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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
feat(子弹): 为魔法飞弹添加命中动画和音效
refactor(角色): 将MTY角色从猫头鹰改为狗熊宝宝并调整攻击逻辑 fix(子弹): 修复ParryBall和Parrier子弹的实例有效性检查 style(场景): 清理场景文件中的冗余属性 feat(工具): 为findClosetBulletCanDamage添加最大距离参数 chore(配置): 更新测试用的波次配置
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@@ -27,7 +27,7 @@ func spawn():
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if MathTool.rate(0.01):
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setStage(2)
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 250)
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PresetEntityAI.follow(self , currentFocusedBoss, 250)
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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func enterStage(stage):
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@@ -50,7 +50,7 @@ func attack(type):
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playSound("attack0")
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for i in randi_range(20, 30):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self , findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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bullet.position += MathTool.sampleInCircle(50)
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await TickTool.millseconds(50)
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@@ -59,10 +59,10 @@ func attack(type):
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randomChoiceFrom([-300, 300]), 300), 0.25)
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var count = randi_range(6, 8)
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for i in range(count):
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BulletBase.generate(ComponentManager.getBullet("SunDance"), self, weaponPos, deg_to_rad(360.0 / count * i))
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BulletBase.generate(ComponentManager.getBullet("SunDance"), self , weaponPos, deg_to_rad(360.0 / count * i))
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elif type == 2:
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for i in range(13):
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for bullet in BulletBase.generate(ComponentManager.getBullet("ForeverRainbow"), self, weaponPos, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("ForeverRainbow"), self , weaponPos, 0):
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bullet.rotation = 360 / 13.0 * i
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elif type == 3:
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if !is_instance_valid(currentFocusedBoss): return false
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@@ -72,7 +72,7 @@ func attack(type):
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currentInvinsible = true
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playSound("attack3")
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await TickTool.millseconds(500)
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BulletBase.generate(ComponentManager.getBullet("BearSprint"), self, weaponPos, 0)
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BulletBase.generate(ComponentManager.getBullet("BearSprint"), self , weaponPos, 0)
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await trySprint()
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sprintParticle.emitting = false
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canRunAi = true
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@@ -84,7 +84,7 @@ func attack(type):
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var count = randi_range(8, 12)
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for i in range(count):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self , findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
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bullet.tracer = currentFocusedBoss
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await TickTool.millseconds(830.0 / count)
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return false
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@@ -93,7 +93,7 @@ func attack(type):
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var count = randi_range(20, 30)
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for i in range(count):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self , currentFocusedBoss.position, 0):
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bullet.rotation = deg_to_rad(360.0 / count * i)
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await TickTool.millseconds(1670.0 / count)
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return false
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@@ -101,7 +101,7 @@ func attack(type):
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playSound("attack6")
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for i in 16:
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self , currentFocusedBoss.position, 0):
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bullet.position += MathTool.sampleInCircle(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.sampleInCircle(50))
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await TickTool.millseconds(100)
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@@ -113,7 +113,7 @@ func attack(type):
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if !is_instance_valid(currentFocusedBoss): return false
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playSound("attack7")
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for i in 16:
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self , currentFocusedBoss.position, 0):
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bullet.rotation_degrees += initAngle
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bullet.rotation -= angle / 2
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bullet.rotation += angle / 16 * i
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@@ -5,23 +5,32 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 400
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 250
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attackCooldownMap[1] = 750
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attackCooldownMap[2] = 450
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sprintMultiplier = 5
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func spawn():
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texture.play("walk")
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss)
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tryAttack(0)
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tryAttack(1)
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PresetEntityAI.follow(self , currentFocusedBoss)
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for i in 3:
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tryAttack(i)
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func attack(type: int):
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if type == 0:
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trySprint()
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elif type == 1:
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BulletBase.generate(ComponentManager.getBullet("MTYSprint"), self, position, 0)
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var track = getTrackingAnchor()
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var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 400)
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if is_instance_valid(bullet):
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BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position))
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elif type == 2:
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if is_instance_valid(currentFocusedBoss):
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var track = getTrackingAnchor()
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if currentFocusedBoss.position.distance_to(track) <= 400:
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BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(currentFocusedBoss.position))
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return true
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func sprint():
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var target = BulletTool.findClosetBulletCanDamage(position, get_tree(), self)
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var track = getTrackingAnchor()
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var target = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 300)
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if is_instance_valid(target):
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if position.distance_to(target.position) <= 200:
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var dir = (target.position - position).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
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move(dir.normalized() * sprintMultiplier, true)
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var dir = (target.position - track).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
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move(dir.normalized() * sprintMultiplier, true)
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