
"count": 3.0,
"cursor-m": 100.0,
"missle-m": 10.0,
@@ -23,14 +26,15 @@ storeType = {
"track": 0
}
descriptionTemplate = "召唤1~$count枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
鼠标指针质量:$cursor-m
魔法导弹质量:$missle-m
初始轨道半径:$track
鼠标指针质量:$cursor-mkg
魔法导弹质量:$missle-mkg
初始轨道半径:$trackm
万有引力常数:$G。
魔法导弹碰撞时造成$atk点伤害,
分裂出$count枚[b]次级导弹[/b]
可继承分裂最多$count次。"
sources = Array[String](["万有引力", "宇宙航行"])
cooldown = 1000.0
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
@@ -44,11 +48,11 @@ text = "万有引力 × 宇宙航行"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]召唤1~[color=cyan]3[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
鼠标指针质量:[color=cyan]100.00[/color]
魔法导弹质量:[color=cyan]10.00[/color]
初始轨道半径:[color=cyan]200.00[/color]
鼠标指针质量:[color=cyan]100.00[/color]kg
魔法导弹质量:[color=cyan]10.00[/color]kg
初始轨道半径:[color=cyan]200.00[/color]m
万有引力常数:[color=cyan]197392[/color]。
魔法导弹碰撞时造成[color=cyan]14[/color]点伤害,
魔法导弹碰撞时造成[color=cyan]10[/color]点伤害,
分裂出[color=cyan]3[/color]枚[b]次级导弹[/b]
可继承分裂最多[color=cyan]3[/color]次。[/center]"
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+34
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@@ -0,0 +1,34 @@
extends BulletBase
class_name MagicMissleBullet
var powerScale: int = 3
var speedV2: Vector2 = Vector2.ZERO
var accelerating: bool = true
var roundBullets: Array[MagicMissleBullet]
func ai():
if accelerating:
rotation = lerp_angle(rotation, position.angle_to_point(get_global_mouse_position()), 0.1)
speedV2 += (get_global_mouse_position() - position).normalized() * 1
elif speed < 1:
tryDestroy()
speedV2 *= 0.995
speed = speedV2.length()
PresetBulletAI.forward(self , speedV2.angle())
func succeedToHit(_dmg: float, entity: EntityBase):
if powerScale > 0 && accelerating && roundBullets.count(self ) > 0:
for i in randi_range(1, powerScale):
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
launcher,
position,
entity.position.angle_to_point(position) + PI + randf_range(-1, 1) * deg_to_rad(60)
):
if bullet is MagicMissleBullet:
bullet.position += Vector2.from_angle(bullet.rotation) * 100
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * 30
bullet.roundBullets = roundBullets
bullet.powerScale = powerScale - 1
roundBullets.append(bullet)
powerScale = 0
@@ -0,0 +1 @@
uid://b1y8r5xrhhso
+12 -10
View File
@@ -54,24 +54,26 @@ func tryLaunch(action: String, weaponIndex: int):
chargeStartTime[weaponIndex] = Time.get_ticks_msec()
chargeParticle.emitting = true
chargeParticle.speed_scale = 1
elif weapon.emitType == Weapon.EmitType.CLICK_SHOOT:
elif weapon.emitType == Weapon.EmitType.CLICK_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
tryAttack(weaponIndex)
if Input.is_action_pressed(action):
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if chargeStartTime.has(weaponIndex):
chargeParticle.speed_scale += 0.01 * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
elif weapon.emitType == Weapon.EmitType.HOLD_SHOOT:
elif weapon.emitType == Weapon.EmitType.HOLD_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
tryAttack(weaponIndex)
if Input.is_action_just_released(action):
if chargeStartTime.has(weaponIndex):
var startTime = chargeStartTime[weaponIndex]
var endTime = Time.get_ticks_msec()
var chargedTime = endTime - startTime
chargeStartTime.erase(weaponIndex)
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.emitType == Weapon.EmitType.CHARGE:
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.emitType == Weapon.EmitType.CHARGE:
if chargeStartTime.has(weaponIndex):
var startTime = chargeStartTime[weaponIndex]
var endTime = Time.get_ticks_msec()
var chargedTime = endTime - startTime
chargeStartTime.erase(weaponIndex)
