1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

Add import configuration for Chomp.wav audio effect

This commit is contained in:
2025-08-27 10:23:57 +08:00
parent 5b2c2f5cf7
commit 730f732ef1
27 changed files with 387 additions and 73 deletions
+5
View File
@@ -17,6 +17,8 @@ func ai():
tryAttack(0)
if Input.is_action_just_pressed("sprint"):
trySprint()
if Input.is_action_just_pressed("heal"):
tryHeal(20)
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
@@ -26,3 +28,6 @@ func sprint():
Input.get_axis("m_left", "m_right"),
Input.get_axis("m_up", "m_down")
) * sprintMultiplier, true)
func heal(count: float):
health += count
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
+13 -3
View File
@@ -3,15 +3,25 @@ class_name DamageLabel
@export var damage: float = 0
@export var crit: bool = false
@export var color1: Color = Color(1, 0, 0, 1)
@export var color2: Color = Color(0, 1, 0, 1)
@export var color3: Color = Color(0.5, 0.5, 0.5, 1)
@onready var label: Label = $"%label"
@onready var animator: AnimationPlayer = $"%animator"
func _ready():
if damage == 0:
label.text = "MISS"
var damageValue = round(abs(damage))
var damageSign = sign(damage)
if damageSign > 0:
label.label_settings.font_color = color1
label.text = "%s%s" % [damageValue, "!!!" if crit else ""]
elif damageSign < 0:
label.label_settings.font_color = color2
label.text = "+%s%s" % [damageValue, "!!!" if crit else ""]
else:
label.text = str(round(damage)) + ("!!!" if crit else "")
label.label_settings.font_color = color3
label.text = "MISS"
animator.play("show")
await animator.animation_finished
queue_free()
+35 -8
View File
@@ -9,19 +9,33 @@ var fields = {
FieldStore.Entity.CRIT_RATE: 0.05,
FieldStore.Entity.CRIT_DAMAGE: 1,
FieldStore.Entity.PENERATE: 0,
FieldStore.Entity.OFFSET_SHOOT: 3
FieldStore.Entity.OFFSET_SHOOT: 3,
FieldStore.Entity.HEAL_ABILITY: 1,
FieldStore.Entity.EXTRA_APPLE_MAX: 0,
FieldStore.Entity.ENERGY_MULTIPILER: 1,
FieldStore.Entity.PENARATION_RESISTANCE: 0,
FieldStore.Entity.PRICE_REDUCTION: 0,
FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
FieldStore.Entity.DROP_APPLE_RATE: 0
}
var inventory = {
ItemStore.ItemType.BASEBALL: 100,
ItemStore.ItemType.BASKETBALL: 100,
ItemStore.ItemType.APPLE: 3,
}
var inventoryMax = {
ItemStore.ItemType.BASEBALL: INF, # 无限
ItemStore.ItemType.BASKETBALL: INF,
ItemStore.ItemType.APPLE: 20, # 最多20个苹果
}
@export var cooldownUnit: float = 100 # 100毫秒每次攻击
@export var isBoss: bool = false
@export var displayName: String = "未知实体"
@export var sprintMultiplier: float = 7
@export var inventory = {
ItemStore.ItemType.BASEBALL: 0,
ItemStore.ItemType.BASKETBALL: 0
}
@export var drops: Array[ItemStore.ItemType] = []
@export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 1) # 死亡后掉落的苹果数量
@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@@ -29,6 +43,7 @@ var fields = {
@onready var statebar: EntityStateBar = $"%statebar"
@onready var sounds: Node2D = $"%sounds"
@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
@onready var damageAnchor: Node2D = $"%damageAnchor"
var health: float = 0
@@ -53,6 +68,8 @@ func _ready():
func _process(_delta):
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
for i in inventory:
inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
func _physics_process(_delta: float) -> void:
if sprinting:
velocity *= 0.9
@@ -82,13 +99,13 @@ func takeDamage(bullet: BulletBase, crit: bool):
else:
playSound("hurt")
health -= damage
DamageLabel.create(damage, crit, $"%damageAnchor".global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
if isBoss and bullet.launcher.isPlayer():
bullet.launcher.setBoss(self)
if health <= 0:
if isBoss:
bullet.launcher.setBoss(null)
tryDie()
tryDie(bullet)
func isCooldowned():
return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
func startCooldown():
@@ -106,13 +123,21 @@ func trySprint():
playSound("sprint")
sprint()
sprinting = true
func tryDie():
func tryDie(by: BulletBase):
for drop in range(min(len(drops), len(dropCounts))):
var item = drops[drop]
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
