mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
feat: 添加小鸡角色显示名称,更新Boss状态条和伤害标签逻辑,增强EntityBase类的移动和攻击功能
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@@ -12,7 +12,14 @@ func ai():
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texture.play("idle")
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if Input.is_action_pressed("attack"):
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tryAttack(0)
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if Input.is_action_just_pressed("sprint"):
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trySprint()
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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func sprint():
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move(Vector2(
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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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) * 6, true)
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@@ -0,0 +1,11 @@
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extends EntityStateBar
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class_name BossBar
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@onready var nameLabel: Label = $"%name"
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@onready var valueLabel: Label = $"%value"
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func _process(delta):
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super._process(delta)
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if entity:
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nameLabel.text = entity.displayName
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valueLabel.text = "%.2f" % (entity.health / entity.fields[FieldStore.Entity.MAX_HEALTH] * 100)
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@@ -3,10 +3,18 @@ class_name DamageLabel
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@export var damage: float = 0
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@export var crit: bool = false
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@onready var label: Label = $"%label"
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@onready var animator: AnimationPlayer = $"%animator"
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func _ready():
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$"%label".text = str(round(damage)) + ("!!!" if crit else "")
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$"%animator".play("show")
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await $"%animator".animation_finished
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if damage == 0:
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label.text = "MISS"
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else:
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label.text = str(round(damage)) + ("!!!" if crit else "")
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animator.play("show")
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await animator.animation_finished
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queue_free()
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static func create(spawnDamage: float, spawnCrit: bool, spawnPosition: Vector2, addToWorld: bool = true) -> DamageLabel:
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var instance = preload("res://components/UI/DamageLabel.tscn").instantiate()
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@@ -13,6 +13,7 @@ var fields = {
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var cooldownUnit: float = 100 # 100毫秒每次攻击
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@export var isBoss: bool = false
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@export var displayName: String = "未知实体"
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@@ -33,19 +34,26 @@ func _process(_delta):
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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ai()
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if sprinting:
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velocity *= 0.9
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if velocity.length() <= 100:
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sprinting = false
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else:
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velocity = Vector2.ZERO
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ai()
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move_and_slide()
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# 通用方法
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func move(direction: Vector2):
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velocity = direction.normalized() * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 200 * abs(animatree.get("parameters/blend_position"))
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func move(direction: Vector2, isSprinting: bool = false):
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velocity = (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 200 * abs(animatree.get("parameters/blend_position"))
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var currentDirection = sign(direction.x)
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if currentDirection != 0:
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lastDirection = currentDirection
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func takeDamage(bullet: BulletBase, crit: bool):
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var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
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var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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if sprinting:
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damage = 0
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health -= damage
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DamageLabel.create(damage, crit, $"%damageAnchor".global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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if isBoss:
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@@ -64,6 +72,9 @@ func startCooldown():
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func tryAttack(type: int):
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if startCooldown():
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attack(type)
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func trySprint():
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sprint()
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sprinting = true
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func findWeaponAnchor(weaponName: String):
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var anchor = $"%weapons".get_node(weaponName)
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if anchor is Node2D:
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@@ -86,6 +97,8 @@ 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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func sprint():
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pass
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static func generate(
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entity: PackedScene,
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