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