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feat(UI): 添加游戏开始界面和难度选择功能
实现游戏开始界面,包含难度选择滑块和开始按钮 修改游戏规则初始难度为10并调整掉落物品数量计算 添加游戏开始条件检查,确保运行时间超过3秒且没有敌人时显示制作饲料界面
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@@ -255,7 +255,7 @@ func tryDie(by: BulletBase):
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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(0, int(sqrt(count))), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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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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@@ -268,10 +268,11 @@ func tryDie(by: BulletBase):
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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])
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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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if isPlayer() and UIState.player == self:
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UIState.setPanel("GameOver", [displayName, by.launcher.displayName])
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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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