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

feat(战斗系统): 调整熊Boss的攻击行为和冲刺机制

- 修改ChickSprint子弹伤害计算公式的分母参数
- 在EntityBase中新增targetableSprinting状态变量
- 优化熊Boss的攻击模式,包括增加攻击次数随机性、调整移动速度和冲刺倍率
- 改进冲刺逻辑,增加目标位置随机性和冲刺后返回机制
This commit is contained in:
2025-09-13 20:39:05 +08:00
parent 97ec81f05e
commit 76b5d40b28
3 changed files with 28 additions and 14 deletions
+1 -1
View File
@@ -5,7 +5,7 @@ func register():
speed = 0
penerate = 1
func ai():
damage = launcher.velocity.length() / 300
damage = launcher.velocity.length() / 250
PresetBulletAI.lockLauncher(self, launcher, true)
if !launcher.sprinting:
tryDestroy()
+18 -10
View File
@@ -5,41 +5,49 @@ class_name Bear # 攻击方式模仿泰拉瑞亚光之女皇
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
attackCooldownMap[0] = 3000
attackCooldownMap[1] = 10000
attackCooldownMap[2] = 8000
attackCooldownMap[3] = 13000
sprintMultiplier = 120
sprintMultiplier = 100
func spawn():
texture.play("walk")
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 0)
PresetEntityAI.follow(self, currentFocusedBoss, 200)
for i in range(4):
tryAttack(i)
func attack(type):
var weaponPos = findWeaponAnchor("normal")
if type == 0:
for i in range(20):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360))):
playSound("attack0")
for i in randi_range(20, 30):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
bullet.tracer = currentFocusedBoss
bullet.position += MathTool.randv2_range(50)
await TickTool.millseconds(50)
return false
elif type == 1:
await sprintTo(currentFocusedBoss.position - Vector2(200, 200), 0.25)
for i in range(6):
BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360)))
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
var count = randi_range(6, 8)
for i in range(count):
BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
elif type == 2:
for i in range(13):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
bullet.rotation = 360 / 13.0 * i
elif type == 3:
await sprintTo(currentFocusedBoss.position - Vector2(500, 0), 0.25)
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([500, -500]), 0), 0.25)
playSound("attack3")
sprintParticle.emitting = true
canRunAi = false
await TickTool.millseconds(1500)
await TickTool.millseconds(900)
BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
await trySprint()
sprintParticle.emitting = false
canRunAi = true
await sprintTo(currentFocusedBoss.position + MathTool.randv2_range(400), 0.25)
return false
return true
func sprint():
move((currentFocusedBoss.position - position).normalized() * sprintMultiplier * Vector2(1, 0), true)
+9 -3
View File
@@ -86,6 +86,7 @@ var statebar: EntityStateBar
var health: float = 0
var energy: float = 0
var sprinting: bool = false
var targetableSprinting: bool = false
var trailing: bool = false
var lastDirection: int = 1
@@ -246,23 +247,28 @@ func tryAttack(type: int, needChargeUp: bool = false):
if await weapon.tryAttack(self):
weapon.playSound("attack")
else:
attack(type)
playSound("attack" + str(type))
if await attack(type):
playSound("attack" + str(type))
return state
func trySprint():
trailing = true
playSound("sprint")
sprint()
sprinting = true
sprint()
await TickTool.until(func(): return !sprinting)
trailing = false
func sprintTo(target: Vector2, speed: float):
await TickTool.until(func(): return !targetableSprinting)
targetableSprinting = true
trailing = true
await TickTool.until(
func():
position += (target - position) * speed
return position.distance_to(target) < 10
)
position = target
trailing = false
targetableSprinting = false
func tryDie(by: BulletBase):
if is_queued_for_deletion(): return
for drop in range(min(len(drops), len(dropCounts))):