mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-23 20:12:30 +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:
@@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=3 uid="uid://b0ncrvm8u4pox"]
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[gd_scene load_steps=14 format=3 uid="uid://b0ncrvm8u4pox"]
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[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_goqmy"]
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[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_goqmy"]
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[ext_resource type="Script" uid="uid://b2gg1fh0bflu7" path="res://scripts/Contents/Characters/Chick.gd" id="2_r6bub"]
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[ext_resource type="Script" uid="uid://b2gg1fh0bflu7" path="res://scripts/Contents/Characters/Chick.gd" id="2_r6bub"]
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@@ -12,6 +12,19 @@
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[sub_resource type="SpriteFrames" id="SpriteFrames_xji3d"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_xji3d"]
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animations = [{
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animations = [{
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"frames": [],
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"loop": true,
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"name": &"idle",
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"speed": 5.0
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}, {
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"frames": [],
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"loop": true,
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"name": &"walk",
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"speed": 5.0
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}]
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[sub_resource type="SpriteFrames" id="SpriteFrames_x766l"]
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animations = [{
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"frames": [{
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"frames": [{
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"duration": 1.0,
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"duration": 1.0,
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"texture": ExtResource("8_k8ox8")
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"texture": ExtResource("8_k8ox8")
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@@ -29,6 +42,12 @@ animations = [{
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"speed": 5.0
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"speed": 5.0
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}]
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_x766l"]
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size = Vector2(57, 62)
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[sub_resource type="CircleShape2D" id="CircleShape2D_w0sit"]
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radius = 37.054016
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[node name="Chick" instance=ExtResource("1_goqmy")]
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[node name="Chick" instance=ExtResource("1_goqmy")]
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script = ExtResource("2_r6bub")
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script = ExtResource("2_r6bub")
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isBoss = true
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isBoss = true
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@@ -40,9 +59,6 @@ appleCount = Vector2i(2, 4)
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[node name="hurt" parent="sounds" index="3"]
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[node name="hurt" parent="sounds" index="3"]
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stream = ExtResource("3_ik1xf")
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stream = ExtResource("3_ik1xf")
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[node name="attack0" parent="sounds" index="5"]
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stream = ExtResource("4_2qabh")
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[node name="attack1" type="AudioStreamPlayer2D" parent="sounds" index="6"]
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[node name="attack1" type="AudioStreamPlayer2D" parent="sounds" index="6"]
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stream = ExtResource("4_mrsne")
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stream = ExtResource("4_mrsne")
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volume_db = -10.0
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volume_db = -10.0
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@@ -53,17 +69,37 @@ stream = ExtResource("5_vcsbb")
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[node name="attack3" type="AudioStreamPlayer2D" parent="sounds" index="8"]
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[node name="attack3" type="AudioStreamPlayer2D" parent="sounds" index="8"]
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stream = ExtResource("7_qjhwc")
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stream = ExtResource("7_qjhwc")
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[node name="texture" parent="." index="2"]
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[node name="attack0" parent="sounds" index="9"]
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stream = ExtResource("4_2qabh")
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[node name="texture" parent="." index="3"]
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position = Vector2(0, -37)
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position = Vector2(0, -37)
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sprite_frames = SubResource("SpriteFrames_xji3d")
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sprite_frames = SubResource("SpriteFrames_xji3d")
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animation = &"walk"
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animation = &"walk"
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[node name="staticAnimation" parent="texture" index="1"]
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position = Vector2(0, -39)
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scale = Vector2(0.42847547, 0.42847547)
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sprite_frames = SubResource("SpriteFrames_x766l")
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animation = &"idle"
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[node name="hitbox" parent="texture/hurtbox" index="0"]
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position = Vector2(-0.5, -51)
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shape = SubResource("RectangleShape2D_x766l")
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[node name="hitbox2" type="CollisionShape2D" parent="texture/hurtbox" index="1"]
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position = Vector2(73, -76)
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shape = SubResource("CircleShape2D_w0sit")
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[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
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[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
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position = Vector2(30, -12)
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position = Vector2(79, -63)
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[node name="firepot" parent="texture/weapons/normal" index="0" instance=ExtResource("6_kvx3n")]
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[node name="firepot" parent="texture/weapons/normal" index="0" instance=ExtResource("6_kvx3n")]
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unique_name_in_owner = true
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unique_name_in_owner = true
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[node name="statebar" parent="." index="3" node_paths=PackedStringArray("entity")]
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[node name="trailParticle" parent="texture" index="7"]
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position = Vector2(0, -82)
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position = Vector2(1, -50)
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[node name="statebar" parent="." index="4" node_paths=PackedStringArray("entity")]
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position = Vector2(0, -167)
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entity = NodePath("..")
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entity = NodePath("..")
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Binary file not shown.
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 190 KiB |
@@ -22,11 +22,11 @@ func duplicate() -> Wave:
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wave.per = per
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wave.per = per
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return wave
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return wave
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static var current: int = startWith(1)
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static var current: int = startWith(10)
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static var WAVE_NORMAL = [
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static var WAVE_NORMAL = [
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# Wave.create("Hen", 1, 5, false, 0, INF, 1),
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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# Wave.create("Cat", 1, 5, false, 0, INF, 1),
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Wave.create("Cat", 1, 3, false, 0, INF, 1),
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Wave.create("Dog", 1, 5, false, 0, INF, 1),
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Wave.create("Dog", 1, 3, false, 0, INF, 1),
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Wave.create("Chick", 0, 0, true, 9, INF, 15),
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Wave.create("Chick", 0, 0, true, 9, INF, 15),
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Wave.create("Bear", 0, 0, true, 19, INF, 10),
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Wave.create("Bear", 0, 0, true, 19, INF, 10),
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Wave.create("KukeMC", 0, 0, true, 14, INF, 20),
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Wave.create("KukeMC", 0, 0, true, 14, INF, 20),
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@@ -11,7 +11,7 @@ static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
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static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
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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
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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
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
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static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
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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
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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
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级
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static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级
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