weapon.chargedTime = chargedTime * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
tryAttack(weaponIndex)
chargeParticle.emitting = false
elif weapon.emitType == Weapon.EmitType.HOLD_LOOP:
weapon.exitLoop(self )
+36
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@@ -0,0 +1,36 @@
@tool
extends Weapon
var roundBullets: Array[MagicMissleBullet] = []
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 1 * to * soulLevel
origin["cursor-m"] += 0.2 * to * soulLevel
origin["missle-m"] += 0.02 * to * soulLevel
origin["track"] += 1 * to * soulLevel
origin["G"] *= 1.25 ** (soulLevel - 1)
origin["count"] += 1 * (soulLevel - 1)
return origin
func loopStart(entity: EntityBase):
for i in randi_range(1, readStore("count")):
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
entity,
get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
0
):
if bullet is MagicMissleBullet:
bullet.look_at(get_global_mouse_position())
bullet.rotation += PI / 2
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
bullet.roundBullets = roundBullets
bullet.baseDamage = readStore("atk")
bullet.powerScale = readStore("count")
roundBullets.append(bullet)
return true
func loopExit(_entity: EntityBase):
for bullet in roundBullets:
if is_instance_valid(bullet):
bullet.accelerating = false
roundBullets.clear()
@@ -0,0 +1 @@
uid://clec7nrtesipu
+3 -1
View File
@@ -38,6 +38,7 @@ var initialDamage: float = 0
var speedScale: float = 1
var isFirstFrame: bool = true
var cycleStateAngle: float = 0
var lastDelta: float = 0
func _ready():
initialSpeed = speed
@@ -83,7 +84,8 @@ func _process(_delta: float) -> void:
if lifeDistance > 0:
if position.distance_to(spawnInWhere) >= lifeDistance:
tryDestroy()
func _physics_process(_delta: float) -> void:
func _physics_process(delta: float) -> void:
lastDelta = delta
if destroying: return
if is_instance_valid(launcher) and (launcher.isPlayer() or is_instance_valid(launcher.currentFocusedBoss)):
launcher.position -= Vector2.from_angle(rotation) * recoil
+30 -7
View File
@@ -6,7 +6,7 @@ enum EmitType {
HOLD_SHOOT,
CLICK_SHOOT,
CHARGE,
HOLD_ONCE
HOLD_LOOP
}
@export var avatarTexture: Texture2D = null
@@ -49,6 +49,7 @@ var cooldownTimer: CooldownTimer = null
var originalStore: Dictionary = {}
var chargedTime: float = 0
var attackSpeed: float = 1
var looping: bool = false
func _ready():
cooldownTimer = CooldownTimer.new()
@@ -188,19 +189,41 @@ func canAttackBy(entity: EntityBase):
cooldownTimer.speedScale = entity.fields.get(FieldStore.Entity.ATTACK_SPEED) * attackSpeed
return cooldownTimer.isCooldowned() and entity.isEnergyEnough(needEnergy) and checkAttack(entity)
func tryAttack(entity: EntityBase):
if canAttackBy(entity):
var result = await attack(entity)
if result:
cooldownTimer.start()
entity.useEnergy(needEnergy)
return result
if looping:
if checkAttack(entity):
return await attack(entity)
else:
exitLoop(entity)
else:
if canAttackBy(entity):
if emitType == EmitType.HOLD_LOOP:
var result = await loopStart(entity)
if result:
looping = true
cooldownTimer.start()
entity.useEnergy(needEnergy)
return result
else:
var result = await attack(entity)
if result:
cooldownTimer.start()
entity.useEnergy(needEnergy)
return result
func charged(base: float, percent: float):
return base * sqrt(1 + chargedTime / 15 * percent)
func exitLoop(entity: EntityBase):
if !looping: return
looping = false
loopExit(entity)
# 抽象
func update(_to: int, origin: Dictionary, _entity: EntityBase):
return origin
func loopStart(_entity: EntityBase):
pass
func checkAttack(_entity: EntityBase) -> bool:
return true
func attack(_entity: EntityBase):
pass
func loopExit(_entity: EntityBase):
pass