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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: 重构角色和子弹系统,添加伤害标签和Boss状态条

This commit is contained in:
2025-08-26 13:56:12 +08:00
parent 727c40e1f0
commit 5c64d01f7c
19 changed files with 335 additions and 44 deletions
+6
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@@ -0,0 +1,6 @@
extends EntityBase
class_name Chick
func _ready():
fields[FieldStore.Entity.MAX_HEALTH] = 1000
super._ready()
+11 -4
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@@ -1,8 +1,11 @@
extends Area2D
class_name BulletBase
@export var speed: float = 1
@export var damage: float = 10
@export var fields = {
FieldStore.Bullet.SPEED: 10,
FieldStore.Bullet.DAMAGE: 10,
FieldStore.Bullet.PENERATE: 0
}
@export var lifeDistance: float = -1 # -1表示无限距离
@export var lifeTime: float = -1 # -1表示无限时间
@@ -30,9 +33,13 @@ func hit(target: Node):
if entity == launcher: return
if GameRule.allowFriendlyFire:
if entity.isPlayer() == launcher.isPlayer(): return
entity.takeDamage(self)
entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
if !MathTool.rate(fullPenerate()):
destroy()
func forward(direction: Vector2):
position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
func fullPenerate():
return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE))
func ai():
pass
+18
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@@ -0,0 +1,18 @@
extends Node2D
class_name DamageLabel
@export var damage: float = 0
@export var crit: bool = false
func _ready():
$"%label".text = str(round(damage)) + ("!!!" if crit else "")
$"%animator".play("show")
await $"%animator".animation_finished
static func create(spawnDamage: float, spawnCrit: bool, spawnPosition: Vector2, addToWorld: bool = true) -> DamageLabel:
var instance = preload("res://components/UI/DamageLabel.tscn").instantiate()
instance.damage = spawnDamage
instance.crit = spawnCrit
instance.position = spawnPosition
if addToWorld:
WorldTool.rootNode.add_child(instance)
return instance
+28 -9
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@@ -1,28 +1,34 @@
extends CharacterBody2D
class_name EntityBase # 这是个抽象类
@export var fields: Dictionary = {
var fields = {
FieldStore.Entity.MAX_HEALTH: 100,
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
FieldStore.Entity.MOVEMENT_SPEED: 1,
FieldStore.Entity.ATTACK_SPEED: 1,
FieldStore.Entity.CRIT_RATE: 0.05, # 0.05 = 5%
FieldStore.Entity.CRIT_DAMAGE: 2 # 2 = 200%
} # 存一下词条
FieldStore.Entity.CRIT_RATE: 0.05,
FieldStore.Entity.CRIT_DAMAGE: 1,
FieldStore.Entity.PENERATE: 0,
}
var cooldownUnit: float = 100 # 100毫秒每次攻击
@export var isBoss: bool = false
@export var cooldownUnit: float = 100 # 100毫秒每次攻击
@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@onready var hurtbox: Area2D = $"%hurtbox"
@onready var statebar: EntityStateBar = $"%statebar"
var health: float = 0
var lastDirection: int = 1
var lastAttack: int = 0
var currentFocusedBoss: EntityBase = null
var sprinting: bool = false
func _ready():
health = fields.get(FieldStore.Entity.MAX_HEALTH)
statebar.visible = !isBoss
func _process(_delta):
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
@@ -37,12 +43,19 @@ func move(direction: Vector2):
var currentDirection = sign(direction.x)
if currentDirection != 0:
lastDirection = currentDirection
func takeDamage(bullet: BulletBase):
health -= bullet.damage
func takeDamage(bullet: BulletBase, crit: bool):
var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
health -= damage
DamageLabel.create(damage, crit, $"%damageAnchor".global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
if isBoss:
bullet.launcher.setBoss(self)
if health <= 0:
if isBoss:
bullet.launcher.setBoss(null)
die()
func isCooldowned():
return Time.get_ticks_msec() - lastAttack >= cooldownUnit
return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
func startCooldown():
var state = isCooldowned()
if state:
@@ -54,9 +67,13 @@ func tryAttack(type: int):
func findWeaponAnchor(weaponName: String):
var anchor = $"%weapons".get_node(weaponName)
if anchor is Node2D:
return (anchor.position + texture.position) * Vector2(animatree.get("parameters/blend_position"), 1) + position
return anchor.global_position
else:
return Vector2.ZERO
func setBoss(boss: EntityBase):
currentFocusedBoss = boss
if isPlayer():
UIState.bossbar.entity = boss
# 关于分组
func isPlayer():
@@ -75,11 +92,13 @@ static func generate(
spawnPosition: Vector2,
spawnRotation: float,
isMob: bool = true,
spawnAsBoss: bool = false,
addtoWorld: bool = true
):
var instance: EntityBase = entity.instance()
instance.position = spawnPosition
instance.rotation = spawnRotation
instance.isBoss = spawnAsBoss
if isMob:
instance.add_to_group("mobs")
if addtoWorld:
+3 -2
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@@ -1,4 +1,5 @@
extends Node2D
extends Node
class_name EntityStateBar
@export var entity: EntityBase
@@ -6,5 +7,5 @@ extends Node2D
func _process(_delta):
if entity:
healthBar.maxValue = entity.maxHealth
healthBar.maxValue = entity.fields.get(FieldStore.Entity.MAX_HEALTH)
healthBar.setCurrent(entity.health)
+9
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@@ -0,0 +1,9 @@
extends CanvasLayer
class_name UIState
static var bossbar: EntityStateBar
func _ready():
bossbar = $"%bossbar"
func _process(_delta):
bossbar.visible = !!bossbar.entity
+21
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@@ -7,4 +7,25 @@ enum Entity {
ATTACK_SPEED,
CRIT_RATE,
CRIT_DAMAGE,
PENERATE
}
static var entityMap = {
Entity.MAX_HEALTH: "最大生命值",
Entity.DAMAGE_MULTIPILER: "伤害倍率",
Entity.MOVEMENT_SPEED: "移动速度",
Entity.ATTACK_SPEED: "攻击速度",
Entity.CRIT_RATE: "暴击率",
Entity.CRIT_DAMAGE: "暴击伤害",
Entity.PENERATE: "穿透"
}
enum Bullet {
SPEED,
DAMAGE,
PENERATE
}
static var bulletMap = {
Bullet.SPEED: "速度",
Bullet.DAMAGE: "伤害",
Bullet.PENERATE: "穿透"
}
+3 -1
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@@ -1,4 +1,6 @@
class_name GameRule
static var allowFriendlyFire: bool = false # 是否允许友军伤害
static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
static var damageOffset: float = 0.2 # 伤害随机浮动比例,默认20%,即10的基础伤害会应用为8~12
static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
+9
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@@ -0,0 +1,9 @@
class_name MathTool
static func rate(value: float):
return randf() < value
static func randv2_range(offset: float):
return Vector2(
randf_range(-offset, offset),
randf_range(-offset, offset)
)