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feat(UI): 优化技能图标视觉效果并调整UI布局
- 为技能图标添加粒子效果,在冷却完成时显示 - 调整冷却进度条的着色器参数,改进视觉效果 - 修改默认游戏难度为MASTER - 重构UI布局,将技能图标整合到能量条容器中 - 调整实体升级公式,使用平方根计算难度加成
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@@ -161,8 +161,8 @@ func _physics_process(_delta: float) -> void:
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# 通用方法
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func applyLevel():
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * sqrt(GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * sqrt(GameRule.difficulty + 1)) ** level
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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func move(direction: Vector2, isSprinting: bool = false):
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@@ -255,7 +255,7 @@ func tryDie(by: BulletBase):
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var item = drops[drop]
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var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
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for i in range(count):
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ItemDropped.generate(item, count, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(item, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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if MathTool.rate(
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GameRule.appleDropRate +
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by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
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