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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-29 15:02:29 +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:
2025-09-14 14:39:50 +08:00
parent e77a5806d0
commit 2dfce67f53
8 changed files with 134 additions and 30 deletions
+37
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@@ -0,0 +1,37 @@
[gd_scene load_steps=5 format=3 uid="uid://c5q7djx12phem"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_3ohuq"]
[ext_resource type="Texture2D" uid="uid://lorraj4pe2lt" path="res://resources/characters/kukechild/KukeChild.png" id="2_7vbs6"]
[ext_resource type="Script" path="res://scripts/Contents/Characters/KukeChild.gd" id="2_ywxbd"]
[sub_resource type="SpriteFrames" id="SpriteFrames_5rcbd"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2_7vbs6")
}],
"loop": true,
"name": &"idle",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": ExtResource("2_7vbs6")
}],
"loop": true,
"name": &"walk",
"speed": 5.0
}]
[node name="KukeChild" instance=ExtResource("1_3ohuq")]
script = ExtResource("2_ywxbd")
[node name="texture" parent="." index="2"]
sprite_frames = SubResource("SpriteFrames_5rcbd")
animation = &"walk"
[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
position = Vector2(47, 11)
[node name="statebar" parent="." index="3"]
position = Vector2(0, -125)
+1
View File
@@ -38,6 +38,7 @@ animation = &"walk"
shape = SubResource("RectangleShape2D_farlp") shape = SubResource("RectangleShape2D_farlp")
[node name="normal" type="Node2D" parent="texture/weapons" index="0"] [node name="normal" type="Node2D" parent="texture/weapons" index="0"]
position = Vector2(-22, 18)
[node name="statebar" parent="." index="3"] [node name="statebar" parent="." index="3"]
position = Vector2(0, -140) position = Vector2(0, -140)
Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://lorraj4pe2lt"
path="res://.godot/imported/KukeChild.png-4ca0607e1c4594e36fa458519a8a0756.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://resources/characters/kukechild/KukeChild.png"
dest_files=["res://.godot/imported/KukeChild.png-4ca0607e1c4594e36fa458519a8a0756.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+21
View File
@@ -0,0 +1,21 @@
extends EntityBase
var masterMine: KukeMC
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 25
fields[FieldStore.Entity.OFFSET_SHOOT] = 2
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 0.1
attackCooldownMap[0] = 200
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 500)
tryAttack(0)
if timeLived() > 10000:
masterMine.tryHeal(100)
tryDie(null)
func attack(type):
if type == 0:
for i in randi_range(1, 3):
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
await TickTool.millseconds(randi_range(5, 25))
+12 -4
View File
@@ -1,10 +1,12 @@
extends EntityBase extends EntityBase
class_name KukeMC class_name KukeMC
func register(): func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2500 fields[FieldStore.Entity.MAX_HEALTH] = 3500
fields[FieldStore.Entity.OFFSET_SHOOT] = 15 fields[FieldStore.Entity.OFFSET_SHOOT] = 25
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
attackCooldownMap[0] = 2000 attackCooldownMap[0] = 8000
attackCooldownMap[1] = 5000
func ai(): func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 500) PresetEntityAI.follow(self, currentFocusedBoss, 500)
for bullet in get_tree().get_nodes_in_group("bullets"): for bullet in get_tree().get_nodes_in_group("bullets"):
@@ -13,9 +15,15 @@ func ai():
bullet.position.distance_to(self.position) < 200 # 酷可mc会去摧毁200半径以内的七彩飞星 bullet.position.distance_to(self.position) < 200 # 酷可mc会去摧毁200半径以内的七彩飞星
): ):
bullet.tryDestroy() bullet.tryDestroy()
tryAttack(0) for i in len(attackCooldownMap.keys()):
tryAttack(i)
func attack(type): func attack(type):
if type == 0: if type == 0:
for i in randi_range(8, 16): for i in randi_range(8, 16):
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)) BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
await TickTool.millseconds(randi_range(10, 50)) await TickTool.millseconds(randi_range(10, 50))
elif type == 1:
for i in randi_range(1, 2):
var child = EntityBase.generate(preload("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
child.currentFocusedBoss = currentFocusedBoss
child.masterMine = self
-4
View File
@@ -33,7 +33,3 @@ func sprint():
Input.get_axis("m_left", "m_right"), Input.get_axis("m_left", "m_right"),
Input.get_axis("m_up", "m_down") Input.get_axis("m_up", "m_down")
) * sprintMultiplier, true) ) * sprintMultiplier, true)
func heal(count: float):
health += count
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
return count
+29 -22
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@@ -96,8 +96,10 @@ var charginup: bool = false
var weapons: Array[Weapon] = [] var weapons: Array[Weapon] = []
var canRunAi: bool = true var canRunAi: bool = true
var currentStage: int = 0 var currentStage: int = 0
var spawnTime: float = 0
func _ready(): func _ready():
spawnTime = WorldManager.getTime()
register() register()
var selfStatebar: EntityStateBar = $"%statebar" var selfStatebar: EntityStateBar = $"%statebar"
if isBoss: if isBoss:
@@ -166,6 +168,8 @@ func _physics_process(_delta: float) -> void:
trailParticle.emitting = trailing trailParticle.emitting = trailing
# 通用方法 # 通用方法
func timeLived():
return WorldManager.getTime() - spawnTime
func setStage(stage: int): func setStage(stage: int):
if currentStage == stage: if currentStage == stage:
return return
@@ -284,30 +288,32 @@ func sprintTo(target: Vector2, speed: float):
position = target position = target
trailing = false trailing = false
targetableSprinting = false targetableSprinting = false
func tryDie(by: BulletBase): func tryDie(by: BulletBase = null):
if is_queued_for_deletion(): return if is_queued_for_deletion(): return
for drop in range(min(len(drops), len(dropCounts))): if is_instance_valid(by):
var item = drops[drop] for drop in range(min(len(drops), len(dropCounts))):
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y)) var item = drops[drop]
for i in range(count): var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
ItemDropped.generate(item, randi_range(1, int(sqrt(count) + GameRule.difficulty)), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset)) for i in range(count):
if MathTool.rate( ItemDropped.generate(item, randi_range(1, int(sqrt(count) + GameRule.difficulty)), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
GameRule.appleDropRate + if MathTool.rate(
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) + GameRule.appleDropRate +
GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE] by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
) or isBoss: GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
for i in randi_range(appleCount.x, appleCount.y): ) or isBoss:
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset)) for i in randi_range(appleCount.x, appleCount.y):
ItemDropped.generate( ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
ItemStore.ItemType.BEACHBALL, ItemDropped.generate(
fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset), ItemStore.ItemType.BEACHBALL,
position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset) fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
) position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset)
if isPlayer(): )
if UIState.player == self: if isPlayer():
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName]) if UIState.player == self:
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
EffectController.create(preload("res://components/Effects/DeadBlood.tscn"), texture.global_position).shot() EffectController.create(preload("res://components/Effects/DeadBlood.tscn"), texture.global_position).shot()
await die() await die()
queue_free()
func tryHeal(count: float): func tryHeal(count: float):
if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH): if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
inventory[ItemStore.ItemType.APPLE] -= 1 inventory[ItemStore.ItemType.APPLE] -= 1
@@ -347,11 +353,12 @@ func ai():
func attack(_type: int): func attack(_type: int):
pass pass
func die(): func die():
queue_free() pass
func sprint(): func sprint():
pass pass
func heal(count: float): func heal(count: float):
health += count health += count
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
return count return count
func register(): func register():
pass pass