1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

refactor(游戏平衡): 调整敌人波数和属性配置

- 将初始波数从1改为10
- 调整普通波次的敌人数量和生成频率
- 降低每波敌人数量增长百分比
- 更新小鸡角色的碰撞体和动画配置
This commit is contained in:
2025-11-16 14:51:36 +08:00
parent b7638fa9b6
commit 63a0d1bf4a
4 changed files with 49 additions and 13 deletions
+44 -8
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=3 uid="uid://b0ncrvm8u4pox"]
[gd_scene load_steps=14 format=3 uid="uid://b0ncrvm8u4pox"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_goqmy"]
[ext_resource type="Script" uid="uid://b2gg1fh0bflu7" path="res://scripts/Contents/Characters/Chick.gd" id="2_r6bub"]
@@ -12,6 +12,19 @@
[sub_resource type="SpriteFrames" id="SpriteFrames_xji3d"]
animations = [{
"frames": [],
"loop": true,
"name": &"idle",
"speed": 5.0
}, {
"frames": [],
"loop": true,
"name": &"walk",
"speed": 5.0
}]
[sub_resource type="SpriteFrames" id="SpriteFrames_x766l"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("8_k8ox8")
@@ -29,6 +42,12 @@ animations = [{
"speed": 5.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_x766l"]
size = Vector2(57, 62)
[sub_resource type="CircleShape2D" id="CircleShape2D_w0sit"]
radius = 37.054016
[node name="Chick" instance=ExtResource("1_goqmy")]
script = ExtResource("2_r6bub")
isBoss = true
@@ -40,9 +59,6 @@ appleCount = Vector2i(2, 4)
[node name="hurt" parent="sounds" index="3"]
stream = ExtResource("3_ik1xf")
[node name="attack0" parent="sounds" index="5"]
stream = ExtResource("4_2qabh")
[node name="attack1" type="AudioStreamPlayer2D" parent="sounds" index="6"]
stream = ExtResource("4_mrsne")
volume_db = -10.0
@@ -53,17 +69,37 @@ stream = ExtResource("5_vcsbb")
[node name="attack3" type="AudioStreamPlayer2D" parent="sounds" index="8"]
stream = ExtResource("7_qjhwc")
[node name="texture" parent="." index="2"]
[node name="attack0" parent="sounds" index="9"]
stream = ExtResource("4_2qabh")
[node name="texture" parent="." index="3"]
position = Vector2(0, -37)
sprite_frames = SubResource("SpriteFrames_xji3d")
animation = &"walk"
[node name="staticAnimation" parent="texture" index="1"]
position = Vector2(0, -39)
scale = Vector2(0.42847547, 0.42847547)
sprite_frames = SubResource("SpriteFrames_x766l")
animation = &"idle"
[node name="hitbox" parent="texture/hurtbox" index="0"]
position = Vector2(-0.5, -51)
shape = SubResource("RectangleShape2D_x766l")
[node name="hitbox2" type="CollisionShape2D" parent="texture/hurtbox" index="1"]
position = Vector2(73, -76)
shape = SubResource("CircleShape2D_w0sit")
[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
position = Vector2(30, -12)
position = Vector2(79, -63)
[node name="firepot" parent="texture/weapons/normal" index="0" instance=ExtResource("6_kvx3n")]
unique_name_in_owner = true
[node name="statebar" parent="." index="3" node_paths=PackedStringArray("entity")]
position = Vector2(0, -82)
[node name="trailParticle" parent="texture" index="7"]
position = Vector2(1, -50)
[node name="statebar" parent="." index="4" node_paths=PackedStringArray("entity")]
position = Vector2(0, -167)
entity = NodePath("..")
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

After

Width:  |  Height:  |  Size: 190 KiB

+4 -4
View File
@@ -22,11 +22,11 @@ func duplicate() -> Wave:
wave.per = per
return wave
static var current: int = startWith(1)
static var current: int = startWith(10)
static var WAVE_NORMAL = [
# Wave.create("Hen", 1, 5, false, 0, INF, 1),
# Wave.create("Cat", 1, 5, false, 0, INF, 1),
Wave.create("Dog", 1, 5, false, 0, INF, 1),
Wave.create("Hen", 1, 3, false, 0, INF, 1),
Wave.create("Cat", 1, 3, false, 0, INF, 1),
Wave.create("Dog", 1, 3, false, 0, INF, 1),
Wave.create("Chick", 0, 0, true, 9, INF, 15),
Wave.create("Bear", 0, 0, true, 19, INF, 10),
Wave.create("KukeMC", 0, 0, true, 14, INF, 20),
+1 -1
View File
@@ -11,7 +11,7 @@ static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10), MathTool.percent(50)) # 刷新所需的棒球数量的增加的百分比
static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
static var itemShowLifetime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级