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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:
2025-08-26 12:21:09 +08:00
parent ef8fd0db9f
commit 727c40e1f0
14 changed files with 149 additions and 40 deletions
@@ -0,0 +1,5 @@
extends BulletBase
class_name PurpleCrystal
func ai():
forward(Vector2.from_angle(rotation))
+6
View File
@@ -10,3 +10,9 @@ func ai():
move(direction)
if direction.length() == 0:
texture.play("idle")
if Input.is_action_pressed("attack"):
tryAttack(0)
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
+22
View File
@@ -3,11 +3,26 @@ class_name BulletBase
@export var speed: float = 1
@export var damage: float = 10
@export var lifeDistance: float = -1 # -1表示无限距离
@export var lifeTime: float = -1 # -1表示无限时间
var launcher: EntityBase = null
var spawnInWhen: float = 0
var spawnInWhere: Vector2 = Vector2.ZERO
func _ready():
area_entered.connect(hit)
spawnInWhen = Time.get_ticks_msec()
spawnInWhere = position
func _process(_delta: float) -> void:
if lifeTime > 0:
if Time.get_ticks_msec() - spawnInWhen >= lifeTime:
destroy()
if lifeDistance > 0:
if position.distance_to(spawnInWhere) >= lifeDistance:
destroy()
func _physics_process(_delta: float) -> void:
ai()
func hit(target: Node):
var entity: EntityBase = EntityTool.fromHurtbox(target)
@@ -16,6 +31,13 @@ func hit(target: Node):
if GameRule.allowFriendlyFire:
if entity.isPlayer() == launcher.isPlayer(): return
entity.takeDamage(self)
func forward(direction: Vector2):
position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
func ai():
pass
func destroy():
queue_free()
static func generate(
bullet: PackedScene,
+33 -7
View File
@@ -1,10 +1,16 @@
extends CharacterBody2D
class_name EntityBase # 这是个抽象类
@export var maxHealth: float = 100
@export var movementSpeed: float = 1
@export var fields: Dictionary = {
FieldStore.Entity.MAX_HEALTH: 100,
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
FieldStore.Entity.MOVEMENT_SPEED: 1,
FieldStore.Entity.ATTACK_SPEED: 1,
FieldStore.Entity.CRIT_RATE: 0.05, # 0.05 = 5%
FieldStore.Entity.CRIT_DAMAGE: 2 # 2 = 200%
} # 存一下词条
@export var isBoss: bool = false
@export var weapons: Array[Node2D] = []
@export var cooldownUnit: float = 100 # 100毫秒每次攻击
@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@@ -13,11 +19,12 @@ class_name EntityBase # 这是个抽象类
var health: float = 0
var lastDirection: int = 1
var lastAttack: int = 0
func _ready():
health = maxHealth
health = fields.get(FieldStore.Entity.MAX_HEALTH)
func _process(_delta):
health = clamp(health, 0, maxHealth)
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
@@ -26,7 +33,7 @@ func _physics_process(_delta: float) -> void:
# 通用方法
func move(direction: Vector2):
velocity = direction.normalized() * movementSpeed * 150 * abs(animatree.get("parameters/blend_position"))
velocity = direction.normalized() * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 200 * abs(animatree.get("parameters/blend_position"))
var currentDirection = sign(direction.x)
if currentDirection != 0:
lastDirection = currentDirection
@@ -34,6 +41,22 @@ func takeDamage(bullet: BulletBase):
health -= bullet.damage
if health <= 0:
die()
func isCooldowned():
return Time.get_ticks_msec() - lastAttack >= cooldownUnit
func startCooldown():
var state = isCooldowned()
if state:
lastAttack = Time.get_ticks_msec()
return state
func tryAttack(type: int):
if startCooldown():
attack(type)
func findWeaponAnchor(weaponName: String):
var anchor = $"%weapons".get_node(weaponName)
if anchor is Node2D:
return (anchor.position + texture.position) * Vector2(animatree.get("parameters/blend_position"), 1) + position
else:
return Vector2.ZERO
# 关于分组
func isPlayer():
@@ -51,11 +74,14 @@ static func generate(
entity: PackedScene,
spawnPosition: Vector2,
spawnRotation: float,
isMob: bool = true,
addtoWorld: bool = true
):
var instance = entity.instance()
var instance: EntityBase = entity.instance()
instance.position = spawnPosition
instance.rotation = spawnRotation
if isMob:
instance.add_to_group("mobs")
if addtoWorld:
WorldTool.rootNode.add_child(instance)
return instance
+10
View File
@@ -0,0 +1,10 @@
class_name FieldStore
enum Entity {
MAX_HEALTH,
DAMAGE_MULTIPILER,
MOVEMENT_SPEED,
ATTACK_SPEED,
CRIT_RATE,
CRIT_DAMAGE,
}
+2 -1
View File
@@ -1,3 +1,4 @@
class_name GameRule
static var allowFriendlyFire: bool = false # 是否允许友军伤害
static var allowFriendlyFire: bool = false # 是否允许友军伤害
static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
+2 -2
View File
@@ -5,5 +5,5 @@ static var rootNode: Node2D
static var tree: SceneTree
func _ready():
tree = get_tree()
rootNode = self
tree = get_tree()
rootNode = self