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
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@@ -1,28 +1,34 @@
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extends CharacterBody2D
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class_name EntityBase # 这是个抽象类
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@export var fields: Dictionary = {
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var fields = {
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FieldStore.Entity.MAX_HEALTH: 100,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.CRIT_RATE: 0.05, # 0.05 = 5%
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FieldStore.Entity.CRIT_DAMAGE: 2 # 2 = 200%
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} # 存一下词条
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FieldStore.Entity.CRIT_RATE: 0.05,
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FieldStore.Entity.CRIT_DAMAGE: 1,
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FieldStore.Entity.PENERATE: 0,
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}
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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 cooldownUnit: float = 100 # 100毫秒每次攻击
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@onready var hurtbox: Area2D = $"%hurtbox"
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@onready var statebar: EntityStateBar = $"%statebar"
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var health: float = 0
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var lastDirection: int = 1
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var lastAttack: int = 0
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var currentFocusedBoss: EntityBase = null
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var sprinting: bool = false
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func _ready():
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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statebar.visible = !isBoss
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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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@@ -37,12 +43,19 @@ func move(direction: Vector2):
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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):
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health -= bullet.damage
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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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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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bullet.launcher.setBoss(self)
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if health <= 0:
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if isBoss:
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bullet.launcher.setBoss(null)
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die()
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func isCooldowned():
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return Time.get_ticks_msec() - lastAttack >= cooldownUnit
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return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
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func startCooldown():
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var state = isCooldowned()
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if state:
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@@ -54,9 +67,13 @@ func tryAttack(type: int):
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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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return (anchor.position + texture.position) * Vector2(animatree.get("parameters/blend_position"), 1) + position
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return anchor.global_position
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else:
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return Vector2.ZERO
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func setBoss(boss: EntityBase):
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currentFocusedBoss = boss
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if isPlayer():
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UIState.bossbar.entity = boss
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# 关于分组
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func isPlayer():
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@@ -75,11 +92,13 @@ static func generate(
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spawnPosition: Vector2,
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spawnRotation: float,
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isMob: bool = true,
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spawnAsBoss: bool = false,
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addtoWorld: bool = true
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):
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var instance: EntityBase = entity.instance()
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instance.position = spawnPosition
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instance.rotation = spawnRotation
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instance.isBoss = spawnAsBoss
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if isMob:
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instance.add_to_group("mobs")
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if addtoWorld:
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