mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
feat: 更新多个武器和子弹的属性和行为
- 为LGBTFlag添加500点最大生命值 - 调整NuclearBomb的旋转逻辑和AcidBulletBase的移动行为 - 重写WhiteSoul子弹逻辑,增加随机大小和速度 - 修改Oxygener武器,允许使用能量替代篮球消耗 - 更新多个场景文件,优化属性和描述
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@@ -22,4 +22,4 @@ func ai():
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position = storm.position + Vector2.from_angle(deg_to_rad((lifeTimePercent() + randomPercent) * 360)) * 150 * (1 - lifeTimePercent())
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rotation = storm.position.angle_to_point(position) + deg_to_rad(90)
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else:
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tryDestroy()
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PresetBulletAI.forward(self , rotation)
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@@ -13,8 +13,8 @@ func spawn():
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hitbox.disabled = true
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hitbox.shape.radius = radius
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warnbg.size = Vector2.ONE * 2 * radius
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anchor.global_rotation = 0
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func ai():
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anchor.global_rotation = 0
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speed *= 0.99
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PresetBulletAI.forward(self , rotation)
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if timeLived() > countdown:
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@@ -1,6 +1,16 @@
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extends BulletBase
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class_name WhiteSoulBullet
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var floorPos: Vector2
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func spawn():
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hitbox.disabled = true
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scale *= randf_range(0.7, 1.3)
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speed *= randf_range(0.85, 1.15)
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func ai():
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PresetBulletAI.forward(self, rotation)
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if position.y > CameraManager.instance.position.y + QuickUI.getWindowSize().y / 2:
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scale += Vector2.ONE * 0.005
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PresetBulletAI.forward(self , rotation)
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if position.distance_to(floorPos) < 50:
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tryDestroy()
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elif position.distance_to(floorPos) < 100:
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hitbox.disabled = false
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@@ -6,6 +6,7 @@ var count: int = 0
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var angle: float = 0
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 500
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attackCooldownMap[0] = 1000
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func ai():
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tryAttack(0)
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@@ -8,8 +8,10 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["count"] *= soulLevel
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return origin
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func checkAttack(entity: EntityBase) -> bool:
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return entity.useItem({ItemStore.ItemType.BASKETBALL: 1.0 / readStore("count")})
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return entity.hasItem({ItemStore.ItemType.BASKETBALL: 1.0 / readStore("count")}) || entity.isEnergyEnough(5)
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func attack(entity: EntityBase):
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if !entity.useItem({ItemStore.ItemType.BASKETBALL: 1.0 / readStore("count")}):
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entity.useEnergy(5)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("OxygenFire"),
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entity,
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@@ -8,11 +8,13 @@ func update(to, origin, _entity):
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return origin
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func attack(entity: EntityBase):
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for i in readStore("count"):
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var myPos = get_global_mouse_position() + QuickUI.getWindowSize() * Vector2(randf_range(-1, 1) * 0.25, -1)
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for j in BulletBase.generate(ComponentManager.getBullet("WhiteSoul"), entity,
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myPos,
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myPos.angle_to_point(get_global_mouse_position() + MathTool.sampleInCircle(readStore("radius")))
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var myFloor = get_global_mouse_position() + MathTool.sampleInCircle(readStore("radius"))
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for bullet in BulletBase.generate(ComponentManager.getBullet("WhiteSoul"), entity,
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get_global_mouse_position() + QuickUI.getWindowSize() * Vector2(randf_range(-1, 1) * 0.25, -1),
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0
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):
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if j is BulletBase:
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j.baseDamage = readStore("atk")
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if bullet is WhiteSoulBullet:
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bullet.look_at(myFloor)
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bullet.floorPos = myFloor
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bullet.baseDamage = readStore("atk")
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return true
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