1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-08 20:57:13 +08:00

feat(游戏机制): 添加幸运值对掉落率、暴击率和穿透率的影响

在GameRule中新增幸运值影响系数,并修改相关计算逻辑:
- 幸运值现在会影响苹果掉落率、暴击率和穿透率
- 更新了EntityBase和BulletBase中的相关计算逻辑
- 添加了GameRule中的相关配置参数
This commit is contained in:
2025-08-28 13:19:42 +08:00
parent ee76cf9d8d
commit 62aa9995a9
3 changed files with 13 additions and 6 deletions
+2 -2
View File
@@ -54,7 +54,7 @@ func hit(target: Node):
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)))
entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]))
if MathTool.rate(fullPenerate()):
fields[FieldStore.Bullet.PENERATE] -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
else:
@@ -62,7 +62,7 @@ func hit(target: Node):
func forward(direction: Vector2):
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
func fullPenerate():
return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE)
return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
func timeLived():
return Time.get_ticks_msec() - spawnInWhen
func dotLoop():
+5 -1
View File
@@ -198,7 +198,11 @@ func tryDie(by: BulletBase):
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
for i in range(count):
ItemDropped.generate(item, count, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
if MathTool.rate(GameRule.appleDropRate + by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE)) or isBoss:
if MathTool.rate(
GameRule.appleDropRate +
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
) or isBoss:
for i in randi_range(appleCount.x, appleCount.y):
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
await die()
+6 -3
View File
@@ -8,10 +8,10 @@ enum Difficulty {
EXPERT,
MASTER,
}
static var difficulty: Difficulty = Difficulty.NORMAL
static var difficulty: Difficulty = Difficulty.NORMAL # 难度倍数,可以写小数
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 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 damageOffset: float = 0.2 # 伤害随机浮动比例,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
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
static var appleDropRate: float = 0.1 # 苹果掉落概率
@@ -21,4 +21,7 @@ static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自
static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
static var entityHealthIncreasePerWave: float = 0.05 # 每波敌人生命值增加的百分比,指数级
static var entityDamageIncreasePerWave: float = 0.025 # 每波敌人伤害增加的百分比,指数级
static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例
static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例
static var appleDropRateInfluenceByLuckValue: float = 0.02 # 幸运值对苹果掉率的影响
static var critRateInfluenceByLuckValue: float = 0.025 # 幸运值对暴击率的影响
static var penerateRateInfluenceByLuckValue: float = 0.03 # 幸运值对穿透率的影响