mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-30 16:01:53 +08:00
fix: 添加引力属性并优化掉落物收集逻辑
This commit is contained in:
@@ -10,26 +10,26 @@ signal energyChanged(energy: float, dontChangeDirection: bool)
|
||||
const TITLE_FLAG = INF
|
||||
var fields = {
|
||||
"生存": TITLE_FLAG,
|
||||
FieldStore.Entity.HEAL_ABILITY: 1,
|
||||
FieldStore.Entity.MAX_HEALTH: 100,
|
||||
FieldStore.Entity.HEAL_ABILITY: 1,
|
||||
FieldStore.Entity.EXTRA_APPLE_MAX: 0,
|
||||
FieldStore.Entity.DROP_APPLE_RATE: 0,
|
||||
FieldStore.Entity.PENARATION_RESISTANCE: 0,
|
||||
"储能": TITLE_FLAG,
|
||||
FieldStore.Entity.ENERGY_MULTIPILER: 1,
|
||||
FieldStore.Entity.SAVE_ENERGY: 1,
|
||||
FieldStore.Entity.ENERGY_REGENERATION: 1,
|
||||
FieldStore.Entity.MAX_ENERGY: 200,
|
||||
FieldStore.Entity.SAVE_ENERGY: 1,
|
||||
FieldStore.Entity.ENERGY_MULTIPILER: 1,
|
||||
FieldStore.Entity.ENERGY_REGENERATION: 1,
|
||||
"子弹": TITLE_FLAG,
|
||||
FieldStore.Entity.PENERATE: 0,
|
||||
FieldStore.Entity.OFFSET_SHOOT: 3,
|
||||
FieldStore.Entity.PENERATE: 0,
|
||||
FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
|
||||
FieldStore.Entity.BULLET_SPLIT: 0,
|
||||
FieldStore.Entity.BULLET_REFRACTION: 0,
|
||||
FieldStore.Entity.BULLET_TRACE: 0,
|
||||
"速度": TITLE_FLAG,
|
||||
FieldStore.Entity.MOVEMENT_SPEED: 1,
|
||||
FieldStore.Entity.ATTACK_SPEED: 1,
|
||||
FieldStore.Entity.MOVEMENT_SPEED: 1,
|
||||
"伤害": TITLE_FLAG,
|
||||
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
|
||||
FieldStore.Entity.CRIT_RATE: 0.05,
|
||||
@@ -42,6 +42,7 @@ var fields = {
|
||||
FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
|
||||
"掉落物": TITLE_FLAG,
|
||||
FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS: 60,
|
||||
FieldStore.Entity.GRAVITY: 10,
|
||||
}
|
||||
var attackCooldownMap = {
|
||||
0: 100
|
||||
|
||||
@@ -28,7 +28,7 @@ func _physics_process(_delta):
|
||||
linear_velocity = Vector2.ZERO
|
||||
else:
|
||||
var direction = (targetPlayer.position - position).normalized()
|
||||
var speed = 10000.0 / ((targetPlayer.position - position).length() ** (1 / 3.0))
|
||||
var speed = 1000.0 * targetPlayer.fields.get(FieldStore.Entity.GRAVITY) / ((targetPlayer.position - position).length() ** (1 / 3.0))
|
||||
apply_central_force(direction * speed)
|
||||
angular_velocity = linear_velocity.length() ** (1.0 / 2.25) # 角速度=线速度的2.25次根号
|
||||
if position.distance_to(targetPlayer.position) < targetPlayer.fields.get(FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS):
|
||||
|
||||
@@ -32,7 +32,8 @@ enum Entity {
|
||||
DROPPED_ITEM_COLLECT_RADIUS,
|
||||
BULLET_SPLIT,
|
||||
BULLET_REFRACTION,
|
||||
BULLET_TRACE
|
||||
BULLET_TRACE,
|
||||
GRAVITY
|
||||
}
|
||||
static var entityMap = {
|
||||
Entity.MAX_HEALTH: "生命上限",
|
||||
@@ -56,10 +57,11 @@ static var entityMap = {
|
||||
Entity.LUCK_VALUE: "幸运值",
|
||||
Entity.SAVE_ENERGY: "节能",
|
||||
Entity.ENERGY_REGENERATION: "能量再生效率",
|
||||
Entity.DROPPED_ITEM_COLLECT_RADIUS: "掉落物拾取距离",
|
||||
Entity.DROPPED_ITEM_COLLECT_RADIUS: "拾取距离",
|
||||
Entity.BULLET_SPLIT: "分裂",
|
||||
Entity.BULLET_REFRACTION: "折射",
|
||||
Entity.BULLET_TRACE: "追踪",
|
||||
Entity.GRAVITY: "引力",
|
||||
}
|
||||
static var entityMapType = {
|
||||
Entity.MAX_HEALTH: DataType.VALUE,
|
||||
@@ -87,6 +89,7 @@ static var entityMapType = {
|
||||
Entity.BULLET_SPLIT: DataType.VALUE,
|
||||
Entity.BULLET_REFRACTION: DataType.VALUE,
|
||||
Entity.BULLET_TRACE: DataType.PERCENT,
|
||||
Entity.GRAVITY: DataType.VALUE,
|
||||
}
|
||||
static var entityMaxValueMap = {
|
||||
Entity.CRIT_RATE: 0.8,
|
||||
|
||||
Reference in New Issue
Block a user