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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-30 07:51:54 +08:00
feat(角色): 添加KukeChild角色并增强KukeMC能力
新增KukeChild角色及相关资源文件,包括贴图、场景和脚本 调整KukeMC属性,增加新攻击类型可召唤KukeChild 修改EntityBase基础逻辑,添加spawnTime属性和timeLived方法 移除Rooster.gd中未使用的heal方法
This commit is contained in:
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[gd_scene load_steps=5 format=3 uid="uid://c5q7djx12phem"]
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[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_3ohuq"]
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[ext_resource type="Texture2D" uid="uid://lorraj4pe2lt" path="res://resources/characters/kukechild/KukeChild.png" id="2_7vbs6"]
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[ext_resource type="Script" path="res://scripts/Contents/Characters/KukeChild.gd" id="2_ywxbd"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_5rcbd"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": ExtResource("2_7vbs6")
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}],
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"loop": true,
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"name": &"idle",
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"speed": 5.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": ExtResource("2_7vbs6")
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}],
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"loop": true,
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"name": &"walk",
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"speed": 5.0
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}]
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[node name="KukeChild" instance=ExtResource("1_3ohuq")]
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script = ExtResource("2_ywxbd")
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[node name="texture" parent="." index="2"]
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sprite_frames = SubResource("SpriteFrames_5rcbd")
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animation = &"walk"
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[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
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position = Vector2(47, 11)
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[node name="statebar" parent="." index="3"]
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position = Vector2(0, -125)
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@@ -38,6 +38,7 @@ animation = &"walk"
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shape = SubResource("RectangleShape2D_farlp")
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[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
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position = Vector2(-22, 18)
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[node name="statebar" parent="." index="3"]
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position = Vector2(0, -140)
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Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
@@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://lorraj4pe2lt"
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path="res://.godot/imported/KukeChild.png-4ca0607e1c4594e36fa458519a8a0756.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://resources/characters/kukechild/KukeChild.png"
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dest_files=["res://.godot/imported/KukeChild.png-4ca0607e1c4594e36fa458519a8a0756.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -0,0 +1,21 @@
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extends EntityBase
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var masterMine: KukeMC
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 25
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fields[FieldStore.Entity.OFFSET_SHOOT] = 2
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 0.1
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attackCooldownMap[0] = 200
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 500)
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tryAttack(0)
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if timeLived() > 10000:
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masterMine.tryHeal(100)
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tryDie(null)
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func attack(type):
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if type == 0:
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for i in randi_range(1, 3):
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(5, 25))
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@@ -1,10 +1,12 @@
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extends EntityBase
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class_name KukeMC
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2500
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fields[FieldStore.Entity.OFFSET_SHOOT] = 15
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fields[FieldStore.Entity.MAX_HEALTH] = 3500
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fields[FieldStore.Entity.OFFSET_SHOOT] = 25
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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attackCooldownMap[0] = 2000
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attackCooldownMap[0] = 8000
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attackCooldownMap[1] = 5000
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 500)
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for bullet in get_tree().get_nodes_in_group("bullets"):
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@@ -13,9 +15,15 @@ func ai():
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bullet.position.distance_to(self.position) < 200 # 酷可mc会去摧毁200半径以内的七彩飞星
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):
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bullet.tryDestroy()
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tryAttack(0)
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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func attack(type):
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if type == 0:
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for i in randi_range(8, 16):
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(10, 50))
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elif type == 1:
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for i in randi_range(1, 2):
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var child = EntityBase.generate(preload("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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@@ -33,7 +33,3 @@ func sprint():
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Input.get_axis("m_left", "m_right"),
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Input.get_axis("m_up", "m_down")
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) * sprintMultiplier, true)
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func heal(count: float):
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health += count
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DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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return count
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@@ -96,8 +96,10 @@ var charginup: bool = false
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var weapons: Array[Weapon] = []
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var canRunAi: bool = true
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var currentStage: int = 0
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var spawnTime: float = 0
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func _ready():
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spawnTime = WorldManager.getTime()
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register()
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var selfStatebar: EntityStateBar = $"%statebar"
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if isBoss:
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@@ -166,6 +168,8 @@ func _physics_process(_delta: float) -> void:
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trailParticle.emitting = trailing
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# 通用方法
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func timeLived():
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return WorldManager.getTime() - spawnTime
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func setStage(stage: int):
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if currentStage == stage:
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return
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@@ -284,30 +288,32 @@ func sprintTo(target: Vector2, speed: float):
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position = target
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trailing = false
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targetableSprinting = false
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func tryDie(by: BulletBase):
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func tryDie(by: BulletBase = null):
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if is_queued_for_deletion(): return
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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, randi_range(1, int(sqrt(count) + GameRule.difficulty)), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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if MathTool.rate(
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GameRule.appleDropRate +
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by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
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GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
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) 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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ItemDropped.generate(
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ItemStore.ItemType.BEACHBALL,
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fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
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position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset)
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)
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if isPlayer():
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if UIState.player == self:
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UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
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if is_instance_valid(by):
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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, randi_range(1, int(sqrt(count) + GameRule.difficulty)), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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if MathTool.rate(
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GameRule.appleDropRate +
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by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
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GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
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) 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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ItemDropped.generate(
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ItemStore.ItemType.BEACHBALL,
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fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
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position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset)
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)
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if isPlayer():
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if UIState.player == self:
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UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
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EffectController.create(preload("res://components/Effects/DeadBlood.tscn"), texture.global_position).shot()
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await die()
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queue_free()
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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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@@ -347,11 +353,12 @@ func ai():
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func attack(_type: int):
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pass
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func die():
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queue_free()
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pass
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func sprint():
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pass
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func heal(count: float):
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health += count
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DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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return count
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func register():
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pass
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