for i in range(count):
ItemDropped.generate(item, count, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
if MathTool.rate(GameRule.appleDropRate + by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE)) or isBoss:
for i in randi_range(appleCount.x, appleCount.y):
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
die()
func tryHeal(count: float):
if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
inventory[ItemStore.ItemType.APPLE] -= 1
playSound("heal")
heal(count)
func findWeaponAnchor(weaponName: String):
var anchor = $"%weapons".get_node(weaponName)
if anchor is Node2D:
@@ -145,6 +170,8 @@ func die():
queue_free()
func sprint():
pass
func heal(_count: float):
pass
static func generate(
entity: PackedScene,
+2
View File
@@ -3,6 +3,7 @@ class_name UIState
@onready var baseball = $"%baseball"
@onready var basketball = $"%basketball"
@onready var apple = $"%apple"
static var player: EntityBase = null
static var bossbar: EntityStateBar
@@ -18,6 +19,7 @@ func _physics_process(_delta):
if is_instance_valid(player):
baseball.count = player.inventory[ItemStore.ItemType.BASEBALL]
basketball.count = player.inventory[ItemStore.ItemType.BASKETBALL]
apple.count = player.inventory[ItemStore.ItemType.APPLE]
if currentPanel:
WorldManager.rootNode.process_mode = Node.PROCESS_MODE_DISABLED
else:
+3 -4
View File
@@ -64,8 +64,7 @@ func apply(entity: EntityBase):
for i in range(min(fields.size(), fieldValues.size())):
var field = fields[i]
var value = fieldValues[i]
entity.fields[field] += value
if field == FieldStore.Entity.MAX_HEALTH:
entity.health += value
print(entity.fields)
var applier = FieldStore.entityApplier.get(field, null)
if !applier or applier.call(entity, value):
entity.fields[field] += value
return allHave
+32 -3
View File
@@ -14,7 +14,14 @@ enum Entity {
CRIT_RATE,
CRIT_DAMAGE,
PENERATE,
OFFSET_SHOOT
OFFSET_SHOOT,
HEAL_ABILITY,
EXTRA_APPLE_MAX,
ENERGY_MULTIPILER,
PENARATION_RESISTANCE,
PRICE_REDUCTION,
EXTRA_BULLET_COUNT,
DROP_APPLE_RATE
}
static var entityMap = {
Entity.MAX_HEALTH: "最大生命值",
@@ -24,7 +31,14 @@ static var entityMap = {
Entity.CRIT_RATE: "暴击率",
Entity.CRIT_DAMAGE: "暴击伤害",
Entity.PENERATE: "穿透",
Entity.OFFSET_SHOOT: "散射角"
Entity.OFFSET_SHOOT: "散射角",
Entity.HEAL_ABILITY: "治疗量",
Entity.EXTRA_APPLE_MAX: "苹果上限",
Entity.ENERGY_MULTIPILER: "能量倍率",
Entity.PENARATION_RESISTANCE: "穿透抗性",
Entity.PRICE_REDUCTION: "饲料降价",
Entity.EXTRA_BULLET_COUNT: "额外子弹",
Entity.DROP_APPLE_RATE: "苹果掉落率"
}
static var entityMapType = {
Entity.MAX_HEALTH: DataType.VALUE,
@@ -34,7 +48,22 @@ static var entityMapType = {
Entity.CRIT_RATE: DataType.PERCENT,
Entity.CRIT_DAMAGE: DataType.PERCENT,
Entity.PENERATE: DataType.PERCENT,
Entity.OFFSET_SHOOT: DataType.ANGLE
Entity.OFFSET_SHOOT: DataType.ANGLE,
Entity.HEAL_ABILITY: DataType.PERCENT,
Entity.EXTRA_APPLE_MAX: DataType.VALUE,
Entity.ENERGY_MULTIPILER: DataType.PERCENT,
Entity.PENARATION_RESISTANCE: DataType.PERCENT,
Entity.PRICE_REDUCTION: DataType.PERCENT,
Entity.EXTRA_BULLET_COUNT: DataType.VALUE,
Entity.DROP_APPLE_RATE: DataType.PERCENT
}
static var entityApplier = {
Entity.MAX_HEALTH: func(entity, value):
entity.health += value
,
Entity.EXTRA_APPLE_MAX: func(entity, value):
entity.inventoryMax[ItemStore.ItemType.APPLE] += value
,
}
enum Bullet {
+1
View File
@@ -5,3 +5,4 @@ static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
static var damageOffset: float = 0.2 # 伤害随机浮动比例,默认20%,即10的基础伤害会应用为8~12
static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
static var appleDropRate: float = 0.1 # 苹果掉落概率
+7 -4
View File
@@ -3,15 +3,18 @@ class_name ItemStore
enum ItemType {
BASEBALL,
BASKETBALL
BASKETBALL,
APPLE
}
static var nameMap = {
ItemType.BASEBALL: "棒球",
ItemType.BASKETBALL: "篮球"
ItemType.BASKETBALL: "篮球",
ItemType.APPLE: "苹果"
}
static var idMap = {
ItemType.BASEBALL: "baseball",
ItemType.BASKETBALL: "basketball"
ItemType.BASKETBALL: "basketball",
ItemType.APPLE: "apple"
}
static func getTexture(type: ItemType) -> Texture2D:
return load("res://resources/items/%s.svg" % idMap[type])
return load("res://resources/items/%s.svg" % idMap[type])