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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat: 添加新的子弹类型和相关逻辑,更新角色攻击方式,增加无差别伤害选项

This commit is contained in:
2025-08-27 08:58:14 +08:00
parent c5da8d7b5e
commit 5b2c2f5cf7
10 changed files with 58 additions and 17 deletions
+3 -1
View File
@@ -2,6 +2,8 @@ extends BulletBase
class_name Diamond
func ai():
if Time.get_ticks_msec() - spawnInWhen < 500: # 生成的前0.5秒可以追踪
var tracing = Time.get_ticks_msec() - spawnInWhen < 1000
if tracing:
rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.1)
canDamageSelf = !tracing
forward(Vector2.from_angle(rotation))
+6
View File
@@ -0,0 +1,6 @@
extends BulletBase
class_name Laser
func ai():
rotation_degrees += 2
position = launcher.texture.global_position
+10 -8
View File
@@ -3,6 +3,8 @@ class_name Chick
@onready var firepot = $"%firepot"
const laserCount = 4
func _ready():
fields[FieldStore.Entity.MAX_HEALTH] = 1000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
@@ -10,23 +12,23 @@ func _ready():
func ai():
move(currentFocusedBoss.position - position)
if currentFocusedBoss.position.distance_to(position) < 300:
if currentFocusedBoss.position.distance_to(position) < 200:
tryAttack(2)
elif currentFocusedBoss.position.distance_to(position) < 400:
tryAttack(1)
else:
tryAttack(0)
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos, rotation + deg_to_rad(MathTool.randc_from([-90, 90])))
for i in randi_range(10, 20):
BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
elif type == 1:
for i in range(laserCount):
BulletBase.generate(preload("res://components/Bullets/Laser.tscn"), self, texture.global_position, deg_to_rad(90 * i))
elif type == 2:
var weaponPos = findWeaponAnchor("normal")
var target = weaponPos.angle_to_point(currentFocusedBoss.position)
firepot.global_rotation = target
firepot.shot()
BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
# elif type == 2:
# var weaponPos = findWeaponAnchor("normal")
# var target = weaponPos.angle_to_point(currentFocusedBoss.position)
# firepot.global_rotation = target
# firepot.shot()
BulletBase.generate(preload("res://components/Bullets/Laser.tscn"), self, weaponPos, target)
+4 -2
View File
@@ -8,6 +8,8 @@ class_name BulletBase
}
@export var lifeDistance: float = -1 # -1表示无限距离
@export var lifeTime: float = -1 # -1表示无限时间
@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
@export var canDamageSelf: bool = false # 是否可以伤害发射者
var launcher: EntityBase = null
var spawnInWhen: float = 0
@@ -31,8 +33,8 @@ func _physics_process(_delta: float) -> void:
func hit(target: Node):
var entity: EntityBase = EntityTool.fromHurtbox(target)
if !entity || !launcher: return
if entity == launcher: return
if !GameRule.allowFriendlyFire:
if !canDamageSelf && entity == launcher: return
if !indisDamage && !GameRule.allowFriendlyFire:
if entity.isPlayer() == launcher.isPlayer(): return
entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
if !MathTool.rate(fullPenerate()):
+1 -1
View File
@@ -83,7 +83,7 @@ func takeDamage(bullet: BulletBase, crit: bool):
playSound("hurt")
health -= damage
DamageLabel.create(damage, crit, $"%damageAnchor".global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
if isBoss:
if isBoss and bullet.launcher.isPlayer():
bullet.launcher.setBoss(self)
if health <= 0:
if isBoss: