mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
feat(战斗系统): 添加内伤机制和爆炸类型子弹
为子弹系统添加新的爆炸类型(MotionType.EXPLOSION) 实现内伤机制,包括内伤子弹和相关逻辑 修改多个子弹场景以使用爆炸类型 调整格挡系统,增加内伤效果 更新武器描述和角色配置
This commit is contained in:
@@ -84,7 +84,7 @@ script = ExtResource("2_165xl")
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displayName = "蹦蹦炸弹"
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speed = 4.0
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baseDamage = 30.0
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motionType = 3
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motionType = 7
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lifeTime = 10000.0
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autoLoopAnimation = true
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@@ -0,0 +1,30 @@
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[gd_scene format=3 uid="uid://dnjct3fifocnb"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_xwju0"]
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[ext_resource type="Texture2D" uid="uid://mo0gjwh5amev" path="res://resources/effects/danger/Effect_Boss_YiGung_Upper1206.png" id="2_0na4i"]
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[ext_resource type="Script" uid="uid://d3m2bjkxg82a2" path="res://scripts/Contents/Bullets/InternalDamage.gd" id="2_nsbh7"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_nsbh7"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": ExtResource("2_0na4i")
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}],
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"loop": true,
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"name": &"default",
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"speed": 5.0
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}]
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[sub_resource type="CircleShape2D" id="CircleShape2D_0na4i"]
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radius = 150.0
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[node name="InternalDamage" unique_id=5571707 instance=ExtResource("1_xwju0")]
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script = ExtResource("2_nsbh7")
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[node name="texture" parent="." index="0" unique_id=162977358]
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scale = Vector2(0.25103292, 0.25103292)
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sprite_frames = SubResource("SpriteFrames_nsbh7")
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[node name="hitbox" parent="." index="1" unique_id=175349408]
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shape = SubResource("CircleShape2D_0na4i")
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disabled = true
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@@ -97,6 +97,7 @@ alpha_curve = SubResource("CurveTexture_3jny5")
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[node name="MagicMissle" unique_id=5571707 instance=ExtResource("1_4sjx4")]
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script = ExtResource("2_lrw10")
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motionType = 7
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penerate = 1.0
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penerateDamageReduction = 0.1
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@@ -41,7 +41,7 @@ radius = 1000.0
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[node name="NuclearBomb" unique_id=432957691 instance=ExtResource("1_dpea6")]
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script = ExtResource("2_f85ek")
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displayName = "核弹"
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motionType = 3
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motionType = 7
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canDamageSelf = true
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autoDestroyOnHitMap = false
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@@ -124,6 +124,7 @@ script = ExtResource("2_x26jp")
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displayName = "乾坤剑"
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speed = 20.0
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baseDamage = 25.0
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motionType = 7
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penerate = 1.0
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penerateDamageReduction = 0.2
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lifeTime = 3000.0
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=5 format=3 uid="uid://c0oc8aqfef0tt"]
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[gd_scene format=3 uid="uid://c0oc8aqfef0tt"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_k4d80"]
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[ext_resource type="Script" uid="uid://bv848wj2ko0y0" path="res://scripts/Contents/Bullets/RedCrystal.gd" id="2_llvlo"]
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@@ -15,13 +15,14 @@ animations = [{
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"speed": 5.0
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}]
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[node name="RedCrystal" instance=ExtResource("1_k4d80")]
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[node name="RedCrystal" unique_id=1424825822 instance=ExtResource("1_k4d80")]
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script = ExtResource("2_llvlo")
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displayName = "红水晶"
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speed = 8.0
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motionType = 7
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lifeTime = 3000.0
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metadata/_edit_vertical_guides_ = [150.0]
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[node name="texture" parent="." index="0"]
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[node name="texture" parent="." index="0" unique_id=162977358]
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modulate = Color(1.2892731, 0.44830602, 0.44830602, 1)
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sprite_frames = SubResource("SpriteFrames_ns31y")
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@@ -2,14 +2,26 @@
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[ext_resource type="PackedScene" uid="uid://bs863g2s8r770" path="res://components/Abstracts/PlayerBase.tscn" id="1_y3l4w"]
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[ext_resource type="Script" uid="uid://bbmb572iba42l" path="res://scripts/Contents/Characters/MuyangDog.gd" id="2_mr6nm"]
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[ext_resource type="PackedScene" uid="uid://dt8w2w816tsj0" path="res://components/Weapons/RedCrystal.tscn" id="3_6avmi"]
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[ext_resource type="PackedScene" uid="uid://u0djqwuuysp8" path="res://components/Weapons/Volcano.tscn" id="3_e236u"]
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[ext_resource type="PackedScene" uid="uid://bbrllsqjmx0ie" path="res://components/Weapons/DaoStatue.tscn" id="3_nco02"]
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[ext_resource type="PackedScene" uid="uid://cx7nogfnv7s8t" path="res://components/Weapons/Tree.tscn" id="4_im5m5"]
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[node name="MuyangDog" unique_id=1711205167 instance=ExtResource("1_y3l4w")]
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script = ExtResource("2_mr6nm")
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displayName = "牧羊犬"
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[node name="Volcano" parent="weaponStore" index="0" unique_id=204992396 instance=ExtResource("3_e236u")]
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[node name="DaoStatue" parent="weaponStore" index="0" unique_id=265403254 instance=ExtResource("3_nco02")]
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offset_right = 352.0
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offset_bottom = 624.0
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debugRebuild = false
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[node name="Tree" parent="weaponStore" index="1" unique_id=185228402 instance=ExtResource("4_im5m5")]
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debugRebuild = false
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offset_right = 352.0
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offset_bottom = 1416.0
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[node name="RedCrystal" parent="weaponStore" index="2" unique_id=1209955095 instance=ExtResource("3_6avmi")]
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offset_right = 352.0
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offset_bottom = 452.0
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[node name="Volcano" parent="weaponStore" index="3" unique_id=204992396 instance=ExtResource("3_e236u")]
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@@ -28,7 +28,9 @@ descriptionTemplate = "消耗[color=yellow]3[/color]层气力,挥出[b]无为
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每失去[color=yellow]1[/color]点生命值,伤害+$rate1;
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无量反击可化解路径上的一切伤害,
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每化解[color=yellow]1[/color]点伤害,基础伤害*$rate2。"
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每化解[color=yellow]1[/color]点伤害:
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斩击的伤害*$rate2,
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敌人产生[color=yellow]1[/color]点内伤。"
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sources = Array[String](["Nine Sols"])
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tease = "天机不可泄露"
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needEnergy = 40.0
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@@ -55,13 +57,15 @@ typeTopic = 1
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text = "Nine Sols"
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[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
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text = "[center]消耗[color=yellow]3[/color]层气力,挥出[b]无为之剑[/b],
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text = "消耗[color=yellow]3[/color]层气力,挥出[b]无为之剑[/b],
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蓄力一段时间后,发动[b]无量反击[/b],
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造成[color=cyan]20[/color]点基础伤害。
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每失去[color=yellow]1[/color]点生命值,伤害+[color=cyan]5.0%[/color];
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无量反击可化解路径上的一切伤害,
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每化解[color=yellow]1[/color]点伤害,基础伤害*[color=cyan]105.0%[/color]。[/center]"
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每化解[color=yellow]1[/color]点伤害:
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斩击的伤害*[color=cyan]105.0%[/color],
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敌人产生[color=yellow]1[/color]点内伤。"
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[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
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visible = true
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@@ -68,7 +68,6 @@ descriptionTemplate = "进行[b]格挡[/b],化解敌人的攻击。
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sources = Array[String](["Nine Sols", "Terraria"])
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tease = "卸劲反伤"
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cooldown = 250.0
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debugRebuild = true
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[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
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texture = ExtResource("3_nwamk")
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@@ -0,0 +1,13 @@
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extends BulletBase
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class_name InternalDamageBullet
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var hoster: EntityBase
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func spawn():
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if is_instance_valid(hoster):
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hoster.died.connect(tryDestroy)
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hoster.hit.connect(
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func(_damage, bullet: BulletBase, _crit):
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if bullet.motionType == BulletBase.MotionType.EXPLOSION:
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hitbox.set_deferred("disabled", false)
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)
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@@ -0,0 +1 @@
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uid://d3m2bjkxg82a2
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@@ -33,6 +33,18 @@ func generateParryBall(bDamage: float):
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):
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if b is ParryBallBullet:
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b.atk = atk * bDamage
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func generateInternalDamage(by: EntityBase, who: EntityBase):
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var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("InternalDamage"),
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by,
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Vector2.ZERO,
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0
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):
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if bullet is InternalDamageBullet:
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bullet.baseDamage = atk
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bullet.hoster = who
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internalDamages.host(bullet)
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func spawn():
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var varians = randi_range(0, 1)
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@@ -51,45 +63,51 @@ func succeedToHit(_dmg: float, entity: EntityBase):
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func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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if !is_instance_valid(launcher): return
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if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
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if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
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# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
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# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
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if bullet.motionType == BulletBase.MotionType.PROJECTILE:
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# 无论如何都要生成格挡特效
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parryEffect(bullet)
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# 弹反 还是 格挡?
