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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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.
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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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