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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-04 10:47:13 +08:00

feat(战斗系统): 添加小鸡冲刺攻击技能及相关特效

实现小鸡的冲刺攻击能力,包括:
1. 新增ChickSprint子弹类型及场景
2. 为EntityBase添加拖尾粒子效果
3. 添加攻击蓄力特效和音效
4. 调整小鸡的攻击冷却时间和冲刺倍率
5. 优化TickTool工具类添加until方法
6. 修改世界背景z-index避免遮挡

调整战斗平衡性:
1. 降低默认冲刺倍率
2. 修改测试波次配置
3. 增加新的攻击方式选项
This commit is contained in:
2025-08-29 13:56:31 +08:00
parent 5525bcd7bc
commit 327afcc721
14 changed files with 195 additions and 11 deletions
+11
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@@ -0,0 +1,11 @@
extends BulletBase
class_name ChickSprint
func register():
speed = 0
damage = 30
penerate = 1
func ai():
PresetsAI.lockLauncher(self, launcher, true)
if !launcher.sprinting:
tryDestroy()
+12 -2
View File
@@ -8,9 +8,11 @@ const laserCount = 4
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.35
attackCooldownMap[0] = 2000
attackCooldownMap[0] = 500
attackCooldownMap[1] = 6000
attackCooldownMap[2] = 100
attackCooldownMap[3] = 500
sprintMultiplier = 60
func spawn():
texture.play("walk")
@@ -21,7 +23,8 @@ func ai():
elif currentFocusedBoss.position.distance_to(position) < 700:
tryAttack(1)
else:
tryAttack(0)
var method = MathTool.randc_from([0, 3])
tryAttack(method, method == 3)
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
@@ -36,4 +39,11 @@ func attack(type):
firepot.global_rotation = target
firepot.shot()
BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
elif type == 3:
trailing = true
BulletBase.generate(preload("res://components/Bullets/ChickSprint.tscn"), self, position, 0)
await trySprint()
trailing = false
return true
func sprint():
move((currentFocusedBoss.position - position).normalized() * sprintMultiplier, true)
+3 -2
View File
@@ -11,8 +11,9 @@ var per: int = 0
static var current: int = 0
static var data: Array[Wave] = [
# entity, minCount, maxCount, isBoss, from, to, per
create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 6),
# create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
# create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 6),
create(preload("res://components/Characters/Chick.tscn"), 1, 1, true, 0, INF, 1),
]
static func create(
+5
View File
@@ -2,12 +2,17 @@ extends Node2D
class_name EffectController
@export var oneShot: bool = true
@export var spawnSound: String = ""
@onready var particles: GPUParticles2D = $"%particles"
@onready var sounds = $"%sounds"
func _ready():
particles.emitting = false
particles.one_shot = oneShot
var sound = sounds.get_node_or_null(spawnSound)
if sound and sound.stream:
sound.play()
func shot():
var cloned = particles.duplicate() as GPUParticles2D
cloned.emitting = true
+14 -4
View File
@@ -55,7 +55,7 @@ var inventoryMax = {
@export var defaultCooldownUnit: float = 100
@export var isBoss: bool = false
@export var displayName: String = "未知实体"
@export var sprintMultiplier: float = 4
@export var sprintMultiplier: float = 3
@export var drops: Array[ItemStore.ItemType] = []
@export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
@@ -67,15 +67,18 @@ var inventoryMax = {
@onready var sounds: Node2D = $"%sounds"
@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
@onready var damageAnchor: Node2D = $"%damageAnchor"
@onready var trailParticle: GPUParticles2D = $"%trailParticle"
var statebar: EntityStateBar
var health: float = 0
var energy: float = 0
var sprinting: bool = false
var trailing: bool = false
var lastDirection: int = 1
var lastAttack: int = 0
var currentFocusedBoss: EntityBase = null
var charginup: bool = false
func _ready():
register()
@@ -127,10 +130,11 @@ func _physics_process(_delta: float) -> void:
sprinting = false
else:
velocity = Vector2.ZERO
if isPlayer() or is_instance_valid(currentFocusedBoss):
if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
ai()
move_and_slide()
storeEnergy(0.01 * fields.get(FieldStore.Entity.ENERGY_REGENERATION))
trailParticle.emitting = trailing
# 通用方法
func applyLevel():
@@ -187,16 +191,22 @@ func startCooldown(type: int):
if state:
lastAttack = WorldManager.getTime()
return state
func tryAttack(type: int):
func tryAttack(type: int, needChargeUp: bool = false):
var state = startCooldown(type)
if state:
if attack(type):
if needChargeUp:
charginup = true
await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
charginup = false
else:
playSound("attack" + str(type))
attack(type)
return state
func trySprint():
playSound("sprint")
sprint()
sprinting = true
await TickTool.until(func(): return !sprinting)
func tryDie(by: BulletBase):
for drop in range(min(len(drops), len(dropCounts))):
var item = drops[drop]
+3
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@@ -5,3 +5,6 @@ static func millseconds(ms: int):
static func frame(count: int = 1):
for i in range(count):
await WorldManager.tree.physics_frame
static func until(predicate: Callable):
while not predicate.call():
await frame()