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if MathTool.rate(reflectRate):
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bullet.look_at(bullet.launcher.getTrackingAnchor())
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bullet.launcher = launcher
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bullet.baseDamage = reflectRate * atk
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bullet.lifeTime *= 2
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if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
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bullet.animator.speed_scale *= 0.5
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else:
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bullet.tryDestroy()
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if parryiedTimes < maxParryTimes:
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if MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
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# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
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# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
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if bullet.motionType == BulletBase.MotionType.PROJECTILE:
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# 无论如何都要生成格挡特效
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parryEffect(bullet)
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# 弹反 还是 格挡?
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if MathTool.rate(reflectRate):
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bullet.look_at(bullet.launcher.getTrackingAnchor())
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bullet.launcher = launcher
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bullet.baseDamage = reflectRate * atk
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bullet.lifeTime *= 2
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if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
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bullet.animator.speed_scale *= 0.5
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else:
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bullet.tryDestroy()
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SWING:
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parryEffect(bullet)
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SWING:
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parryEffect(bullet)
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.STAB:
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parryEffect(bullet)
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penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
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bullet.hitbox.set_deferred("disabled", true)
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bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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bullet.tryDestroy()
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bullet.launcher.velocity *= -0.1
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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penerateEffect(bullet.launcher, launcher.position)
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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generateInternalDamage(launcher, bullet.launcher)
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elif bullet.motionType == BulletBase.MotionType.STAB:
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parryEffect(bullet)
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penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
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bullet.hitbox.set_deferred("disabled", true)
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bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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bullet.tryDestroy()
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bullet.launcher.velocity *= 0
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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penerateEffect(bullet.launcher, launcher.position)
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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else:
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generateInternalDamage(bullet.launcher, launcher)
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func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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return null
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@@ -17,11 +17,11 @@ func register():
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sprintMultiplier = 30
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func ai():
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PresetEntityAI.distanceAttack(self , currentFocusedBoss, 0, 300, 0)
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# PresetEntityAI.distanceAttack(self , currentFocusedBoss, 500, 1000, 1)
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# for i in 5:
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# tryAttack(i + 2, [3, 4])
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# if 1 not in attackingStates:
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# PresetEntityAI.follow(self , currentFocusedBoss, 200)
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PresetEntityAI.distanceAttack(self , currentFocusedBoss, 500, 1000, 1)
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for i in 5:
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tryAttack(i + 2, [3, 4])
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if 1 not in attackingStates:
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PresetEntityAI.follow(self , currentFocusedBoss, 200)
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func attack(type: int):
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if type == 0:
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for bullet in BulletBase.generate(ComponentManager.getBullet("SwingSword"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition)):
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@@ -9,6 +9,7 @@ enum MotionType {
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SPRINT, # 冲撞
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BREATH, # 吐息
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STAB, # 近战戳刺
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EXPLOSION, # 爆炸
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}
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signal destroied(becauseMap: bool)
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@@ -16,7 +16,7 @@ func getStateAngle(index: int):
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return lifetime() / period * deg_to_rad(360) - deg_to_rad(360.0 * index / len(bullets))
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func forceFilter():
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bullets = bullets.filter(is_instance_valid)
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func apply():
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func apply(where: Vector2):
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forceFilter()
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for index in len(bullets):
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var bullet = bullets[index]
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@@ -24,7 +24,7 @@ func apply():
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var offset = Vector2.from_angle(newStateAngle)
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bullet.cycleStateAngle = newStateAngle
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offset.y *= 0.25
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bullet.position = bullet.launcher.position + offset * distance
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bullet.position = where + offset * distance
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bullet.scale = Vector2.ONE * (1 + offset.y)
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func host(bullet: BulletBase):
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bullets.append(bullet)
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@@ -214,7 +214,7 @@ func _physics_process(_delta: float) -> void:
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trailParticle.emitting = trailing
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for cycler in cycleTimers.values():
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if cycler is CycleTimer:
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cycler.apply()
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cycler.apply(position)
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# 通用方法
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func impluse(force: Vector2):
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