mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-30 07:51:54 +08:00
feat: Add weapon system and attack functionality to Rooster character
- Introduced a weapons node in EntityBase for weapon management. - Updated Rooster to include cooldown for attacks and weapon anchoring. - Implemented attack method in Rooster to generate bullets. - Enhanced BulletBase with life distance and lifetime properties. - Created Chick character with animations and integrated into the world. - Updated PurpleCrystal bullet behavior to move forward based on rotation. - Refactored EntityBase to use a fields dictionary for attributes. - Added FieldStore for managing entity-related constants. - Adjusted GameRule to include bullet speed multiplier.
This commit is contained in:
@@ -0,0 +1,5 @@
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extends BulletBase
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class_name PurpleCrystal
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func ai():
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forward(Vector2.from_angle(rotation))
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@@ -10,3 +10,9 @@ func ai():
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move(direction)
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if direction.length() == 0:
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texture.play("idle")
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if Input.is_action_pressed("attack"):
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tryAttack(0)
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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@@ -3,11 +3,26 @@ class_name BulletBase
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@export var speed: float = 1
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@export var damage: float = 10
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@export var lifeDistance: float = -1 # -1表示无限距离
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@export var lifeTime: float = -1 # -1表示无限时间
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var launcher: EntityBase = null
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var spawnInWhen: float = 0
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var spawnInWhere: Vector2 = Vector2.ZERO
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func _ready():
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area_entered.connect(hit)
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spawnInWhen = Time.get_ticks_msec()
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spawnInWhere = position
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func _process(_delta: float) -> void:
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if lifeTime > 0:
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if Time.get_ticks_msec() - spawnInWhen >= lifeTime:
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destroy()
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if lifeDistance > 0:
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if position.distance_to(spawnInWhere) >= lifeDistance:
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destroy()
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func _physics_process(_delta: float) -> void:
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ai()
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func hit(target: Node):
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var entity: EntityBase = EntityTool.fromHurtbox(target)
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@@ -16,6 +31,13 @@ func hit(target: Node):
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if GameRule.allowFriendlyFire:
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if entity.isPlayer() == launcher.isPlayer(): return
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entity.takeDamage(self)
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func forward(direction: Vector2):
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position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
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func ai():
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pass
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func destroy():
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queue_free()
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static func generate(
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bullet: PackedScene,
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@@ -1,10 +1,16 @@
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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 maxHealth: float = 100
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@export var movementSpeed: float = 1
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@export var fields: Dictionary = {
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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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@export var isBoss: bool = false
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@export var weapons: Array[Node2D] = []
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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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@@ -13,11 +19,12 @@ class_name EntityBase # 这是个抽象类
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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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func _ready():
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health = maxHealth
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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func _process(_delta):
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health = clamp(health, 0, maxHealth)
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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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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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@@ -26,7 +33,7 @@ func _physics_process(_delta: float) -> void:
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# 通用方法
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func move(direction: Vector2):
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velocity = direction.normalized() * movementSpeed * 150 * abs(animatree.get("parameters/blend_position"))
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velocity = direction.normalized() * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 200 * abs(animatree.get("parameters/blend_position"))
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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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@@ -34,6 +41,22 @@ func takeDamage(bullet: BulletBase):
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health -= bullet.damage
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if health <= 0:
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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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func startCooldown():
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var state = isCooldowned()
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if state:
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lastAttack = Time.get_ticks_msec()
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return state
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func tryAttack(type: int):
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if startCooldown():
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attack(type)
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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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else:
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return Vector2.ZERO
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# 关于分组
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func isPlayer():
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@@ -51,11 +74,14 @@ static func generate(
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entity: PackedScene,
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spawnPosition: Vector2,
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spawnRotation: float,
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isMob: bool = true,
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addtoWorld: bool = true
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):
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var instance = entity.instance()
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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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if isMob:
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instance.add_to_group("mobs")
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if addtoWorld:
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WorldTool.rootNode.add_child(instance)
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return instance
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@@ -0,0 +1,10 @@
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class_name FieldStore
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enum Entity {
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MAX_HEALTH,
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DAMAGE_MULTIPILER,
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MOVEMENT_SPEED,
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ATTACK_SPEED,
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CRIT_RATE,
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CRIT_DAMAGE,
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}
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@@ -1,3 +1,4 @@
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class_name GameRule
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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@@ -5,5 +5,5 @@ static var rootNode: Node2D
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static var tree: SceneTree
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func _ready():
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tree = get_tree()
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rootNode = self
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tree = get_tree()
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rootNode = self
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